2010년 5월 7일 금요일

Next generation iPhone to shoot HD video?

iPhone 4

Rumors are swirling about the next generation iPhone and what upgrades it will have in store. The latest is that the iPhone will record video in high definition.  With the release of iPhone OS 4 Beta 3, some users have found code that refers to a video recording at a preset value of 1280x720 (720p) along with the standard 640x480 resolution that we're used to on the iPhone 3GS:

AVCaptureSessionPreset640x480
AVCaptureSessionPreset1280x720

Most of us expect that the next-generation iPhone will come with an upgraded camera (most likely a 5.0-megapixel one), so an upgraded video recorder seems to make sense.  High-definition recording would also fit in nicely with the other rumors about the new iPhone, such as a higher resolution screen and the title of "iPhone HD" (which would be less confusing than iPhone 4G).

Would an iPhone with HD recording capabilities make you think twice about buying a stand-alone video camera? Let us know!

Via MacRumors

 

http://www.phonedog.com/2010/05/06/next-generation-iphone-to-shoot-hd-video/

Nate's Straight Talk Express: Android Quick Hits

Android Quick Hit #1: Flash

Adobe Flash for mobile devices has been the buzz in the mobile tech industry for the better part of the last six months, and I certainly understand the desire to have the capability to view Flash-based content.  Heck, if my phone could cook breakfast, lunch and dinner for me I would be happy as a clam.  What I don’t understand is why Flash for devices with sub-4” screens has become so important for smartphone enthusiasts.  Sure, it would be nice to view Youtube videos natively in the browser instead of the re-direction to the Youtube player, but that isn’t a huge inconvenience.  I don’t really want to see Flash-based web advertisements.  I suppose it would be neat to be able to watch an episode of my favorite show on Hulu, but I can’t think of a single situation in which I would sacrifice battery life in order to get a few chuckles.  Either I’m in the minority on this issue, or I’m blowing smartphone enthusiasts' desire to have full Flash out of proportion.   Let me know your thoughts in the comments.

Android Quick Hit # 2: 2.1 Upgrade for Droid Eris, Hero

The fact that it’s taken this long to upgrade the Hero and the Droid Eris to Android 2.1 is simply appalling.  These devices have been rooted and run ning stable 2.1 ROMs for months now.  I’ve been running a stable 2.1 ROM on my rooted Eris since the Friday before the WiFi iPad was released.  My phone hasn’t had a single hiccup or re-boot.  If the awesome developers on the XDA-Developers forums working for on these ROMs (simply for glory and a donation or two once in awhile) can cook up such great ROMs, its unconscionable that HTC and the carriers that serve up these devices haven’t been able to push out a 2.1 update yet.  I would love to be able to recommend that all Eris owners root their phones and install a 2.1 ROM, but I just can’t do it (on the Eris anyway).  The process is still too complex for anyone without some advanced computer skills to complete the initial root on Eris,though my understanding is that some devices have a more simple root process.  If you are frustrated about the delay in bringing 2.1 to the Eris or Hero, sound off in the comments.

Android Quick Hit # 3: Stock Android Apps in the Market, Please

One thing I’ve come to realize during the last month of testing 2.1 ROMs for my Eris is that many people have Android devices with HTC’s Sense UI or another manufacturer’s customization, but they would rather use bits and pieces of the stock Android UI. There have been rumors about Google’s desire to bring future upgrades to Android via app updates in the Market.  This would be a positive development, but I would like Google to go further and publish most, if not all, stock Android and Google phone apps to the Market so users can download these apps to replace the manufacturer supplied apps.  This would allow users to pick and chose their own custom flavor of Android.  For example, I would rather use the stock Android keyboard than HTC’s Sense keyboard. Other folks like the Google supplied Nexus One lockscreen better than HTC’s Sense lockscreen.  Still others like the Google supplied Nexus One app launcher better than HTC’s Sense launcher.  The examples go on and on.  How nice would it be to be able to create your own custom Android experience rather than be tied to your phone’s manufacturer’s preferred variation?  Let me know if you like this idea in the comments.

 

http://www.phonedog.com/2010/05/06/nate-s-straight-talk-express-android-quick-hits/

Clear to launch two 4G smartphones by the end of the year

Clear logo

Well, here's some interesting and somewhat unexpected news - in yesterday's Q1 earnings call Clear announced that they would be launching two 3G/4G smartphones by the end of this year.  Clear, whose majority shareholder is Sprint, stated that "The Company also expects to launch two WiMAX smartphones by the end of 2010.  From Samsung, an Android-based 3G/4G/WiFi device optimized for heavy video and video communications use, and a 3G/4G/WiFi enabled phone from HTC."

Also mentioned was that the devices would be specifically Clear branded (as opposed to Sprint) and that the HTC device was not going to be the HTC EVO 4G.  Engadget is speculating that this could mean the HTC phone will be the company's first Windows Phone 7 device and that the reason for the "hush hush" is that HTC has yet to announce their plans for WP7.  By the looks of things, Sprint (via Clear) is doing all they can to corner the 4G market while the rest of the carriers are working toward LTE.

You probably remember Dan Hesse's affirmation that going the WiMAX route was strictly to be the first to have 4G, and the way things are looking now I'd say the decision was a good one.  What do you think?

Via Engadget, Clearwire

 

http://www.phonedog.com/2010/05/06/clear-to-launch-two-4g-smartphones-by-the-end-of-the-year/

Droid Incredible Disassembly by TechRestore

http://www.youtube.com/watch?v=eF-Nztd24eI&feature=player_embedded

Preparing to Write Your First iPhone App

You’ve seen the statistics and glowing success stories and you’re interested in writing your first iPhone app. Good for you! If you’ve never developed content for a mobile device, or if you’re new to software development, learning iPhone development can be a fun and rewarding experience. In future articles I’ll be providing you with tips and tricks for getting your first application up and running. However before we jump into the code, let’s take a step back to consider the building blocks of your first app.

Will it make sense to your audience?

As in all things related to software development, the goal of your app will be to provide a solution to a set of end users. In some cases your “solution” could be an answer to a specific problem, or it could allow people to discover something new about their environment. Perhaps the solution already exists on another platform (e.g. desktop, web) but doesn’t exist for the iPhone.

One thing you do know is that your audience is on the go. People who use mobile applications find value in quick interactions with limited user input. They don’t want to use your app to write a Word document. However, people will like your app if they can get the information they need by pressing a button or two. In the case of a mapping application or email, they may only launch the app (with no user input) to get the information they need.

Think “Pocket Computer” instead of Mobile Phone

As an experienced web developer, the first thing that comes to mind when I hear the term “mobile phone” is limited functionality on a screen that’s too small. All things being equal, this has been the typical experience of previous mobile platforms. With the iPhone, think of the device as a pocket computer. For example, many new iPhone users report decreased usage in both laptop and desktop computers. In addition, successful applications like Pandora that have typically struggled in a desktop setting now flourish as a pocket computer solution. When planning your application think about what is unique to the iPhone that can be utilized in your app. If you can figure this out you’ll have the next Bump or Urbanspoon.

Consider the differences between the iPhone and iPod touch

With your cool app idea and a good understanding of your audience, let’s consider the actual hardware and software. Depending on which frameworks (major components of the iPhone SDK) are used in your application, your app may not work on every iPhone device. For example, an application that makes use of the camera, compass or microphone will work on an iPhone but not an iPod touch. It’s OK to write an app that’s limited to iPhone 3G or iPhone 3GS – just be sure you account for it when you develop (and market) your app. This should also go without saying, but be certain to have a physical iPhone or iPod touch to test your code before submitting your app to the App Store.

Document your ideas

Before you commit any code to your new project, take some time to document your end-user experience. This doesn’t need to be a lengthy requirements document. It could be as simple as writing down some notes on paper or sketching some drawings. When I created Jingle! [iTunes] I sketched the design using a stencil kit provided by UI Stencils. Using actual paper and a stencil kit was especially cool as it was a fun way to piece together user interface elements. I also tracked my notes, marketing materials and communication using Evernote.

When you start looking at Apple documentation, one recurring theme you will see is reference to a document called the Human Interface Guidelines (HIG). Essentially this is the master document for how your iPhone application should look and behave. Most of us have heard the stories of how XYZ app was “rejected” by Apple because of an apparently random decision. If you want a head start on what Apple is looking for in an application, you will benefit greatly by starting with this document.

Another way to ensure a great experience is to look at other leading applications that may be in your category. Ask yourself why those applications are the leaders and what elements they used to create a great experience. Also check out the ideas of usability expert Jakob Nielsen.

Manage Memory and Battery Life

To ensure your project is successful also consider how your app will manage memory and battery life. As we will discover in the code, there is no garbage collection for iPhone so you as a developer will be in command of memory management. Also, certain iPhone functions will use more battery life than others. For example, applications that stream data from the Internet or make extensive use of the Core Location Framework (e.g. GPS) will drain battery life more quickly.

Data Management

Finally, one of the most complex items you will need to consider is data management. You have three options. If your app is a basic utility (e.g. temperature converter, calculator) you shouldn’t have to worry about storing data. If you plan to build an app that connects to an Internet-based service (e.g. how Tweetie works with Twitter), you’ll connect to these online resources through web services. Your third option will be to store user data on the device using the Core Data Framework.

If you are planning your first app, feel free to send in your questions, thoughts and ideas!

 

http://theappleblog.com/2010/05/06/preparing-to-write-your-first-iphone-app/

iPad Users Who Visit Yahoo Are 66 Percent Male, 10 Percent Foreign, And Love Flickr

iPad Killing Netbooks Already?

An interesting chart released from Morgan Stanley Research this morning shows that during the month of April - the month the iPad launched - netbook sales stalled. Did the iPad really have that much impact on an industry that was once the fastest-growing segment of the PC market? Or was the netbook's fall from grace bound to happen at some point, with or without the Apple tablet's help, as consumers discovered how hard it is to type on those tiny keyboards?

The netbook market saw incredible growth around this time last year. CNNMoney's Philip Elmer-DeWitt, who uncovered the chart in a research report about HP's acquisition of Palm, notes that netbook sales peaked last summer at "an astonishing 641% year-over-year growth rate."

But in January, coincidentally (or not?) the same month that Apple CEO Steve Jobs announced the forthcoming tablet computer dubbed the iPad, netbook sales took a nose dive. But by nose dive, we mean they only saw 68% year-over-year growth during this time frame, the first month of the new year. That's not actually all that bad, is it? It only looks bad in comparison to the incredible numbers netbooks saw last summer.

But what's more telling is that the numbers continued to trend downwards since then: 53% in February, 25% in March and a meager 5% in April.

Did consumers rush out and buy iPads instead of netbooks? Or do they plan to at some point, a decision which is now affecting netbook sales?

Considering that the pre-iPad month of December saw a still respectable 179% year-over-year growth for the netbook market, it's hard not to draw comparisons between Apple's news and the netbook market as a whole. Morgan Stanley's Katy Huberty certainly does, claiming the tanking sales are "collateral damage," says DeWitt, from Apple's tablet announcement and launch.

iPad Cannibalizing Other Markets

In case you're still not convinced that this correlation is also causation, Huberty digs up a Morgan Stanley/Alphawise survey from March focused on consumer buying intent. Here, she found that 44% of U.S. consumers planned to buy an iPad instead of a notebook or netbook computer.

Apple's Initial Supply Struggles

Apple, too, was caught a little off-guard by the iPad's initial success, which led to supply issues that delayed the international launch by a month. On May 3, the company released a statement which quoted Jobs as saying that iPad "demand continues to exceed supply..." Some have claimed that Apple is creating artificial demand for the product to generate interest, but analysts believe that Apple is just having difficulty scaling up production due to manufacturing complexity. However, Broadpoint AmTech analyst Brian Marshall says the learning curve the company is facing is "only temporary."

Even with production delays, Apple sold 1 million iPads in 28 days, touts a recent press release - "less than half of the 74 days it took to achieve this milestone with the iPhone," it reads.

Clearly, there is still a pent-up desire for low-cost, portable computing, but it seems the tide may be shifting from netbook-sized "totables" to touch-screens.

 

http://www.readwriteweb.com/archives/ipad_killing_netbooks_already.php

Visa to Launch Contactless Mobile Payments for iPhone

Want to pay for purchases by waving your iPhone in front of a payment terminal at checkout? That will soon be a reality thanks to a new partnership between Visa Inc. and DeviceFidelity, which has teamed up to launch a mobile payment technology for iPhone 3G and iPhone 3GS devices.

The news comes by way of a leaked press release that temporarily appeared on MarketWatch, but has since been taken down. Several versions remain on the Web, however, thanks to Google's cache.

payWave for iPhone

According to the release, the new Apple-certifed technology combines a protective iPhone case with a secure memory card that will host Visa's contactless payment application, Visa payWave.

PayWave, introduced in September 2007, allows cardholders to wave their card in front of terminals in order to pay for purchases at point-of-sale. The technology is similar to MasterCard's PayPass solution, which rolled out to select markets in 2005.

Visa's contactless technology already works at over 32,000 retailers from top brands, notes the company's corporate website, and the list is "rapidly growing," it says.

The iPhone-enabled payWave technology, too, will be made available at thousands of merchants, claims the release, including fast food restaurants, retail stores, in taxis, during sporting events (such as baseball games) and even at vending machines that have contactless payment terminals.

Beyond iPhone: Works on Any Phone with a Memory Card Slot

What's even better about this news is that the mobile payment technology won't be limited to iPhones. It will also work with "a majority of smart phones that have a slot for a memory card," which means that owners of other popular smartphones won't necessarily be out of luck. To use Visa's technology on non-iPhones, users can insert the card into their phone's memory slot to transform their phones into mobile payment devices.

Visa already released a similar technology in Malaysia and Japan. Last year, for example, the company teamed up with Nokia and Maybank, a leading financial institution in Malaysia, to offer Visa payWave on mobile devices. But at the time, the company claimed that several barriers to U.S. adoption still remained, many of which had to due with the limited adoption of NFC-enabled devices and terminals here in the U.S. (NFC, or near field communications, is a wireless communication technology that enables data exchanges between devices. The technology is popular overseas in Europe and Asia, but has yet to catch on with any real gusto in North America. PayWave uses NFC for mobile transactions.)

Apparently, Visa has found a workaround for the lack of NFC phones by embedding the computer chip needed into specially designed iPhone cases instead.

Is it Secure?

Considering that people often lose their mobile phones, the application has been designed so that it can be password-protected and uses "advanced security technology," says the release, to uniquely identify each transaction. If a phone was lost or stolen, the phone's owner would simply call their provider who could then immediately deactivate the account, the same as with lost or stolen credit cards.

 

http://www.readwriteweb.com/archives/visa_to_launch_contactless_mobile_payments_for_iphone.php