Monday, June 1, 2009

Apple to Release 4 New iPhones with Capacities Ranging from 4GB to 32GB?

Engadget is reporting that they have been told by a trusted source that Apple has just received approval from a certification board for four new iPhones with capacities ranging from 4 GB to 32 GB.

We have heard several rumors that Apple is working on multiple iPhone models.


Engadget is reporting:

4GB to 32GB -- that's one hell of a range, but we're hearing from a trusted source that new iPhones in 4GB, 8GB, 16GB, and 32GB capacities just garnered approval by the PCS Type Review Certification Board, the standards body responsible for certificating handsets for use with some carriers (AT&T, for instance).

According to Engadget, Apple is unlikely to include high-end hardware and software features such as video recording etc in the low-end 4GB iPhone model.

We have heard several rumors, which had indicated that Apple was working on multiple iPhone models including the possibility of software-driven differentiation of future iPhone models.

In my opinion, the 4GB iPhone model makes sense for the fast-growing, emerging markets of Brazil, Russia, India, and China.

I would be surprised if Apple releases a 4GB iPhone model in the US, unless it is iPhone nano which we have heard rumors about quite sometime back.

What do you think? Would be interested in buying a 4GB iPhone for $100 or less?

Apple awarded more patents for multitouch, iPhone design

Apple has been awarded a number of new patents from the U.S. Patent and Trademark Office this week. Two of the patents give Apple a firmer hold on its multitouch and touchpad surface technologies and the iPhone's case design.

An important patent for a touchpad surface titled Force imaging input device and system covers the multitouch trackpad in Apple's more recent notebook computers and--to some degree--the iPhone touch screen.

The abstract from the patent describes a system with multiple layers comprised of two sets of drive traces, one layer of sensing traces, and a spring membrane. The layers are arranged over a base and have an outer layer such as plastic or glass that gives the entire assembly a pleasing outward appearance and provides an interactive surface with the outside world.

(Credit: U.S. Patent Office)

The invention is credited to Steven Hotelling and Brian Huppi, and could serve as a defense for Apple against any multitouch copycat devices.

The second patent, titled Electronic device, covers the iPhone's case design, and shows how the iPhone is constructed and where the ports are placed on the top and bottom of the phone. Additionally, the patent indicates location and placement of the speakers, switches, buttons, and camera.

(Credit: U.S. Patent Office)

The invention is credited to a long list of people. Notable celebs on the list include Apple's lead designer, Jonathan Ive, and the company's CEO, Steve Jobs. This patent could serve to protect the iPhone from look-a-like competitors.

HP Gets Tough on Ink Counterfeiters

With ink profits drying up, the tech giant is making anti-piracy efforts a top priority

Back in 2007, the owner of a North Carolina company that resells Hewlett-Packard (HPQ) printer supplies says her firm's phones were ringing non-stop. Customers were irate about defective HP ink cartridges purchased from her firm. Several big corporate customers told her they spent days cleaning up leaky ink. The buyer for one local municipality was so furious about damage to the city's printers that he canceled his contract.

She began to worry: Perhaps the $40,000 in ink cartridges her company had purchased at a 10% discount from an Internet supplier were fakes. When she called HP, the company advised her to check security seals on the boxes containing the ink. They were identical to other packaging in her warehouse. Then one of HP's ink detectives knocked on her door. Part of a little-known group that roves the globe to track down counterfeits, the man confirmed her fears. "We were duped," says the woman, who asked not to be identified for fear of losing other customers. "We found out the hard way that counterfeiters are putting more into making the boxes than they are into the actual product."

Combating counterfeit ink has become a major priority for HP CEO Mark V. Hurd. Analysts estimate the Palo Alto (Calif.)-based company's imaging and printing group lost more than $1 billion in revenue to illegal counterfeits last year. And the company is concerned that shoddy products will do even more damage to its reputation. "Counterfeit cartridges hurt HP's business," says Hurd. "More importantly, they hurt our customers, who are not getting what they think they are paying for."

The revenue drain comes as HP's printing business, once so lucrative it delivered nearly 60% of the company's operating profit, has fallen on hard times. Sales have tumbled 21% this year, to $11.9 billion, while profits have slumped. At the same time, HP is struggling with the recession in its other businesses, and its stock is off 5% this year.

HP isn't alone in losing out to counterfeit ink. The entire industry missed out on an estimated $3 billion in sales last year to counterfeits, according to market researcher IDC. Counterfeit ink has become a growth business in part because of printer makers' business model. HP and other manufacturers sell printers on the cheap and make virtually all their profits on ink and other supplies. But many customers wince at the cost of replacement ink, which can sell for the equivalent of $8,000 a gallon. Some consciously take their chances on lower-cost counterfeits, since quality can be decent. Others buy counterfeit ink without knowing it.

The Internet has made it easier for people around the world to buy and sell illicit products of all types. The International Chamber of Commerce estimates counterfeiting cost businesses about $600 billion in 2007, or roughly 6% of global trade. Some 10% of tech products sold globally are counterfeit, according to a study by KPMG and the tech trade group Alliance for Gray Market and Counterfeit Abatement. "Counterfeiting is one of the most significant threats to the free market," wrote KPMG partner Richard Girgenti in the study.

For years, HP could afford to ignore the problem. The worldwide ink market grew from $11 billion a decade ago to about $45 billion last year. And the profit margins on replacement ink ran as high as 60%. Counterfeits were an annoying problem, but HP spent more energy trying to thwart companies that made legal, low-cost alternative inks that were compatible with its printers. Counterfeit ink was so low a priority that earlier in the decade HP dropped out of the Imaging Supplies Coalition, the industry trade group that publicizes the issue and counts Canon (CAJ), Xerox (XRX), and Toshiba (TOSBF) as members.

U.S. military joins Twitter, Facebook

The U.S. AirForce's Facebook page.

(Credit: Dong Ngo/CNET)

Last November, citing bandwidth and security reasons, the military launched TroopTube, a video-sharing social Web site designed for service members, as the alternative to YouTube. Apparently, it now has had a change of heart.

According to the Associated Press, the U.S. military in Afghanistan is launching a Facebook page, a YouTube site, and Twitter feeds as part of a new communication effort. Officials said this would help the military reach those who get their information online rather than via printed materials.

For now, the military's Facebook and Twitter sites in Afghanistan are still in a testing phase. Officials hope to attract thousands more users after a formal launch later this week.

The effort is primarily to counter Taliban propaganda, which some are saying routinely publicizes false claims about how many U.S. soldiers its forces have killed, or how many civilians might have died in an airstrike. This is the information war which, according to U.S. officials, the military has been losing.

The military will also use this new method of communication for other military-related news. For example, it announced on Monday news on Twitter about the death of U.S. service members the previous day from non-combat-related injuries in southern Afghanistan, hours before its formal press statement.

Service members are also encouraged to post photos and stories on Web sites to show daily life in Afghanistan, including content that does not make the news.

It's expected that this will be well-received by troops as many military commands and individual service members have long used social-networking sites to stay in touch with their families and friends. The Air Force and Army also already have Facebook pages.

Nonetheless, this communication effort in Afghanistan, which takes advantage of social-networking sites as a primary tools to release news, is the first that's been implemented in an active war zone.

Xbox takes center stage, opens E3 2009

The video game world is centered on the Galen Center at the University of Southern California Monday morning, as Microsoft prepares to start is annual E3 press briefing.

(Credit: Daniel Terdiman/CNET)

LOS ANGELES--It may be an off-year in the video game console, but you wouldn't know it by the lines outside the Galen Center at the University of Southern California, where Microsoft is having its annual E3 press conference.

Expected announcements include some form of motion-control system; new features and offerings for its popularXbox Live service; and several hot new games, both from its own publishing outlets and third-parties. Among them is "Halo 3: ODST."

This blog followed Microsoft's announcements--including its new motion-control system, upcoming games, and several new features being added to the Xbox Live service--as they came throughout the 10:30 a.m. keynote.

Beatles: Rock Band will feature 45 in-game songs. Full albums will also be available for download.

(Credit: Daniel Terdiman/CNET)

10:33 a.m.: Microsoft opens the press briefing with a lovely video from the much-anticipated and forthcoming "Beatles: Rock Band."

The game will feature 45 Beatles songs, including: "I saw her standing there," "I Want to Hold Your Hand," "She Said So," "Day Tripper," "Taxman," "I am the Walrus," "Back in the U.S.S.R.," "Octopus' Garden," "Here Comes the Sun," and "Get Back."

It will also feature never-before-heard live studio chatter from the members of the Beatles. And in addition to the in-game songs, players will be able to download songs and albums. That feature will commence with the entire "Abbey Road" album. Further, the song "All You Need is Love" will be available solely on Xbox Live.

Then, in a big surprise, Paul McCartney and Ringo Starr come out on stage. "The game is good," said Starr. "And we were great."

"Who ever thought we'd end up as androids?" jokes McCartney.

Beatles Paul McCartney and Ringo Starr come on-stage at the Microsoft Xbox E3 press briefing to announce Beatles Rock Band.

(Credit: Daniel Terdiman/CNET)

10:49 a.m.: Next up on stage is world-famous skateboarder Tony Hawk, who unveils "Tony Hawk: Ride," a new skating game that features a skateboard-shaped controller. Players of the game will "ride" the board, allowing complex maneuvers and a (somewhat) realistic skating experience.

To be sure, the new controller is highly reminiscent of Nintendo's Wii Balance Board. Xbox has needed something like this. But one wonders if the board controller will have the wide range of applications that Nintendo's Balance Board does.

Famous skateboarder Tony Hawk introduces Tony Hawk: Ride, a new skating game for Xbox.

(Credit: Daniel Terdiman/CNET)

11:00 a.m.: The next big demonstration features Square Enix's Yoshinori Kitase and Motomu Toriyama showing off the first preview of "Final Fantasy XIII" for the Xbox 360. They say the game is targeted for a spring 2010 release.

11:22 a.m.: Microsoft Corporate Vice President John Schappert spends the next 20 minutes introducing the developers of a series of upcoming games for the Xbox platform--and the games themselves, of course.

Among the titles that were showcased were "Joy Ride," from newly-acquired Microsoft Games Studio addition Big Park; "Left for Dead 2"; "Splinter Cell: Conviction"; and "Forza Motorsport 3."

11:32 a.m.: Perhaps the most-anticipated new Xbox game is up next: "Halo 3: ODST." The game, which takes place weeks before the start of "Halo 3," puts players in the role of a rookie solider separated from his team.

The goal of the game is to survive, covering a lot of ground, staying alert for unexpected help. But players will have new Halo weapons to work with, including a new low-light vision mode.

"Halo 3: ODST" is expected to be released September 22.

But Halo fans will have more to look forward to. Bungie Studios, the franchise's developer, is also working on another Halo title, "Halo: Reach," which is expected to be released sometime in 2010. "Halo 3: ODST" players will get an exclusive invite to the new title.

Halo 3: ODST

Perhaps the most anticipated game for Xbox is Halo 3: ODST, which will release on September 22.

(Credit: Daniel Terdiman/CNET)

11:44 a.m.: Of course, no Microsoft E3 press briefing would be complete without a bunch of new Xbox Live announcements. And, intent on not disappointing the faithful, Schappert says Microsoft has been working on a series of improvements to the service.

First up, Schappert announces a new partnership with Last.fm, which will bring millions of songs to Xbox Live members. Xbox Live Gold members will be able to access the service for free. He doesn't say what the cost would be for other members. (Disclaimer: Last.fm is owned by CNET News parent company CBS Interactive).

Schappert also says Microsoft has updated the way Xbox Live members will be able to access movies and TV shows. To begin with, he says U.K. residents will now be able to access movies and TV shows through a partnership with Sky TV, all with no additional hardware.

Here in the U.S., meanwhile, Xbox Live members will now be able to watch their TV shows and movies with no downloads and no delays. In other words, they will be available instantly, and in full 1080p high definition. And that's why Microsoft is calling this part of Xbox Live "InstantOn 1080p HD."

Finally, Xbox Live members will now be able to interact with both Facebook and Twitter through their consoles. They'll be able to share photos with Facebook friends via Xbox Live, and be able to see their lists of Xbox Live and Facebook friends simultaneously.

As for Twitter functionality, Xbox Live users will be able to post tweets directly from their consoles, without a PC.

12:05 p.m.: But the big news, as always, comes last.

Microsoft finally unveils its new full-body motion-sensitive controller. Called by its code name, Project Natal, the new technology sits near the Xbox 360 console, and allows Xbox users to control their games, movies, and other Xbox media without touching any hardware.

During a video presentation, players are seen interacting with games and movies simply by waving their hands, jumping up and down and doing other things with their bodies--but not ever touching the controller.

Microsoft Xbox Senior Vice President Don Mattrick says that Natal will work with all Xboxes, including those that have already been sold, and any that will be sold in the future.

To demonstrate interactive media and entertainment industry acceptance of the new technology, Mattrick brought legendary film director Steven Spielberg on-stage to talk about Natal.

"I've been asking the crucial question: How can interactive entertainment become as approachable as other forms of entertainment?" Spielberg said. "The vast majority of people are just too intimidated to pick up a video game controller...Despite the size of (the video game) industry, still 60 percent of households do not own a video game console."

Stephen Spielberg at E3

Film director Steven Spielberg came on-stage during the Xbox briefing to wax rhapsodic about Project Natal, Microsoft's new motion-sensitive control technology.

(Credit: Daniel Terdiman/CNET)

Mattrick didn't say whether Natal had, in fact, come from 3DV Systems, or whether it had been developed in-house.

12:07 p.m.: A live demo the technology features a woman playing a game called "Richochet" on-stage. It allows her to kick a series of onrushing balls solely by kicking her legs in the air.

Project Natal demo

A Project Natal video shown during the briefing demonstrated that users can literally interact with their Xbox by reaching out to it. The technology recognizes human body movements and translates them into complex maneuvers on-screen.

(Credit: Daniel Terdiman/CNET)

Why your next phone could have Swype's keyboard

Keyboard technology may not seem as exciting as faster microprocessors, massive displays, or ever-decreasing form factors, but in many ways it's just as important to computing. Seattle-based Swype is trying to leave its mark on the evolution of user input by making "pecking" at keys obsolete.

DSC_0467_270x275.jpg

Swype's software keyboard looks like a normal keyboard, but it lets you type without lifting your finger.

(Credit: Josh Lowensohn / CNET)

Instead of having to find and press on-screen keys one by one, Swype simply has users slide (or swipe) their fingers across the screen. Its algorithm does its best to figure out what you were trying to write, then fills it in for you. With a growing number of handsets shipping without a physical keyboard, this software could boost typing productivity and data usage by mobile phone users. Best of all, it doesn't have to replace the existing keyboard paradigm, meaning users can still peck if they like.

However, one big hurdle in the race to get Swype on every new handset is competition from all sides. Big companies like Apple, Palm, Google and RIM have invested in their own software-based keyboard solutions, while some competitors have working versions that accomplish what is effectively the same thing. Those companies also have their own patents and algorithms that help the software figure out what word you were really trying to type in. Swype's creators think they have found the sweet spot of having a product that's ready for mass market now, and that can evolve with its users over time.

Touch and go
Swype's technology was originally envisioned as a way to improve text input for disabled users. Those with limited dexterity are able to use Swype's system more easily than a traditional on-screen keyboard. It's also set up to support gesture tracking using Web cams, and with pointing devices like infrared remote controls, meaning it can be used on most hardware built within the last 10 years.

Swype's co-creator Cliff Kushler concocted it as an out-of-retirement project, and a follow-up to his previous co-invention T9--the text prediction algorithm that can be found in more than three billion mobile phones. Swype is trying to go beyond that though; following mobile phones the company has set its sights on tablet PCs, in-store kiosks, gaming devices and even televisions--basically, anything without a physical keyboard.

While Swype made its public debut at the TechCrunch50 conference back in September of 2008, it won't be showing up in consumer devices until close to the end of this year. And of those devices, Swype is trying to hone its focus on mobile phones first.

For the past eight months the company been beta-testing Swype to a group of fewer than 100 users on Windows Mobile devices. It's also being readied for Symbian and Google's Android, the latter of which recently launched it's own on-screen keyboard solution in a system software update. It even runs on Microsoft's Surface. Swype CEO Mike McSherry and team, who I met with in their Seattle office last week, have been pushing at OEMs to be the default soft-keyboard in every future handset they ship. Swype's current iteration can be installed on-top of the existing keyboard that ships with Windows Mobile, but the big idea is to get it on the phone before the users get their hands on it.

While the design for Swype is still being fine-tuned, McSherry says that each carrier and OEM wants to re-skin it to match the brand. For example, T-Mobile could give the keyboard a pink hue to match its branding, and add special function keys that get to carrier-specific services. McSherry says that Swype's design allows for a greater customization without damaging the underlying user technique or reliability since the gesture zone for each letter will remain the same.

Swype's reference design has undergone multiple revisions, the latest of which adds a help guide that gives users tips on how to use it. This could prove useful as McSherry says Kushler has hidden all sorts of "Easter egg" gestures inside of Swype, including ones that let you draw symbols that get transcribed into complete words such as "circle," "infinity", and "arrow." Similar to Palm's Graffiti handwriting recognition software, this gives users shortcuts that can speed up the process of typing out complete words on top of Swype's letter-to-letter input method.

An evolving dictionary and skill set
What may be just as neat as Swype's process of text entry are the company's plans to build a rich database of user-generated words that periodically gets updated to all Swype users. This will let the software more easily guess misspelled words, or offer auto completion suggestions. It also cuts down on users having to teach their devices words with awkward spellings.

To do this, the company is adding top trending brands, movies and TV shows both from consumer indexes as well as Web sources like Twitter. However, the company is being careful about adding too many words, which can slow down the utility of its suggestion and autocorrect features. "Over-indexing on names is an issue," says Aaron Sheedy, Swype's senior vice president of business development. "Potentially it's a 65,000-word dictionary So maybe we're killing off 'pontiferous,' the 64,999th word to make room for something that will be used more. We want it to be a better use case scenario."

Swype's dictionary will be constantly evolving with new words that can show up in the suggestion panel.

(Credit: Josh Lowensohn / CNET)

Besides Twitter, the company has also tapped some of its beta testers by using a logging system that sends user-created words and phrases back to Swype so they can be added in a global dictionary. This, however, isn't something that's slated to make it to the final product. "There are privacy concerns with that (system)," explains Sheedy. He says that while that may work for some common words, you get into a gray area with things like user names, passwords, and URLs.

Privacy concerns aside, during the beta test, this logging has shown Swype certain user metrics that give the team confidence that Swype has staying power. "It measures words per minute accuracy and tracks usability," says McSherry. "Quantitatively users are doing over 40 words per minute ... we can increase their WPM accuracy too. Within the first hour people are doing 30 WPM. Some people do 40, some even do 50."

And accuracy is a big deal. McSherry says that with a typing system like this even 90 percent doesn't cut it. "That means one out of every ten words you type is wrong, and you have to go back and correct it," he says. "We're shooting for 95 to 97 percent or more."

McSherry says he doesn't expect users to learn some of the more complex gestures that have been built into Swype, but that those who take the time to learn them can increase their speed even more, especially younger users. "You come up with T9 and text messaging and (kids) invented a new vernacular to evolve the technological opportunities ... It is an amazing way to watch a 13-year-old grab (Swype) and start flying with it off the bat."

Competition and IP control
While the future looks bright for Swype, critics have claimed the company's fundamental technology is quite similar to that of past competitors.

One of those is ShapeWriter (formerly Shark), a technology from IBM that made waves in late-2004 with many of the same promises. It too lets users write out words without picking up their finger (or stylus), and type in excess of 60 words per minute. Up until mid-2008 the use of the technology had remained fairly low-profile, but then in short succession it was released as a download for Google's Android, then on the iPhone and Windows Mobile. Like Swype, though, it still has not shipped as the default keyboard solution on a consumer handset.

There's also Dasur, a company that's got a solution for Windows Mobile devices that includes a slide-based typing feature, text prediction, and control over words in its dictionary. It's the only one of the bunch that's actually charging for the technology so far, with a $40 per device licensing fee.

In addition, Swype faces competition from Nuance Communications, which has its own T9 successor called xT9. This solution has both an on-screen keyboard that users can peck at, along with a handwriting recognition area where they can write in text and have it converted into characters or entire words. This may be different from Swype and ShapeWriter's solutions, but it's got the marketing force of T9 behind it--a predictive system that billions of users are familiar with.

The deciding factor in the race to be the top gesture-based onscreen keyboard could come down to a single, seven-letter word: patents. All three companies have various patents that refer to gesture-based on-screen typing. Swype holds five of its own, along with some dozen held by Kushler. The earliest of those was filed back in 2001. In comparison, ShapeWriter has three, including two that focus specifically on shorthand gesture-based shortcuts, and Dasur has one issued in mid-2007 that's nebulously described with "a user input mechanism is provided that allows a user to enter words as gestures on a virtual keyboard presented on the display device."

McSherry would not go into specifics on Swype's intellectual property strategy, but believes that between the patents--including the algorithm that includes prediction, and its differentiation from the others, that it can more than hold its own.

Swype will be rolling out a larger beta test later this year. In the meantime the company has a sign-up page to be notified when it's available for public download. To fill that in you'll need a normal keyboard though.