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Technology Analysts believe that PCs will never be outdated by smartphones and many other portable gadgets as well as iPad minis and tablets because PCs are still denanded for computer shops and photography businesses for video editing and other long processes for easy and convenient work. A lot of people tend to refer on touchscreen gadgets but practically speaking, desktops are more convenient to use than these portable minis. Also for security purposes, many of the gadgets today are still more accesible and personal data are still at risk.

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Samsung Galaxy S4: Release date, specs, price, news and rumours

The latest news, rumours, stats and information on Samsung’s Galaxy S4
 
The Samsung Galaxy S3 made a case for the Android operating system like no phone before it. It picked up the T3 Gadget Award for Best Smartphone of the Year 2012 and regularly tops lists of the best smartphones available on the market.

Inevitably then, rumours have begun to circulate on what Sammy has planned as a follow up. We’ve scoured the web to bring you the latest news, rumours and speculations about the Samsung Galaxy S4

Samsung Galaxy S4 – display


Samsung has confirmed it is working on flexible displays and rumours are already circulating that the Korean giant is planning to utilise this technology for the Galaxy S4.

Flexible displays are "foldable, rollable, wearable and more, [and] will allow for a high degree of durability through their use of a plastic substrate that is thinner, lighter and more flexible than conventional LCD technology," a Samsung spokesperson told the BBC.

The flexible OLED (Organic Light Emitting Diode) screen on the Galaxy S4 would also likely be Full HD with a resolution of 1,920 x 1,080 or higher and would be a full five inches across. Which is encroaching on Samsung Galaxy Note II territory.

Source: BBC

Samsung Galaxy S4 – Specs


According to Korean website Ddaily, the Samsung Galaxy S4 will arrive toting a quad-core Exynos processor built on the 28nm microarchitecture standard. Essentially, this is a smaller, faster Exynos (Samsung’s own custom processors) than is currently tucked away inside the Samsung Galaxy S3.

Newer processors, along with increased speed, focus on improving efficiency between cores. This should mean that the Samsung Galaxy S4 can boast more processes and a longer battery life than we’ve previously seen in a handheld.

Other specs include a 13MP rear-facing camera and, of course, the aforementioned 1080p screen.

Source: Ddaily

Samsung Galaxy S4 – release date


We originally had our rumourscope centred on a snifter of the Samsung Galaxy S4 at the Mobile World Congress trade show in Barcelona in February – but that admittedly is far too tight a timeline for a new flagship device.

The Korean Times reported that Samsung was planning to unveil the Galaxy S4 in March, but the higher-ups at Samsung took to Twitter to shoot down that particular rumour themselves.

Translated from Korean, the tweet read: "Please note that some media reported speculation that the Galaxy S subsequent models will be released is a simple rumor is not true. [If] not doing anything, why spread these rumors?"

Despite this protestation, we imagine a mid-2013 release date isn’t far off the mark. The Samsung Galaxy S3 was revealed in May, so it’s reasonable to assume Samsung will follow the same pattern with the next generation. That would allow it to steal a march on a possible iPhone 5S.

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How to Make an iPhone App From Scratch (For Non-Technical People)

Posted on February 14, 2012 by  in For Students
You have a great concept for a new iPhone application. Your idea is unique, fun and useful, and you are almost certain nothing like it already exists. In fact, your application might be the next Pandora or Instagram.
There is just one tiny problem – you don’t know how to program, let alone make an iPhone app.
You may be ready to dive right into building your app. Don’t. Design and development are just one-step in the path to a successful mobile application.
Whether it’s an iPhone app or an app for Android, Windows or Blackberry, it’s important to take the time to define:
  1. Why you’re building the app
  2. Who will use it
  3. What it will include and how you will build it
  4. When you plan on completing it
This may seem like a waste of time and effort, but attempting to build an app without understanding exactly what, why and how you are creating it, is like driving a car blindfolded. You probably won’t get very far, and you’ll likely look silly doing it.
This article will walk you through how to actually create the app as well as explain the why, who, what, how, and when of app creation.

1. Why and Who

If the only answer you have to the questions, why are you building an app and who will use it is, “Everyone, because it will be awesome!” You have some thinking to do.
Your application should appeal to some audience for some specific reason.
In simpler terms, why would anyone want to use or buy your application? As successful entrepreneur and venture capital mentor Jason Cohen wrote, “If you can’t find ten people who’ll say they’ll buy it, your company is bullsh*t.”
Although this may be a little harsh, it is more than a little true.
Hundreds of thousands of iPhone applications already exist. Unless yours has some special value proposition, no one will download it, and they certainly won’t buy it. The same is true for every mobile environment.

2. What and How

Once you really understand why you are creating your application and for who, the next step is to detail what you will be building and how. You probably have a general idea of what you would like to build. However, to construct an application, you need to know exactly what features your application will support. Understanding who will use your app and what’s important to these users (which you’ve already completed) makes this task much easier. Detailing “the what and how” requires that you:
  • Define the features your application will support. You should know what every screen will contain and what every button will do and why.
  • Decide which mobile devices you will support. Sure, you began by wanting to build an iPhone application, but what about iPad, the many flavors of Android and Blackberry, or even Windows mobile devices?
  • Determine if you will build a web or a native application. Users must download and install native apps, which allows the software to access the mobile devices’ data and features (e.g., the camera). In contrast, mobile web applications require no install and have very limited access to the actual mobile device.
  • Decide how you will market your application. Mobile development is not a field of dreams; just because you build it, they may not come. There are many choices for publicizing your application’s existence: advertising, hiring a public relations team, content marketing, social campaigns and many more. Determine what’s practical for you.
  • Determine if and how you will monetize your application. If this application is part of a business, this is a very important step. Selling your app in the Apple store is great, but remember they take 30% of revenue from each sale. If your app costs $1.00, you only see $0.70 from each sale. You can also choose to embed advertising or charge a reoccurring subscription fee. If you want to make money, take the time to define exactly how you will do it.
  • Decide how you will test the application once it is complete. Testing is critical. Nothing can kill your application’s chance for success quite as fast as pages of bad reviews about buggy software. First impressions are everything, especially when it comes to mobile software. There are several ways to find willing beta testers, pick one (or more).

3. When

Once you have defined what you are going to build, create a development plan. A development plan documents all the decisions you’ve made about what you’re building, your schedule, what tools you’ll use, who else you need (e.g., maybe you need a designer to help you with the screens) and the expected cost. Although they may sound complex, it doesn’t have to be a long stylized document; it can be as simple as bullet points on a white board that you capture with a camera.
A development plan will help you hold yourself accountable and keep you moving toward your goals, while staying on budget.

4. Building the Application

Now that you have created a road map and plan to create the app, it is time to build it. Since you took the time to plan it out, this part will make more sense to either yourself or the developer (if you are outsourcing the actual build). Now’s the time to roll up your sleeves and start building.

Zero-Code Mobile Application Builders

Armed with a clearly defined purpose and roadmap, you are ready to create your mobile application. Although you are non-technical, you have several options.
An entire market of tools exists to create and publish mobile applications without touching a single line of code. This seems promising but, many of these tools are very similar and are limited to implementing simple content driven mobile applications based on a small set of customizable pre-defined templates.
Content driven applications primarily help users find, view and interact with content like a recipe, quiz, picture gallery or news application. Technical journalist Sarah Perez used crowd sourcing to collect a list of over 30 tools in this category after her readers requested options for creating their own mobile apps without programming.
There are also visual tools for building more complex mobile apps, like Cabana. Cabana allows users to build web-based and native mobile applications for iPhone and Android. Cabana is in beta, but you can request an invitation to preview the tool. It may take several weeks to get approval to access the beta version of Cabana, or for US $25.00, you can access the beta immediately.
Cabana allows you to design a user interface (UI) using drag-and-drop components. You can then integrate external services like Instagram or simple functions like a refresh button. Cabana also allows you to connect your application to any third party web service (e.g. an online services that provides weather) using the same visual drag-and-drop approach. Cabana’s ability to connect to third party services provides tremendous flexibility; it makes it possible to incorporate almost any information you desire into your application.

http://www.udemy.com/blog/how-to-build-an-iphone-app-from-scratch-for-non-technical-people/

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Tiny transmitters that cost a penny to print unveiled

smartphones 
 The rectennas use smartphone radio waves to communicate.

Researchers in Korea have devised a cheap way of transmitting data from objects to mobile phones when swiped.
They have printed small "rectennas", a cross between an antenna and an AC/DC current converter, onto plastic foils using electronic inks.
The rectenna uses radio waves emitted from a smartphone to transmit data to it from a tiny chip.
The printed rectennas cost less than one penny per unit to produce and could be used as an alternative to QR codes.
The technology behind them, Near Field Communication (NFC), is already used in devices that enable shoppers to make card payments by touch.
They make their debut in the journal Nanotechnology, published by the Institute of Physics (IoP) this month.
rectenna The rectenna is printed using five different electronic inks.
Researchers from Sunchon National University and the Paru Printed Electronics Research Institute spent four years developing the printed rectenna.
"What is great about this technique is that we can also print the digital information onto the rectenna, meaning that everything you need for wireless communication is in one place," co-author of the study Gyoujin Cho told the IoP.
"Our advantage over current technology is lower cost, since we can produce a roll-to-roll printing process with high throughput in an environmentally friendly manner.
"Furthermore, we can integrate many extra functions without huge extra cost in the printing process."
Augmented alternatives Augmented reality platforms are also providing alternatives to QR codes, although management consultancy firm Greenwich Consulting says that in America QR code usage has increased by 40% year on year.
Marketing company Adido says it is now using Aurasma, an augmented reality application based on visual recognition, rather than QR codes in its campaigns.
"There are quite a lot of limitations as to what a QR code can do - you can only make it do one thing at a time, it can only contain so much data," said Andrew Moore, business development co-ordinator.
He admitted that when presented with an augmented reality logo, people did not necessarily know what to do with it.
"With QR codes this has also been an issue but now there is a much more clear course of action. As the AR industry ages that call to action will also appear."
"What I've found is that people who do download the Augmented Reality app are proactively active in finding content that is AR-able," he said.
Fred Huet from Greenwich Consulting UK also believes that QR codes may have a shelf life.
"The QR scanning process is inherently inconvenient for the user, compared to other technologies such as Near Field Communication (NFCs)," he said. "There is a risk of being replaced in the future by more accessible alternatives."

 http://www.bbc.co.uk/news/technology-19208112

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Can Tech Newbies Create Products for Tech Natives?

Can Tech Newbies Create Products for Tech Natives?

Most designers are digital immigrants--and yet their target audiences are digital natives. That poses a serious challenge for designers.


Ever wonder why the email icon on your computer looks like a postage stamp or an envelope? Think about it: email has almost made the postage stamp irrelevant, so why does the icon cling to an antiquated ceremony?
Some of the research we've been doing at SKD has clarified such seeming paradoxes and made me wonder how our products and interfaces will take shape in the years to come. Until recently, many objects have taken cues from established ceremonies, whether mailing a letter or filing a piece of paper. Much of this has to do with the sensibilities of a product's target audience: Digital Immigrants.
Marc Prensky first introduced this segmentation in his paper, "Digital Natives and Digital Immigrants." Though the paper was written for educators, Prensky's observations are relevant to designers, whose products must appeal to both Digital Immigrants--Baby Boomers and anyone over the age of approximately 30 who has adopted and adapted to digital technology later on in life--and Digital Natives--those who have grown up with digital technology since their infancy.
As we've studied people's emotional and behavioral responses to shifting technologies, I've noticed a divide between Digital Natives and Digital Immigrants and developed strategies for addressing the needs of each group.
While it's harder to earn the trust of a Digital Immigrant, it's harder to impress a Digital Native.
Digital Immigrants, who hold the most buying power today, are not technophobes. Many have smartphones and Facebook accounts, and we represent a majority of mainstream bloggers. Still, as Prensky points out, "digital" is a second language for those of us born before computers and cell phones entered every home. While we have learned the language and many of us speak it fluently, Digital Immigrants speak with an Analog accent, detected in behaviors that cling to old world experiences, like printing and filing emails.
In addition to this Analog accent, I've noticed that Digital Immigrants carry some heavy baggage from the old world. It shows up in the form of attachment to existing ceremonies and a subtle distrust of new things. Bridging this distrust is often done through gradual evolutions that digitize old experiences while maintaining familiar reference points. Like the email icon.
Designing for a Digital Native requires a completely different mindset--one that we need to understand as those in their teens and twenties gain a louder voice in the marketplace. While it's harder to earn the trust of a Digital Immigrant, it's harder to impress a Digital Native. Fast-paced change is the rule rather than the exception for the generation that grew up immersed in video games, MP3s and a limitless worldwide web. While you and I may marvel at the multi-tasking ability of the iPhone or the connective power of LinkedIn, Digital Natives take this abundance of information for granted.
As my team and I developed the LifeStudio family of drives for Hitachi GST--a product line targeted to these tech-savvy content creators--we compiled a list of products that have rocked the market by successfully appealing to Digital Natives.
Nintendo Wii
The Nintendo Wii unapologetically introduces a completely new interface to gamers. The experience is immersive, interactive, unexpected and it ultimately delivers on its promise of fun. It's worth noting that the game console itself fades into the background. Many Digital Natives see their devices not as prized possessions, but as means to an end. It's about the experience more than the artifact. Of course, the Wii's sleek white form doesn't hurt its popularity.
Flip Camera
Cisco's Flip Camera puts the power of a high-definition video camera in a device smaller than many phones. Many of my younger employees carry it with them every day in their purses. They especially love the freedom from cords--you don't have to wait until you get home to your adapter cables to charge the camera or post and share videos. While the interface is simple and intuitive, it bears no resemblance to that of traditional video cameras. It creates easy-to-follow rules for its own game.
TiVo
TiVo puts the power of time- and content-management in the hands of the viewer in a whole new way. Unlike a VCR, which records information onto a tape (a familiar experience for Digital Immigrants, who are more tied to data as an artifact that lives in a physical structure), TiVo appeals to an audience quite comfortable with digital information living on a cloud. Even its signature sound effects depart from traditional analog noises to create a distinct brand element. TiVo goes one step further with a design language that evokes attitude and personality.
In designing the LifeStudio drives, we took lessons from these and other products. First, design for Digital Natives is not defined by an object, but by an experience. Hardware and software are less distinguishable to a generation that's grown up with screens incorporated in their toys. Good design will make digital experiences more tangible and accessible. Additionally, successful devices help Digital Natives live their lives better. Not only do they store data or capture photos better; their function climbs up Maslow's Hierarchy of Needs, facilitating life goals like creativity, social connection, time management, and entertainment.
The more I learn about Digital Natives, the more I'm excited about the design opportunities these young people could spur. They are quick to embrace new ideas and technologies and need few familiar reference points to entice them into a new experience. But this does not mean that they are easy customers. On the contrary, they demand value, relevance, and innovation. We designers must be up to the challenge as Digital Natives become the prime demographic.

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Top 50 Newbie Terms Everyone Needs to Know:

  1. @ - The "at" sign or "@" symbol is now such an integral part of the Internet, it deserves...
  2. access - To log on to the Internet, where you can browse information, view Web sites, retrieve...
  3. acronym - Derived from the first letters of a phrase, acronyms are meant to make the phrase...
  4. any key - Newbies take heed: If a tech support person or a computer manual directs you to "hit...
  5. avatar - A digital "actor" or icon that represents who you are and where you are in the virtual...
  6. B2B - An acronym that describes business-to-business relationships or applications. Many...
  7. back button - One of the buttons at the top of a Web browser. By clicking on it, you "go back" to...
  8. blog - A Web site (or section of a Web site) where users can post a chronological, up-to-date...
  9. bookmark - A direct link to an often visited site, saved in your browser for easy access. Bookmarks...
  10. browser - A program used to view, download, upload, surf, or otherwise access documents (for...
  11. cell phone - A mobile telephone that uses wireless technology, it is considered indispensable for...
  12. chat or chatting - A form of interactive online communication that enables users to have real-time conversations...
  13. computer - A device that runs programs for displaying and manipulating text, graphics, symbols,...
  14. connectivity - The state of being connected to the Internet or to another type of computer network,...
  15. debbie - A name for someone who is even newer than a newbie.
  16. download - To transfer a file or files from one computer to another, for example, from a server...
  17. e-commerce - Simply put, it means conducting business online. Selling goods, in the traditional...
  18. e-mail or email - E-mail is mail that's electronically transmitted by your computer. As opposed to snail...
  19. encryption - The process of protecting information as it moves from one computer to another. Passing...
  20. FAQ - A list of questions and answers related to a Web site, newsgroup, software, or any...
  21. file extension - The group of letters after a period or "dot" in a file name. The extension indicates...
  22. gaming - It means "playing a game." Gaming also refers to the gaming industry as a whole, which...
  23. handheld device - A computer or communications gadget that you can carry around with you, such as a...
  24. hardware - The electronic components, boards, peripherals, and computer equipment that make up...
  25. instant messaging - A technology that gives users the ability to identify people online and to exchange...
  26. Internet - The most important technological innovation of our generation, the Internet is actually...
  27. ISP - A company that provides users access to the Internet. Before you can connect to the...
  28. login or log in - The act of connecting to or accessing a remote computer system, network, server, or...
  29. netiquette - The code of conduct and unofficial rules that govern online interaction and behavior,...
  30. newbie - Someone who is new to the Internet or new to computers in general. "Newbie" is sort...
  31. newsgroups - A newsgroup is a forum for sharing information. Each one is an area on the Internet...
  32. noob - There is controversy surrounding this word. Traditionally a noob, unlike a newbie...
  33. OSP - A company that provides customer-only content to subscribers of its service. For example,...
  34. P2P - In computer terms, a "peer" is an actual computer that exists on a network at the...
  35. password - A combination of letters and other symbols needed to login to a computer system or...
  36. phishing - An online scam in which the perpetrator sends out a large number of legitimate looking...
  37. RTM or RTFM - Proper netiquette on newsgroups calls for users not to post newbie questions that...
  38. search - The process of locating information on the Internet, whether it is to be found on...
  39. SHOUTING - Chatters and people who post on Usenet will often tell others to stop shouting. It's...
  40. sig file - A short statement at the end of an e-mail message. It identifies the sender and provides...
  41. silver surfer - An adult, generally 50 years of age or older, who frequently surfs the Web and spends...
  42. smiley or smileys - :-) A smiley is a sequence of typed characters that creates a rough picture of something,...
  43. snail mail - Regular postal mail, as in, "through rain, snow, sleet, or hail. . . ." The obvious...
  44. social networking - On a broad level, it is an online community of people who are socializing with each...
  45. software - A set of instructions that tells a computer how to execute functions and tasks. Software...
  46. tech support - A place you call when you have questions about computer hardware or software. The...
  47. texting - The act of typing and sending a brief, electronic message (less than 160 characters)...
  48. troll - Online it originally meant the act of posting a message in a newsgroup (and later...
  49. URL - An acronym/term that describes the location and access method of a resource on the...
  50. Web site - A place on the World Wide Web that's comprised of files organized into a hierarchy....
 http://www.netlingo.com/top50/newbie-terms.php

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Novel approach finds lung infection in 500-year-old mummy (2:46) 

Aug. 10 - A combination of DNA and protein analysis has been used for the first time to determine the health of a mummified 15-year-old girl at the time she died. Scientists say that ''La Doncella'' (The Maiden), a 500-year-old Inca mummy, was suffering from a lung infection and believe the findings demonstrate the enormous potential of the new method. Tara Cleary reports.

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