Saturday, August 31, 2013

How Facebook is banishing roommate horror stories from the dorm

A scene from move-in day at the University of Florida, a school that lets its thousand of incoming freshmen find a roommate on Facebook.

(Credit: Screenshot by Nick Statt/CNET)

In 2007, Facebook had been open to the public for less than a year, but a troublesome tendency -- now commonplace among nearly every college-age teenager in the country -- had already begun emerging: The moment incoming students received their roommate's name, they would type it into Facebook to learn all they could.

That singular action -- which often inspires overbearing parents and judgmental teens to flood housing offices with complaints -- led Robert Castellucci to co-found RoomSync, a pre-eminent roommate pairing service that operates right within Facebook.

"We looked at the landscape and we're like, 'Everyone's going onto Facebook to research their roommate after they're assigned," said Castellucci, acting CEO of the Gainesville, Fla.-based company. "So we said, 'Instead of fighting this trend,' -- which frankly housing offices are not crazy about -- 'let's incorporate Facebook into the process.'"

Robert Castellucci, CEO and co-founder of RoomSync, had the prescient idea that Facebook might one day become the official -- and unofficial -- roommate marketplace.

(Credit: RoomSync)

The service, which was founded in 2007 but only started working with its first client in 2009, hit a milestone of 50 schools in June, up from 20 two years ago. Among his customers: Northwestern University, University of California at Davis, and the University of Maryland.

Chalk up another example of technology shattering long-held practices. With teens living so much of their lives online, the idea of a surprise college roommate is becoming an antiquated notion, like waiting for a picture to be developed.

The change has been gradual, and tied inextricably to Facebook. As the social network moved from Mark Zuckerberg's Harvard dorm to colleges and then the rest of the world, universities started seeing a rise in roommate requests. Facebook, it seemed, encouraged it. You could connect with people, find common friends, see shared "Likes." And so some schools started easing restrictions and letting people choose who they live with.

Now, thanks to the ubiquitousness of the social network -- remember, Zuckerberg recently shot down the idea that teens aren't using Facebook -- the approach is becoming status quo for schools across the country.

"If you look at the national trend, the scales are starting to tip," said T.J. Logan, the associate director of housing at the University of Florida, a RoomSync customer.

A less risky alternative
When Alexis Yannarelly, an incoming freshman nursing student at Minnesota State University, settled into her dorm on August 22, she was already more than a month into a friendship with her new roommate Macy Johnson. She even knew her preferred frozen yogurt order after meeting up in person, Johnson having traveled from neighboring Wisconsin to do so.

"Some people did say that having a random roommate might be better," Yannarelly said. "Yes, it could be a really good thing -- you could end up being best friends. But you could end up with someone who's unbearable. I didn't want to take that chance."

The process was simple. The school e-mailed Yannarelly a link with an access code that let her log into Minnesota State's special housing portal on RoomSync, all within Facebook.

"We're starting to see a sentiment shift. Housing people are understanding that Facebook is not going away."

From there, Yannarelly filled out a simple questionnaire -- things like sleeping habits and cleanliness levels that you would find on a standard school survey -- and was then given algorithmic suggestions based on her answers and info gleaned from her Facebook profile. After that, RoomSync is hands off.

Incoming students, as if looking for a date, can search for people who share interests and majors. They strike a connection, exchange messages and, once both users confirm the match on the app, the housing officer receives it and makes it official.

Though this pretense for seeking out others online is quickly becoming a booming business for RoomSync, it's been years of waiting for Castellucci to see potential customers come calling.

"We're starting to see a sentiment shift. Housing people are getting it," he said. "They're understanding Facebook is not going away."

The success of self-selection
Because of how chaotic the traditional, random roommate pairing method has become in the Facebook era, some universities release room assignments on a Friday evening -- an attempt, at least, to give the housing department a weekend to prepare for the inevitable onslaught of phone calls and e-mails from nervous students and finicky parents.

Prior to 2010, University of Florida housing department did all room assignments this way -- by hand in a room of 20 people assigning more than 7,500 residents over a single weekend. At that point, incoming students were only asked their gender and if they smoke.

"We have come a long way since then," said Carolynn Komanski, the assistant director for Administrative Services at the University of Florida. That's why University of Florida turned to RoomSync.

Now, 87 percent of the approximately 4,500 freshmen who live on campus use RoomSync. Even better, UF's complaints -- which amounted to 670 the year before RoomSync's implementation -- dropped by 67 percent for the 2011-2012 academic year.

While it is important to note that UF's "conduct office also adopted a new conflict-resolution model around the same time," Komanski said, RoomSync has helped.

The random element of the traditional college experience
Not all schools are ready to let Facebook take over their process. After all, inspecting someone's Facebook profile is hardly enough information to get an accurate sense of who they really are.

That's precisely why Stanford University -- in a nice twist, considering it's at the epicenter of Silicon Valley -- still picks roommates by hand. In fact, the school doesn't let incoming freshman know who they'll be living with until the day they show up on campus to start school.

For some schools, self-selection is a no-brainer, no matter how safe it may be with respect to helping push students outside their comfort zones.

"I feel like the beauty about Stanford is that the Stanford roommate pairing system forces you to be with someone who you would not have met otherwise," said Elliot Williams, a junior at the California institution. Coming from upstate New York and fearing the roommate disaster stories, Williams was surprised to find that his Texan roommate was in fact "awesome," and they bonded over their eerily similar sense of humor, he said.

"To allow students to pick their roommates could be good in terms of comfort level, but not in terms of challenging students and breaking down walls between different groups, which is what higher education is supposed to do."

While the elite Stanford, with its modest incoming freshmen class size of 1,700, can afford to align its roommate pairing process with its diversity-driven mission, many other institutions aren't as lucky. For some, self-selection is a no-brainer, no matter how safe it may be with respect to helping push students outside their comfort zones.

So regardless of how you slice it, the ultimate winner here may just be Facebook. As more and more colleges see the approach of self-selection as an appealing way to deal with the headache of roommate pairing, the utility of the social network extends beyond a drama-filled reflection of high school and a social playground for share-happy adults.

Zuckerberg may have to spend more time than he'd like dispelling the rumor that teenagers are abandoning his site en masse -- but in 2013 it's looking like an increasingly important place for a college-bound teenager to spend time online, if only to avoid living the roommate horror story one is often told on move-in day.

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Smartphones: When is 'big' too big? (Smartphones Unlocked)

I've handled a lot of oversize smartphones in my years as a reviewer. That's a bit of a trick statement, I'll admit, since both handset screen sizes and our perception of them as large or small have grown throughout the years.

Today, phablets like the Samsung Galaxy Mega (6.3 inches,) Huawei Ascend Mate (6.1,) and Sony Xperia Z Ultra (6.44,) aren't merely outliers giving niche users the come hither. They form a fully fledged category of XXL smartphone -- that's only getting bigger.

Samsung, HTC, and Nokia are all releasing, or rumored to release, new gentle giants in the coming year. These will join the six biggest cellular screens you can buy right now.

To appreciate just how much perception had shifted, we've got to think back. The original iPhone wowed with its 3.5-inch screen. Before Apple's all-touch achievement entered the scene, the industry had never seen a cell phone screen so large, with such a roomy virtual keyboard.

Fast-forward three years to 2010, when Dell made headlines (but not many sales) with its unprecedented, 5-inch Dell Streak. It was, for all intents and purposes, the industry's first real phablet, though its screen size was ahead of its time and it suffered from feature and design flaws.

These days, a premium smartphone with a display measuring smaller than 4.5 inches is a point of suspicion and 5 inches is the new norm, even as users and reviewers lashed back against ever-larger "jumbo phones" just a handful of years ago.

Clearly, there's a market for smartphones so large they spill into tablet territory.

The case for jumbo phones
There are several good reasons why jumbo phones are taking off, and it isn't only because of supply.

  • Visual over audio: As people rely on smartphones more for computing than for calls, the viewing experience takes priority.
  • Pixel power: Higher resolution displays can deliver fine detail and rich color. Of course, larger panels have long existed for TVs and even tablets, but the difference here is that you need more pixel density when viewing the smartphone about six inches away from your face.
  • Hardware support: A larger screen is a power hungry screen that requires a higher-octane processor and a large enough battery to fire up a wider field of pixels fast enough and bright enough. The design must also be svelte enough to carry around without bulking up pockets.

    A stylus can add extra functionality to a large-screen device.

    (Credit: Sarah Tew/CNET)
  • Building bridges: Buying one large smartphone is cheaper than buying a tablet and a smartphone. The price point is also significant if you're purchasing both devices without a carrier subsidy, for the full retail price.
  • The stylus adds a third dimension: Samsung's Note series invented a different kind of two-in-one device by imbuing the Note with a pressure-sensitive stylus that can draw, click, and capture screen shots. Some aftermarket S Pen models, as they're known, can also digitally erase.
  • Underlying tech makes it easier to use: Biggo phones can be hard on the paws, and frustrating when you try to use them one-handed. Bluetooth headsets help balance out the phone-to-ear ratio, as well as outlier attempts like the HTC Mini+ companion device. Software considerations to shrink the keyboard and push it to one side also help, as do better voice recognition and gesture controls to bypass the typing and tapping.

Who's buying
Interestingly, Samsung found that the people who wind up buying and using the company's phablets come from a wider swatch of society than the company initially suspected. Marketing campaigns targeted business users for productivity, creative types who wanted a bigger canvas on which to draw, and an older audience who craved larger lettering on a bigger screen.

"The reality," Ryan Bidan, Director of Product Marketing for Samsung's mobile US branch, told CNET, is that the supersized screen is "a lot more accepted and a lot more prevalent than even we thought it would be...We saw a huge amount of adoption by [just] about everyone we sell phones to."

Bidan also noted that different motivations drive different markets. In some Asian countries, the stylus makes it easier to quickly jot notes in written characters, and a collapsable antenna in some models (like Asia's versions of the LG Optimus Vu series) makes it possible to watch TV shows.

In other regions, a phone like the Note 2 is popular because of screen size alone. In others, still, Samsung found that the high-end specs and large footprint make the phone a status symbol for the well-to-do.

An Android-only trend? Not for long
Perhaps due to Google's openness and Android's reputation as a playground for developing new features, phablets have so far mostly run Android. Apple sticks with two tablet sizes (7-inch and 10-inch) and a grudgingly-growing iPhone screen.

So far, this summer's unlocked Nokia Lumia 625 and the HTC Titan II -- both with 4.7-inch displays -- have been the largest-screen Windows phones to date (we called the Titan II "arrestingly large" back in April 2012.)

The trend, however, could soon evolve in Windows phones, if rumors of the uberlarge Nokia Lumia 1520 bear 6-inch fruit.

The popping point
Smartphone sizes are increasing, but even red-hot trends require checks and balances.

Every time a phablet lands on my desk to review, I look at it and think, "No freaking way. That monster is simply too big." Inevitably, my hands stretch awkwardly trying to grip, navigate, and type.

What's more, large phones are hard to jam into my back pocket, and if I try to make even a quick call without a Bluetooth headset (which I invariably do,) I suddenly feel like a munchkin in an ordinary world.

The 6.3-inch Samsung Galaxy Mega makes Web sites easy to read.

(Credit: Josh Miller/CNET)

Yet, a few days -- and maybe even a few hours -- are all I really need to start appreciating the gifts of a more expansive screen. Web sites become easier to read, and movie trailers more inviting to watch. I may be more likely to grab a phablet with stylus to jot notes in a meeting than my old-school pen and paper notebook (yes, you heard me.)

As much as I relearn to love the phablets' screen size, they will never be completely comfortable for me to use one-handed, something I find I do quite a lot. I do think there's a place for these large-screen crossovers, both financially and features-wise, but there is also an upper limit to how big these phones should grow.

The good news is, we probably won't see too many 12-inch tablets masquerading as cellies, at least not so long as portability is still an essential part of the smartphone's appeal. Ask an expert analyst, like Jon Erensen, Gartner's research director for mobile and semiconductors, and he'll tell you that the 6 and 7-inch range is the magic number.

7-inch tablets are proving small enough to tuck into purses and even into some roomier pockets, and cheap enough for consumers to consider instead of a smartphone -- or vice versa.

"You wouldn't have both a large phone and a small tablet," Erensen told CNET. "Screen size growth will slow down."

That's good news for lovers out there of the sumo screen, who should expect to see much more innovation and development in this space. The bad news? The awkward term "phablet" isn't going away anytime soon.

Smartphones Unlocked is a monthly column that dives deep into the inner workings of your trusty smartphone.

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Friday, August 30, 2013

HiFiMan RE-400

First, an admission: I've never really liked any of HiFiMan's in-ear headphones. For whatever reason, they just didn't sound all that great and never measured up to the Chinese company's full-size HE family of headphones, which employ proprietary thin-film "planar magnetic" flat drivers that produce clear, dynamic sound. (The HE models have earned a following among audiophiles.)

The good news is I feel a lot better about the new $99 RE-400 "Waterline" in-ear model. It sounds a lot better than HiFiMan's previous in-ear offerings, all of which have been discontinued.

While the RE-400s don't have the in-line remote/microphone found in a lot of today's mobile headphones, their comfortable fit and clear sound will appeal to audiophiles or anyone craving an in-ear headphone without exaggerated bass or overly crisp treble.

The earphones have a simple, understated design with machined aluminum earpieces.

(Credit: Sarah Tew/CNET)

Features and design
The RE-400s have an understated, clean design, and their small, machined aluminum ear pieces are a big part of the reason the RE-400s are as comfortable as they are. They're relatively lightweight, and one of the four sets of different size silicone ear tips (included) should allow you to get a snug, secure fit.

The 50-inch-long, oxygen-free copper cable is cloth covered, up to the point where it divides into separate left and right plastic covered cables. The wires can either hang straight down or loop back over your ears.

The bottom half of the 50-inch-long, oxygen-free copper cable is cloth covered.

(Credit: Sarah Tew/CNET)

While most companies selling in-ear headphones buy their drivers from outside suppliers, the RE-400's 8.5mm titanium-coated drivers were designed by HiFiMan engineers and are made in the company's own factory. Impedance is rated at 32 ohms.

Along with with four sets of silicone ear tips, you get a small white plastic cable winding bar. But that's it -- no other accessories, not even a cheap travel pouch, are included. The RE-400s also lack any type of mic or phone controls.

You get four sets of ear tips and a cable organizer -- but no case.

(Credit: Sarah Tew/CNET)

It's always hard to tell how well in-ear headphones will hold up over time, but the RE-400s' construction seems fairly sturdy, and it's worth noting that the cord terminates in an L-shaped plug, which tends to hold up better than a straight plug.

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Crave giveaway: Colorful Coloud Boom headphones

Coloud Boom headphones

For those who like their headphones with a splash of color, the Boom cans come in two or more contrasting shades.

(Credit: Coloud)

Congrats to Cheryl W. of Irvine, Calif., for winning a Bem Wireless Bluetooth boom box in last week's giveaway. This week, we've got another prize your ears will like: a pair of sturdy and stylish Boom headphones from Swedish company Coloud.

The Boom over-ear 'phones come in all sorts of fun color combinations for a contrasting look, or similar hues for a more tonal look. You get to choose. They have a mic and remote for additional functionality, and a special little thingamabob at the end for tangle-free cord management.

Tend to get tangled? The headphones come with a cord-detangling system. (Click to enlarge.)

(Credit: Coloud)

Normally, a pair of Coloud Boom headphones would run you $40, but you have the chance to get your ears on them for absolutely nada. How do you go about doing that? There are a few rules, so please listen up.

  • Register as a CNET user. Go to the top of this page and hit the "Join CNET" link to start the registration process. If you're already registered, there's no need to register again.
  • Leave a comment below. You can leave whatever comment you want. If it's funny or insightful, it won't help you win, but we're trying to have fun here, so anything entertaining is appreciated.
  • Leave only one comment. You may enter for this specific giveaway only once. If you enter more than one comment, you will be automatically disqualified.
  • The winner will be chosen randomly. The winner will receive one (1) pair of Coloud Boom headphones, with a retail value of $40.
  • If you are chosen, you will be notified via e-mail. The winner must respond within three days of the end of the sweepstakes. If you do not respond within that period, another winner will be chosen.
  • Entries can be submitted until Monday, April 8, at 12 p.m. ET.

And here's the disclaimer that our legal department said we had to include (sorry for the caps, but rules are rules):

NO PURCHASE NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR CHANCES OF WINNING. YOU HAVE NOT YET WON. MUST BE LEGAL RESIDENT OF ONE OF THE 50 UNITED STATES OR D.C., 18 YEARS OLD OR AGE OF MAJORITY, WHICHEVER IS OLDER IN YOUR STATE OF RESIDENCE AT DATE OF ENTRY INTO SWEEPSTAKES. VOID IN PUERTO RICO, ALL U.S. TERRITORIES AND POSSESSIONS, AND WHERE PROHIBITED BY LAW. Sweepstakes ends at 12 p.m. ET on Monday, April 8, 2013. See official rules for details.

Good luck.

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Thursday, August 29, 2013

Crave giveaway: Sennheiser Momentum headphones

The Sennheiser Momentum headphones feature a brushed stainless-steel headband and plush, leather-covered earpads.

(Credit: Sarah Tew/CNET)

Congrats to Tywan J. of Owings Mills, Md., for winning an Otterbox Realtree Camo case for the HTC One in last week's giveaway. Like the sound of getting a pair of high-end headphones for free? Read on.

We're giving away a pair of full-size over-the-ear Sennheiser Momentum headphones, which feature a brushed-stainless-steel headband and plush, leather-covered earpads and come with two cables and a carrying case.

Steve Guttenberg, CNET's Audiophiliac, lauded the 'phones for their build and sound quality: "The Momentum headphones sound crisp and clear with all types of music and movies." Earlier this year, the headphones scored a spot in our Top-rated reviews of the week lineup.

Normally a pair of Sennheiser Momentum headphones would set you back $349.95, but this is your chance to get them in brown for nada. How? By following a few simple rules. (And while you're in the spirit of free gear, be sure to enter CNET's Get Hooked Up Sweepstakes for chance to win an unlocked BlackBerry Z10.)

  • Register as a CNET user. Go to the top of this page and hit the "Join CNET" link to start the registration process. If you're already registered, there's no need to register again.
  • Leave a comment below. You can leave whatever comment you want. If it's funny or insightful, it won't help you win, but we're trying to have fun here, so anything entertaining is appreciated.
  • Leave only one comment. You may enter for this specific giveaway only once. If you enter more than one comment, you will be automatically disqualified.
  • The winner will be chosen randomly. The winner will receive one (1) pair of Sennheiser Momentum headphones, with a retail value of $349.95.
  • If you are chosen, you will be notified via e-mail. The winner must respond within three days of the end of the sweepstakes. If you do not respond within that period, another winner will be chosen.
  • Entries can be submitted until Monday, May 13 12 p.m. ET.

And here's the disclaimer that our legal department said we had to include (sorry for the caps, but rules are rules):

NO PURCHASE NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR CHANCES OF WINNING. YOU HAVE NOT YET WON. MUST BE LEGAL RESIDENT OF ONE OF THE 50 UNITED STATES OR D.C., 18 YEARS OLD OR AGE OF MAJORITY, WHICHEVER IS OLDER IN YOUR STATE OF RESIDENCE AT DATE OF ENTRY INTO SWEEPSTAKES. VOID IN PUERTO RICO, ALL U.S. TERRITORIES AND POSSESSIONS, AND WHERE PROHIBITED BY LAW. Sweepstakes ends at 12 p.m. ET on Monday, May 13, 2013. See official rules for details.

Good luck.

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Autosolo is cheap, easy to get involved in, and good fun

Autosolo: Motorsport We Can All Get Involved In

Very few things about "get up at 5 a.m. on a Sunday and drive to a bit of concrete in Rugby" appeal. First, there's the hour, then the day, then the "desolate bit of ground" bit. If it were a palace of gold and rubies I'd be there before 5 a.m., not just stirring. Still, I had good reason for an early start: Autosolo.

Autosolo is one of the newer grassroots motorsports doing the rounds, and it's surprisingly simple. It's a simpler version of Autotesting, a sport that sees specially built cars driven to their limits around tricky courses, but there's no backward stuff, no 360s, and nothing too complicated. Unless you forget the course.

The idea is that you drive a fully road-legal car around a gated course in as fast a time as possible. You're given a map of the track before the day starts so you can walk and memorize it.

Competitors rock up in two types of car: either front-wheel-drive superminis (easy to hustle) or rear-wheel-drive sports cars (easy to slide). In auto testing, the cars of choice are either original Minis or Caterham/Lotus 7s -- both have a mix of ace handling and quick turn of pace, so they are ideal. For our Autosolo adventures, we took a Seat Mii (for its handling prowess and buzzy 75-bhp three-pot) and a Caterham Supersport (because it likes getting out and enjoys going quickly).

The competitors are a hardy bunch, having been doing this kind of thing for years. There were teams of families, old guys, young guys, people trying it for the first time and...us. You may have an image of the type of person who takes part in grassroots motorsport (adenoids, beard, pot belly, MX-5, and small hands), but it's incorrect: the people we met at that meet were truly lovely and keen to help out if needed. The Mii is an incredibly versatile little car; while its 1.0-litre engine may seem tiny, it provides plenty of go. Dynamically it's leagues ahead of the likes of the Peugeot 107, Toyota Aygo, or Citroen C1. Admittedly nearly a decade of development has occurred between the two being launched, but still. Up next, the Caterham: a car first designed in the 1950s in a shed in Norfolk and "refined" by Caterham in a shed in Dartford. About 99 percent of the time I'm not a fan of Caterhams. Drive them on the road and you feel overexposed, unprepared for a crash, and, if you're in a quick one, a little like a spin is a blink away. However, stick one on a track and you pretty much dominate. Caterhams are lighter, faster, and more fun than the competition. For Autosolo, though, the Supersport's wide turning circle was a bit of an issue. Some reversing had to happen. OK, a lot of reversing had to happen. Autosolo is a big 'ol bag of fun. It's fast, challenging, and really competitive. I'd recommend it to anyone -- partly for the low entry fee, partly for the wonderful people, and partly for the fact you'll end up addicted to it. Now, go forth and slide around a cone already.

Engine 1.0-litre three-cylinder
Power 75 bhp
Torque 70 lb. ft.
0-62 mph 14 seconds
Top speed Â Ã‚  106 mph
Engine 1.6-litre four-cylinder
Power 140 bhp
Torque 120 lb. ft.
0-62 mph 4.9 seconds
Top speed Â Ã‚  120 mph
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Wednesday, August 28, 2013

End of Moore's Law: It's not just about physics

Intel wafer. Chipmakers may find it difficult to justify the huge costs of developing the next generation of chip technology.

An Intel wafer. Chipmakers may find it more difficult to justify the huge costs of developing the next generations of chip technology.

(Credit: Intel)

The end of Moore's Law may ultimately be as much about economics as physics, says a DARPA director.

"My thesis here is that it's time to start planning for the end of Moore's Law, and that it's worth pondering how it will end, not just when," Robert Colwell, director of the Microsystems Technology Office at the Defense Advanced Research Projects Agency, told CNET.

Bob Colwell

Colwell gave a presentation at the Hot Chips Conference at Stanford University on Monday titled "The Chip Design Game at the End of Moore's Law." On Tuesday, he provided further comment to CNET.

"The silicon business is incredibly expensive for folks like Intel, who have to pay huge amounts of money to develop the next-generation silicon technology," he said.

Moore's Law, named after Intel co-founder Gordon Moore, states that the number of transistors that can be placed on an integrated circuit doubles roughly every two years. For decades, chipmakers have succeeded in shrinking chip geometries, allowing Moore's Law to remain on track.

Below are the comments he provided to CNET based on his speech at the Hot Chips conference:

[It takes] huge amounts to build the fab plants, and yet more...to pay for the design teams to design new chips. Intel makes these investments, which are in the [billions of dollars], because they expect to reap way more [billions of dollars] in profits in the following years.

But if there is doubt that those profits will arrive, and possibly if they just doubt they can come up with the necessary silicon improvements, they may not want to make the investment at all. Should a major player like Intel make such a call, that would effectively end Moore's Law all by itself, because then the various companies that make the super expensive tools for chip production will themselves not make the investments needed to keep Moore's Law alive.

Expanding on the comments above, Colwell said companies need to focus on the economics of getting to 7 nanometers and beyond:

I think most technologists will, at least privately, rationally consider the prospects for the end of Moore's Law. But they focus on the physics, which change substantially from one silicon process technology to the next. These technologists know how monumental the challenges are to even get to [7 nanometer] silicon technology, so the natural assumption is that eventually some problem with the next silicon process technology will turn out to be physically insurmountable, and that's what will end Moore's Law.

They are right, there are very serious challenges looming, but then, the silicon industry has beaten back such challenges in the past. This gives a lot of people false confidence that we can do it again. My attitude is, maybe we can, maybe we can't, but physics isn't the only challenge. That was my point in focusing on economics, to remind the field that we have to succeed at the physics AND the economics or we will have failed, and Moore's Law will have ended.

Colwell said that for the Defense Department, he uses the year 2020 and 7 nanometers as the "last process technology node."

But he adds, "In reality, I expect the industry to do whatever heavy lifting is needed to push to 5nm, even if 5nm doesn't offer much advantage over 7, and that moves the earliest end to 2022. I think the end comes right around those nodes."

Intel has already begun discussing commercial 10-nanometer technology, which is expected to ramp up in 2015.

But Intel component scientists have also said that it's not clear what technology will be used beyond 7 nanometers.

Currently, Intel processors, such as its Ivy Bridge and Haswell processors, are made on a 22-nanometer process.

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Plants vs. Zombies 2 (iOS)

Plants vs. Zombies 2: It's About Time will be live in the App Store at 6:00 a.m. PT on Thursday, but I've already played through a large chunk of the game, and I can tell you it was definitely worth waiting for this sequel.

The original Plants vs. Zombies was a huge hit when it came out for iOS devices in February 2010. After more than three years, PopCap has finally released the sequel as a free-to-play game, but don't let the freemium model scare you -- in-app purchases are not required to finish the game.

More of the same great gameplay
The object of Plants vs. Zombies 2 is the same as the original. You need to plant different types of offensive and defensive plants to try to prevent zombies from making it all the way to the left side of the screen. To grow your plants, you need sun, and sun power is gained through planting sunflowers that generate every few seconds. As in the first game, you'll need to touch the floating sun icons to add them to your bank of sun power.

But where you were defending your house from a zombie attack in the original, Plants vs. Zombies 2 sends you back in time to new worlds, with the themes of Ancient Egypt, Pirate Seas, and Wild West. These three worlds are ready to unlock in this first version of the game with more than 60 levels to play through total, but PopCap games promises more new worlds to come in future updates.

Plants vs. Zombies 2

New worlds have tons of levels to conquer.

(Credit: Screenshot by Jason Parker/CNET)

A little help from new power-ups
Plants vs. Zombies 2 should be very easy to pick up and play for just about anyone, but it can also get extremely challenging when the zombies start to fill your screen. In this sequel, the developer has added new features that give you a few extra options when the big waves of zombies are on the attack.

A new Plant Food button lets you supercharge one of your plants to do extra damage when in a pinch. Dragging plant food on top of a pea shooter, for example, sends it into machine gun mode for a short time. Each plant type reacts differently to plant food, so you'll have to experiment to find the best combinations.

There are also new powers you can only use for a short time by spending your earned coins. The Power Pinch lets you pinch to decapitate zombies. The Power Toss lets you launch a group of zombies in the air with a swipe, then fling them off the screen. The Power Zap lets you hold your finger down on zombies to electrocute multiple enemies. These new powers are great for difficult levels, but you'll only be able to use them once in a while or you'll run out of cash.

Plants vs. Zombies 2

Toward the end of every level, it can get really chaotic.

(Credit: Screenshot by Jason Parker/CNET)
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Tuesday, August 27, 2013

We drive the fastest Skoda in the world

We Drive a Skoda Capable of 227.080mph.

As birthday presents go, Skoda did well for itself when its vRS sub-brand turned 10 in 2011. Rather than releasing a Fabia vRS with some stickers plastered to the side, or an Octavia vRS with a tiny dollop of extra power, Skoda decided to break a world record. It wanted to take an as-close-to-standard-as-possible Octavia vRS to Speed Week in Bonneville and come away with a world record.

The car it took isn't exactly showroom fresh -- the parachute attached to the back isn't on any options list I've ever seen. The engine has been fiddled with beyond almost all recognition. Where there used to be a dinky turbo now sits a Garrett unit about the size of Ron Jeremy, and about as potent, too. Inside the cabin there's no seating to speak of, mostly roll cages, harnesses, fire extinguishers, and a rather distended gear lever. It's as though the Octavia had mated with a Transformer.

For the record attempt, Skoda wanted the car to hit 200 mph. If it managed it, the team would aim to break the world record (216 mph). The car, at the hands of Evo Magazine's Richard Meaden, hit 227.080 mph. Fast, then.

But that was 2011. Since its triumphant victory, the car has returned to U.K. soil and Skoda's skunkworks. Not being the types to leave it to gather dust, we were asked if we'd like to give the old girl a whirl.

The thing is, the showroom Octavia is a really good car. It's not pretentious -- it's a car that does the whole "transport" thing very well indeed. Anyone can buy one, and while a few narrow-minded people may judge them for owning a Skoda, they'll end up with an incredible product.

The vRS is pleasingly quick -- and the cops love them. If you ever get the opportunity, drive one in metallic blue down the overtaking lane of the M1. Not since Moses have things parted that quickly. I do believe it's a classless car, too. So it's not as iconic as a Mini, or as ingrained as a VW Golf, but drive one and you'll realize that your preconceptions about the Skoda brand are wrong. Don't rubbish it before you've tried it.

Anyway, the Bonneville car. It's noisy, raw, tricky to change gears, slow to get to speed, and starts to weave alarmingly at about 85 mph. But when you get going, and I mean really get going, she flies. I wanted to hit 150 mph, and after my third run I managed it; 151 mph, actually. I wasn't expecting to ever sit in a 150 mph Skoda, let alone one that's already done the double ton (and a bit).

I was allowed to pull the parachute (for the cameras, dahhhhling) but on the (many) attempts we made, it didn't want to coax itself free. In fact, the lever you tug to unleash it broke on the first attempt and on the second it took a chunk out of my hand. I was bitten by a land-speed record car. Not many people have been able to say that without terrible injuries, have they?

Still, well done to Skoda for eschewing the norm and creating something truly awesome simply because it can. I'm genuinely looking forward to the 20th anniversary of vRS. I'm hoping for either big speed or some kind of flight. Or cake. Cake is good.

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Monday, August 26, 2013

Audi R8 V10 Plus: Like an R8 but better

Audi R8 V10 Plus: Audi's Mk1.5 is the same but better

In 2007 Audi released the R8 supercar. It was years in the making and much anticipated. Audi's high-performance form had been proven time and time again -- at first on the world's rally stages, then on the road with the S and RS (Renn Sport) line of cars. When 2012 rolled around Audi gave the R8 a mild face-lift and a bit more go.

Its face was given a new, brighter set of eyes, its rump got similar treatment -- its indicators are not the coolest on any ever as they don't flash, but flow along the bottom of the rear lights. It's awesome, trust me.

Audi has also fiddled with the engines -- there's a bit more power all around and new model. The new model is called the R8 V10 Plus. Plus, in Audi speak, means "more of everything." The V10 Plus gets 25 more horses than the standard V10, which brings the total to 550. It has harder suspension than the standard car, too, for better cornering and more "hard-core" handling. It'll hit 197 mph and get from zero to 62 mph in just 3.5 seconds. Which is no time at all.

Audi has, thoughtfully, put a launch control mode in the mix. Stick the gearbox in "sport," hit the ESP switch, hold one foot on the brake and the other on the gas, wait a second or two, and release the stoppers. You're forced back in your seat, pinned while the scenery turns into a blur around you.

Once you've had your acceleration fun, the Plus' standard carbon ceramic brakes will stop you pretty effectively. They're an option on the "lesser" R8s (if there is such a thing), but needed here.

Audi's Quattro system is there in full force, all four wheels are driven to ensure maximum grip at all times, though there's a power bias toward the rear. Word of warning: you can take corners much, much faster than you can in a RWD car. Just remember this if you get out of an R8 and into something else. You may land upside down.

The R8's exterior tweaks weren't really necessary -- it looked good before and only marginally better now. The interior, however, is where work needs to be done. It's looking a bit 2007. Supercars have long shelf lives, we know this, but with lesser Audis boasting more advanced tech and more up-to-date switchgear, the R8 may be accused of being a poor relation when it comes to interior aesthetics. It's still cool, mind.

The Plus only comes with a seven-speed dual-clutch gearbox; it's smooth, works well in "manual" mode, and when the sport button is engaged makes some rather aggressive down changes. It can be a touch indecisive in town, though. Irritatingly, you can't get a manual in the Plus; it seems like a bit of a waste, like giving David Beckham a cricket ball to play with. He'd know what to do with it, but would be much more entertaining with the right kit.

No matter, because the Plus' party piece is its gratuitous 5.2-litre Lamborghini-derived V10. Its noise is intoxicating, especially with sport mode engaged.

The changes to the R8 are small but they add up to make something brilliant even better. The R8 continues to be a car for those who know a bit better -- that the supercar aristocracy is a bit much nowadays. Shame about the interior, though.

Engine 5.2-litre V10
Power 550 bhp
Torque 390 lb. ft.
0-62 mph 3.5 seconds
Top speed Â Ã‚  197 mph
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Sunday, August 25, 2013

Cambridge SoundWorks Oontz XL

Cambridge SoundWorks has been making some inroads into the ultracompetitive wireless Bluetooth speaker market with its value-priced, weirdly named Oontz line, which has now grown to three products with the addition of the larger Oontz XL.

For a lack of a better description, the 1.85-pound Oontz XL is essentially a poor man's Jawbone Big Jambox. It's around the same size as the Big Jambox and includes an integrated microphone for speakerphone capabilities and offers decent battery life (it's rated for 10 hours, but you can do better than that).

No, it doesn't have the build quality of the Big Jambox. Nor does it sound as good.

The Oontz XL is a more full-size portable Bluetooth speaker.

(Credit: Sarah Tew/CNET)

But it does sound better than other smaller speakers that sell for around the same price (at launch, anyway, the Oontz XL costs $99.99; hopefully that price will stick). For example, we put the XL up against the highly rated $99.99 JBL Flip and the Oontz delivered significantly more bass and simply sounded like a bigger speaker. It also was significant step up from the company's own smaller Oontz ($49.99) and Oontz Angle ($39.99) speakers.

The buttons are all on the top of the speaker.

(Credit: Sarah Tew/CNET)

Performance-wise, what holds the Oontz XL back is its level of clarity and it just doesn't have the widest soundstage. Products like the Big Jambox and the Bose SoundLink Bluetooth Mobile Speaker II sound richer and more dynamic -- but they cost three times as much. (Cambridge SoundWorks is advertising it as "The $300 Portable, Wireless, Bluetooth Speaker on sale now for only $99.99," but it is not in the same league as most $300 speakers or even $200 speakers, for that matter).

The microphone for the built-in speakerphone.

(Credit: Sarah Tew/CNET)

Volume on the speaker is pretty good, but this doesn't offer huge sound for its size. The engineers seem to have restrained the top volume a bit because of potential distortion problems at higher volumes, particularly when running a lot of bass through the speaker. An earlier unit I tested had some distortion issues at higher volumes -- it couldn't handle R. Kelly's "My Story" track, for example -- but the final shipping model I tested didn't have this problem (the "My Story" track didn't sound great, but at least it didn't break up).

Still, when you listen to this side-by-side with many other mini Bluetooth speakers, the Oontz is going to come out the clear winner. I liked it's straightforward styling and soft-to-touch finish (it does attract some fingerprints) and despite its simple design it manages to have enough style to avoid looking generic.

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Saturday, August 24, 2013

HP SlateBook x2

The HP SlateBook x2 is a "woulda, coulda, shoulda" Android tablet that doesn't quite justify its $480 price tag.

No, it's not a bad tablet. There are plenty of connectivity ports, the screen resolution is high -- if not impressively so -- and while in gaming performance iy can't match the $300 Nvidia Shield, Hewlett-Packard's Tegra 4-fueled device still manages impressive frame rates on most benchmarks.

But the display and keyboard are problematic. The screen suffers from a garish yellow tint that looks...well, let's just say it puts me in mind of a restroom, and leave it at that. The included detachable keyboard, meanwhile, appears at first to be a major added value; however, despite its extra-wide touch pad and multitouch features, it feels cramped in the face of more innovative tablet typing options.

All told, the SlateBook x2 just doesn't feel like what you'd expect in a near-$500 tablet in 2013. It's fine, but I'd recommend waiting for a beefy price drop before shelling out for it.

Design
The HP SlateBook x2 is meant to be used in tandem with its included keyboard dock. Unfortunately, with the two connected, if feels like you're using a Netbook circa 2010 -- a Netbook that runs Android. Asus has found success with this concept over the last couple of years, but since Microsoft introduced a much more comfortable way to type on a tablet -- as long as you're not using your lap -- this kind of cramped keyboard design has felt inadequate to me.

The tablet and keyboard were made for one another. No, really.

(Credit: Josh Miller/CNET)

Tablet-typing approaches are only slowly evolving, but HP seems to have based the x2's keyboard design on a model that worked two years ago, but is starting to feel antiquated. So, attempting to return to what now feels like a scrunched typing area leads to immediate frustration, especially if you have larger-than-average hands like mine. You can still type functionally on it, but it feels cramped and never quite ideal. The keys are a bit too small and for me the Backspace button is about an inch too low -- as evidenced by my continued habit of overshooting it. I do however quite like the extra-wide multitouch touch-pad HP includes and, as expected, shortcuts for home, back, recent apps, and search are featured as well.

Weight in pounds 1 1.33 1.5 1.32
Width in inches (landscape) 10.1 10.4 10.8 10.4
Height in inches 7.2 6.9 6.8 7.1
Depth in inches 0.81 0.35 0.37 0.33
Side bezel width in inches (landscape) 0.8 0.9 0.8 0.8

The left edge of the keyboard houses a headphone jack and a full USB 2.0 port and along the right edge are a full-size SD card slot, full HDMI, and a proprietary power port. There's no Micro-USB port for charging or transferring files. The x2 instead uses a small but awkward power brick to charge its batteries -- one in the keyboard and one in the tablet. As a much-appreciated concession however to the lack of Micro-USB, both batteries charge impressively quickly.

After detaching the tablet from the keyboard, the first thing I noticed were the missing volume and power buttons. They're not actually missing, but simply located in a weird HP-style place on the back. While it's strange to have two of the most frequently pressed buttons hidden from view, when holding the tablet in landscape your fingers are quickly drawn to them, even if you can't actually see them until you turn the tablet around.

The SlateBook x2's double-wide multitouch touch pad.

(Credit: Josh Miller/CNET)

In keeping with the weirdness, HP decided to make the ports on the actual tablet inaccessible while it's plugged into the keyboard. Both the microSD slot and headphone jack are located on the bottom connection edge of the tablet and are completely hidden when the slate is attached to the keyboard, preventing access until the two parts are separated.

The tablet's dual speakers also are located on the bottom bezel and emit sound directly into the back of the keyboard. It doesn't appear to affect sound quality too much (we'll talk about overall sound quality in a bit), but still, a curious choice. Also, the lower bezel is home to several scratchy ridges that make the tablet flat-out uncomfortable to hold from the bottom.

The power button sits on the tablet's back, but is surprisingly easy to find.

(Credit: Josh Miller/CNET)

The tablet is slightly lighter than most 10-inchers, but a bit thicker than the Nexus 10. Despite the smooth back, it never felt as if it were in danger of slipping from my fingers.

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Friday, August 23, 2013

Samsung Ativ S Neo (Sprint)

Features-wise, the Samsung Ativ S Neo sits in the center of Sprint's lineup, neither the high-end, high-priced smartphone on the premium side of spectrum, not the entry-level smartphone trying to keep it all together. A mass market phone like this occupies an important, if less exciting, place in any carrier's roster. Yet this particular middle-of-the-road performer struggles to justify its $149.99 introductory retail price, particularly when the HTC 8XT comes in at $50 less on contract.

True, the S Neo's larger, HD screen and doubled storage (16GB instead of 8GB) explain the price difference, along with a microSD card slot that HTC's model lacks. Ultimately, though, both devices bring good-but-not-great internal operating speeds, photography, and features. It doesn't help that Sprint's slow 4G LTE deployment makes downloading apps and uploading photos a drag for anyone still stuck in a 3G-only footprint.

Design and build
Modeled with some of the Samsung Galaxy S4's squarer sensibilities, the Ativ S Neo is an attractive device, whose rounded rectangular design comes dressed in patterned, high-gloss dark blue plastic and a shiny metallic rim.

At 0.36-inch thick and 5.1 ounces, the S Neo leaves a much more solid and heavy impression than Samsung's typically featherlight handsets. It's a little too weighted for my tastes, in fact. Proportions are otherwise pleasing at 5.3 inches tall and 2.7 inches wide -- larger than the iPhone 5, but smaller than most of today's jumbo phones.

Colors look bright and letting crisp on the S Neo's 4.8-inch HD touch screen (1,280x720 pixels with a 306ppi density, if you care to know.) Of course, Windows Phone 8's large, broad, high-contrast helps in that regard, and it isn't until you're reading desktop versions of articles and viewing photos that high resolution starts making a difference.

A physical home screen button about the size of a Tic Tac helps you navigate the Ativ S Neo, along with capacitive keys for going back and starting search. A Windows phone mainstay, these buttons have secondary functions to launch voice search and flip between recent apps. While the home button responds well to your press, I'd personally prefer it a little more fingertip-shaped and a little bit less oblong.

It isn't the Samsung Ativ S Neo's size that makes it a little burdensome, but its heavier-than-expected weight.

(Credit: Josh Miller/CNET)

Along the spines, you'll find the power/lock button and a physical camera shutter, the Micro-USB charging port, volume rocker, and a standard headset jack. The shiny buttons all rise just enough from the surface to make pressing them second nature.

The S Neo's 8-megapixel camera module comes with an LED flash sidekick, and is joined on the front by a 1.9-megapixel lens. You'll need to peel off the back cover in order to get at the microSD card slot below (you can store up to 64GB here.)

OS and features
Running Windows Phone 8 (review), the Ativ S Neo serves up everything the platform has to offer, like multitasking, Xbox Live integration, and Kid's Corner, a walled-off profile for young'uns. The flipside is also true that the S Neo shares all of Windows Phone 8's foibles, like its still-growing app store and little things like no persistent voice dictation in that otherwise spry virtual keyboard (there are separate dictation buttons for apps like text messaging and Microsoft One Note).

Samsung has enhanced the experience somewhat with expanded NFC in the Ativ Beam app. The benefit here is that Samsung makes it really clear that you can share photos, documents, music, and videos with any Samsung Windows phone and NFC-capable Android devices.

Take a closer look at that physical home button.

(Credit: Josh Miller/CNET)

Samsung also bestowed upon the S Neo its Shooting Modes lens, a camera app that lets you launch HDR mode, among others. I'll go into more detail in the camera section below. Samsung Link helps you connect Samsung devices over Wi-Fi to share content.

Other preloaded apps that make their way onto the device include a photo editor and a handy video trimmer. You'll also see the Scout navigator, Mini Diary, and apps for Sprint's movies and music subscriptions.

In addition to the extras are Windows Phone staples like an alarm clock, a calculator, calendar, and data monitor, and the full Microsoft Office suite. Visual voice mail and Microsoft's mobile wallet are also on board.

Cameras and video
An 8-megapixel camera sensor graces the back of the Ativ S Neo, and ordinarily, that's very good news. Samsung has a strong track record with smartphone cameras of this type producing clear, colorful photos and video. In this case, the camera fell short, creating images that were far less sharp and detailed than real-world counterparts, and less colorful and vibrant as well.

Exposure was also sometimes off, and photos on the whole looked flatter, duller, and more muddled than I expected. The searing flash often created harsh scenes. Photos were mostly usable, mind you, but I wouldn't class the Neo's performance among my roster of top smartphone cameras.

Luckily, using the Neo's camera is pretty straightforward. The native camera app gets many additions here with a choice between regular and macro focuses (in the settings,) white balance presets, and options to tweak exposure metering, ISO, contrast, sharpness, and so on. You can also add Samsung's effects (like sepia and solarize), and dial down the photo resolution to make smaller files. Many of the same choices carry over to video settings as well.

A pair of extra camera lenses ships with this phone, including Samsung's Shooting Modes, which includes HDR for higher contrast shots.

(Credit: Jessica Dolcourt/CNET)

In addition to Samsung's more embellished camera app are even more modes in the separate Shooting Modes lens, an app preloaded by default (and thankfully easy to get to from the camera app.) Here, you can select three additional setups for continuous shot, beauty shot, and HDR mode for high-contrast situations. I like that Samsung's app uses more visual graphics than the native camera app does, but there's a lot of overlap between the two programs' photo settings. Still, there's not quite enough overlap to use Shooting Modes as the main camera, like if you want to use a macro setting. Frustratingly, Shooting Modes also lacks a button to get back to the entire collection of lenses.

At the end of the day, Samsung's S Neo butts up against the major limitation facing Microsoft's system of camera lens add-ons, and that's that phone-makers can't consolidate their own graphical look and multitude of features into a single native app. Switching among lenses isn't hard, but it also isn't as convenient as using a single app for all your photo needs.

In addition to Shooting Modes, the preinstalled MangaCamera lens is all about black and white manga-style fun -- see the sample below. You'll be able to download more photo app "lenses" from the Marketplace app store.

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Thursday, August 22, 2013

Limbo (iOS)

Limbo for iOS is a spooky, and award-winning, indie puzzle-platformer, which first made its name on Xbox 360 and now is out for iOS. The touch-screen controls are spot on, making it a great purchase for any iOS device, but you might be left wanting more.

The storyline is both straightforward and mysterious, with only this line as an introduction from developer Playdead: "Uncertain of his sister's fate, a boy enters Limbo." That's all you have to go on at the beginning of the game, but through trial and error, you'll quickly learn the swipe controls that make you run, jump, and climb over obstacles. Much of the game follows this trial-by-fire theme, so expect to fail many times before you solve one of the game's many puzzles.

The world of Limbo
What's immediately striking about Limbo, as you explore a dark, black-and-white, 2D world, is the art style of using only silhouettes for your characters and the monsters you'll come across. The world is backlit with a foggy, blurry backdrop, but you're still able to make out the various traps and objects that block your path forward. Limbo, while a platformer, is a puzzle game that requires you to figure out the best way to continue on, so there are plenty of objects you'll need to move into place (such as a platform for example), then use to get further along in your journey. But it will often take several tries to get past a puzzle.

Limbo starts off in a forest with obstacles like bear traps, giant rolling stones, and an early enemy that is a gigantic spider. But later you'll enter a crumbling city where the puzzles involve mechanical moving parts, switches, and gravity puzzles. Throughout the game, you'll often encounter a trap or be killed by a spider before you have any idea how to pass it. Don't be discouraged by all the dying, though; this game was made to be a trial-and-error type of experience, and frankly, seeing the grisly deaths is part of what keeps you on edge as you play.

Not just the art style
The graphics are the first thing you notice, but the sound is what pulls the game together. Even from the opening scene, you can hear the wind howling through the forest, and every step your character takes on the forest floor sounds incredibly realistic. Running through water produces realistic splashing sounds, breaking branches sound just as you would imagine, and the game's monsters send chills down your spine as they do anything to stop your progress.

For all that is great about Limbo, it has one flaw: it's too short. When it came out on the Xbox 360 in 2010, it received rave reviews for all that I mentioned here, but there was somewhat of a controversy about the ending. Without giving too much away, some critics said the game ended too abruptly, while others said it was the perfect length to fit with the overall mysterious ambiance of Limbo. For me, even with its short length, I think it's worth the money for its unique art and audio style for as long as the fun lasts.

In the end, Limbo is a perfect example of "gaming as art," and it's worth buying just to experience the dark and scary world Playdead has created. But if you get to the end too quickly and wish there were more levels to explore, don't say you weren't warned.

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Wednesday, August 21, 2013

Bar Facebook-shames man over unpaid $100 tab; man jailed

Arrest by Facebook?

(Credit: KRNV-TV screenshot by Chris Matyszczyk/CNET)

Should you happen to be thirsty and wander into the Brewer's Cabinet bar in Reno, Nev., in the next few days, I have a suggestion: please pay the bar tab.

This might seem excessively basic advice. Yet there exist those who feel that paying is sometimes optional.

The Brewer's Cabinet doesn't take kindly to that philosophy.

As KRNV-TV reports, an employee of the bar was upset when a customer allegedly ran out on a $100 bar tab. So he whipped out his cell phone and took a picture of the man -- Saul Zelaznog.

The bar's next step was to file a police report and then post the picture to the bar's Facebook page.

The bar added a message to other local businesses warning them of Zelaznog's unwelcome alleged practice.

Chris Kahn, co-owner of the Brewer's Cabinet explained to the Reno Gazette-Journal: "All his friends paid and left and he was the last one. The server needed to collect his money. He said he forgot his wallet."

More Technically Incorrect

The photo the server obtained was quite some close-up. And though Zelaznog told the Gazette-Journal that he would repay, he has now been arrested and jailed.

It seems that he was on probation. It also seems that other establishments were accusing him of similar dining-and-dashing daring.

The hospitality industry has been very much in the news lately for its use of social media to shame those whom it perceives as behaving badly.

Last week, a New York food truck chef was fired after tweeting his sarcastic disgust that some Wall Street types hadn't tipped on a $170 order which, he said, had forced other customers to wait longer in line.

Just as sites like Facebook and Yelp have allowed customers to bleat about poor food service and digestion, so bar and restaurant owners have discovered that they, too, can use social media to air their own grievances about customers and life in general.

This can backfire, as the now infamous Amy's Baking Company in Arizona discovered.

After a difficult appearance on "Ramsey's Kitchen Nightmares," the owners leaped to the restaurant's Facebook page to call out critics: "You people are all s***. Yelp s***, Reddits s***. Every s***. Come to here, I will f***ing show you all."

Sometimes on social media, you're merely feeding the beast.

Very nice camera work.

(Credit: Brewer's Cabinet/Facebook)
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Tuesday, August 20, 2013

Microsoft details indie game publishing for Xbox One

Among the many groups initially turned off by the first wave of Xbox One details were indie game developers and publishers. Despite creating critical and commercial hits for the Xbox 360 (and being major players in Android, iOS, and PC gaming), the indie game community was troubled by new rules that would require all games on the upcoming console to come through a game publisher, rather than being uploaded and self-published by the developers themselves.

The issue was second only to the confusing and shifting rules for used and downloaded games in sowing discontent among gamers, and Microsoft eventually backtracked on both positions, allowing physical game discs to be lent, gifted, or resold, and also committing to allowing independent game makers to publish their games on Xbox Live, as one might on the iOS App Store, albeit with few concrete details thus far.

The Xbox One's new Kinect.

(Credit: CNET)

At the annual Gamescom video game trade event in Cologne, Germany, this week, Microsoft revealed much more about indie game publishing on Xbox Live, including something called Independent Developers @ Xbox (or ID@Xbox), which the company describes as, "a new program which enables qualified game developers to build, publish and make their games available digitally on Xbox One."

In order to become a "qualified" developer, one must apply at xbox.com/id and Microsoft says priority will be given to game makers who, "have a proven track record of shipping games on console, PC, mobile or tablet."

In exchange for registering, the company says indie developers will not be charged fees for applying, or for submitting games for certification, and will receive two no-cost development kits to build games on (separately we've heard from Microsoft that any retail Xbox One console can be reset as a development box).

Limbo was a great example of an indie game that caught everyone's attention on the Xbox 360.

Rather than the current system, which divides games in Xbox Live Arcade and Indie Games sections, the downloadable game store on Xbox One will combine all games into a single storefront, and indie games will have access to the same features, including cloud services, Kinect, and SmartGlass, as bigger-budget games.

Under the current proposals, self-publishing on Xbox One sounds a lot like Apple's iOS App Store, with self-submitted games subject to a review and certification process, rather than Android or the PC, where anyone can publish anything at will.

Microsoft clearly hopes these revised indie game rules, along with relaxed restrictions on shared game discs, Kinect requirements, and always-on Internet connections, will reverse a steady stream of negative public reaction that started with in the initial Xbox One reveal in May.

You can follow other news from Gamescom via our partner, GameSpot.

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Monday, August 19, 2013

Android or Apple? How about agnostic?

Whether it's Apple or Android, a Nexus tablet or an iPad, it just isn't that big a deal anymore.

For me, that is. A couple of years ago the iPhone and iPad were easy choices. Today, Android is, well, Android. It's everywhere.

Apps: Just mentioning apps in the context of Android versus iOS can be provocative. That said, the essential apps that I need are now on both platforms.

That includes lesser-known apps like OnStar RemoteLink (for my car), AT&T U-verse, and birding apps, in addition to the usual suspects like Netflix and Skype.

So, I was intrigued by a release from market researcher Canalys this week that listed the most popular iPad apps under the headline "Half of top iPad apps either unavailable or not optimized on Android."

Take a look at the two lists (below) for yourself (original PDF here). It does practically nothing to sway me. More than a few of those paid apps are published by Apple (e.g., Pages, iMovie) and many others like Wheel of Fortune (both platforms) and Clash of Clans (iOS platform only) are not exactly critical.

While developers in the past have favored iOS, I don't know how true that is universally today. A recent article in The Guardian makes the case that Android fragmentation makes it more difficult for developers on that platform.

But I think it's a more complex argument now in light of the fact that Android momentum is unmistakable. Again, the upshot for me is that I get what I need from Android now.

Hardware: A quick word about hardware. Google has achieved hardware parity -- certainly on tablets. Though the first-generation Nexus 7 had issues with lag (scrolling) and frame rates, that's not the case with the second-generation Nexus 7 and the Nexus 10 (both run Android 4.3).

In fact, Google leapfrogged the iPad Mini with the newest Nexus 7 (in some respects): better screen, faster processor.

And the Nexus 10 (which I use a lot) is thinner and lighter, and the weight is distributed better than it is in the iPad 4. And the Nexus 10 is plenty fast too, with a higher-resolution screen than the iPad has.

Of course, all of this could change in the next few months when Apple rolls out iOS 7 and an expected high-resolution iPad Mini and a highly anticipated thinner, lighter iPad 5.

But for now, I'm an agnostic.

Most popular paid iPad apps: right columns indicate availability on Android.

Most popular paid iPad apps: right columns indicate availability on Android.

(Credit: Canalys)
Most popular free iPad apps: right columns indicate availability on Android.

Most popular free iPad apps: right columns indicate availability on Android.

(Credit: Canalys)
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Crave giveaway: Pick-Pocket Proof Pants for safe travels

Stay away pickpockets! The P^cubed at the Great Wall of China.

(Credit: Clothing Arts)

Congrats to Ron G. of Chittenden, Vt., for winning a SwingTip golf-analysis system in our June 7 giveaway, and to Katie D. of Rockaway, N.J., for winning a package of Kanex travel tech last week. This week's prize would help Katie keep all that new gear safe as she trots the globe.

Put your smartphone in a pocket within a pocket.

(Credit: Clothing Arts)

We're giving away a pair of P^cubed Pick-Pocket Proof Pants, which, as their name suggests, help keep your gadgets and other valuables safe from thieves while you travel.

The pants have a number of high-capacity pockets that both zip and button, with a triple-secure hidden passport/money pocket that provides three possible levels of security between your wallet and the world. Two slash-resistant front pockets accommodate smartphones as large as the giant Samsung Galaxy Note, and expand to fit a guidebook (remember those?).

The winner gets to choose a pair of pants in the style and color of their choice, from a cotton-nylon cargo-style convertible variety to cotton slacks that would look more at home in the boardroom. The wrinkle-free garb, which is Teflon-treated to repel stains and moisture, comes in men and women's styles.

Pick-Pocket Proof Pants (say that 10 times fast) from Clothing Arts range in price from $79.95 for shorts to $114.95 to pants that convert to shorts, but you have the chance to get a pair for free. How? Like this:

  • Register as a CNET user. Go to the top of this page and hit the "Join CNET" link to start the registration process. If you're already registered, there's no need to register again.
  • Leave a comment below. You can leave whatever comment you want. If it's funny or insightful, it won't help you win, but we're trying to have fun here, so anything entertaining is appreciated.
  • Leave only one comment. You may enter for this specific giveaway only once. If you enter more than one comment, you will be automatically disqualified.
  • The winner will be chosen randomly. The winner will receive one (1) pair of Clothing Arts P^cubed Pick-Pocket Proof Pants, with a retail value up to $114.95.
  • If you are chosen, you will be notified via e-mail. The winner must respond within three days of the end of the sweepstakes. If you do not respond within that period, another winner will be chosen.
  • Entries can be submitted until Monday, June 24, 12 p.m. ET.

And here's the disclaimer that our legal department said we had to include (sorry for the caps, but rules are rules):

NO PURCHASE NECESSARY TO ENTER OR WIN. A PURCHASE WILL NOT INCREASE YOUR CHANCES OF WINNING. YOU HAVE NOT YET WON. MUST BE LEGAL RESIDENT OF ONE OF THE 50 UNITED STATES OR D.C., 18 YEARS OLD OR AGE OF MAJORITY, WHICHEVER IS OLDER IN YOUR STATE OF RESIDENCE AT DATE OF ENTRY INTO SWEEPSTAKES. VOID IN PUERTO RICO, ALL U.S. TERRITORIES AND POSSESSIONS, AND WHERE PROHIBITED BY LAW. Sweepstakes ends at 12 p.m. ET on Monday, June 24, 2013. See official rules for details.

Good luck.

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Sunday, August 18, 2013

Design Council: Range Rover

Adored the world over, the Range Rover is a style icon.

(Credit: Land Rover)

Land Rover vehicles are some of the most distinctive vehicles in the world today, and the Range Rover is probably the most iconic. Comfortable and capable, the fact that it has seen only four different model iterations since it launched 42 years ago signifies just how well-conceived the original vehicle was.

Devised by engineer Spen King, the first Range Rover was actually created as an answer to the Ford Bronco and Jeep Wagoneer being developed in the U.S.

"The idea was to combine the comfort and on-road ability of a Rover saloon with the off-road ability of a Land Rover," King said before his death in 2010. "It certainly wasn't a luxury vehicle, at least not initially."

Rover's previous attempts at creating this new product had been met with some internal resistance, but in 1967 King revealed a mockup that he'd developed with fellow engineer Gordon Bashford; it was well received.

Chief designer David Bache was charged with redesigning King's temporary cloak, but in the end he merely fine-tuned certain areas, leaving the design largely untouched.

A beautifully simple piece of design, the original Range Rover even secured a place at a modern art exhibition in the Louvre when it launched. Everything was there for a reason, and that reason was function.

King sought to give the driver good visibility and created a large glasshouse all around the cabin. The roof was held up by thin A-pillars, and details like the vertical door handles and exposed door hinges and fuel cap gave it a utilitarian appearance. The interior could even be hosed clean.

But that would soon change. Subtle evolutions of the original design took place over the next two decades, the most obvious being the introduction of a four-door model, and a front grille with horizontal vanes to enhance width and addition of blacked-out A- and D-pillars, which gave the roof a floating look. Inside the models gained carpeting, leather seats, and wood trim for a more luxurious feel.

The design otherwise soldiered on until the second generation arrived in 1994. Christened the P38a, after the building in which it was built, it was an evolutionary design.

More rounded and refined, this model still retained its predecessor's distinctive design cues. The clamshell bonnet, undercut shoulder line, and large glasshouse remained, though it had been massaged and modernized.

The interior included a range of creature comforts typically found on luxury saloons of the time, and the vehicle was increasingly being bought as a status symbol by the wealthy, much to King's well-publicized aversion.

Eight years later the L322 model arrived, and, like the P38, it continued to retain the characteristic proportions: short front and rear overhangs and definitive design elements of its predecessor. The front and rear lamps returned to the round shapes of the originals, though encased in tall external housings.

The interior was even more lavishly appointed, and in later models technological advancements such as the instrument cluster's TFT display and Dual View monitor also adorned the cabin.

With this latest generation of Land Rover's iconic product, design director Gerry McGovern wanted to "build on the strength" of its predecessors but chose to tread lightly.

"We wanted to give it more feel but there's a limit," McGovern said at the car's launch in Morocco. "Take it too far and you're in danger of diluting that DNA, but if you don't take it far enough you end up being retrospective."

And so this fourth generation features the most significant changes. Its proportions are more contemporary, rendering the profile more elegant through a steeply angled windscreen, higher waistline, and rearward-sloping roofline, which is slightly lower than its predecessor's.

The once tall glasshouse is narrower, a trait continued through its slimmer headlamps and grille shape, which takes a page from the Evoque. There is a fresh interpretation of the classic design elements, which form an altogether more modern, aerodynamic, and familial package.

"Most of these things are done to not only make it more desirable but to make it more beneficial from an efficiency standpoint," McGovern said.

More visual weight is brought rearward to give the car more poised stance, and the wheelbase has been lengthened to improve access to the cabin. The execution of the interior design has also taken Range Rover to new levels of quality and refinement, with switchgear having been reduced by 50 percent.

"I don't like using the term iconic because I feel that it's used too liberally," McGovern said. "But I do think that it warrants iconic status. The design is so distinctive."

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Saturday, August 17, 2013

Kyocera Hydro Edge (Sprint)

Unless you find you and your phone often drenched in water, consider skipping over the Kyocera Hydro Edge.

True, as the successor to the Hydro, the Edge can still survive a good dunking. But while this new iteration includes some welcomed improvements like a bigger 4-inch screen and a 5-megapixel camera (the original featured only a 3.2-megapixel shooter), the device still runs on 3G and has a a rather slow 1GHz processor.

If having an affordable smartphone that is able to survive multiple spills and dips is important (either from the water you encounter at the beach or simply the kitchen sink), the Edge is a good handset to consider. It's available on Sprint for $19.99 after users sign a two-year agreement, or off-contract under the carrier's prepaid arm, Boost Mobile, for $149.99.

But if that factor isn't a deal breaker for you and you can spare the extra cash, look into your carrier's other devices that sport better specs.

Design
The Kyocera Hydro Edge has a simple, matte-gray plastic construction that feels sturdy, but doesn't look at all chic. Like the XTRM, neither of the device's ports are covered. In fact, the only way one could even assume the handset is waterproof is by the toggle lock located in the rear, which keeps the battery door secured.

The phone measures 4.9 inches tall, 2.5 inches wide, and 0.39 inch thick. It weighs 4.5 ounces, and while the top half of the Edge is a bit heftier than its bottom half, it's still comfortable to hold in the hand.

Kyocera Hydro Edge (back)

To keep it watertight, the Edge sports a small toggle lock in the back for its battery door.

(Credit: Josh Miller/CNET)

On the left is a volume rocker, and up top are a 3.5mm headphone jack and sleep/power button. The right edge houses a shortcut key for the camera, and the Micro-USB port is located on the bottom.

The device has a 4-inch IPS touch-screen display, with a 800x480-pixel resolution and 233ppi. Though HD movies won't appear as crisp as you might expect on it, text and icons still displayed clearly and smoothly for me. Furthermore, the screen has a rather narrow viewing angle outdoors. However, when you crank maximum brightness all the way up and you hold up the handset directly at eye level, you can make out the display very well.

Beneath the display are three hot keys that light up white when in use for back, home, and menu. Long-press the home key to access recent apps. You'll notice that above the screen, there is no in-ear speaker. Like a handful of other Kyocera smartphones, the Edge features Smart Sonic Receiver technology, which uses an embedded ceramic transducer to transmit audio via the hard tissue inside your ear.

The back features a dimpled rubber texture, and the top half of the handset's body is contoured to be thicker than the rest of its body. I felt that both these characteristics helped with my grip as I held it.

On the back you'll find the camera, with its LED flash right below it. To the left is a small slit for the audio speaker. To remove the battery door, you'll need to switch the toggle lock at the bottom and pry the plate off. There you can access the 1,600mAh battery and the microSD card slot (which can accommodate cards with capacities of up to 32GB) underneath it.

Software features
The device ships with Android 4.1.2 Jelly Bean and comes with a number of Google's services, like Chrome, Gmail, Plus, Local, Maps with Navigation, Messenger, Search, Talk, and YouTube. The Google Play stores for Books, Magazines, and Music are included as well.

Under the Settings menu, there's also a software feature called MaxiMZR. This lets you limit the data connection of apps running in the background to conserve battery life. There is also a MagniFont Mode option for those who want to improve text readability by increasing the font size one level larger than the "Extra Large" or "Huge" setting that is common on Android handsets.

Sprint loaded some of its own apps, one of which is Sprint Zone, where you can check your account information and balance. There's also a ringtone portal called Sprint Music Plus, as well as Sprint TV and Movies, and Sprint ID.

Kyocera Hydro Edge (top display)

The Edge runs Android 4.1 Jelly Bean and feature's Kyocera's Smart Sonic Receiver technology.

(Credit: Josh Miller/CNET)

ID enables you to customize your phone with preselected apps, widgets, and other items depending on which ID profile you choose. For example, if you select the E! package, you'll get apps and widgets pertaining to the celebrity news channel. Note that deleting an ID package won't uninstall the apps that you downloaded -- you'll have to remove those apps manually. So far, there are 40 packs available, and once you start up the handset, the Sprint Default ID pack annoyingly starts downloading automatically.

Other goodies include the Reddit browser, BaconReader; ICE, which stores emergency contact info; Eco Mode, a battery- and energy-conserving app; a panorama app that works with the camera, a video editor; Lookout Security, which backs up and secures your data; Qualcomm Enhanced Location app that zeroes in on your location and saves battery power; and the navigational app, Scout.

Of course, there are basic apps too, such as native browser and e-mail clients, a calculator, a calendar, a clock with alarm functions, an address book, a weather app, a voice dialer, and a audio recorder.

For the most part, the Boost Mobile model has all the same apps, give or take a few exceptions. However, instead of having apps like Sprint ID and Sprint Zone, the names have been modified to Mobile ID and Boost Zone. And as previously mentioned, the Boost model does not support hot-spot capabilities.

Camera and video
The 5-megapixel camera has six photo sizes (ranging from 640x480 to 2,560x1,920 pixels), digital zoom, a flash, six picture modes including HDR and continuous shooting, 14 photo effects, three focuses, six scene modes, geotagging, three image qualities, blink detection, three auto-exposures, five ISO levels, five white balances, and grid lines.

Video settings include five video sizes (ranging from a 30-second MMS to 720p), digital zoom, continuous flash, time lapse, two file format options, and the same white balance, image effects, geotagging, grid lines, and auto-exposure options.

Photo quality was adequate, though it wasn't very impressive. For the most part, main objects came out clear and were easy to make out, but colors looked muted, and images weren't as sharp as I would have liked them to be, especially along the outer edges. In addition, the camera is quite slow. It takes a few seconds for it to focus, and you'll need to wait a few more seconds after pressing the shutter for the camera to ready itself for another photo.

Kyocera Hydro Edge (indoor)

In this indoor photo, there's a slight vignetting effect around the edges, and the flowers don't look so sharp.

(Credit: Lynn La/CNET)
Kyocera Hydro Edge (outdoor)

In this sunny outdoor photo, the chairs and the middle column of bricks are well-defined.

(Credit: Lynn La/CNET)
Kyocera Hydro Edge (SSI)

In addition to objects being out of focus, you can see the vignetting effect more clearly in our standard studio shot.

(Credit: Josh Miller/CNET)
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