Archive for July 16th, 2008

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Meizu will finally release the iPhone-wannabe M8 in August, according to a cryptic message board post by CEO Jack Wong. The first version will have 128MB RAM and an unspecified amount of storage, and a second version should ship in October with 256MB RAM and 8GB on-board flash. The funniest part? The M8 will cost around $320, or $120 more than the AT&T subsidized 8GB iPhone 3G here in the US of A. Luckily for them (and us) this probably won’t see its way outside of China. [Meizu via Electronista]


Via [gizmodo]

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Network Glitches, Delays Mar iPhone 3G’s Debut
It was a nightmare to chill the heart of any debutante: Delays, missed connections, angry suitors telling the press how badly you’d screwed up. “They’ve murdered the experience,” stated Dale Larson, who had been waiting on the street for 36…
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It was a nightmare to chill the heart of any debutante: Delays, missed connections, angry suitors telling the press how badly you’d screwed up.

“They’ve murdered the experience,” said Dale Larson, who had been waiting on the street for 36 hours in order to be the first customer to buy an iPhone 3G at the San Francisco Apple store.

Larson left the store empty-handed to strike the tent he’d been camping in since Wednesday night. After a day and a half on the street and an hour in the Apple store, he still hadn’t been able to buy an iPhone.

In reality, the glitches plaguing the launch of Apple’s iPhone 3G were not earthshattering. AT&T’s servers were unreachable for about 30-40 minutes immediately after the iPhone 3G went on sale on the West Coast, meaning the very first customers (such as Larson) had difficulty even beginning the in-store activation process. After that, the deluge of traffic to Apple’s servers prevented most customers from completing the second step of the activation process. But phones are available, and customers are able to buy them.

The result: The first few customers left the downtown San Francisco Apple store holding their new iPhones triumphantly in the air — but those phones will be unusable until they’re able to complete the activation via iTunes (either at home, or by returning to the store later).

In San Francisco, Apple employees are letting 15-20 people into the store at a time, with a 20-30 minute delay between each group. People who got in line at 6 a.m. this day were just getting to the front of the line at 11 a.m.

The experience this year stands in stark contrast to last year. When the first-generation iPhone debuted in June 2007, customers bought the phone in an Apple or AT&T store, and could then activate the phone at home, via iTunes.

This year, AT&T was able to negotiate a stronger hand in its contract with Apple. Now — presumably to forestall piracy, phone unlocking, and black market resales — iPhones must be activated in an Apple store or in an AT&T store.

Top photo: Apple employees confer about activating a customer’s iPhone 3G, in the Apple store in downtown San Francisco. Pic by Jonathan Snyder / Wired.com.

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Photo: Dominic Sagolla, organizer of iPhoneDevCamp, holds his iPhone. Sagolla was the first customer to emerge from the Apple store in San Francisco with an iPhone in hand. Pic by Jonathan Snyder/Wired.com.

It’s a two-step activation process, which starts with a “hard” activation that must be performed in the store.

The second part, a “soft” activation, can be done via iTunes, either in the Apple store or at home. It’s this second part that’s currently not working, as heavy demand appears to have swamped Apple’s servers.

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If you’re transferring an existing phone number to your new iPhone, Apple employees told us, the first step of the activation is when that transfer happens. But because the phone can’t be used until the second step completes, that means some customers will be without phones until the Apple servers are able to complete the activation.

(The iPhone can still be used to make emergency, 9-1-1 calls, without completing activation.)

Adding injury to insult, we’ve heard reports that some stores are already running low on iPhone inventory. Thinking you might be able to bypass the long lines at your local Apple store by heading over to an AT&T store instead? Better call ahead, since the AT&T stores appear to have fewer phones in stock. In San Francisco, AT&T employees were telling people further back in the line that they’d be unable to purchase an iPhone, starting as early as 10 a.m.

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Photo: Dale Larson, flanked by world wide web celebrity Robert Scoble, vents his disappointment to a crowd of reporters. Pic by Jonathan Snyder / Wired.com.

As for the Gadget Lab? We did get an iPhone, thanks to the efforts of Wired editors Joe Brown (who camped out on the street since the wee hours of the morning) and Danny Dumas, videographers Annaliza Savage and Niall McKay, and photographer Jon Snyder.

But as of this writing, we still haven’t been able to complete the activation on our new, 16GB iPhone. (And we’re furious, furious, we tells ya!)

We’ll keep you posted.


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Nintendo Announces Wii Music: Look Out, Beamz! [Wii]

Nintendo just announced Wii Music, a new music game that lets you use the Wiimote, Nunchuk and Balance Board to create music. Unlike Rock Band or Guitar Hero, this one isn’t based on precise timing. Rather, it lets you basically hit buttons and swing the remote around to create original tunes. The Wii interprets your motions and button presses to make music for you. Essentially, this is like Beamz but instead of lasers, you use the Wiimote and Balance Board. Awesome?

Different people can play different instruments, and you have the option of playing a wide number of them, from guitar and drums to the saxophone and violin. You’ll be able to create music videos of the music you create, too. There will also be an orchestra conducting game included. It’ll record your performance, but it won’t rate or grade you. We don’t want another story like the Wii Fit calling kids fat, now do we? You’re all brilliant, children!

It’ll be coming out this holiday season. [Gizmodo’s Nintendo E3 Liveblog]


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If you’re a fan of both Lego and renewable energy, you’re gonna love the new Vestas Windmill set from Lego. It stands at over two feet tall, has a motor that rotates the windmill around on its own, and is pretty awesome looking. Unfortunately, there’s no way to rig a bunch of these together in your yard to help power your house, and they’ll actually suck up energy rather than create it like real windmills, but what are you complaining about? It’s a two-foot-tall Lego windmill! It’s awesome! [Brothers Brick]


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How the Wii MotionPlus Makes the Wiimote More Accurate [Nintendo]

When Nintendo revealed the Wii MotionPlus dongle, they talked about how the snappier response time and 1:1 motion accuracy it provided would let you do crazy stuff like swing swords (or lightsabers) and ride a jet ski—demoed live at E3. But they didn’t tell us how it worked. Turns out, it’s got a multi-axis gyroscope inside, made by InvenSense.

Combining readings from it, the sensor bar and the Wiimote’s accelerometer, the Wii can track the remote a lot more precisely, so it can read more complicated gestures, like for throwing a frisbee. Supposedly InvenSense’s silicon-based MEMS rate gyroscope use a lot less power than a standard MEMS one, but you can bet your batteries are going to die even faster now.

InvenSense™ IDG-600 Motion Sensing Solution Showcased in Nintendo’S New Wii MotionPlus Accessory

World’s Leading Multi-axis MEMS Rate Gyroscope Enhances Performance of Latest “Wii MotionPlus” Accessory

SUNNYVALE, Calif.—(BUSINESS WIRE)—InvenSense Inc., a leading provider of MEMS-based motion sensing solutions for image stabilization, dead reckoning navigation, 3D remote control, and gaming devices, today announced that its IDG-600 multi-axis MEMS rate gyroscope has started shipping in mass production quantities to Nintendo for its Wii MotionPlus accessory. Gesture based interfaces are swiftly becoming the standard for many feature-rich consumer electronic products. Utilizing InvenSense’s very special motion sensing abilities, customers of the new generation of Wii MotionPlus controllers will enjoy an immersive gaming experience with motion control never before possible in a video game. The Wii MotionPlus accessory attaches to the end of the Wii Remote and, combined with the accelerometer and the sensor bar, allows for more comprehensive tracking of a player’s arm position and orientation. In the new Wii Sports Resort product from Nintendo, for example, the capability to throw a disc through the air and control the angle of flight is now possible.

Conventional MEMS gyroscopes, which are the key enabling technology that can sense absolute rotational motion inputs, are typically used in commercial automotive electronic stability control and GPS applications, where their more massive size, high power consumption and costs are accommodated. InvenSense has introduced an entirely new class of high performance silicon-based MEMS rate gyroscopes that offers smaller package sizes, lower power consumption, and lower price points suitable for consumer markets. The addition of InvenSense’s multi-axis rate gyroscope solution to the Wii MotionPlus accessory grants high precision 3D tracking of rapid gaming gestures.

“The popularity of Wii in massive part is based on its popular motion sensing interface and InvenSense’s MEMS rate gyroscope represents a truly disruptive technology that possesses inherent manufacturing and high performance advantages that drives the need for a new generation of Wii Remote,” said Genyo Takeda, General Manager of Nintendo’s Integrated Research and Development Division. “Nintendo selected the IDG-600 for its ability to measure massive dynamic motions, high shock resistance, and accuracy for sensing the fast moving arm and hand motions required to support exciting new game titles.”

MEMS offers miniaturized sensing solutions to meet the best performance, size and cost stipulations of consumer applications. A key advantage of MEMS technology, as compared to its quartz and piezo-ceramic counterparts, is its ability to incorporate 3D mechanical features directly into single crystal silicon substrates while easily and cost effectively integrating it with CMOS electronics. InvenSense pioneered its patented manufacturing platform, known as Nasiri-Fabrication, which enabled the company to bring the world’s first and smallest integrated multi-axis gyroscopes to consumer products. Using Nasiri-Fabrication grants for the integration of MEMS and CMOS structures at the wafer level with a proprietary bonding technology resulting in several thousand gyroscopes simultaneously produced on a single wafer.

“We are honored to be selected as a strategic supplier by Nintendo, the leader in consumer gaming, and provide them with the solution that met their needs,” stated Steven Nasiri, founder and CEO of InvenSense. “This accomplishment is credited to our highly innovative team here at InvenSense. We’ll continue our development efforts to bring about leading edge motion sensing solutions with an even higher level of integration, improved cost and performance, and added functionality to address the big demand for motion-enabled gesture recognition.”

For more information on InvenSense motion sensing solutions, visit http://www.invensense.com

About InvenSense

InvenSense is the leading provider of motion sensing solutions for mobile applications, with proven technology and millions of units shipped to major OEMs worldwide. The company’s patented motion sensing technology and it novel Nasiri-Fabrication addresses many emerging mass-market applications such as gaming, image stabilization, and smart user interfaces that use hand motion and gesture-based commands for mobile applications, such as, smart phones, digital cameras, 3D remote control devices and more. InvenSense’s corporate offices are located in Sunnyvale, Calif. More information can be found at http://www.invensense.com

InvenSense, IDG-600 and the InvenSense logo are trademarks of InvenSense

Wii and Wii Remote are trademarks of Nintendo

[BusinessWire]


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