Google wants no-cost international roaming for its phone service

Google may not have grand ambitions for its upcoming cellular network , but the company could still have a few clever tricks up its sleeve. The Telegraph claims that Google is talking to wireless giant Hutchison Whampoa, the owner of Three ( and soon O2 ), about letting American customers roam at no extra cost on the foreign carrier’s networks. In other words, you could go on Instagram photo tours of places like Hong Kong or the UK without facing an outrageous phone bill when you get home. Neither of the companies are commenting, but Hutchison Whampoa would be a very logical partner. It already lets its customers roam in other countries (including the US) as if they were at home — in a way, a Google deal would simply be returning the favor. Filed under: Cellphones , Wireless , Mobile , Google Comments Via: CNET Source: The Telegraph

More:
Google wants no-cost international roaming for its phone service

Amazon’s grocery service stops delivering beer and wine

We hope you weren’t counting on AmazonFresh to stock up on alcohol for your next big party. GeekWire reports that beer and wine have vanished from the internet grocery service without either a warning or any indication as to whether or not the booze will return. We’ve reached out to Amazon for an explanation, but it’s possible that Amazon is simply playing it safe with regulations. Some states don’t allow alcohol delivery, and those that do (such as Amazon’s home state, Washington) have regulations that determine both who can make deliveries and how the goods reach your door. Whatever the reasons, you’re going to have to either switch to alternatives like Drizly or else get your adult beverages the old-fashioned way. [Image credit: Andrew Hitchcock, Flickr ] Filed under: Internet , Amazon Comments Source: GeekWire

View the original here:
Amazon’s grocery service stops delivering beer and wine

Jamstik+ is a backpack-friendly ‘smart guitar’

The first time I encountered Jamstik, a guitar controller for Mac and iOS, was at CES 2013 . Zivix — the team behind the product — came to our trailer and gave us a demo. That was a prototype, which eventually got crowdfunded and did pretty well as history tells it. Now there’s Jamstik+ with a few significant improvements, and once again, the company’s looking to you to fund it (spoiler: It’s already met its goal). While the original Jamstik won people over, concerns over latency left some users wanting. Has version 2.0 cracked it? First, a quick recap for those that missed Jamstik last time around. Zivix calls it a “smart guitar.” I’d call it a MIDI controller (that looks like a guitar). It has strings, frets and shares lots of other DNA with a regular guitar. On its own, it makes no sound — you’ll need a Mac or iOS device for that. The neck is short (like, only-five-frets short), and the small body makes it lightweight and portable. The “smart” part comes from the fact that you “play” Jamstik via apps and software, opening up a host of sounds and creative possibilities not open to your dad’s beloved Fender. The main difference with the new Jamstik is a hexaphonic magnetic pickup, something Zivix says gives the strings a more natural feel, and delivers a higher-resolution signal compared to the original’s piezo-based method. The second important change is the move from WiFi to Bluetooth 4.0 wireless connectivity. Zivix claims this makes Jamstik the first guitar controller to be compatible with apps that support Apple’s Bluetooth LE MIDI implementation. It also means it’s a little bit easier to set up — at least in my opinion, compared to setting up local WiFi connections. There’s also a USB connection for both charging and connecting to a PC. Once set up, the free “Jam Tutor” app contains a series of interactive lessons that walk newbies through everything from plucking strings to playing chords. There’s even a little Guitar Hero -esque game where you play the tune for real. If you’re already competent with a guitar, Jamstik is the ideal way to play MIDI synths and apps in a way you’re already comfortable with. This includes controlling virtual instruments in full-fat music-production software like Logic or Ableton. I’ve dabbled with bass and 12-string acoustics over the years, but I’d currently fit in the beginner category. Within less than a minute of connecting Jamstik+ to an iPad, I was pretty into it. It’s undeniably cool. As for the lessons? They’re fun, but don’t be fooled, it’s just as hard playing on Jamstik as the real thing. If you’ve every waded through sheets of guitar tab and endless YouTube tutorials (where pros try to show you how easy it is), you’ll know how frustrating that can be. Interactive apps like Jam Tutor turn learning into an interactive game, which is much more compelling — to me at least. Even with my limited experience, I found the strings don’t quite feel like the real deal. They’re close, but a little too taught. You can loosen them, but because they’re shorter, the subtle differences in physics are always going to make them play differently. The stout neck also takes some getting used to. You still have access to a full range of notes though — buttons on the side shift the fretboard up and down the scales. The main problem I found was the timing detection on the apps. In some lessons on Jam Tutor, you pick notes as they cross the line (a la Guitar Hero ). I found myself intuitively playing earlier than the software wanted. The note sounded instantly, so it wasn’t latency — perhaps the programming of the app? Similarly, the software sometimes detected I played a string when I hadn’t (or vice versa). This is possibly down to my hand/finger placement, and was only noticeable in Jam Tutor (not GarageBand, for example). If you already have a Jamstik, your motivation to upgrade hangs on whether the convenience of Bluetooth (and by extension, Bluetooth MIDI) or the new pickup directly addresses any pain points or wish list items you have. One perks is you can keep your iPad connected to the internet, so in the future you could learn with friends, or jam online. The latency is definitely reduced on the Jamstik+, which is likely the real key selling point for many, but if any latency at all is a dealbreaker, you’ll still probably want to try this in-store first. Then of course there’s the question of price. Jamstik+ will cost $300 when it goes on sale. You can buy a pretty nice starter guitar for the same amount of money. It won’t play with apps, or be a MIDI controller, but if learning to play is your sole motivation, you’ll need to consider long and hard whether the benefits of the real thing outweigh the perks offered by Jamstik+. If you’re just looking for a MIDI controller to slip into your calloused, guitarist hands, then that price tag might not cause you quite as much deliberation. Either way, Jamstik was always a whole lot of fun, and the newest version only adds to that. The Kickstarter has already met its goal, but there’s still almost a month left to go. Estimated shipping for the first wave is June 2015. If you’re a lefty and feeling left out, we asked Zivix on your behalf. The team says it’s in the works… but no date yet. Filed under: Handhelds , Wireless Comments Source: Kickstarter

Read more here:
Jamstik+ is a backpack-friendly ‘smart guitar’

Sen. Feinstein Says Anarchist Cookbook Should Be "Removed From the Internet"

schwit1 writes with this snippet from Ars Technica: In the wake of the Thursday arrest of two women accused of attempting to build a bomb, Sen. Dianne Feinstein (D-CA) wrote on her website that the 1971 book on bomb making, which may have aided the terror suspects in some small way, should be “banned from the Internet.” The senator seems to fail to realize that not only has The Anarchist Cookbook been in print for decades (it’s sold on Amazon!), but also has openly circulated online for nearly the same period of time. In short, removing it from the Internet would be impossible. Read more of this story at Slashdot.

See more here:
Sen. Feinstein Says Anarchist Cookbook Should Be "Removed From the Internet"

There’s no longer a place like PlayStation Home

PlayStation Home, Sony’s answer to the Second Life question no one asked, was never where the company’s heart lived. Maybe its greasy, suppurating id lived in those gleaming neon halls, somewhere between the bowling alley full of dead-eyed polygon people and the virtual shopping mall. You know the PlayStation Home shopping mall I’m talking about. It’s the one where you could spend very real money on an entirely fake golden statue of a robot lady with impossibly proportioned breasts. After seven years, the majority of which were spent in beta testing, Sony closed Home’s doors this week. The PlayStation heart is secure elsewhere, for sure, but the shuttering of Home does mark the conclusion of an experiment true to the PlayStation soul, as well as the end of the brand’s darkest era. When Home was conceived in 2006, the PlayStation brand was nose-diving hard after enjoying more than a decade of market dominance. By the time the Game Developers Conference took place in March 2007, Sony was in sore need of good will after the PlayStation 3’s miserable release in November 2006. In the span of just a few months, the company with the best-selling home console of all time — the PlayStation 2 — became a laughing stock to both consumers galled by the PS3’s high price and developers turned off by its notoriously finicky architecture. At GDC that spring, game makers were buzzing about everything but PlayStation. Xbox 360 was coming into its own after its first year, thanks in part to ease of development and the booming popularity of Xbox Live; Nintendo Wii wasn’t even six months old and already a phenomenon with everyone from toddlers to octogenarians; and just two months earlier Apple had unveiled this curious touchscreen device called iPhone that had small devs intrigued with new possibilities. Seemingly no one wanted to talk about Sony’s lumbering $600 console that seemingly had no vision for connecting people online. Sony did have a vision, though; a hell of a vision based on its invigorating presentation that GDC. The bright, bubbly arts-and-crafts fantasia of LittleBigPlanet , which would let people make their very own game levels and share them online, was just half of what Sony envisioned as a more physical (in the virtual reality sense at least) answer to Xbox Live. The other pillar was going to be PlayStation Home, a platform whose debut had people both inside and outside of the industry genuinely excited. The PlayStation Home envisioned in that 2007 trailer was downright utopian: People would have their own apartment in a vast virtual space that looked as open and malleable as Linden Lab’s still-growing Second Life , but without the rough edges. Even the avatars PS3 owners could make for themselves there would have the fashionable, smooth-lined sheen of a ’70s sci-fi flick like Silent Running . Rather than the anonymity of text, people would meet up in Home virtual face to virtual face and either play games right there — bowling, arcade games, billiards, etc. — or seamlessly dive from Home into bigger multiplayer games like Call of Duty . Sony even planned to have little themed clubrooms for specific games. Want to talk with your friends about strategy before playing aerial combat game Warhawk ? Meet in the Warhawk room after shopping for avatar T-shirts and flirting with people outside. It’ll be just like the little computer world of the ’90s cartoon ReBoot , only sexy and stylish and modern! PlayStation Home in its presentable ideal form. Even before PlayStation Home was wracked by delays — the beta didn’t launch until 21 months after that GDC debut — and the technological failings of both the PS3 itself and Sony’s PlayStation Network, it was doomed to fail. The entire concept betrayed a fundamental misunderstanding of how social networks and social technologies were evolving as the aughts wound down. The cumbersome divisions and eyesore layouts of Myspace were already yielding to the more fluid, interconnected tapestry of interactions on Facebook. Meanwhile, Microsoft was focusing on invisible back-end technology for letting people play video games online together, making ease of use and accessibility top priority for its audience. Text and a minimum of tinkering were the interfaces of choice for people connecting over the internet. Making a doll body to wander around a bunch of shiny virtual plazas just so you could chat with friends and play some freaking SOCOM wasn’t just unnecessary; it was counterproductive. While Home never grew into the bustling fake metropolis Sony wanted it to be, it did unexpectedly grow both populated and profitable. Just how inconvenient Home would turn out to be as a gaming social network, or even as just a fun thing to use, didn’t become clear until the beta version opened for business at the end of 2008 . Impossibly slow to use, prone to frequent crashes and adding an infuriating layer to the already cumbersome process of playing games online with PS3, the only original promise Home delivered in its first version was making a virtual space for avatars to hang out and talk to one another. You could at least do that, albeit using the awkward on-screen PS3 keyboard to type out clipped messages. You could also make your avatar dance. If that sounds like an utterly dystopian realization of the initially utopian pitch for Home, the behavior of the average user at the time matched it. If you popped into a lobby with a female avatar, getting mobbed by other dancing avatars wanting to chat you up was common enough to birth the original Home prank: Quincying . Those with long memories might recall Quincying as the art of making two avatars, one a young woman to lure in trolls and a second that looks like a hipster version of Sweetums from The Muppet Show . When the troll arrives, turn into the second and start dancing. Home was a weird place. Over the next few years, even as Sony slowly delivered the features it initially envisioned, like themed spaces tied to specific games or a virtual lobby for people to see announcements from E3, it still struggled with basic usability. Home would update, but it would still crash your PlayStation . Virtual sexual harassment, sluggish performance and an overall lack of utility should have quickly rendered it a wasteland. Yet it didn’t. While Home never grew into the bustling fake metropolis Sony wanted it to be, it did unexpectedly grow both populated and profitable. Sodium ‘s Golden Vickie statue is just one of the strange items for sale in Home. Sony never committed to sharing comprehensive data on Home, preferring to instead focus on how many people had installed and used it at least once. (Of note, 19 million people used it for an average of 70 minutes as of early 2011 according to Sony’s GDC address that year and ” tens of millions ” as of its closure announcement last fall.) All the while, brands like Audi and Cartoon Network continued to produce virtual items for Home like avatar T-shirts and other tchotchkes that people bought with cold, hard cash. Part of the reason businesses remained interested was the small, devoted and willing-to-spend user group in Home. Lockwood’s game Sodium , a Home exclusive, offered the first five levels for free and 45 more only available if you bought a T-shirt for your avatar. A solid 25 percent of users bought that T-shirt according to Home director Peter Edward. That’s just one of the things Home’s mercurial users spent money on. Sodium users could also buy this golden statue of a busty robot lady ; a statue that served no other purpose than to be a statue. Home didn’t work, and it certainly didn’t pump blood through the PlayStation body, but it was fascinating to inhabit all the same. This is the sort of thing left behind with PlayStation Home’s closure, an unexpected mixture of failed ambition and surprising financial success. With Sony’s eyes turned toward entertainment on PlayStation 4, with its IPTV service PlayStation Vue and streaming game service PlayStation Now, the shuttering of Home this past Monday seems like the inevitable end of the virtual space dream. Will Sony’s virtual reality tech Project Morpheus and other headgear like Oculus Rift bring it back around? Maybe, but that will depend on the average consumer embracing it and the jury is out on whether or not that’ll happen. PlayStation Home’s legacy is as a bizarre experiment, an attempt to embrace the sort of internet socialization envisioned in science fiction novels like Snow Crash and pulp garbage like Hackers . Home undeniably had its own rhythm, though. There was a tangible vibe born of Home’s residents stiffly milling about its public squares and awkwardly gyrating whenever someone new logged in. It wasn’t the beat of life by any means, but it was definitely distinct. Home didn’t work, and it certainly didn’t pump blood through the PlayStation body, but it was fascinating to inhabit all the same. [Image credits: SCEA] Filed under: Gaming , HD , Sony Comments

More:
There’s no longer a place like PlayStation Home

For 50 Years Now, the U.S. Has Had a Nuclear Reactor Orbiting in Space

Exactly half a century ago this week, a rocket shot off from the California coast. It carried the U.S.’s first and only (known) space nuclear reactor, SNAP-10A, which has been circling the Earth ever since and will continue to circle for another 3, 000 years. Read more…

Read more here:
For 50 Years Now, the U.S. Has Had a Nuclear Reactor Orbiting in Space

How a $3.85 latte paid for with a fake $100 bill led to counterfeit kingpin’s downfall

Four men were indicted Wednesday on federal charges as part of an international online conspiracy to make and distribute “high-quality” counterfeits of over $1.4 million sold via Tor-enabled Dark Web sites. The new criminal charges expand on a previous case filed back in December 2014 against Ryan Andrew Gustafson , a man who went by the online monikers “Jack Farrel” and “Willy Clock”—he is also named as one of the four defendants. According to court records, Gustafson was previously positively identified via facial recognition against his Texas driver’s license. Prosecutors say the 27-year-old is an American living in Kampala, Uganda, and that he is currently on trial in the East African nation on counterfeiting charges. The United States does not have an extradition treaty nor a Mutual Legal Assistance Treaty (MLAT) with Uganda, so his return home is not a sure thing. Read 23 remaining paragraphs | Comments

More:
How a $3.85 latte paid for with a fake $100 bill led to counterfeit kingpin’s downfall

Change.org springs a leak, exposes private e-mail addresses

Online petitions service Change.org has a website bug that’s disclosing as many as 40,000 e-mail addresses that presumably belong to current or former subscribers. The disclosure bug was active at the time this post was being prepared and is exploitable using the search box provided on the site or via Google or Bing. The number of results returned ranged from 40,000 to 65,000, although not every result included an e-mail address. Still, a large number of them returned pages like the one above, which Ars has redacted out of fairness to the affected e-mail user. The leak appears to be the result of Change.org Web links that contain valid GET request tokens used to validate users after they have successfully entered their password. A bug appears to be adding the tokens automatically, even when the viewer hasn’t been authenticated. The following screenshot shows a portion of the token in the address bar: Read 2 remaining paragraphs | Comments

See the original article here:
Change.org springs a leak, exposes private e-mail addresses

Building an NES Emulator

An anonymous reader writes: Programmer Michael Fogleman recently built his own emulator for the original Nintendo Entertainment System. He’s now put up a post sharing many technical insights he learned along the way. For example: “The NES used the MOS 6502 (at 1.79 MHz) as its CPU. The 6502 is an 8-bit microprocessor that was designed in 1975. … The 6502 had no multiply or divide instructions. And, of course, no floating point. There was a BCD (Binary Coded Decimal) mode but this was disabled in the NES version of the chip—possibly due to patent concerns. The 6502 had a 256-byte stack with no overflow detection. The 6502 had 151 opcodes (of a possible 256). The remaining 105 values are illegal / undocumented opcodes. Many of them crash the processor. But some of them perform possibly useful results by coincidence. As such, many of these have been given names based on what they do.” It’s an interesting look at how software and hardware interacted back then, and what it takes to emulate that in modern times. Fogleman released the source code on GitHub. Read more of this story at Slashdot.

See more here:
Building an NES Emulator