Wednesday, September 17, 2008

Apple selling limited number of 4GB iPod Nanos


Apple appears to be selling a 4GB version of its new iPod Nano in Europe, but not in its home market.

Engadget noticed that 4GB Nanos in the new color scheme were appearing on store shelves in the Netherlands, and The Register was able to confirm with an Apple representative that a "limited number" of the smaller iPod Nanos are being sold in various markets.

Apple introduced 8GB and 16GB versions of the new iPod Nano last week during its annual September iPod event.

According to the reports, the 4GB model costs 120 euros, or $170.57, as compared to the $149 you'll pay for the 8GB model on Apple's online store. Yeah, I can't make sense of that pricing strategy, either.

IBM pushes toward 22-nanometer chips

IBM is tapping into its computing know-how to get to the next-generation 22-nanometer chip technology.

Generally, the smaller the geometries, the faster and more power efficient the chip becomes. Both Intel and Advanced Micro Devices are moving their processor lines from 65-nanometer to 45-nanometer technology. (AMD, which does joint chip R&D with IBM, is slated to begin doing this in the fourth quarter.)

After 45nm, comes 32nm, which doesn't present any great manufacturing process hurdles. But 22nm is a different story. And IBM is trying to lead the way--ahead of Intel.

At its most basic, photolithography--the conventional process for making semiconductor chips--means using a mask to cast a shadow onto a light-sensitive material called a resist. Based on this, the circuits are then "printed." This is where 22nm is hitting a wall. "Once the wavelength of light becomes comparable to the size of the thing you're trying to print, things break down," said Subu Iyer, an IBM distinguished engineer. The challenge is to use a light wavelength of 193 nanometers because "extreme ultraviolet" radiation is still impractical.

"In straightforward physics (22nm) is kind of a tall order," said Iyer. IBM's new computational-intensive method takes the circuits that designers lay out and transforms them into a pattern on the mask that allows IBM to print the 22-nanometer features with 193-nanometer light, he said.

"There's a tremendous amount of computation involved in taking that design data and converting it to a mask which will illuminate with the right kind of illumination," Iyer said. "We build very fast computers. So, it's a matter of taking advantage of these very high-performance computers and doing these computationally intensive things."

The initiative will include support from several of IBM's partners, including Mentor Graphics and Toppan Printing.

The initiative is also linked to IBM's cloud computing strategy, which offers scalable, more energy-efficient Web services. Through cloud computing, customers can access these services "in a highly flexible and open environment," according to IBM.

IBM summarizes the challenge as follows: "For nearly three decades...optical scaling has been enabled by the introduction of higher numerical aperture lenses and shorter exposure wavelengths. However, due to economic and technical issues, traditional scaling will not resume until next generation lithographic techniques such as extreme ultraviolet, nano-imprint or multi-column electron beam become available."

Google and GE team up on clean-energy policy, tech

General Electric and Google on Wednesday announced a collaboration to lobby for renewable energy policies and to jointly develop clean technologies.

During the Google Zeitgeist conference in Mountain View, Calif., Google CEO Eric Schmidt interviewed GE CEO Jeffrey Immelt onstage about the maturity of renewable energy technologies and current policies.

Google CEO Eric Schmidt

(Credit: Google)

Schmidt said that the two companies will push for government programs to modernize the electrical grid, which would enable broader use of renewable energy.

"GE and Google will be advocating in Washington for the new and smarter grid," Schmidt said.

Their policy partnership will call for beefed-up transmission capacity so renewable sources, such as wind, solar, and geothermal, can be further deployed.

Wind power is far ahead of other renewable energy sources in being reliable and cost-competitive with fossil fuel power plants, Immelt said. GE's wind business, one of the largest in the world, will bring in more than $7 billion this year.

However, wind farms are often placed away from the centers of high electricity use. To greatly expand wind energy, which now makes up less than 1 percent of U.S. power generation, more transmission lines are needed.

"If we really want to drive renewables to where it could be, we are going to need more transmission capacity, and the government is going to have to (intercede) to make that happen," Immelt said.

Right now, renewables other than hydroelectric power represent only a few percent of the overall electricity generation in the U.S. Immelt said that getting 20 percent from renewable sources by 2020 would be possible to achieve.

"Actually, this isn't hard. The technology exists. It doesn't have to be invented. It needs to be applied. It needs to be priced for carbon and things like that. This can happen," Immelt said.

PlanOn PrintStik Portable Printer


The PlanOn PrintStik PS910 portable printer is remarkably small, considering that it can print full letter-size pages. It measures just 1 inch thick by 2 inches tall by and carries 11 inches long (the same length as a sheet of letter paper). PlanOn designed this 1.5-pound unit for printing on the road from a laptop, a smart phone, or a PDA. In its quest for portability, however, the PrintStik may sacrifice too much functionality to appeal to more than a few users.

The PrintStik uses heat to print on a roll of thermal paper. Though this design decision keeps the mechanism small and simple, the resulting monochrome-only prints look like output from an old-fashioned fax machine. Text is fuzzy and uneven; and even at the highest quality setting, images appear as pixelated patterns of dots. Moreover, the pages curl up the way thermal-printed credit-card receipts do, and tearing the sheet from the printer leaves a rough edge.

The paper comes in a cartridge that fits completely within the printer, but I found the cartridge awkward to install. Each cartridge contains enough paper to print 20 pages; a packet of three cartridges costs $25. PlanOn also sells economy packs of nine cartridges for $60, lowering a per-page cost to about 33 cents-still considerably more expensive than most laser printers and inkjets. Two upsides: The printer imposes no additional ink costs, and only the amount of paper you need scrolls out when you're printing a partial page, so you don't waste any.

Currently, the PrintStik works only with Windows computers and BlackBerry phones. PlanOn plans to announce drivers for additional phones and PDAs as they become available. The printer comes with a handy retractable USB cable, which also charges the built-in lithium-ion battery as an alternative to the included wall charger. I had no trouble printing over USB from my Windows laptop

Canon EOS 5D Mark II Digital SLR Records HD Video


The three-year wait for a successor to Canon's EOS 5D has finally come to an end with today's announcement of the Canon EOS 5D Mark II digital SLR. And the wait was worth it, based on this model's revolutionary specs: This full-frame camera is the first camera to record 1920 by 1080p video.

When it was first introduced, the 5D broke new ground as the first digital single-lens reflex camera with an image sensor that matches the size of a 35mm film frame. A "full-frame" camera is capable of delivering the full breadth of an SLR lens, such that a 24 to 105 mm lens actually delivers the actual wide angle of 24mm. This ability is a boon to photographers who want to shoot wide-angles, be it landscapes or events in close-quarters, such as weddings or parties.

Many digital SLRs have sensors whose size is smaller than that of a 35mm film frame, though. In those cases, the camera has what's commonly referred to as a "crop factor" or "focal-length multiplier" (for example, a Canon EOS Digital Rebel XSi has a 1.6x multiplier), and a 24 to 105mm lens effectively becomes a 38 to 168mm lens, instead. The smaller sensor means that the edges of the lens are cropped off, which gives the effect of zooming into the center of the lens.

UK's "Stuff" names iPhone 3G gadget of the year


LONDON (Reuters) - Apple's iPhone 3G has won a public vote to find the year's best gadget, beating strong competition from three games consoles, a budget laptop and a balloon-shaped iPod speaker system.


The latest version of the mobile that combines a phone with a music and video player was chosen by readers of Stuff magazine in its annual Gadget of the Year awards.

The magazine described the iPhone 3G as "a faster, cleverer version of an already remarkable phone." The phone's first incarnation, launched in Britain last year, won the coolest gadget prize at last year's ceremony.

Other nominees included Sony's PlayStation 3, Microsoft's Xbox 360, Nintendo's Wii Fit and the B&W Zeppelin iPod speakers.

Stuff's Editor Fraser Macdonald said the nominated products were judged on their performance, design and value, as well as "that elusive cool factor."

"Having our readers vote for a number of the awards has been fascinating," he said. "They are the ones out there on the street buying gadgets and so they are a great barometer."

The magazine's own gadget of the year prize, chosen by its editorial staff, went to the Asus Eee Pc, a no-frills laptop that costs less than 300 pounds.

The judges said it had made more of an impact than any other device and marked the start of a "laptop for everyone" era.

Here are the other main winners, announced at a ceremony at the Dorchester Hotel in London on Tuesday:

Does touchless tech point the way ahead?

The screen of Apple's iPhone has focused much attention on touch as a user interface. iPhone users can rotate and resize images with finger gestures for instance.
As well as personal computing, LM3Labs' touchless technology has been used in public spaces.

As well as personal computing, LM3Labs' touchless technology has been used in public spaces.

Many personal computers will likely have similar screens in the near future. But touch interfaces are nothing new -- witness ATM machines.

How about getting completely out of touch? A startup called LM3Labs says it's working with major computer makers in Japan, Taiwan and the US to incorporate touchless navigation into their laptops.

Called AirStrike, the system uses tiny charge-coupled device (CCD) cameras integrated into each side of the keyboard to detect user movements.

You can drag windows around or close them, for instance, by pointing and gesturing in midair above the keyboard.

You should be able to buy an AirStrike-equipped laptop next year, with high-end stand-alone keyboards to follow.

Any such system is unlikely to replace typing and mousing. But that's not the point. AirStrike aims to give you an occasional quick break from those activities.

"Varying postures is a good thing," notes David Rempel, an ergonomics expert and professor of medicine at the University of California at San Francisco.

While long durations of using AirStrike would lead to shoulder and neck pain, "it may help relieve fixed static postures" if used infrequently as intended.

It's those fixed postures that make us uncomfortable and lead to carpal tunnel syndrome and other nasties.

So when to use AirStrike?

Certainly not for typing -- stick to your keyboard for that. Precise clicking? Nope, your mouse or trackpad is better for positioning the cursor in small boxes.

But to browse or turn pages or grab elements, why use a mouse when a swipe of the finger will do?

"It comes naturally, instantly," says Nicolas Loeillot, cofounder and managing director at LM3Labs. "You can use a mouse to browse content, but once you have AirStrike on your machine, it is far easier to use than the mouse."

Consider, he says, all the steps involved in moving a window on your screen. Normally you reach for the mouse, search for the cursor, position it at the top of the window, press the mouse button, drag the window, and then release the button.

With AirStrike, you grab it in the air and put it where you like. Of course a touch screen on your computer would also make this task easier, except your finger might leave marks, and you'd have to reach a bit further. Either way, at least it's a change up.

To prevent accidental "readings," the AirStrike system won't react if you move your hand across the keyboard -- reaching for coffee, say.

But the millisecond your hand stops above keyboard, AirStrike interprets the scene, tracking the specific shape of your hand and fingers. (Manufacturers will likely add a toggle function -- a keystroke, perhaps -- so you can turn AirStrike on and off.)

Survey: 97 percent of American youth play video games

Katherine Graden doesn't really like shoot-'em-up video games. She prefers games on her Wii system that test her fitness and agility -- the ones her guy friends tease are her "sissy games."
A recent survey found that almost all American young people -- girls, too -- play video games on a regular basis.

A recent survey found that almost all American young people -- girls, too -- play video games on a regular basis.

"I'm like, `Fine! Go play your violent games. I'll stick with mine,"' the high school freshman from Chicago says, chuckling.

It's a common scenario, according to a new national survey from the Pew Internet & American Life Project that illustrates just how ingrained games have become in youth culture.

The survey found that while young Americans don't necessarily play the same thing, nearly all of them -- girls included -- play video games of one kind or another.

And they don't just play by themselves. Nearly two-thirds play video games to socialize face-to-face with friends and family, while just over a quarter said they play with Internet friends.

"It shows that gamers are social people," says Amanda Lenhart, a senior researcher at Pew who led the report on the survey. "They communicate just as much. They spend time face-to-face, just as much as other kids. They e-mail and text."

The survey, released Tuesday, combined the telephone responses from a nationally representative sample of 1,102 young people, ages 12 to 17, and their parents. Performed from November 2007 through February of this year, and partly funded by the MacArthur Foundation, it had a margin of error of three percentage points.

Among other things, the survey found that:

-- Ninety-seven percent of young respondents play video games. That's 99 percent of boys and 94 percent of girls, with little difference in the percentages among various racial and ethnic groups and incomes. In fact, 7 percent of those surveyed said they didn't have a computer at home, but did have a game console, such as Sony Corp.'s PlayStation, Microsoft Corp.'s Xbox or Nintendo Co.'s Wii.

-- They play often. When surveyed, half of the respondents said they had played a video game the previous day.

-- Their games of choice are as diverse as their tastes in music or TV. Eighty percent of respondents play five or more different game genres, with racing, puzzles, sports and action the most common. Favorites were "Guitar Hero," "Halo 3," "Madden NFL," solitaire and "Dance Dance Revolution."

-- Young people are routinely able to get their hands on games that are rated "M" (for mature) or "AO" (adults only). Three-quarters of parents who were surveyed said they "always" or "sometimes" check the ratings on their kids' games. And yet, half of boys who were questioned listed a game with an "M" or "AO" rating as one of their favorites, compared with 14 percent of girls.

Regardless, Pew researchers said they want to steer clear of depicting video games as "good" or "bad," says Joseph Kahne, a study co-author and dean of the education school at Mills College in California.

He noted, for instance, that even games with violent content, such as "Halo," provided "more than average opportunities for players to help one another."

Kahne also looked at games' effect on civic engagement, anything from political involvement to raising money for charity. He found that those who spent the most time playing video games weren't any less likely to be involved in their communities.

The survey did, however, find that those who played games in face-to-face social settings were more likely to say they were committed to civic participation.

Mimi Ito, an anthropologist who studies the use of new media, said more research is needed to explain this phenomenon. But she speculates the ties that gamers make with "real-life local friends" stimulate civic engagement.