-->

Saturday, May 4, 2019

author photo

Technology - Google News


The smartphone market is in decline, and nothing is coming to save it - Business Insider

Posted: 04 May 2019 05:46 AM PDT

iPhone XRApple's colorful iPhone Xr is supposed to be more affordable, but it still starts at a cool $749.Apple
  • The smartphone market is showing signs of stagnation, with Apple, Samsung, and Google all reporting this week that it's harder to sell a premium smartphone than it used to be. 
  • This is for several related reasons: higher costs for incremental improvements, people keeping their current phones or buying cheaper models.
  • Apple is fighting this smartphone slowdown by focusing on services like Apple Pay or the Apple TV Plus streaming service, where it can make more money per users.
  • Samsung is betting on new developments like 5G internet and foldable screens.
  • Both bets are risky in their own ways, and neither seems likely to completely make up for the slow decline of the overall smartphone market. 
  • The next big gadget is coming: augmented reality goggles. But it's not ready for prime time, and may not be for some while. 
  • Visit BusinessInsider.com for more stories.

Apple's latest quarter was sort of a bad news/good news situation.

The bad news is that sales of the iPhone were down some 17% from the same period of 2018. The good news is that Wall Street seems to believe that there's nowhere for the iPhone to go but up, sending Apple's stock soaring.

There is, however, worse news — not just for Apple, but for the entire smartphone industry.

Analyst firm IDC reports that smartphone shipments for the first quarter of this year were down 6.6% from the same period of 2018, the same week that Google CEO Sundar Pichai said that it's harder than it used to be to sell pricey, high-end phones. Samsung, too, reported earnings this week, and said that it expects competition in the "mature" smartphone industry to put more pressure on its business in the second half of the year.

It is hard to see how, or if, the smartphone market returns to growth from here. 

Holding fast

As long ago as 2017, we got indications that people were hanging onto their smartphones longer. In 2018, major hedge fund Maverick Capital said that the "glory days" of the smartphone revolution were behind us, as the increasingly scant differences between older and newer devices make it harder to justify each successive upgrade.

New customers are going to be hard to find, too — at least domestically, as nearly 80% of Americans have smartphones these days.

Different companies are taking different tactics to hedge against this slowdown.

Apple has, for instance, doubled down on its services business — Apple Music, iCloud, and Apple Pay — to help the company generate more revenue per iPhone user, which could offset slowing device sales. Expect that strategy to escalate in the future, as the Apple TV Plus streaming service and the Apple Card credit card roll out to consumers.

This approach is showing some positive early signs, with Apple reporting this week that its services revenue in the latest quarter was up 16% from the same period a year ago.

Others, like Samsung, Huawei, and Motorola, are forging ahead in the smartphone market, with bets that new technologies like high-speed 5G wireless internet and foldable screens will entice people to upgrade. Samsung alone is expected to ship this year a 5G-compatible version of the Samsung Galaxy S10, as well as the delayed Galaxy Fold foldable smartphone. 

Samsung galaxy FoldSamsung's Galaxy Fold starts at $1,980.Hollis Johnson/Business Insider

Realistically, it's going to be a long time before 5G truly blankets the world, and the fiasco around the Samsung Galaxy Fold — where some reviewers found that the device broke after only a couple of days of use — shows that it may be a while before foldable smartphones are truly ready for prime time, if they ever are.

Read more: The Samsung Galaxy Fold fiasco is the best example yet of why Apple always waits to get into new markets

And no one can ignore that flagship smartphones are getting pricier: The Samsung Galaxy S10 starts at $900; the latest-model iPhone Xs starts at $999. Prices will, at least at first, be going up from there. The Samsung's 5G-equipped Galaxy S10 will retail for $1,300, and the Galaxy Fold will top that with a starting price of $1,980. 

Eventually, prices are likely to level out, as they always do in the years following the introduction of new technology. Still, this is going to be a tough sell in the short term — folding screen or no, and 5G wireless internet or no, these devices really just run the same apps and websites as less expensive phones, with little meaningful functional difference. Besides, companies like OnePlus are making perfectly good phones, at medium-range prices.

So while the smartphone market is not all doom-and-gloom, the glory days of the early smartphone boom are not likely coming back for anyone.

So what comes next? 

The good news is that we can already see what comes after the smartphone. Just about every tech company in Silicon Valley and beyond is at least experimenting with augmented reality (AR), the technology for projecting digital imagery over the real world. 

Companies including Apple, Facebook, Microsoft, Samsung, Google-backed startup Magic Leap, and even "Fortnite" developer Epic Games all consider AR to be the next great computing interface. Microsoft and Magic Leap already have AR goggles on the market, with Apple said to be working on "smart glasses" that could be unveiled as soon as this year.

It's pretty clear that all of these companies are looking to AR as the next big gold rush in tech, following the slow stagnation of the smartphone industry.

They may be right — it's hard to imagine it not happening, given the sheer scale of the investment that every company is making in the market.

The problem, though, is that augmented reality is nowhere near the point where it can replace the smartphone in any regard. Strictly in terms of functionality, these headsets are too expensive (Microsoft's HoloLens 2 is $3,500), too limited (Magic Leap One and HoloLens 2 both have small fields of view), and, frankly, you look like a dork wearing one, as I can personally attest: 

hololens 2Business Insider's Matt Weinberger tries on the Microsoft HoloLens 2.Matt Weinberger/Business Insider

So while there will be a big new thing coming, as there always is, it's clear it won't be here fast enough to bail out the smartphone market.

Let's block ads! (Why?)

Valve Index vs HTC Vive Pro vs Oculus Rift S: the VR headset showdown - TechRadar

Posted: 03 May 2019 12:43 PM PDT

It has been a historic week for fans of virtual reality gaming: Just as Facebook dropped the details on the launch of the Oculus Rift S, Valve jumped in to offer up its own details on its high-end Valve Index VR headset. 

It was a one-two punch of premium VR news that will radically reshape the VR landscape that has been dominated, largely, by the cheaper, console-focused PlayStation VR

The only problem with all these new options, however, is that two brand-new headsets - plus the pre-existing (and very good) HTC Vive Pro - could paralyze potential adopters of high-end VR. 

If all this valuable VR hardware has you in a daze, allow us to clear up the confusion, call out the differences and generally compare the three best-performing headsets heading our way in 2019. 

Here's how the HTC Vive Pro, Oculus Rift S and Vive Index are stacking up.

Design

Image 1 of 3

Image Credit: HTC

Image Credit: HTC

HTC Vive Pro

Image 2 of 3

Image Credit: Techradar

Image Credit: Techradar

Oculus Rift S

Image 3 of 3

Image Credit: Valve

Image Credit: Valve

Valve Index

As head-mounted devices, there are some similarities between all three of these headsets, but they all take somewhat different approaches.

The Oculus Rift S uses a Halo-style headband with a knob that tightens the band to fit snug on your head. This allows for less pressure against your face from the display housing. There's also an adjustable band that goes over the top of your head.

The HTC Vive Pro and Valve Index use similar headband styles, with a tightening band that goes around the sides of your head and a top strap. This style can result in a bit more pressure on the front of your face. But, all three use a knob to dial in the tightness, making it very easy to take on and off and fit to different users heads.

Audio

The Rift S features small speakers built into the headband for stereo audio, but also includes a 3.5mm headphone jack to use with your own headphones. The Vive Pro has built-on headphones that you can position over your ears as needed. Meanwhile, the Valve Index has a similar audio design to the Vive Pro, but uses small speakers that don't press directly onto the ears.

Setup, cameras and connectivity

All three headsets require cables running from the headset to a powerful PC. The Valve Index has a cable that splits at the end into USB 3.0, DisplayPort 1.2, and 12V power connectors. The HTC Vive Pro cable connects to a breakout box with power, DisplayPort, and USB 3.0 connnections. The Oculus Rift S keeps it simplest with a cable the splits into a USB 3.0 and HDMI connector.

All three headsets also have cameras on them. The Valve Index includes two cameras on the front that aim slightly downward, but they currently have no function. The HTC Vive has two on the front that aim straight ahead, and they can enable native hand and finger tracking in some programs. The Rift S has five cameras with two in front, two on the sides, and one on top, and these are used for tracking and pass-through of your surroundings when needed.

As we'll explore more in the Tracking section of this comparison, the Rift S only needs the cameras built onto it for VR. The Vive Pro and Valve Index meanwhile also need external base station cameras to track the movement of the headsets and controllers.

Display

Image Credit: Valve

Image Credit: Valve

(Image: © Valve)

The displays are an incredible important aspect of VR headsets, as they can serve to make or break the experience. And, between the Vive Pro, Valve Index, and Rift S, there are considerable differences in display.

Pretty much at the bottom of the stack is the Oculus Rift S. It uses a single 2560 x 1440 resolution fast-switch LCD panel with an 80Hz refresh rate. While this improves on the resolution of the original Rift, it reduces the speed of the refresh rate, and the LCD doesn't offer the rich blacks of OLED panels. The headset does use improved lenses that reduce reflective aspects we saw in the original Rift. But, there's only software IPD adjustment (for setting the distance between your pupils), which doesn't have as much range or effectiveness as a hardware slider than moves the screens and lenses.

The HTC Vive Pro steps things up with its displays. It uses two separate AMOLED displays the combine for a 2880 x 1600 resolution and run at 90Hz for smoother motion. While AMOLED displays have their issues when it comes to screen-door effect in VR, the bumped up resolution of the Vive Pro mostly eliminates that problem. The Vive Pro offers a 110-degree field of view and hardware IPD adjustment. 

The Valve Index tops the field in most respects. With dual displays canted at 5-degrees, it's offering a 130-degree field of view with hardware IPD adjustment. And, that view is crisp with a combined resolution of 2880x1600. While that resolution matches the Vive Pro's, Valve is using LCD panels that have more subpixels than typical pentile OLED displays, making for clearer imagery. And, Valve tops all that off with a 120Hz refresh rate that can bump up to 144Hz, for incredibly smooth visuals that may dramatically improve immersion.

While the LCD's in the Valve Index may not offer as impressive a contrast ratio as OLED's, the rest of the package seems like it'll help it stand above its competitors.

Tracking

We'll start with the Oculus Rift S because it has a unique system compared to the others.

The Rift S uses what's called inside-out tracking. Using the five cameras built onto the headset, the Rift S maps the area around you, and as you move, it changes your view in VR. It doesn't need external cameras to track its movement. This makes it the simplest to get set up. The cameras also track controller movements. However, with no cameras on the rear of the headset, the Rift S has to guess at their movement, and can't precisely track them behind users backs.

Both the HTC Vive Pro and Valve Index use outside-in tracking. This requires external cameras placed around a play space to monitor the movements of the headset and controllers. Two cameras can effectively create a large play space and track controller movement even behind users backs. The setup process is more involved though. The overlap doesn't end there either, as both headsets can use the same SteamVR 1.0 and 2.0 base stations.

Image 1 of 3

HTC Vive Pro

Image Credit: TechRadar

Image 2 of 3

An image of the Oculus Quest controllers

(Image: © TechRadar)

Oculus Rift S

 Image Credit: TechRadar 

Image 3 of 3

Valve Index

Controllers

The Vive Pro uses the same wand controllers as the original Vive. They have side grip buttons, triggers, two thumb buttons and a touch wheel on top. 

The Rift S uses new controllers with side grips, triggers, two thumb buttons, a menu button and an analog stick. These buttons are capacitive as well, so the Rift S will detect when your thumb is resting on them even if they aren't depressed.

The Valve Index controllers go much further. For one thing, they use straps that hold them to your hands, so you don't need to hold grip them to keep them in your hands. The also have triggers, two thumb buttons, a system button, a vertical touchpad for thumbs, an analog stick, and grip sensors. The combination of buttons, sensors, and pressure sensitivity allows for the controller to track each finger independently for more realistic and nuanced recreation of your hands in VR.

Price

Image Credit: TechRadar

Image Credit: TechRadar

The Oculus Rift S really sets itself apart on price. At $399 (around £300, AU$550), it's the cheapest by far, and that price includes the headset, controllers, and everything else needed to use the Rift S. The Rift S also has easy access to the Oculus's list of exclusive games (though other headsets can access many of these games through workarounds). For ease of access to VR, this is definitely the winner, especially considering it doesn't demand as much from a PC to run.

The HTC Vive Pro and Valve Index are both considerably expensive. The HTC Vive Pro headset alone costs $799 (£799, about AU$1,045), and to get two controllers and SteamVR 1.0 base station bundle, you'll add $299 (around £200/AU$400) to the price. 

The Valve Index actually manages to fly in under the HTC Vive Pro. For the headset alone, you'll pay $499 (£459, about AU$710). And, for a full bundle that include the Index controllers and SteamVR 2.0 base stations with enhanced range and field of view, you'll pay $999 (£919, about AU$1,425). 

You can save a bit of money on the HTC Vive Pro or Valve Index if you already have some other VR hardware, though. Both headsets can use each other's controllers and tracking base stations. So, for example, if you have Vive base stations and controllers, you can simply buy the Index headset and get full functionality.

Still, both devices are more expensive, and with their higher-resolution, high-refresh-rate displays, they'll also require more powerful (read: expensive) PCs to run them.

So which one is right for you?

Without holding the Valve Index in our hands and playing some games with it, it's tough to say for certain which high-end headset will win the day. We certainly like the more affordable price of the Oculus Rift S as well as the way it tracks your movement without the use of any external base stations but its specs leave something to be desired. 

That said, if you want the most premium VR package, the Valve Index is worth waiting for - its controllers add another layer of immersion to VR and it has a higher field-of-view, a really important specification when it comes to VR gaming. 

Last but not least, the HTC Vive Pro might make the most sense for creatives and VR arcade owners thanks to its high-res screen and compatibility with third-party hardware - however, it could be obsolete after the Valve Index arrives later this year. For now, though, it's a tried-and-true gaming headset that's a significant step up from the original Oculus Rift and HTC Vive.

Overall, we have high hopes that the Valve Index will be everything the company promised years ago when it said it was working on virtual reality, and it could be the game-changing hardware the PC needs to catch up with PlayStation VR.

Let's block ads! (Why?)

AirPods survive brutal durability test by passing through human digestive system without a scratch - Notebookcheck.net

Posted: 04 May 2019 03:35 AM PDT

AirPod inside the stomach and outside the bathroom. (Image source: Daily Mail/AsiaWire/edited)
AirPod inside the stomach and outside the bathroom. (Image source: Daily Mail/AsiaWire/edited)

It has been reported that an AirPod has managed to survive passing through the entire digestive system of an adult male human being. Fortunately, this is not some new horrifying development test by Apple nor is it an extreme benchmark created by a voracious tech blogger. It's simply the result of a case of accidental swallowing while sleeping.

by Daniel R Deakin, 2019/05/04

Not long ago we reported on the potential harmful effects that wireless devices, such as Apple's AirPods, can have on the human body. It seems a young Taiwanese man has accidentally tested one potential risk that may have been overlooked due to much of the focus being placed on possible chronic radiation syndrome; but fortunately the incident has a happy, if somewhat execrable, ending.

According to a report from the Daily Mail, Ben Hsu fell asleep while still wearing the AirPods in his ears. Somehow, one of the AirPods managed to fall out of his ear and into his open mouth, and he then subsequently swallowed it. Upon awakening, the navy recruiter realized he had lost the Apple device and used an iPhone app to locate the missing AirPod, which was now in his stomach. It was at this point Hsu came to the conclusion that a trip to hospital was a wise idea.

Medical staff took an X-ray image that showed the AirPod sitting in the recruiter's stomach, in what seemed like quite a snug fit. Hsu was given laxatives and a later call of nature at a railway station ended with the "lucky" man being reunited with his digested AirPod. Whether or not you find the next part of the story gross will likely depend on how much of an Apple fan you are: Mr. Hsu proceeded to clean and dry the AirPod and then tested it to see if it still worked, which it did, and it even still had 41% of its battery remaining.

It seems the plastic casing of the earbud had helped protect the AirPod digester from harm. He said he found the whole incident to be "magical" and may have inadvertently solved the argument of which is the best product out of the Apple AirPods and the Samsung Galaxy Buds – because clearly in this case the AirPods were number two.

Let's block ads! (Why?)

This post have 0 komentar


EmoticonEmoticon

Next article Next Post
Previous article Previous Post