Saturday, February 28, 2015

We're live at Mobile World Congress 2015 in Barcelona!


It's that time again: Our team has descended upon the heart of Barcelona to bring you another week of the latest the mobile world has to offer. As always, we'll be shooting videos and liveblogging events until our fingers fall off, and we certainly hope you'll come join us for the ride. So, what's in store for us all this time around?


We're glad you asked.


To no one's surprise, HTC and Samsung have been working on a handful of leaky flagship phones, and they're going to unveil them at a pair of back-to-back press this afternoon. You know what that means: Back-to-back liveblogs to bring you the news as soon as it breaks. One has to wonder if that's all HTC's bringing to Barça, considering the dull throb of rumors that keep suggesting there's some sort of M9 phablet secretly lurking under wraps. Samsung's eternal rival LG has already trotted out its newest smartphones ahead of the show (and we already reviewed the only one that's really worth talking about), though we're looking forward to slipping on the webOS wonder that is the G Watch Urbane LTE.


Meanwhile, Sony's presence at the show has been scaled back as it tries to decide if smartphones are a part of its future at all, but it's probably going to show up with at least a new tablet in tow. Microsoft is making an appearance tomorrow morning, too, so expect more clarity on Windows 10 for mobile and maybe a pair of mid-range smartphones for good measure. Then you've got Huawei, a company that can't help but tout its surprisingly handsome Android Wear watch ahead of time, and BlackBerry, a company that's reportedly planning to layout its roadmap for the entire year sometime this week.



Beyond all that, beyond the glitz and glamour of new gadgets from huge companies, are the little things. The quirky bits. The Bluetoothbrushes and smart suitcases and the GPS canes. In years past, stepping into the Fira de Barcelona has been like digging into a tiny slice of the future, and we're going to spend the week helping you see as much of it as possible. Keep it locked to our MWC event page for all the news out of Catalonia as it breaks, and thanks --really -- for joining us.


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Scientists learn to build better metals by freezing alloys in space


Metals are full of microscopic structures that define properties like strength, but it's hard to figure out how those structures work on Earth, where gravity skews their effects. An experiment aboard the International Space Station may have solved that dilemma, however. By freezing alloys in the station's extra-low gravity, scientists tracked the growth of microstructures in a pure environment and revealed a wealth of data about how metal forms. For example, the structures sometimes "breathe" (really, ripple) as they grow -- if you're not careful when producing metal, those tiny shapes will either break or disappear altogether.


This not-quite-zero-G lab test could mean a lot for metalworking back on our home planet. Now that it's easier to understand how metal behaves on a very small scale, the hope is that you'll see more metals tailored for specific results. You could see materials with structures that are more flexible, stronger or hold up better in extreme temperatures. If one of your future devices is harder to break thanks to some rearrangements at an almost imperceptible level, you'll know who to thank.


[Image credit: Nathalie Bergeon, Institut Matériaux Microélectronique Nanosciences de Provence]


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Source: NASA


Bjork's next music video is made for virtual reality


Let's say for a moment that the experimental Oculus VR movies that came out of Sundance didn't do anything for you, but that Icelandic songwriters totally float your boat. You're in luck because Björk's upcoming video for "Stonemilker" will be available for Oculus Rift, according to an interview with Fast Company . She says that the platform is "almost more intimate than real life" and finds it exciting in general, citing its "crazy panoramic" abilities. Don't go thinking this means she'll release an entire album for it, similar to what she did with 2011's Biophilia being released as an app, though:



"I only did that album because I felt like I had content that made sense, that could relate to the technology. It can't just be working with the gadget for the sake of the gadget. But also it's about budgets. You can do apps cheaply. Apps was kind of punk, actually. It was like starting a punk band again. Filming for Oculus Rift is not."



One other way you can see her work in virtual reality is at the Museum of Modern Art's retrospective of her career, which opens March 8th in New York. What's more, Björk says she's keeping her new album off of Spotify because, well, in her words streaming music "seems insane." Her reasoning is that, like Taylor Swift's, it's about respect for music, not particularly the financial aspect. Should you want a deeper look inside her brain, be sure to hit the source link below.



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Via: Pitchfork


Source: Fast Company


Pebble sets a new record, net neutrality passes and other stories you might've missed!


Pebble beats its own record, Motorola confirms what we already knew about the Moto E and Facebook takes a break from the sillier aspects of its site to get serious about mental health. Basically, we've got everything you need to know from this past week in one neat little package. Won't you catch up with us?


The top 11 tablets you can buy today



If you like to take your tech on the go (or even just to the couch), a tablet is usually a good gadget to have on hand. Not sure which one is best for you? We've rounded up 11 that we think are excellent choices.


Pebble returns to Kickstarter for its next-gen color smartwatch



Three years ago, Pebble made Kickstarter history with its smartwatch. Now, with a new color display and other features, the company is besting its own crowdfunding records. We explain what's made the brand so popular in this breakdown of the wearable's triumphant return.


I got a connected surveillance camera, but used it mainly as a puppycam



If peace of mind is important when it comes to your home, a connected surveillance system might be just what you need to feel secure. We gave Withings Home HD camera a try to find out if it's worth the $200 price tag.


What you need to know about HTTP/2



The familiar four letters -- HTTP -- in your address bar are getting a behind-the-scenes makeover. The current version has been the same since 1999, but in case that date alone isn't reason enough for an upgrade, we explain why you'll soon be using HTTP/2.


Here's what we know about Magic Leap so far



We know it's a blend of augmented and virtual reality, but the rest of the specs behind Magic Leap are shrouded in mystery. We've amassed all of the information available on the project to find out why companies like Google are dropping half a billion dollars to invest in it.


Motorola's budget Moto E gets LTE, a quad-core CPU, and more storage



It's official: Motorola is releasing a bigger and better budget phone. We go hands-on with the updated Moto E -- now with LTE -- to break down its new specs.


Facebook rolls out new tools to help prevent suicides



Social media has become an outlet for for many, whether that means sharing exciting life changes or issuing a cry for help. When it comes to the latter, Facebook is stepping up its policies and introducing new suicide prevention efforts.


FCC approves net neutrality rules, reclassifies broadband as a utility



Both mobile and home-based broadband are now classified as a public utility thanks to new rules from the Federal Communications Commission. This marks a huge milestone for those in support of a free and open internet.


Adult Themes: The rise and fall of America's first digital brothel



RealTouch Interactive lets consenting users "have sex" with each other over the internet. But it's going out of business -- not because of moral protests -- because of patent licensing.


Happy net neutrality day! Here are some llamas and a dress



As our Engagement Editor John Colucci stated on Thursday night, "Twitter was on fleek today." Join us as we take a minute to celebrate the glorious and sometimes ridiculous platform that is the internet.


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IKEA will start selling wireless charging lamps and tables

IKEA Wireless Charging Furniture


After lots of perseverance from smartphone makers, wireless charging is finally starting to make an impact. Many big name phones now support the technology and companies like Starbucks are helping to bring it a wider audience. Now, it's set to receive another big boost, after IKEA, the world's largest furniture retailer, announced the introduction of a new range of furniture that features integrated charging.


As part of its commitment to making homes smarter, IKEA has released new floor, table and work lamps that come with built in wireless charging spots. There's also two bedside tables and a selection of pads that can be bought separately and added to your existing setup.


If you're wondering whether your smartphone is compatible with IKEA's new range, chances are it probably will be. The retailer supports the Qi standard, which is by far the market leader. If you own an iPhone or one of Samsung's flagship handsets, the company will also sell you a number of wireless charging covers that will let you take advantage of your new power-giving furniture.


The wireless charging lamps and bedside tables will be available to buy in all UK IKEA stores from mid-April, starting at £30. The company has also confirmed that its new range will debut in US stores at the same time, but pricing will be announced in the near future.


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Design firm wants this round wooden phone to be your family heirloom


See that wooden round thing above? That's a smartphone -- a real, working smartphone with a high-res screen and a camera, and not just a concept that will never come to life. Just imagining how to take calls on it without a headset or how to access websites on it is giving us a headache, but it's sure a good way to stand out in a world dominated by rectangular devices. This circular oddity is called the Runcible, and San Francisco design firm Monohm modeled it after pocket watches and compasses: items it says we humans have been carrying with us for ages.


This probably isn't something that could compete with iPhones and Nexus or Galaxy devices, but it doesn't sound like Monohm is expecting to sell millions anyway. According to its website, it sees itself as a maker "of heirloom electronics and technology." In fact, Runcible was designed with replaceable components, presumably so your kids can upgrade it long after you're gone. The device does have LTE, WiFi and Bluetooth connections, but it won't keep you updated with the latest work emails. It doesn't beep or notify you of anything, and it wasn't even meant to run apps, even if it's loaded with a modified version of Firefox OS. (The company hints that it can be used as an IoT controller, though.)



You can see the Runcible in person at the Mobile World Congress in Barcelona in early March if you can't wait until its official release in late 2015. Also, you can sign up to pre-order right now if you don't mind that it doesn't have a price yet. The company says it will cost as much as a "premium, unlocked smartphone purchase." Yup, it's not coming with a contract, unless you're in Japan (where it will be released via KDDI), and, to note, the cheapest unlocked iPhone 6 costs at least $649.


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Via: Cool Hunting


Source: Monohm (1), (2)


Huawei teases a luxury Android Wear watch through awkward videos


Huawei apparently just can't wait to show some of the wearable tech it has in store this year. While the company isn't supposed to reveal its Mobile World Congress plans until a press event on March 1st, it has already posted both videos and airport ads revealing its first Android Wear device, the plainly-titled Huawei Watch. You won't learn a huge amount from the clips, which are loaded with stiff-sounding English ("it has to look like a watch, because a watch is a watch..." wait, what?). However, it's already clear that Huawei is aiming for the upscale crowd with a sapphire-covered circular display, custom watch faces and oodles of metal and leather. The Watch is certainly one of the better-looking smartwatches we've seen, then. The real question is whether or not it does anything special under the hood -- you'll likely get the full scoop on that very shortly.




Huawei Watch ad in Barcelona's main airport


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Via: Engadget Spanish (translated)


Source: Huawei (YouTube 1), (2)


10 high-tech gadgets that will improve your tennis game

10 high-tech gadgets that will improve your tennis game


The sport of tennis is no stranger to incorporating new technologies -- from the electronic line judges of the early '70s to today's Hawk-Eye system with its multi-camera array. These days, players at all levels have a variety of high-tech tools to help them up their games. We've already taken a look at how modern technology can help if you're training for golf and soccer. Now it's time to check out some options you might want to consider the next time you hit the courts. Below you'll find devices to smarten up your racquet and your shoes, as well as fitness trackers and apps designed to up your game no matter what level you are. Tennis anyone?


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Proposed privacy bill protects industry more than it does people

US-WEATHER-SNOW-WHITE HOUSE


If the return of Frank Underwood stoked a thirst for real drama from the nation's capitol, perhaps the White House's late-Friday news dump of the proposed Consumer Privacy Bill of Rights will whet your whistle. Alongside common-sense things like Congress finding that Americans "cherish privacy as an element of their individual freedom" in the draft, are headings pertaining to transparency, individual control, security and accountability. In regards to that first one, the bill states (PDF) that companies make their policies for exactly what they do with your data readable without the need for a legalese translator. In addition to that, companies would need to disclose what they're doing with the reams of data they're collecting on all of us and comply with requests for data deletion, as well. You'd also be able to request a look at the data collected by companies. Sounds good, right? Well, as the Associated Press reports, that isn't quite the case.


The bill would essentially strip away some of the Federal Trade Commission's power

Apparently, the bill has more than a few loopholes giving firms that'd rather not comply a way to opt out without consequence. Fun. This takes place in a few ways: granting the right for "industries to develop their own privacy standards," and giving start-ups a year-and-a-half wherein they're free from any punishment for wrongdoings regarding privacy. What's more, AP notes that the bill would essentially strip away some of the Federal Trade Commission's power and it wouldn't have any rule-making authority in matters because those "privacy codes of conduct" would be drafted not by the FTC, but companies themselves. So, say a company like Google could draft its own set of standards to follow that'd undoubtedly be to its own benefit, but unless it violated any of those rules, the government agency that works to protect consumer privacy would have its hands tied.


When you look at the massive swell of (mostly) support for yesterday's net neutrality rulings, it's easy to understand why the Obama administration would rather sweep this under the rug. If you believe the critics, however, then this bill might not make it far because it needs a congressional sponsor -- something The New York Times reports is unlikely to happen. From the looks of it, let's hope they're right.


[Image credit: AFP/Getty Images]


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Via: Associated Press


Source: White House (PDF)


Recommended Reading: The secrets behind 'Madden's' player ratings

Recommended Reading highlights the best long-form writing on technology and more in print and on the web. Some weeks, you'll also find short reviews of books that we think are worth your time. We hope you enjoy the read.




How Madden Ratings are Made

by Neil Paine

FiveThirtyEight



If you've ever played a Madden title, at some point, you've questioned how player ratings are compiled. Heck, players are even critical of their own scores. Well, the stats experts over at FiveThirtyEight dive deep on the matter, offering a load of background information and a method for compiling and grading your own abilities... or lack thereof.














Decoding the 2015 Oscars: The 'Birdman' Win and What it Tells Us About Hollywood

Mark Harris, Grantland


I've been a big fan of Grantland's Oscar coverage leading up to last weekend's event, and this wrap-up breaks down the winners, losers and what it all means.



A Big Bet on Choice: Motorola Will Soon Let You Build Your Own Smartwatch

by David Pierce, Wired


News surfaced this week that Motorola would soon allow buyers to customize a Moto 360 smartwatch in addition to a new Moto X. Wired's David Pierce offers a detailed look at the move toward even more customization.



The Graphic Designer Behind Wes Anderson's 'The Grand Budapest Hotel'

by Anne Quito, Quartz


The Grand Budapest Hotel won its share at the Oscars, and further showcases Wes Anderson's knack for bold visuals. Quartz caught up with the designer tasked with creating some of the props that have to match the director's style.



Look at How Quickly the Values of Multi-Billion-Dollar Startups have Multiplied

by Nitasha Tiku, The Verge


Billion-dollar startups are growing at a ridiculous rate. And news ones are popping up regularly. The Verge examines how the likes of Snapchat, Xiaomi and others earned current values, and what it could mean for the near future.



[Photo credit: EA Sports]


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Walmart vs. Netflix DVD battle snags $12 each for 1.2 million people

Netflix TV


Ready for a blast from the past? Ten years ago, Walmart's plan to undercut Netflix on DVD-by-mail rental pricing failed, and the retail giant turned that part of its business over to the movie service in exchange for a cut of the revenue, referral bonuses and Netflix promoting Walmart's DVD sales to rental customers. A class action lawsuit against the two followed in 2009, with customers alleging they illegally restrained trade and kept prices high. Walmart settled the case for $27 million in 2011, which will turn into about $12 (paid out in gift cards or cash) for the 1.2 million people who filed claims. While the deadline to file has long passed, the payout has been held up due to appeals in the 9th Circuit Court in San Francisco against Walmart and Netflix -- until now.


This week judges ruled on a few items (PDF, via Courthouse News Service ), including that the settlement was fair -- that the nine named plaintiffs get $5,000 each and a large portion went to lawyer's fees upset a few class action members. At the time even Netflix had objections, worrying that Walmart was simply buying access to its customer list. Another factor in the ruling is that Netflix never considered Walmart a true competitor (it actually raised prices at the time, and didn't lower them for competition, even from the much larger Blockbuster) the original ruling was correct, and subscribers could not prove they were injured by the tie-up.


It's not all good news for Netflix though, as the appeals court trimmed the $710k it was awarded for attorney fees, and turned down its request for $21,000 to cover B&W Powerpoint documents. Of course, soon a million or so people will probably be making it rain drizzle with their $12 payouts, Netflix is now primarily a streaming company with over 57 million customers that just delivered season three of House of Cards , and Walmart, well Walmart has the Vudu Spark dongle. All's well that ends well.


[Image credit: Associated Press]


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Source: Online DVD Class, Courthouse News Service, The Hollywood Reporter


Disney wants to help developers make games more interactive


Many RPGs have more than one ending, but even then you still have limited ways to control the story or to interact with the characters. Disney Research, however, wants to make real interactive games -- ones where your actions can affect how it progresses and ends -- so it has created a platform that can help developers do so more easily than if they use traditional tools. This platform makes it simpler for creators to spin as many story arcs as they want that can be triggered any time by your actions. It also automatically detects and fixes conflicts in the storyline that you'll inevitably cause as you interact with the characters. Take the bears in the video below the fold, for example.


Say, the story arc calls for a beach ball to be in the scene, but there is no beach ball anywhere, because you were playing God earlier and taking all the props away. If that's the case, one of the bears will ask you for a beach ball, so the story can run its course. Alternatively, the game can trigger the appearance of a ball vendor and a treasure chest, so the bears can buy a beach ball for themselves.


Ex-Disney researcher and Rutgers University assistant professor Mubbasir Kapadia explained:



We want interactive narratives to be an immersive experience in which users can influence the action or even create a storyline, but the complexity of the authoring task has worked against our ambitions. Our method of modeling multiple story arcs and resolving conflicts in the storylines makes it feasible to author interactive experiences that are free form, rather than constricted.



In short, this method could be used to create some truly open-world choose-your-own-adventure games if developed even further -- games you can play again and again and get a different experience each time. The team has uploaded a scientific paper you can sink your teeth into for the technical details, but you can watch the video below for a demo of how it works.



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Source: Disney Research (1), (2)


Friday, February 27, 2015

Chinese internet giants purge 60,000 accounts for inappropriate usernames


China will enforce an even tighter control over online names starting on March 1st, and it's already begun nuking any account that doesn't conform to its standards. A handful of powerful internet companies in the country have deleted over 60,000 accounts they believe are in violation of China's new real-name/username policy. The Cyberspace Administration of China (CAC) said in a statement that these accounts have either harmful usernames (such as "Come Shoot Guns") or ones that mislead people into thinking that they're dealing with media or the government (like "Buy License Plates").


According to The Wall Street Journal , the group of companies that did this round of purging include e-commerce website Alibaba, tech giant Tencent, Chinese Google Baidu and social media platform Weibo. Baidu reportedly nuked 23,000 accounts for having vulgar usernames or using sexually explicit avatars, while Weibo removed 5,500 accounts for promoting terrorism and the views of the East Turkestan Islamic Movement. Tencent also deleted instant messaging and social media accounts that deal with gambling, firearms and issue fake invoices and food safety info. It's not clear how many accounts Alibaba canceled, but the company formed a team to monitor the usernames on its websites and platforms.


The CAC didn't mention if some accounts were removed because they didn't have the users' real names. But if you recall, websites will also start requiring people to input their legal names and legit info when the new rules take effect on March 1st -- something that "chills" Chinese blogging pioneer Isaac Mao. "In the long run," he told the WSJ, "freedom of speech and freedom of innovation will be dramatically harmed."


[Image credit: Getty Images]

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Source: Reuters, The Wall Street Journal


Disney's retelling the 'Star Wars' film saga with Legos

LEGO Star Wars


There isn't a way to turn back time and prevent the Star Wars prequels from ever releasing (just ask Cher), but maybe Disney XD's upcoming crack at them could make the flicks palatable. You see, the channel is prepping the launchpad for The Force Awakens' December release with a Lego retelling of the entire story so far. The Hollywood Reporter notes that Lego Star Wars: Droid Tales will recount the narrative in five, 22-minute episodes, as told from the viewpoint of chatterbox C-3PO and his stubby companion R2D2 in a "brand new story."


It takes place after Return of the Jedi's Battle of Endor and has the pair, almost assuredly Goldenrod, telling the six-episode narrative in chronological order. How it'll compress roughly 13 hours of sci-fi into a little over 100 minutes is anyone's guess at this point, however. You could look at this as a blatant ploy to get kids amped up for seeing the new flick, and you'd likely be right, but if it makes Episodes 1 -3 watchable and is to the same level of quality as The New Yoda Chronicles (below)? I'm intrigued. Writers and directors haven't been announced yet, but that'll likely change come Comic Con in San Diego.



[Image credit: The Official Star Wars/Flickr]


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Via: The Verge


Source: The Hollywood Reporter


Would you prefer a thinner phone or better battery life?

Day One Of The Barcelona 2013 Mobile World Congress


Despite a number of exciting (and novel) announcements related to battery technology, the sad fact is that our smartphones still need to be frequently charged. One thing that hasn't helped in prolonging the lives of our devices is a trend toward ever thinner phones. In some cases, it seems like things are getting too thin. What if we could get some extra battery life in exchange for a few extra millimeters of padding? Would you do it? Head over to the Engadget forums and let us know what you think!


[Image credit: Simon Dawson/Bloomberg via Getty Images]


Comments are closed on this post, as the discussion is happening in our forums. Do you want to talk about your favorite gadget or have a burning question about technology? To participate, you can register for an Engadget account, visit the Engadget forums or start a new discussion!


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Source: Engadget forums


Daily Roundup: History of net neutrality, deconstructing Nintendo and more!


Welcome to the Daily Roundup. In today's news, you can learn about the history of net neutrality. Meanwhile, we look at Nintendo's unique strategy and fondly recall Leonard Nimoy. You can read all these stories and more past the break.


Here's how far we've come with net neutrality



The FCC's ruling on net neutrality yesterday was the agency's most significant action in decades -- but it didn't come easy. It's something that's been discussed ever since Columbia Law professor Tim Wu coined the term net neutrality 2003, which, at its most basic level, refers to treating all web traffic equally.


Deconstructing the method to Nintendo's madness



It's easy to hate on Nintendo. With the Wii U, the company played right into negative consumer expectations by releasing a product derided for its kid-friendly appeal, Fisher-Price toy-like looks, less-than-bleeding-edge silicon, confusing branding and (initially) clunky operating system. The message to the market at the system's launch seemed clear: The gaming giant had fallen behind the times. But that's not quite the truth.


'Star Trek' star Leonard Nimoy passes away at 83



The Star Trek and sci-fi world at large suffered a great loss today, as Leonard Nimoy has passed away at the age of 83. Best known for his role as human/alien Spock in the TV and movie series, he had been hospitalized two days ago for chest pains.


Google's future campuses are as flexible as its technology



Hey, Apple and NVIDIA: you aren't going to be the only Silicon Valley giants with outlandish office space. Google has revealed a proposed redesign of its Mountain View campuses (specifically, four sites) that not only doesn't resemble a traditional workplace, but mirrors the company's open, flexible approach to tech.


Masquerada's gay characters are defined by humanity, not sexuality



In Masquerada: Songs and Shadows, the city of Ombre resembles a fantastical, medieval Venice: elegant stone towers are lined with heavy wood furniture and the people dress in lush fabrics, wielding swords and spears. But Ombre is not Venice; it's an entirely secular society whose citizens put no stock in the idea of an afterlife, and it's a land where powerful magic stems from a collection of rare masks. The Inspettore, Cicero Gavar, returns from exile to investigate an earth-shattering kidnapping, with the help of spells, weapons, his team -- and his sexuality.


Official-looking render of Samsung's Galaxy S6 and S6 Edge leaks out



Samsung's already had its big launch event ruined by those pesky leakers and now, even its official partners are piling on. A Reddit user by the name of iamdenden, apparently a Sprint employee, has posted an image of both the Galaxy S6 and the Galaxy S6 Edge standing by side-by-side.


Happy net neutrality day! Here are some llamas and a dress



Where were you the day the internet was freed from ISP tyranny? Apparently, you were either watching two llamas on the lam or tweeting that a clearly black and blue dress was actually gold and white.


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Seattle PD has a YouTube channel for its body camera footage

Seattle Campus Shooting


Seattle's officer-worn camera footage is making its way online, but if you were hoping for anything Cops-like you're likely to be disappointed. In accordance with privacy measures, faces aren't the only parts of a shot that are blurred out -- most of the time it's the entire frame, and audio's been scrubbed as well. Seattle's police department's using methods recommended by volunteer hacker Tim Clemans, and according to SPD Blotter , the redacting process only took half-a-day to process four hours of raw video. Comparatively, the force's old methods would take upwards of a 60 minutes to obfuscate a single minute of footage.


As of now there're a handful of clips ranging from 4-to-30 minutes in length, with a majority of SPD BodyWornVideo's uploads coming from last month's Martin Luther King Day protests. The plan, according to The Seattle Times , is for the tools to get further refinements and then distribute them, for free, to other law enforcement agencies -- maybe even yours.


[Image credit: Associated Press]



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Via: The Seattle Times


Source: SPD Blotter, SPD BodyWornVideo (YouTube)


Uber data breach compromises IDs of 50,000 drivers


An Uber database containing the names and driver's license numbers of 50,000 current and former drivers was accessed by an outside party in 2014, the company announced today. Uber discovered the breach on September 17, 2014, and an investigation revealed one instance of unauthorized access on May 13, 2014. This means the information has been in the wild for nearly a year, though Uber drivers haven't reported anything fishy and the database is now secure, the company said.


Uber began notifying affected drivers of the breach today and is offering a free year membership with an identity protection company. Of the 50,000 compromised names, 21,000 were based in California, prompting Uber to also notify the California attorney general, the LA Times says. Additionally, the company has filed a "John Doe" lawsuit in an effort to gather more information about the third party.


"Uber takes seriously our responsibility to safeguard personal information, and we are sorry for any inconvenience this incident may cause," Uber said.


The data breach comes one month after Uber's security protocols received a clean bill of health as part of an external privacy audit, though that was spurred by high-profile missteps with information about Uber's passengers, not its drivers. In that report, the investigating agency recommended Uber start training its workforce in security issues and it further restrict access to data among employees.


"At Uber, protecting the personal information of riders is a core responsibility and company value," CEO Travis Kalanick said at the time. "Delivering on that value means that privacy is woven into every facet of our business, from the design of new products to how we interact with riders, drivers and the public at large."


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Source: Uber


YouTube's new video trimming tool makes mobile edits a breeze


Even in the ideal setting, it's nearly impossible to get the perfect piece of footage that won't require edits. Those changes can be tough to tackle on mobile, but thanks to a YouTube update, perfecting a short video just got easier. Inside the video library's mobile app, a new video trimming feature let's you slide to the exact frame you want the video to begin (and end) before getting rid of the excess. There's also an inline preview, so you can do one last check before uploading to the web. If you're into capturing footage with your phone, these new tools should help you nix the "are you rolling" chatter before your pal's next stunt.





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Via: Android Police


Source: YouTube Creators (Google+)


Lonnie Johnson, the rocket scientist and Super Soaker inventor

SQUIRT GUN WIZARD


To celebrate Black History Month, Engadget is running a series of profiles honoring African-American pioneers in the world of science and technology. Today we take a look at the life and work of Lonnie Johnson.


Lonnie Johnson is not quite a household name, but many of his famous creations, like the Super Soaker, are. To truly appreciate Johnson's achievements, we should start at the beginning. Ever since he was a child in Mobile, Alabama, he wanted to be a maker and a creator. In 1968, at Williamson High School, then an all-black school, Johnson designed a 4-foot tall, remote-controlled robot, which he worked on for over a year and built using scrap metal. He called it "Linex," and it won him the main prize at a science fair that year. Johnson recalls being the only minority student in the competition, which was hosted by the University of Alabama at Tuscaloosa -- a place known for attempting to block black students from enrolling. "The only thing anybody from the university said to us during the entire competition was, 'Goodbye,' and, 'Y'all drive safe now,'" he told Biography.com in an interview. Eventually, Johnson earned the nickname "The Professor," a moniker that years later would seem ever so fitting.


After graduating from Williamson High School, Johnson attended Tuskegee University in his home state of Alabama, earning a bachelor's degree in mechanical engineering and a master's in nuclear engineering in 1973 and 1975, respectively. He then decided to follow in the footsteps of his father, a World War II veteran, and joined the US Air Force, where he was assigned to the Strategic Air Command and worked on the development of the branch's stealth bomber program. In 1979, Johnson began his career at NASA's Jet Propulsion Lab. There, he became involved with multiple ventures as a systems engineer, including the Galileo mission to Jupiter and the Mars Observer project. He was also part of the Cassini mission to Saturn, helping design the robot probe that traveled more than 900 million miles to our ringed neighbor.



TBS, INC. EVENTS/PUBLIC RELATIONS



Johnson never let the naysayers get the better of him. He was told not to aspire to anything beyond being a simple technician. But he clearly went on to be much, much more. He attributes his success in part to the great African-American inventor George Washington Carver, whose story of perseverance Johnson admired and used as motivation. It certainly paid off. Even while working for the Air Force and NASA, Johnson used whatever spare time he had to tinker with side projects of his own. It was this way that the idea for the now-famous Super Soaker came about.


The squirt gun, which was originally known as the "Power Drencher," was born after Johnson tried to create a water-based, eco-friendly heat pump that didn't require any Freon. After making some jet pumps for it, he said to Popular Mechanics, "I accidentally shot a stream of water across a bathroom where I was doing the experiment and thought to myself, 'This would make a great gun.'" Johnson added that the first version of the gun had the pressurized water and air inside a Plexiglas body, but after ironing out a number of iterations, he then decided to put the bottle on the top -- a feature that would end up making its way to the retail version.


The commercial version of the Super Soaker wasn't some accidental success, however; it was years in the making. Johnson was driven by faith in his invention to leave his job at the Air Force and NASA to start his own engineering company, Johnson Research and Development. Shortly after, the Atlanta-based company licensed its Super Soaker invention to Larami Corporation, the company that ultimately brought the toy to market in 1989. In an interview with The New York Times, Johnson recalled what it was like meeting with Larami Corporation to show them an early, working prototype of the Super Soaker, which he was carrying in a pink Samsonite suitcase.


It was a "classic situation" for an inventor, he said. "I had bought a milling machine and made all of the parts myself out of PVC pipe and Plexiglas." Still, what worried him most was that his idea would be underestimated because of who he was, noting that most of his career as an engineer he was placed in environments where he was the only person of color.





Naturally -- because what kid doesn't want to have a water gun? -- the Super Soaker took the world by storm and became an instant hit. More than 25 years since it initially hit the consumer market, it's estimated the Super Soaker has earned more than $1 billion in sales. Not long after the launch, Larami Corporation was purchased by Hasbro, which took the Super Soaker into a whole new world -- after all, Hasbro was, and still is, one of the biggest toy manufacturers in the world. Unfortunately, the relationship between Hasbro and Johnson didn't play out smoothly; later on, both parties would get involved in a licensing battle that resulted in the Super Soaker inventor receiving a whopping $73 million in royalties.


While the Super Soaker is, without a doubt, Johnson's most recognizable badge of honor, it's definitely not his only one. Along with the popular toy, he's also responsible for inventing memory-protected circuitry for the Galileo mission, which he says is right up there with the Super Soaker when it comes to his favorite creations. Most recently, Johnson invented the aptly named Johnson Thermoelectric Energy Converter, an enhanced heating system that can efficiently turn solar energy into electricity. In other words, Johnson, who currently holds over 80 patents (plus 20 more that are pending), still has a major passion for inventing -- nowadays he's less about toys, though, and more about finding ways to make the world more efficient.


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BioShock shakes hands with Stepford in 'We Happy Few'


Smile for the camera -- and for the TV, and during the walk to the store, and while you're sitting in the living room, in the dark, all alone. Smile, because if you don't, they will come for you. That's the story behind the first trailer for We Happy Few, the new game from Compulsion Studios, maker of PlayStation 4 launch game Contrast . We Happy Few features a "drug-fueled, retrofuturistic city in an alternative 1960s England," filled with citizens with permanent smiles literally affixed to their faces. It's creepy, unsettling and cheerful all at the same time. Think BioShock with a splash of V for Vendetta and a smattering of picture-perfect Stepford.


"I will say that Bioshock wasn't a direct inspiration, it's just that our interests have kind of always aligned with Irrational's games (people made the same comparison with Contrast)," Compulsion marketing director Sam Abbott says. "It's a pretty daunting comparison, given that we're less than one-tenth their size."


Compulsion has just 11 employees, all working in an old gramophone factory in Saint Henri, Montréal. The quirky location fits the studio's goals, to create artistic and unique games with more soul than standard hero-adventure titles. Compulsion's first game, Contrast, was full of style, starring characters with lean, spindly limbs running around the shadows, jazz bars and circuses of 1920s France. Compulsion's studio space lends itself to these types of otherworldly, historically inspired stories.


"It was a very old building that was completely run down when we came here, but it has been restored over the past five years," Abbott says. "These days, it still has holes in the ceilings, random bridges in the air that make no sense, and the most confusing layout known to man, but it's home. It's also home to a bunch of other small businesses and startups, and so is quite creative and filled with an incredibly eclectic group of people. It doesn't really affect our games so much as provides a really interesting environment to work in. It's definitely not a big clean office building where we stare into our cubicles wondering what the weather's like outside."



We Happy Few is in development for PC and consoles, specifically not mobile and not free to play, Abbott says. Aside from this bit of information, We Happy Few remains mysterious, with only a launch trailer and a two-sentence description. It won't stay that way for long, though: Compulsion will show off the game at PAX East in Boston next week, and the studio plans to involve the gaming community directly in We Happy Few's development. Compulsion learned the importance of early feedback from the launch of Contrast -- a game that received high points for style but largely fell short in terms of gameplay.


"It's influenced how we're creating the next game," he says. "The biggest thing we took away from it is that working in a vacuum for a long time can be great, but we'd have made a better game last time around if we'd had more people playing it right from the start."


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Here's how far we've come with net neutrality

Federal Communications Commission Set To Vote On Net Neutrality


The FCC's ruling on net neutrality yesterday was the agency's most significant action in decades -- but it didn't come easy. It's something that's been discussed ever since Columbia Law professor Tim Wu coined the term net neutrality 2003, which, at its most basic level, refers to treating all web traffic equally. But the idea goes back to the age of the telegram, when the US government committed to treating all of those messages the same. As broadband access became more commonplace and the internet economy recovered from the dot-com bust of the '90s, Wu's net neutrality paper was a warning against the increasing power of ISPs. Now that we finally have a decent set of net neutrality rules, it's worth taking a look back to see how we got here.


Net Neutrality Rally


The Communications Act of 1934


Yes, we're taking it way back. Title II of this act actually lays out the core of the FCC's net neutrality decision. It centers on the idea of a common carrier, or a regulated entity that transports goods to the public without discrimination, like telephone service in the US. That's directly opposed to the idea of a private carrier, which is only concerned with its own goods and can discriminate service as it sees fit. The FCC's decision yesterday reclassified broadband internet as a common carrier, giving it the ability to set rules on how ISPs handle their service.


The Telecommunications Act of 1996


This act complemented its older sibling by offering rules around internet access and fewer regulations when it came to media ownership. But when it comes to net neutrality, its most significant contribution is in making the (admittedly confusing) distinction between a "telecommunications service," which provides service directly to the public, and an "information service," which describes sending or retrieving information (basically, broadband internet access). Comcast, for example, fell under the telecommunications category for its phone service, but was then counted as an information service for its broadband offering.


The big difference? The FCC has a lot more regulatory power over the telecommunications category. The agency's net neutrality decision ended up reclassifying broadband internet access under the telecommunications umbrella.


2002: FCC classifies cable broadband as an information service


Basically clarifying its rules from the 1996 telecom act, the FCC ruled in 2002 that all cable modem traffic counted as an information service.


2003: Tim Wu gives us 'net neutrality'


Wu's seminal paper, "Network Neutrality, Broadband Discrimination," dove into the pitfalls behind classifying broadband as an information service. Among other things, he brought up the notion that the openness of the internet allows for innovative ideas and services ---something that could be endangered if broadband providers were able to manipulate speeds, or prioritize certain types of traffic. Not surprisingly, the concept also became a political flashpoint. It won the support of people who wanted to maintain the freewheeling nature of the net, but also terrified those who were concerned about government overregulation. The back-and-forth between those camps will likely continue for years.


Statistic: Household adoption rate of broadband internet in the United States between 2000 and 2011 | Statista

2003-2009: Broadband internet access goes mainstream


Young folks might not realize this, but it used to be that broadband internet access was a luxury, and not just a given in most homes. (And let's not even get into what life was like before decent WiFi.) According to data from the National Telecommunications and Information Administration, broadband went from just 4 percent of American households in 2000 to 20 percent in 2003. By 2007, it reached 51 percent of homes, making it the dominant type of internet access in the US, and it's hovered around 70 percent of households since 2010.


2005: FCC offers weak suggestions on keeping the net open (without regulation)


The FCC's first major move in keeping the internet open was pretty weak: It was just a set of policy guidelines that it would keep in mind for future decisions. Among them, the agency noted that consumers have a right to access legal information, use the devices and services they want and have competition among their broadband providers. But really, it was nothing more than a strongly worded recommendation, since it didn't involve any regulatory consequences.


2005: DSL gets reclassified as an information service


This wasn't a huge move, especially since cable internet was the better broadband choice for most consumers, but changing DSL's designation to an information service also made it difficult for the FCC to effectively regulate it.


April 2006: Save the Internet coalition forms


Bloggers, nonprofits and web companies joined together for this first stab at net neutrality activism, though it would be years before they saw any major results. Some of Save the Internet's petitions managed to get as many as 1.9 million signatures, but that was also before many people had smartphones and depended heavily on the web.


2006: Lawmakers fail to rule on net neutrality (again and again)


Between the Internet Freedom and Nondiscrimination Act, and the Network Neutrality Act, 2006 was the year when politicians started to take the concept of the open web seriously. The only problem? These early bills went nowhere.


Comcast Building


2007: Comcast starts throttling BitTorrent traffic


Comcast (not surprisingly) ended up being one of the first ISPs to find itself in a net neutrality snafu. It was found to be throttling BitTorrent traffic on its network, which led to several class action lawsuits from customers (it ended up settling one suit for $16 million in 2009, but admitted no wrongdoing).


August 2008: FCC tries to put the smackdown on Comcast


Comcast's customers weren't the only ones annoyed by its BitTorrent throttling. The FCC also upheld a complaint against the ISP and called for it to stop throttling traffic against file-sharing services by 2008. That led Comcast to make nice with BitTorrent, even though it still planned to manage traffic on its network. The FCC didn't impose any fines, but it hoped to make an example of Comcast by making it reveal the details of how it managed its network.


April 2010: Comcast wins appeal against FCC, court rules agency can't enforce net neutrality


Even though the FCC wasn't asking Comcast for much, the telecom still managed to appeal against the agency's earlier ruling. A Washington, DC, court of appeals ended up squashing the FCC's order against Comcast, and it also ruled the agency doesn't have the authority to force companies to keep their networks open.


December 2010: FCC passes stronger net neutrality rules


By this point, the FCC realized it needed to be on stronger legal ground when it came to enforcing net neutrality. It announced a new set of rules that would place stronger regulations on wired broadband, which called for ISPs to disclose their management practices and forbid them from blocking lawful services on their networks. The agency took a lighter touch with mobile broadband, which it believed needed "measured steps" when it came to regulation. Despite the big changes, many net neutrality proponents believed the rules didn't go far enough.


Verizon


January 2014: Court rules in favor of Verizon, strikes down FCC's net neutrality rules


After fighting against the FCC's open internet plans for years, Verizon scored big when a DC circuit court ruled that the FCC had no authority to enforce net neutrality rules. The reason? ISPs didn't count as common carriers, which gave the agency little regulatory powers over them. That's something the FCC managed to fix with its latest net neutrality ruling.


February 2015: FCC makes its biggest net neutrality ruling ever


After several attempts at keeping the internet open with little regulation, the FCC finally flexed its muscles a bit with this week's ruling. It classifies both wired and wireless broadband as a Title II common carrier, giving it more regulatory power in the process. The new rules are basically an evolved form of what the FCC pursued before -- they'll ban ISPs from forcing companies to pay more for faster access to their customers, for example -- but now the agency has the legal standing to effectively enforce them.


[Photo credits: Mark Wilson/Getty Images (Top photo); Greg Richards/BKLYN Info Commons (Slow lane protest); Knight725/Flickr (Comcast building); JeepersMedia/Flickr (Verizon store)]


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Google's future campuses are as flexible as its technology


Hey, Apple and NVIDIA: you aren't going to be the only Silicon Valley giants with outlandish office space. Google has revealed a proposed redesign of its Mountain View campuses (specifically, four sites) that not only doesn't resemble a traditional workplace, but mirrors the company's open, flexible approach to tech. Rather than house everyone in concrete, Google plans "lightweight, block-like" facilities that can shuffle around as workers shift their focus to projects like self-driving cars. The buildings should do a better job of blending into the environment, too. They'll use translucent canopies to let in more air and light, and the emphasis is on protecting nature and the community (by promoting bike paths, local businesses and wildlife) rather than creating a sea of offices and parking lots.


The Mountain View City Council still has to accept the proposal before it becomes a practical reality, and there's no mention of when the revamp might be ready (Apple's spaceship campus should be finished in 2016). If everything goes according to plan, though, Google's effort will be extremely ambitious -- it'll expand the company's footprint in a dramatic way, but it shouldn't turn the southern Bay Area into a corporate wasteland.



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Source: Google Official Blog


Lenovo strips some of the unwanted software from its PCs


Lenovo said it was rethinking its approach to pre-loaded software on PCs in the wake of the Superfish security fiasco, and it's now clear that the computer maker wasn't kidding around. It's promising that its home PC software bundles going forward will be limited to Windows, in-house apps and security software. The only exceptions will occur in certain countries, where some third-party apps are "customarily expected." That IdeaPad or Yoga won't be truly bloatware-free (that would limit you to Windows alone), but a lot of the annoying and potentially dangerous cruft will be gone. Just be prepared to wait a while before you see leaner, cleaner Lenovo computers. The system builder is starting to tidy things up right away, but its effort won't be in full swing until Windows 10 arrives.


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Source: Lenovo


Deconstructing the method to Nintendo's madness

London, UK. 30/11/12.A gamer dressed up as a character from the Super Mario Bros who has been camping outside HMV since Saturday


It's easy to hate on Nintendo. With the Wii U, the company played right into negative consumer expectations by releasing a product derided for its kid-friendly appeal, Fisher-Price toy-like looks, less-than-bleeding-edge silicon, confusing branding and (initially) clunky operating system. The message to the market at the system's launch seemed clear: The gaming giant had fallen behind the times. But that's not quite the truth.


There's a well-reasoned and deeply entrenched philosophy behind the often baffling, public-facing decisions Nintendo makes and that's to deliver high-quality and accessible entertainment experiences on cheap-to-produce (often older), innovative hardware. It's the Nintendo recipe for success as concocted by the domineering former president Hiroshi Yamauchi. It's the reason why Nintendo sits on billions of dollars of cash; why its famed first-party studio -- the home of Mario and Zelda creator Shigeru Miyamoto -- is called Entertainment Analysis and Development, or EAD. The company quite literally agonizes over ways to innovate the concept of "fun."


The trouble is you'd never know it. The stubbornly traditional Kyoto-based company has communication issues; issues that have created quite an image problem, and not just externally either. Sure, the streamed Nintendo Direct presentations are a step in the right direction, but overall the company's marketing remains either nonexistent or tone-deaf. Consider how often you engage with Nintendo the brand on Twitter, Facebook, Instagram or Tumblr. You don't. Ask someone from the non-gaming population who bought a Wii what the Wii U is and they'll likely stare at you blankly. Ask those same non-gaming folks who've actually bought a Wii U to call the system by its name and they'll likely call it the "Wii."


Nintendo Co. President Satoru Iwata Attends Business Strategy Briefing


But contrary to popular internet belief, Nintendo is not blissfully unaware of its conservative reputation and deep-seated issues. Nintendo knows it needs to change. For evidence of this, look no further than comments made by Nintendo President Satoru Iwata. In a recent Q&A with investors, an uncharacteristically candid Iwata had this to say about the company's internal identity crisis:



"[The] real issue seemed to be that people inside the company appeared to be obsessed with the belief that Nintendo is a company that makes video games and should make nothing else. This is one of the reasons we revised our definition of entertainment and why I announced that Nintendo's goal for the next 10 years is to 'improve people's QOL in enjoyable ways.'"



That investor talk is a goldmine of insight into the company's ongoing internal transition, future business direction and refusal to adopt certain trends. So let's dive right in and read between the lines, shall we?


Amiibo is a new platform, not a line of figurines



" While under development, it was internally referred to as 'NFP (Nintendo Figurine Platform).' In other words, we were spreading the message inside the company that Amiibo would be a 'platform.' What we are offering with one Amiibo figure is the ability to experience a range of entertainment with a variety of software."



Linear thinking is not the Nintendo way and thus Amiibo is not your typical "toys to life" line of figurines. In fact, Amiibo isn't actually a line of figurines at all -- it's a new platform. Iwata himself stresses this point. Future Amiibo will take the form of trading cards, as well as the tantalizing prospect of something "other than plastic figures." And in addition to its ability to unlock bonus content and store data for a customizable figurine player a la Smash Bros., Amiibo will also be used as "cartridges" to download vignettes of select NES/SNES game stages.


Not all Amiibo are created equal



"Some Amiibo have a more complex structure and a greater number of colors, which means they cost more to produce than others."



Translation: Your Samus Amiibo was more expensive to produce than Kirby, but Nintendo's not charging you for the difference and for a very wise reason: It doesn't want you to think one character is more valuable than the other. Scoff if you must, but Nintendo takes the protection of its IP and that IP's valuation deadly seriously.


Games-Nintendo-Amiibo


Nintendo's next home console will have handheld DNA



"Technologies that were suitable for handheld devices or home consoles had nearly nothing in common, so it was reasonable to divide hardware development into two divisions. However, with recent technological advances, technologies for both systems are becoming more similar."



Handhelds have buoyed Nintendo's profits for some time now, so it's no big surprise that the company would seek to cross-pollinate that segment with its home console business. Nintendo's even gone so far as to merge its separate hardware divisions for consoles and portable gaming into one unit, a process that began two years ago. Iwata points to the Wii U's portable-ish GamePad as justification for this unified structure. Bear in mind, though, that you won't see the fruits of this strategy bear out until Nintendo rolls out its next-gen hardware. You can bet that whatever home console Nintendo creates next will be somewhat portable by default and run on a shared OS.


Nintendo's barrier to entry for games will remain 'friendly'



"In particular, under the recent circumstances surrounding the video game industry, what is highly evaluated does not always sell well. We have to create products that are easy to understand, do not cause consumers to feel stressed at any stage of the experience and that consumers are attracted to at a glance."



Exhibit A: Kirby and the Rainbow Curse.


Nintendo's working on mobile apps, but it's not doing it for the money



"We recognize that we need to make changes in various areas, and consider how we can take advantage of smart devices and more actively use our character IP. Please do not take it the wrong way. It does not mean that we are going to proactively utilize smart devices and character IP because we are not making enough profits from our dedicated video game platforms."



Nintendo is not desperate for your dollars (or euros or yen). With nearly $10 billion in cash reserves, the company can endure a few product-cycle misfires. If Nintendo were seeking to merely cash in on its portfolio of IP, we'd have already seen classic NES titles saturate Google Play and iTunes. But because of that nest egg, Nintendo can afford to experiment in the mobile space on its own terms and that means no mobile games. Capisce?



Iwata doesn't talk about Nintendo's Blue Ocean strategy anymore because he's done talking about Blue Ocean



"I verbally used this term so often that even I myself was concerned whether the audience would be fed up with it. I did so because, as the leader of an organization, I believe that my message cannot soak deeply into people's minds if I do not repeatedly convey the same message to the point that the audience are fed up with it."



Iwata is sick of talking about Blue Ocean, Nintendo's Wii-era philosophy that sought to expand the reach of gaming beyond the traditional "core" audience; I suspect that's because the folks that swam in that water are now sitting beachside taking selfies and playing Candy Crush on their phones. It's a sore point for Nintendo and one the company intends to rectify by luring them back in with its Quality of Life initiative.


Iwata's Blue Ocean message was lost on Nintendo



"For the last few years I have been wondering whether people inside the company have a clear image as to exactly how we could expand the gaming population. ... We released "Wii Sports Club" and "Wii Fit U" for the Wii U system, but they did not have the same strong impact that the original Wii versions had. Those who have tried these Wii U games know that we have actually realized a variety of new things, but at a glance, they look just similar to their predecessors."



Iwata throwing shade at his own people.


'Pick up and play' is very important to Iwata because no one reads instruction manuals



"When you play a video game, we should try to create a situation that you can do so without reading the instruction manual. I am sorry to say this for the people who are working very hard to make instruction manuals for our games, but my impression is that only around 5 percent of consumers bother to read the instruction manual when they start playing a video game."



Exhibit A: Kirby and the Rainbow Curse.


Happy Senior Couple Play Video Game with Remotes


Nintendo's QoL platform will reward users much the same way Pavlov rewarded his dogs



"For any video games, it is also very important to encourage the players to continue something. I think all the game players can agree that they voluntarily continue their mission because of the rewards they can receive in the form of output as a result of their input."



We game because there is a payoff for our progress. You kill enough bad guys and you progress to the next stage; you level up; you gain more powerful weapons; and you get to watch gorgeously rendered cut-scenes. Nintendo's planning to do the same with its QoL platform. And the first device to come from that will deal with sleep and fatigue. What those "rewards" will be are anyone's guess. Knowing Nintendo, they'll be delightful, engaging and worth putting in that full night of sleep.


Change is hard, but innovation is even harder



"If people inside the company think that Nintendo is a company which cannot make anything other than video games, and believe that video game controllers remain a certain way because that is the way they have been for 30 years, video games should be created in a certain way or video games must start with a tutorial, end in a particular way and have a lot of hard-at-work elements in between, a high mental wall would stand in front of us when we tried to create a brand-new video game genre with which many people would be amazed or when we try to create an unprecedented user interface that pleasantly surprises people. "



Preach, Iwata. Preach.


It will take 10 years of Iwata repeating himself until consumers realize that Nintendo's business has changed



"Our strategy for the next 10 years is to change the definition of entertainment and expand the area that Nintendo can do business in, and with this strategy, I believe we can capitalize on our strengths."



If you thought you were sick of hearing about QoL now, just wait and see how you feel in another five years when it's been beaten into your brain.


There was a lot of finger-pointing going on at Nintendo and it made Iwata mad



"If developers tended to think that even though they had created good products, incompetent marketing team members were the cause of poor sales or if, on the other hand, the marketing team members thought that the products were not selling well because the developers had made unappealing products, then we would be seen as a bad company with a culture in which everyone tends to lay the blame on someone else. ... Since such an organization should never exist, I have been encouraging everyone internally to first consider what more they themselves can do. A company is a group of people, so it is impossible to completely eliminate these kinds of opinions in challenging circumstances, so I repeatedly make this kind of remark internally."



If you thought only commenters or posters on NeoGAF got pretty heated about Nintendo's misfortunes, you were wrong. The company's own staff members were playing a bit of the 'ol blame game internally because it's easier to say, "S/he did it!" to Papa Iwata who, once again, is tasked with repeating himself ad nauseam.


Nintendo Train Takeover


You can kiss price drops for Nintendo hardware goodbye



"Consumers will purchase high-quality products even if they are expensive or, in other words, even if there are slightly reasonable discount offers, consumers will not purchase products unless they truly understand and are satisfied with the quality."



Remember when the GameCube was $99 and it still failed to move a significant amount of units? Yeah, that's never going to happen again. Nintendo knows you'll pay out the nose for something you deem good enough; the challenge is convincing you it's good enough.


Amiibo and mobile apps will be Nintendo's way of delivering DLC without calling it that



"There is a constant stream of breaking news on the internet and new videos are uploaded to it and are being played every day, and the content changes by the second. As for packaged video game software, however, the structure of video games in the past was that once the game software was developed, it is done with, and the only thing left to do was to deliver it to consumers. However, will our current consumers, who expect everything to change by the day, truly be satisfied with this structure? We cannot put unlimited amounts of energy and power into one product, so our challenge is how to embark on new endeavors efficiently with limited investment, while having consumers notice the difference. I plan to explain this topic when I talk about how we will make use of smart devices, and I believe that we have to undertake all of these efforts together as a set."



The most curious bit here is how Nintendo intends to deliver content updates via smartphones and tablets, especially when it's explicitly not making mobile games. What this likely means for consumers are applications on par with experiences akin to Animal Crossing/Tomodatchi Life , albeit pared down for a single Amiibo. Imagine this: You tap your Amiibo (be it card or figurine or non-plastic thingamajig) to your phone's NFC reader, download the Figurine Player data and then care for/level up that character before transferring the data back to the Amiibo for console/handheld play. Just a guess, but a likely scenario, non?


Iwata's mad that your crap, derivative FPS game sells so well



"When not only the marketing issues that you have pointed out, but also the product development and service operation issues are skillfully solved ... we should be able to return to a "content is king" situation, where the people who make genuinely interesting products sell more."



Nintendo makes critically acclaimed games that not many people are buying. This makes Iwata an unhappy man. But one day, you'll see; you'll all see who's king. Right, Iwata?


Shigeru Miyamoto Portrait Session


You won't be getting a PS Plus/Now-style game-streaming service from Nintendo anytime soon



"The tough issue for this platform is that the platform holders are not so interested in maintaining the high value of the content and instead feel that the cheaper the content, the better or even that the content should be free. ... Once [consumers] have regarded as a norm that they can digitally obtain content free of charge, we cannot easily change their minds regarding content value. ... Observing these transitions, we can say that the digitalization trend presents not only a promising chance, but also a huge crisis for us, so it can be said that we are faced with both an opportunity and a dilemma at the same time. Without thoroughly considering our business approach, the value of our content will instantly be damaged."



Nintendo saw what happened to the music industry with the advent of Napster and iTunes, and it's watching closely what's happening to the film and television industry as streaming stalwarts like Netflix and Amazon swoop in to disrupt the industry's business model. In Nintendo's opinion, any subscription-based streaming service would foster the perception that its games were worth less. And that's just not a proposition it's ready to risk.



"If consumers commonly expected content to be free or very cheap and as a result, if a price and service competition occurred on the similar-looking products, we would not have a bright outlook. Therefore, the most important points will be how we produce original content, how we create a way for value of our offerings to be well accepted and how we invent payment methods for new consumers."



Translation: If you want to pay less for Nintendo's brand of quality entertainment, you're going to get a smaller amount of that quality entertainment (read: shorter play times).


Iwata knows you think Nintendo is slow to evolve digitally, but he has a plan for change, so relax



"Since distribution costs are becoming very close to zero due to digitalization, the number of consumers who do not focus on the value of the content is increasing, based on their idea that content can also be free. How we deal with this situation where there is the pressure to decrease the value of any digital content will be the key point for us. If we find the right answer, Nintendo will prosper as a company that creates content. If we make a big mistake, on the other hand, our business structure will collapse. We know there is criticism that our decision-making or transformation is slow in this field or our activities are not sophisticated, but we would like to take forward steps by considering everything thoroughly and with confidence that our future approach will work. "



The internet has ruined everything. Without the need for a physical product or distribution channel, anyone with a broadband connection can buy a new game -- a formless thing that lives as 0s and 1s on that hard disk. We can't really see it or touch it, so it should be cheaper to buy, right? Wrong. Development teams spend years, countless hours of overtime and financial resources to meticulously craft that video game you're snarking on for costing more than you think it should. And this gives Nintendo agita; the kind of agita that keeps Iwata up at night and reaching for the Alka-Seltzer and wondering why can't everything be like it was in the '90s?!


[Image credits: Pete Maclaine / Alamy (Mario zombie); Bloomberg via Getty Images (Satoru Iwata); Associated Press (Amiibo); Nintendo (Kirby and the Rainbow Curse); Andy Dean/Getty (Senior couple); Peter Barreras/Invision/AP (Luigi on train); Casey Curry/Invision/AP (Shigeru Miyamoto)]


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