Stratasys’ new 3D printer creates flexible materials in color, speeds up

Stratasys ‘ has a new $330, 000 3D printer, but this one has the potential to do a whole lot more than monochrome figurines. In fact, the company says it’s the first machine able to create objects in colored, flexible materials. The Objet500 Connex3 3D printer uses rubber and plastic as base materials, although according to Stratasys (the company which now owns the MakerBot series ) material combinations will be able to offer different levels of rigidity, transparency and opacity. Colors , meanwhile, are produced by the same mix of cyan, magenta and yellow you’ll find on your inkjet printer at home — it even comes with six palettes of rubbery “tango” colors, if you’re perhaps looking to channel your ’90s tastes into some tasteful flexible booties, as seen above. At the technical level, the printer can go as fine as 16-micron layers, offering a high level of detail and finish, and can pump out around 30kg of resin (that is, base material) per run. Talking to the BBC , a Stratasys spokesperson said the advanced printer could cut down industrial design prototyping times by 50 percent, although he was talking about the time from prototype to market, not printing time itself. The Objet500 Connex3 launches today, although those flexible color printing materials won’t be available to buy until Q2 later this year, so hold on to those neo-boot dreams for now. Filed under: Misc , Wearables , Science , Alt Comments

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Stratasys’ new 3D printer creates flexible materials in color, speeds up

Watch Steve Jobs demonstrate the first Mac back in 1984

It’s been 30 years since Apple first launched the Macintosh, and this week has been littered with clever tributes to the computer . Members of the Boston Computer Society, however, have unearthed a big treasure in the history of the machine. A week after a bow tie-sporting Steve Jobs famously pulled the machine out of a bag at the company’s shareholder meeting, the CEO made a second presentation at Boston’s John Hancock Hall. The clip hasn’t been shown off publicly for the better part of 30 years, but has now been archived at the Computer History Museum . While the original remains the first unveiling of the unit, this 96-minute clip offers new insight into how users, rather than shareholders, embraced the computer at its launch. Filed under: Apple Comments Source: Time Techland

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Watch Steve Jobs demonstrate the first Mac back in 1984

Apple is reportedly building a mobile payment service

There are plenty of existing mobile payment systems that let you buy goods with your iPhone , but there are now signs that Apple wants to take on some of those duties itself. The Wall Street Journal claims that the company is in the early stages of building a mobile payment infrastructure that would let its customers buy all kinds of products and services, not just those in its own stores . Sources say that Cupertino has tasked the former head of its online store with getting the service off the ground, and it’s reportedly discussing the idea with other companies in the tech industry. Apple isn’t commenting on the rumor, but it has been researching mobile payments for years — we know it’s at least intrigued with the concept. Filed under: Cellphones , Mobile , Apple Comments Source: Wall Street Journal

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Apple is reportedly building a mobile payment service

Netflix ‘post-play’ feature that automatically jumps to the next episode is now optional

Netflix has been rolling out a ‘post-play’ experience (shown above) on various platforms since late 2012 , but not everyone is a fan of how it jumps to a new episode automatically. That’s not a problem anymore, since TechHive points out that now there’s a toggle in your Netflix account settings (under playback settings) that keeps it from playing the next episode automatically. By default the feature is on, although as Netflix explains , it still requires a prompt of some kind to keep going after a couple of episodes have played. The post-play UI remains intact no matter what you choose, so watching the credits for every last best boy, grip and “no animals were harmed in the making of” will still require jumping on the remote to zoom back in. Of course, if your main concern is of House of Cards moving on an episode or two after you’ve dozed off, then this will fix it. Like other settings it’s locked to individual profiles , so turning it off for the kids can keep them from turning out like the rest of us — far too lazy to bother clicking a button to advance. Filed under: Home Entertainment , HD Comments Source: TechHive , Netflix Support

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Netflix ‘post-play’ feature that automatically jumps to the next episode is now optional

PlayStation Vita TV review: Sony’s first mini-console has some growing pains

Sony had a tiny surprise to share just ahead of the Tokyo Games Show: the PS Vita TV , appearing from inside SCE President Andrew House’s jacket pocket. Having already announced a new, slender PS Vita handheld less than an hour earlier, Sony showed off this minute console — roughly the same footprint as a smartphone — that plays Vita games, PlayStation games and streams video content, as well as music and video from Sony’s own store. It can also connect with multiple PS3 DualShock controllers, allowing for proper, responsive gaming — something we’re not quite used to getting from something so tiny. You could see it as a brutal counterstrike from the PlayStation team against the cheap, mini-console likes of OUYA and GameStick , even Huawei . Aside from contemporary Vita titles and indie games, you can also tap into an ever-increasing catalog of hits from yesteryear — something that the Android and iOS platforms also dip their feet into, but with the peace of mind (read: stability) of PlayStation hardware, and the ability to steer the action with a DualShock controller. Sound like something you’d like to try out? Well, unfortunately, unlike the new PS Vita, this is currently a Japan-only deal. What’s more, availability in Nihon is directly tied to compatibility there, too; you’ll need a Japanese PSN account to even use it. We’re still getting a vague line from SCE on whether it will eventually arrive outside of Japan. (It would be a convenient bit of hardware to sell alongside Sony’s PlayStation Now streaming-game service, set to launch in the US later this year, right?) So, is this just a tenuous experiment or a whole new console line for PlayStation? Or, given that it’s practically got all the same internals, would you be better off just buying a Vita? Hardware It’s deck-of-cards small. And stylish. And somehow cute. Sony clearly got the hardware right, with neatly curved sides and all the cable ports relegated to the back. It comes in an off-white finish, which, oddly, is slightly darker than the companion white DualShock controller that came included in the 15, 000-yen ($144) value pack we tested for this review. The front panel is glossy, with some Sony branding on the left and a single LED to display when the Vita TV is on. There’s also the 19-year-old PlayStation logo on the top, but that’s about it. It’s an unassuming little console, and we like it for that, though once you’ve got all the necessary cables plugged in (HDMI, power, possibly Ethernet), it loses some of its style points. That can’t really be helped though, can it? Maybe. Sony could have tried powering the whole device through MHL (the same standard that allows smartphones to shift content to HDTVs while charging it at the same time) and that would have wrapped those display and AC adapter ports together. We’re guessing the relatively high level of graphics rendering and processing that the Vita TV has to do might be too much for an MHL port. Because it isn’t housing bleeding-edge GFX, it’s quiet. So quiet. Sony has told us that it uses the same processor found in its Vita handheld, which makes sense: The mini-console loads and responds to navigation at an identical pace. You will, however, need the aforementioned DualShock controller to do this, which might bump up initial costs if you don’t already have one from a PS3. (As we’ll elaborate on later, a PS4 controller also works.) The USB port along the back acts as the charging port for controllers, meaning you’ve got yet another cable there to clutter up the design. To the right, there are HDMI and Ethernet ports, while a 5V AC socket for powering everything is on the far edge. On the other side of the USB port, you’ll find the second media slot, alongside another for Vita game carts. This is for your Vita memory card, which could mean another add-on purchase, assuming you didn’t already plump for the value pack. The cards are still overpriced, but at least there’s now a 64GB one — which seems like it could be enough to last the lifetime of one’s Vita TV. If you already own a Vita handheld, you’ll need just the one card. We could eject the Vita game cart and memory card, slot them into our portable Vita and play the same games from the same game saves. Aside from wrestling the memory card out of the slot, it’s a pretty straightforward process, meaning you can continue your portable gaming on a bigger screen, with an arguably more comfortable control setup. Along the back, on the far left edge, there’s a power button, although with a wireless controller in hand, we tended to power down from inside the menu — it’s one of several software differences between the Vita TV and the handheld that came before it. Software The PS Vita TV has the same interface as the Vita handhelds: Games and apps are housed in floating bubbles, and you press the PlayStation button to switch out of games, multitask and get back to the home screen. However, with the Vita TV there’s no touch panel to navigate through those icons and menus, which does fight against how it was originally designed. Fortunately, its sheer simplicity means we had no real issues making our way through it using a DualShock controller. Yes, typing is more of a chore than with a touchscreen, but because the Vita TV explodes exactly the same view from the Vita handheld to your HDTV, the onscreen keyboard is just as huge and this editor found it easier to use than the one on the PS3. Again, this is a credit to its simplicity. Because of the lack of presses to hold and swipes to delete we were using on the Vita, the Vita TV occasionally throws up subtle reminders for how to do these things — a relief, because we wouldn’t have known how to otherwise. As a games console, you can play Vita games (on physical media, or downloaded) as well as a back catalog of PSP and PSX titles, both of which are easy to play on a DualShock controller. However, a lack of touch input (the original Vita has both a touchscreen and rear touch panel) does ultimately hamper which games you can actually play. Tearaway , Metal Gear Solid HD Collection, Wipeout, Uncharted and Gravity Rush are all unfortunate casualties of this compatibility oversight, each requiring a degree of touch within gameplay. The TV unit also lacks cameras and a built-in compass — again reducing the list of compatible titles, but this doesn’t seem to preclude any especially notable games. When a compatible game demands some sort of touch input, Sony’s come through with a system (included within a patch that automatically downloads) that attempts to lash a two-dimensional touch area to the analog sticks. Pressing R3 summons two pointers for the front panel, while L3 does the same for the rear one. Pressing both analog sticks down produces pointers on both. If our description sounds confusing, good — because it’s even more difficult to grasp in use, and it’s only really a workaround for a handful of cases. Those aforementioned titles simply won’t load to start with. Regardless of which generation of PlayStation gaming you choose to dip your toes into, the Vita TV automatically upscales to 720p — an improvement over the manual process needed on the Vita. Predictably, it’s the Vita games that look the best on an HD screen. Animation is smooth and while upscaling from the handheld means that it doesn’t quite look as sharp as on the original (it’s a pixels-per-inch issue), it still looks good — which surprised us. We’d cite Ultimate Marvel vs. Capcom 3 as one game that handles the big screen particularly well. The years haven’t been so kind to original PlayStation titles. Alas, the years haven’t been so kind to original PlayStation titles. To their credit, the likes of Tomb Raider, Final Fantasy and the original Wipeout play just like they used to. The original PlayStation was the first Sony console to use a dual-analog pad, the DualShock 3’s distant ancestor, meaning that if there’s a game available on the PlayStation Store, it’ll work on the Vita TV. (Funnily enough, the Vita iteration of Wipeout doesn’t work.) Despite that, the Vita TV is a wake-up call to middling (cheap) plug-in consoles that haven’t quite made the cut. Regardless of the sluggish launch schedule of Vita games, there’s that huge back catalog of titles to play through, along with all those indie hits. And aside from that touchscreen barrier, they all work; they work well; and there’s no controller lag — it is a PlayStation, after all. The Vita TV isn’t just gunning for cheaper console challengers, however. Alongside its gaming talents, there’s a handful of video services too, besides Sony’s own Video Unlimited store. Japanese rental chain Tsutaya offers both a video-on-demand store as well as a monthly subscription service for unlimited viewing. Hulu is meant to be here too. As of this writing, however, it still isn’t available at the store. There are other services you’ve probably never heard of, and they offer a pretty limited selection. Skappa On Demand broadcasts live J-League soccer matches and, at the moment, nothing else. Video output is capped at 720p too, meaning the Vita TV trails the likes of Roku and Apple TV in picture quality. The mini-console’s talents outside of gaming are certainly secondary, which is a shame. It has such a small footprint that it could have been a great choice for making non-smart TVs a little more capable. Because the Vita TV transposes nearly everything from the hand-held version, some of the apps, like the web browser, are downright diabolical on an HDTV. Due to the resolution limitations, you’ll have to read sites one giant paragraph of text at a time — it’s far from a comfortable experience. Ditto for social networking apps like Twitter and Facebook: the text is huge. We spent most of our time scrolling and scrolling and scrolling. Wrap-up More Info PlayStation Vita TV announced Why Sony’s $100 set-top box is more than a consolation prize PlayStation Vita review (2013) Thanks to a combination of petite, understated hardware and more than a little nostalgia, there’s a lot to like about the Vita TV, especially if you grew up with PlayStation. However, Sony’s littlest console still has some game-support issues it needs to sort out. In particular, it needs to get its entire PS1 back catalog online and work out a better way of bypassing the lack of a touchscreen. Relief could come from the PS4 controller, which already houses a tiny touchpad, although Sony hasn’t said anything to that end and given that the fourth PlayStation hasn’t even launched here in Japan, it’s not something we’ve been able to test out. We’re also thinking this could be the cheapest way to play Sony’s incoming PS Now streaming-game service on your non-Sony TV, if/when PS Now and the Vita TV are both available in the same region. For now, the PS Vita TV is, at its core, a cheap games machine (10, 000 yen, or $96) that we can’t recommend as a media-streaming device — although that’s all icing on the cake anyway. But until Sony reveals global plans for the Vita TV, this mini-console remains a tempting Japan-only curio. That’s a shame, because there’s so much more here to recommend it over those similarly priced, rougher-edged Android consoles. Filed under: Gaming , Sony Comments

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PlayStation Vita TV review: Sony’s first mini-console has some growing pains

Google can now say if your internet connection is quick enough for YouTube

Many are tempted to blame stuttering YouTube streams on our internet providers, but who’s really at fault? Google may shed some light on the subject now that it has launched a Video Quality Report . The tool tells surfers how well their providers typically handle YouTube in a given region, breaking reliability down by the feed quality and time of day. Services that properly load at least 90 percent of 720p videos get a “YouTube HD Verified” badge, while those that tend to choke wind up in standard definition and lower definition categories. Only Canadians have access to the report at the moment, although it should reach other countries in time. Wherever it goes, it should help viewers decide whether or not it’s time to switch networks — and it just might spur some companies into making much-needed upgrades . Filed under: Networking , Internet , Google Comments Via: 9to5 Google Source: Google Video Quality Report , Financial Post

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Google can now say if your internet connection is quick enough for YouTube

Google starts banning Chrome extensions bought by shady ad firms

A brouhaha over adware-laced Chrome extensions has forced Google to remove two from its store and possibly exposed a wider issue. According to the original developer of “Add to Feedly, ” the problems happened after he sold his plug-in — created in a few hours — to a party for a too-good-to-be-true “four-figure” sum. As detailed in a blog, he discovered that new code was injecting ads into every page browsed without approval, angering users and lowering its rating. The same thing happened with “Tweet This Page, ” another app that served up unwanted ads after being sold. Since other developers were also approached, there’s speculation that it could be a new type of scam: buying perfectly good extensions, altering them and then letting Google slip them to users via automatic updates. After it was contacted by the WSJ , Google pulled the renegade extensions, saying that recently altered terms of service prohibit them. However, that’s only because they didn’t ask user permission; there’s nothing to prevent apps from inserting such ads — something to keep in mind the next time you tweak Chrome. Filed under: Software , Google Comments Via: The Verge Source: WSJ , Amit Angarwal

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Google starts banning Chrome extensions bought by shady ad firms

Korean carrier to launch broadband-shaming 300Mbps LTE-Advanced network this year

Most of us in Europe and North America try not think about how much we’re getting smoked by Asia in terms of internet speeds, but here’s another reminder: residents in South Korea will soon enjoy 300Mbps wireless on the nation’s largest carrier, SK Telecom . That follows on the heels of a similar effort by CSL in Hong Kong, which achieved the same speed by combining two 20MHz LTE bands. However, the Korean carrier is using so-called LTE-Advanced 3-band carrier aggregation tech, which combines one 20MHz and two 10MHz bands. Before residents there can download the proverbial 800MB movie in 22 seconds, though, the new format will have to be standardized globally and adopted by smartphone and chip makers, a process SK said is underway. While you’re mulling that, the carrier will actually be showcasing even better 450Mbps tech in February at Mobile World Congress — so enjoy your 75Mbps max LTE, citizens. Filed under: Wireless , Mobile Comments Via: TNW Source: SK Telecom

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Korean carrier to launch broadband-shaming 300Mbps LTE-Advanced network this year

Valve: The future of Virtual Reality is just one year away

The most exciting aspect of contemporary virtual reality is its implications. Even using Oculus VR’s early duct taped-prototype , most users immediately “get it.” You’re transported to, say, Tuscany , or an underwater exploration vehicle, or a space fighter , and that experience is enough to trigger a flood of ideas for other potential interactions — interactions that are dramatically heightened by employing a VR headset. How about deep-sea exploration in 4K? Or maybe Mars? And we’re not talking just video games, but experiences . Valve VR lead Michael Abrash detailed that notion in a recent talk: “Not only could VR rapidly evolve into a major platform, but it could actually tip the balance of the entire industry from traditional media toward computer entertainment.” Abrash believes that VR headsets so vastly outperform other interaction methods (TV, theaters, etc.) that how folks absorb media in general may be impacted by the coming wave of head-mounted displays. His concept of our potential future may be distant-sounding, but the beginning of consumer-grade, extremely polished VR headsets isn’t far off: 2015. At least that’s what Abrash and Valve are targeting as primetime for VR, and they’re laying the groundwork right now. This is a VR prototype headset from Valve Valve’s first ever game developer conference, dubbed Steam Dev Days in honor of the company’s ubiquitous digital storefront / ongoing socio-economic experiment , took place this week. Abrash gave a talk titled “What VR Could, Should, and Almost Certainly Will Be Within Two Years, ” where he detailed the current state of VR, what challenges the technology faces going foward, and when he (and Valve) believe it’ll be ready for primetime. In it, he established a baseline of standards for VR: perfect timing to lay a base given Oculus VR’s own standards for VR game development going live at nearly the same time. First, any VR headset needs to create “presence” for the person using the headset. Abrash defined presence as such: “It’s the sense of being someplace else while in virtual reality; many people feel as if they’ve been teleported. Presence is an incredibly powerful sensation, and it’s unique to VR; there’s no way to create it in any other medium.” Cliché as it is, VR headsets aim to do exactly what their name implies: simulate a new reality for the user, real enough to fool the human brain. Oculus VR CEO Brendan Iribe echoed that sentiment to us earlier this year when he said that the closer the experience is to reality, the better the experience is for the user. Sadly for us writers, “presence” — or rather the experience of using a virtual reality headset and being convinced — is incredibly hard to convey with just words. “Most people find it to be kind of magical, and we think that once people have experienced presence, they’ll want it badly, “Abrash noted during his talk. Moreover, Abrash thinks that the VR hardware available right now — including the latest Oculus Crystal Cove prototype — is still a step or two away from the specs required for true presence. He even has a list of target specs required for creating presence (which Valve has functioning in an R&D headset right now, and was shown to developers during Steam Dev Days): The Crystal Cove prototype that Valve provided support for is “a big step in the right direction” Abrash said, but still not enough to create the sense of presence he and Valve are aiming to achieve. While Valve continues R&D on virtual reality hardware — Abrash said “several” companies are working on VR headsets, though we only know of two officially creating consumer products (Oculus and GameFace Labs ). The company’s also building out Steam’s VR software support to stay ahead of the curve. That’s why SteamVR just went live (a VR version of Big Picture Mode) in beta; why VR games now have their own category in the Valve’s store; and why the company created the SteamVR API (read: it makes games play nice with the SteamVR platform). Valve’s yet to give press a chance to try its VR hardware prototype, but developers who tried it at Steam Dev Days are responding positively thus far . It apparently has specs similar to what’s detailed above, and we’re not entirely clear on whether or not it uses a camera in conjunction with the headset for positional tracking (a la the latest Rift prototype). Given Valve’s openness during Dev Days and Abrash’s assertion that Valve is open to working with any partners to push VR forward, we’re certain to hear more in the coming year(s). Abrash ended his speech with a confident, thrilling statement regarding VR: “A great VR system at a consumer price in 2015 is more than just possible – it’s sitting there waiting to happen. And it will happen, if not in 2015, then soon after. Virtual reality on the PC over the next few years may be as exciting as anything that’s ever happened in games. We’re sharing what we’ve learned with you, and we’ll continue to do so. There’s a huge amount to be learned and figured out about VR, and we certainly can’t figure it all out by ourselves; I hope that as you dive into VR, you’ll make it a two-way exchange, so together we can make VR one of the great entertainment evolutions.” Filed under: Gaming , Peripherals , Wearables , Software , HD Comments Source: Michael Abrash (PDF) , Joe Ludwig (PDF)

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Valve: The future of Virtual Reality is just one year away

Chrome updates bring data compression to all Android and iOS users

Google has been testing data compression in mobile versions of Chrome for what seems like ages , but today it’s finally ready to bring that efficiency to the masses. Both the Android and iOS versions of the browser now let all users squeeze website content to reduce their data use — and, in some cases, their phone bills . There’s also a pair of platform-specific upgrades in the pipeline. Android fans will get to create web shortcuts on their home screens, while iOS users will see the automatic translation bar that has been available on Android since last year. Whichever version of Chrome you’re running, you’ll want to grab its latest update through one of the source links. Filed under: Cellphones , Tablets , Mobile , Google Comments Source: App Store , Google Play

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Chrome updates bring data compression to all Android and iOS users