Saturday, 5 October 2013

Unbreakable smartphones coming soon

Unbreakable rubber-like smartphones, rollable tablets and functional clothing have come closer to reality, thanks to new breakthrough research by scientists including one of Indian-origin. 
Researchers from Royal Melbourne Institute of Technology (RMIT) RMIT University have developed a new method to transfer electronics with versatile functionality, which are usually made on rigid silicon, onto a flexible surface. 

The ability of micro and nano-electronic devices to sense, insulate or generate energy is controlled by thin, transparent nanolayers of oxide materials, often much thinner than 1/100th of a human hair. 

These oxide materials are brittle and their high processing temperatures - often in excess of 300 degrees Celsius - have until now prevented their incorporation in flexible electronic devices. 

Lead author, Philipp Gutruf, said the new process could unleash the potential of fully functional flexible electronics, while providing a new way for the materials to mesh together. 

"We have discovered a micro-tectonic effect, where microscale plates of oxide materials slide over each other, like geological plates, to relievestress and retain electrical conductivity," he said. 

"The novel method we have developed overcomes the challenges of incorporating oxide materials in bendable electronic devices, paving the way for bendable consumer electronics and otherexciting applications," said Gutruf. 

Supervisor and co-leader of the research group, Dr Madhu Bhaskaran, said the new approach used two popular materials - transparent conductive indium tin oxide and rubber-like silicone which is also biocompatible. 

"The ability to combine any functional oxide with this biocompatible material creates the potential for biomedical devices to monitor or stimulate nerve cells and organs. This is in addition to the immediate potential for consumer electronics applications in flexible displays, solar cells, and energy harvesters," said Bhaskaran. 

Apple iPhone 5S motion sensor fault detected

Since the iPhone 5S landed in the hands of new owners a few weeks ago, there have been reports that on-board sensors like the gyroscope, compass, and accelerometer haven't been working properly on some devices. We've confirmed the new iPhone's failings on our own.
We tested two iPhone 5S units running the latest version of iOS 7 against the iPhone 5, as well as against real-world measuring tools to find out if the new iPhone's sensors are off, and if they are, by how much. In most cases, we used the iPhone's built-in iOS 7 apps for measurements, working under the assumption that Apple would properly calibrate its hardware to work with the software of its own design. We were wrong.



Level

In the image below, you see a pretty dramatic illustration of the difference between the iPhone 5S internal inclinometer readings and a real measurement of inclination. A simple Stanley spirit level tells the whole story: The iPhone 5S level readout in the iOS 7 compass software read 2-3 degrees off in our tests, while other users are reporting that the level is off by as many as 4-6 degrees. We performed the same test with an iPhone 5, and readout was almost perfect, indicating that hardware is at least partly the culprit. That also means a fix might not be as easy as an OTA firmware update.We also tested the level using the free iHandy Level app to similar results. In all cases, we were sure to keep the side of the iPhone flush to the level.

Two degrees might not seem like much, but it's actually a reasonably big deal. If you use this level to set up shelves (or tackle any other home improvement gig) you'd end up with a mess.



Gyroscope

As with the simple inclinometer measurements, the iPhone 5S gyroscope readings show a discrepancy between the iPhone 5 and iPhone 5S. This shouldn't be a surprise since it's the same piece of hardware as the inclinometer, just with an added third dimension. Above is what happened when I tossed both phones on a level table. The iPhone 5 reads level, while the iPhone 5S reads -3 degrees off level.

Why does this matter? Because a wonky gyroscope is going to totally screw up gaming. Check out the drift when I'm playing EA's Real Racing 3. The green light flashes, the car goes left. The phone is still and level.



Compass

The compass is a little more challenging to test, because the numbers on both the iPhone 5 and iPhone 5S tended to jump around bit. After getting the readings steady, though the two phones consistently measured 8-10 degrees apart. It's also worth noting that on the iPhone 5S, the compass application was prone to either freezing up or giving wonky readings that could only be fixed by killing and restarting the app.When comparing the measurements against an actual compass, neither iPhone's compass points to the same magnetic north as the real tool; however, the iPhone 5 clearly has a more accurate measurement.

This compass shortfall won't have you confusing east from west when you get out of the subway. But for more detailed mapping and way-finding apps, a 10-degree disparity could impact what an app thinks you're doing and which way you're going. You probably shouldn't be using an iPhone compass to navigate the woods or set your course at sea anyway - but, yeah, don't do that.



Accelerometer

We did a brief test on the new iPhone's accelerometer data, and preliminary results seem to indicate that the 5S is registering way more latent motion than the iPhone 5. The above images show the readouts from the accelerometers of both phones sitting flat on a level desk. Our testing isn't conclusive here, but it's worth noting because the discrepancy is in line with those seen in tests of the other sensors.

Again, you can expect this to screw up gaming as well as readings on motion-based exercise apps, an especially unfortunate byproduct given how heavily Apple hyped its activity-tracking M7 processor (more on the hardware implications below).

What's going on, and what's the fix?

The faulty measurements from the iPhone 5S could either be a hardware problem or a software problem, and if you read through the experiences of users in the extensive MacRumors thread on the topic, there's an argument to be made for both.

The problem seems to be incredibly widespread, but it also affects different phones in different ways. If it were consistent across the board-for example if the compass was 2-degrees off for everyone-then it would be easier to pin the blame on iOS 7. The solution to the current sensor woes, then, could be as simple as a firmware fix to make the calibration more accurate.

As richard371 in the MacRumors thread points out, though, the inconsistency of the problem suggests-and the fact that it doesn't show up on an iPhone 5 running iOS 7 - that the hardware isn't being properly calibrated in the factory, and that means that there are millions of phones out there that might never be exactly right. That's a huge problem. (Some users have reportedly had luck taking their phones back and swapping them for others - but just as many users report making the exchange and getting another malfunctioning unit.)

If it's indeed an underlying hardware problem, Apple will probably quietly resolve the issue with a tweak on future production units of the 5S, which still leaves millions of potentially defective units in circulation. It's possible that Apple could push a calibration tool or software fix that accounts for the inconsistent hardware performance in existing handsets, but it's very unlikely that the company will take all of these phones back (or that enough people will notice/care enough to get a new one.

Either way, it's a problem, whether you're a gamer, a home-improver, or someone who just wants their phone to work as advertised out of the box.

Indian tablet market revenues to touch $2 billion in 2013

Buoyed by growing preference for tablets in education and enterprise sectors, the Indian tablet PC market is expected to cross $2 billion in revenues this year, global research firm TechSci Research said.

"The acceptance and usage of tablet PCs in various sectors will contribute to the market growth and it is expected that India Tablet PC market will cross $2 billion revenues by the end of 2013," the firm said in a report.

Increasing usage and preference for tablets in the education sector, private enterprises and growing demand from the smartphone and laptop users would drive the market for tablet PC over the coming years, it added.

India is one of the fastest growing economies, it said, adding that as a result of rapidly improving technology, booming service industry and the need for easy and fast networking, the demand for lightweight computing devices is increasing.

According to MAIT, the apex body representing India's IT hardware industry, training and R&D services sectors, tablet sales in 2012-13 stood at 1.9 million units as against 0.36 million units in 2011-12 witnessing a growth of 427 per cent.

CyberMedia Research (CMR) said Indian tablet market size rose 107.4 per cent year-on-year to over 1,150,000 tablets in the second quarter this year.

Global research firm IDC said the overall tablet market in India reached about 2.66 million units last year and is expected to reach a around 6 million units in 2013, driven by low cost tablet space and a slew of public sector projects.

Asian apps WeChat, Line move to conquer Europe

Move aside Facebook and Skype. Asian social networks, already hugely popular on their continent, have set their sights on Europe where they could prove stiff competition for their US rivals. 
China's WeChat and Japan's Line, which let users make free calls, send instant messages and post funny short videos and photos, take attributes from Facebook, Skype and messaging application WhatsApp and roll them all together.

This week, Line executives travelled to France and Italy for a public relations offensive aimed at raising awareness of the mobile app, which already counts some 230 million users around the world including 47 million in Japan alone. 

The social network has already taken root in other parts of Europe. In Spain, for instance, Line has forged heavyweight partnerships with football clubs FC Barcelona and Real Madrid, brands such as Coca-Cola or tennis star Rafael Nadal. 

FC Barcelona, for instance, has a home page on the app where it posts photos that has already drawn more than 8.2 million friends. 

Line even has a permanent office in Spain, where it counts some 15 million users already. 

A French version of the mobile app, meanwhile, is to be launched before the end of the year. 

One of the main selling points for Line, which was launched at the beginning of 2011, is its "stickers" -- funny, cartoon-like figures that express emotions in a way deemed far more original and fun than traditional emoticons. 

On WeChat, users can post figures that move about dancing, blowing kisses or punching the air. Both social networks also supply a selection of "stickers" that users have to pay for. 

"We're betting a lot on this new form of communication with stickers," Sunny Kim, assistant director general of Line Europe and America, told AFP on a trip to Paris. 

This part of the business represents 30% of Line's overall turnover and in July alone, users bought eight million euros ($10.8 million) worth of stickers. 

The company makes the rest of its money on the sale of games integrated in the mobile app (50 percent) and from partnerships and products on the side. 

Line's logo is green with a conversation bubble inside, and looks remarkably similar to the icon of WeChat, which began in January 2011. 

Already translated into 19 languages, the social network has 500 million users, including 100 million outside of China, and plans to launch in France towards the end of the year. 

While Line has Real Madrid, WeChat has enrolled the help of Argentinian football star Lionel Messi, who has become ambassador of the brand and has filmed a commercial for the social network. 

But WeChat -- which belongs to China's web giant Tencent -- is also banking on the huge Chinese diaspora to expand. 

"The French of Chinese origin or the Canadians of Chinese origin, for instance, are the bridge between China and the rest of the world," said Renaud Edouard-Baraud, who heads up an Asia consulting branch of the BNP-Paribas bank and advises WeChat. 

Many brands keen to tap into the giant China market also have a presence on WeChat. 

Companies can for instance use geolocalisation to pinpoint the exact location of Chinese users when they are visiting Europe, and send them promotional offers to lure them into their shops.

US gamers prefer Sony‘s PS4 over Xbox One

More US shoppers prefer Sony's upcoming  PlayStation 4 than Microsoft's Xbox One, according to a Reuters/Ipsos poll, as the industry's two leading videogame console makers prepare to do battle this holiday season. 
Asked about their interest in dedicated game devices, 26% of 1,297 people surveyed online last week say they are likely to purchase the new PlayStation 4 when available, versus 15% opting for the Xbox One. 

The rift widens among those below the age of 40. Of that group of 408 people, 41% picked Sony's PS4 versus 27% for Microsoft's Xbox One, according to a Reuters/Ipsos poll conducted from Sept 23 to Sept 27. 

Though based on a limited sample, the results potentially point to a lopsided battle during the crucial holiday season, with Microsoft andSony hoping to get their newest consoles into US households. Apart from games, they act as conduits for living-room entertainment, from TV shows to music. 

Microsoft came under fire from gamers after initially saying it would set restrictions on used games, and require an internet connection to play. After a flurry of complaints, the company reversed its policies in June. In contrast, Sony has consistently touted support for used games and offline gameplay at industry events. And the PS4 comes $100 cheaper. 

Sony said at video game industry trade show in Germany that it had received more than 1 million pre-orders for its upcoming console, while Microsoft has revealed only that preorders for the Xbox One exceeded those of its predecessor, the 360, eight years ago. 

Microsoft "couldn't make up their mind and Sony hadn't wavered from the beginning," said 26-year-old gamer Christopher Turner from Salem, Alabama, who intends to spend his cash on the PS4. "The PlayStation 4 is for both hardcore and casual gamers." 

But 56-year-old participant Jon Leigh, who plays six to 10 hours of video games a week and lives in Harlan, Kentucky, thinks the Microsoft controversy won't sway Xbox fans. 

"People who use Microsoft products will continue to use them, he said. Leigh will go with the Xbox One because of its upgraded "Kinect" motion sensor, and because he's more familiar with the Xbox than the PlayStation. 

The $399 PS4 and $499 Xbox One represent the first major upgrades of mainstream gaming hardware in years, setting game developers scrambling to put out new releases that take advantage of better graphics and faster processors. 

They are scheduled to hit store shelves from mid-November, about a year after Nintendo's slow-selling Wii U. Of the 1,297 respondents, only 3% said they now played games on the Wii U, versus 20% on the Xbox 360, 20% on computers, and 18% on Sony's PlayStation 3. 

Reversing the tide

More broadly, the shrinking videogames industry hopes the advent of the two new game consoles can breathe fresh life into a sector battered by the proliferation of free games on mobile devices and PCs, as well as on social networks like Facebook's. 

Indeed, 64% of total respondents said they would not buy any new game hardware at all this season, when posed with choices ranging from the Xbox and PS4 to Nintendo's 2DS and Valve's Steam Box. 

The Reuters/Ipsos poll underscored strong interest in Activision Blizzard's "Call of Duty: Ghosts," slated for November, which will try and take on Take-Two Interactive Software's mega-hit, "Grand Theft Auto V." 

GTA V, the latest in the critically acclaimed series that helped ignite a nationwide debate about violence in the media, became the fastest game to hit the $1 billion sales-mark, just three days after sales began on Sept 17. 

About a quarter of 715 participants who owned gaming devices said they were likely to buy GTA V, while 22% said they would pick up a copy of "Ghosts," the latest from Activision's money-spinning Call of Duty franchise. 

Analysts say GTA V, which won rave reviews, benefited from pent-up demand as the first major game from the franchise in five years. In contrast, Activision spits out a new Call of Duty game annually. Last year's "Call Of Duty: Black Ops II" raked in $500 million on its first day. 

Ubisoft's historical action-game "Assassin's Creed IV: Black Flag" came in third place in the poll with 19% expressing interest. Electronic Arts' "Madden NFL 25" and shooter "Battlefield 4" were the participants' fourth and fifth choices, respectively.

Facebook to offer free Wi-Fi in hotels

Cisco Systems and Facebook said they will work with big businesses such as hotels and retailers to provide free wireless internet access to consumers who sign in using a Facebook log-in. 

The companies have been testing the concept with smaller businesses for about a year but will work together to support bigger companies that want to improve customer loyalty or learn more about their customers through offering free Wi-Fi. 

Rather than having to get the provider's Wi-Fi access code, a visitor to a coffee shop or a hotel, for example, could connect to the Wi-Fi system simply by logging onto Facebook and "checking in" to the business' Facebook page. 

Cisco chief executive officer John Chambers, in a speech at the Interop technology conference in New York, said the system would allow retailers to deliver tailored promotions or information to consumers who check in through Facebook when they arrive at a store. 

Cisco said some customers of its Connected Mobile Experience Wi-Fi technology are currently testing the system. 

While Cisco is looking to sell network equipment, Facebook is joining arch-rival Google in helping its users connect directly to the Internet, which increases the amount of time they spend on the companies' advertising-supported websites. 

Facebook's Wi-Fi service also helps it forge closer relationships with corporations by providing the businesses anonymous demographic data about Facebook users coming through their doors. 

Facebook is not funding the Wi-Fi effort, and merchants would pay for the network equipment and broadband costs. 

Earlier this year, Google announced plans to bring free wireless internet access to 7,000 Starbucks cafes across the United States. 

As part of that deal, Google will also help develop a version of the Starbucks Digital Network, putting it in a strong position to offer targeted advertising and promote the music and other media the coffee retailer sells.

LG to launch curved screen smartphone in Nov

Curved screen smartphones seem to be the next big thing in the technology world. Close on the heels of Samsung announcing its curved smartphone, comes the news that its south Korean rival LG too plans to launch a curved screen smartphone in November.
According to media reports, LG is working on a 6-inch curved smartphone being dubbed as theG Flex, which the company plans to bring launch next month. The phone is speculated to have an OLED display and use LG's new Plastic OLED (POLED) technology.

For users, a curved display does not mean that that they will be able to bend these smartphones. Curved display means screens which will be slightly curved but not bendable.

Recently, Samsung Electronics said it will introduce a smartphone with a curved display in October. Apple's much-rumored smartwatch too is expected to sport a flexible display.

Curved display is already commercially available in large-screen televisions. Samsung and its home rival LG Electronics had started selling curved OLED TV sets this year priced at about $9,000.

Not all smartphone cameras are created equal

A good camera in a smartphone is one of the biggest, if not the biggest, draw for most of the consumers. Smartphones companies have realized this and have started talking about the cameras in their phones to woo buyers.

But in the race to produce the perfect smartphone camera, different companies are taking a different approach. This means for consumers it is not possible to compare cameras in various phones on the basis of their specifications. The pixels that Lumia 1020 captures are different from those captured by Galaxy S4. Similarly, the pixels that iPhone 5S captures are different from those captured by HTC One.

So, what are these different approaches and which one is right? It is difficult to answer the second part of the question because it is too early to say which one is the best approach. But at the moment we can tell you a bit more about the cameras that different phones makers are putting in their phones.

More megapixels approach

Over the years, most of the camera manufacturers have increased the amount of pixels that their devices can capture and have called that a progress. Most smartphone makers are also using the same approach. For example, Galaxy S, a flagship Samsung phone, came with a 5MP camera in 2010. In June this year, Galaxy S4 debuted with a 13MP camera.

This is not necessarily a bad approach. More pixels means a smartphone can capture more details and theoretically sharper images. But to get the best results, the camera has to be paired with the software that can properly utilize the pixels it is capturing and process the image in a better way. Companies like Sony are also pairing the high mega-pixel image sensor with better lenses. For example, the 20.7MP camera in Xperia Z1 comes with a G Lens, which is better than the typical lenses you will find on a smartphone.

Samsung is the prime example of what this traditional approach can do if the implementation is good. The company doesn't hype cameras in its flagship phones. But in terms of performance, they are some of the best shooters you can buy. Both Galaxy S3 and Galaxy S4 are capable of shooting detailed and sharp images and videos. The same is true for the cameras in Galaxy Note 3 and Galaxy Note 2.

The bigpixel approach

One big weakness of traditional approach is low-light photography. More pixels on a small image sensor - there is not enough space to put big image sensors in a phone - means the pixel size is small. And as companies increase the number of pixels, it is getting smaller. This means in low light, there is likely to be lots of noise in images. There are two smartphone companies that are trying to tackle this problem by opting for bigger pixels - HTC and Apple.

With HTC One, the Taiwanese company introduced an image sensor that would take photos only in 4 mega pixels size. HTC argued that this size is big enough for photos that would be shared digitally or posted on social media websites. At the same time, low number of pixels allowed HTC to use bigger pixels - 2m - which could capture more light to aid a user in low-light photography. In comparison, the pixel size used by Galaxy 4 camera is 1.1 m.

Theoretically, HTC One should capture better images in low-light conditions and good images in proper light. But in actual use, HTC One camera falls a bit short, mostly because it can't capture enough detail with its 4MP camera. Yes, it does click better pictures in low light than most of the other smartphone cameras but overall it has an average camera compared to what you get with Galaxy S4 or iPhone 5.

With iPhone 5S Apple is following in the footsteps of HTC, but with caution. Apple increased the size of image sensor in iPhone 5S but without increasing the amount of pixels. iPhone 5S shoots images in 8MP just like iPhone 5 but the size of a pixel is bigger at 1.5 m. Apple believes this should provide the right balance between the amount of details and amount of light that iPhone 5S will capture. For now, it looks like Apple has the right balance.

The oversampling approach

This is something totally unique and for now there is only one phone maker - Nokia -- that is using it. Nokia calls its camera technology PureView and it can be found in Nokia 808 and Lumia 1020.

The key to this technology is the 41 mega pixel image sensor that Nokia has created. But contrary to popular perception, the images shot with Lumia 1020 are not produced in 41MP size. By default they are produced in 5MP size. But that doesn't mean Nokia is not making use of the 41 mega-pixel image sensor. The company says that it uses all the pixels its PureView camera can capture and processes them to create super pixels. This means noise and other imperfections within pixels are discarded. The 5MP image that you get is created using these super pixels that have tremendous amount of details. Nokia calls this process oversampling and says that not only it helps Lumia 1020 or Nokia 808 click better images in favourable conditions but also helps it keep amount of noise low in shooting conditions where light is poor.

The oversampling approach also allows PureView cameras to offer almost loseless zoom. This is a big draw in a smartphone camera where using high optical zoom is not feasible due to lack of space. On paper this technology looks very good. And in practice it works very well, especially in adverse shooting conditions.

The clearpixel approach

This is the approach Motorola is following. Traditionally, cameras use RGB (red, green, blue) sensor design. This method is also called Bayer Filter method. In simple words, the camera using this method captures pixels in green, blue and red. These pixels are then processed and a final image is produced.

In Moto X, Motorola using RGBC (red, green, blue, clear) filter on the image senor. Motorola claims that this improves low light photography by increasing the amount of light that image sensor captures. Theoretically this is true. But it is a tricky technology to use because even though it allows image sensor to capture more light, the filter also affects its ability to resolve colour properly. In practice, Moto X camera has produced disappointed results. Now the company has issued a software update and the camera performance in the device has improved but it still can't match the likes of Galaxy S4 or Lumia 1020.

Common factors

Other than working on different image sensor technologies, smartphone makers are also improving the design of lens in their cameras. Nokia, for example, started trend of optical image stabilization with Lumia 920 camera. Now the optical image stabilization can also be found in HTC One, Lumia 925, Lumia 1020 and LG G2. In theory, optical image stabilization should result in sharper images and videos. Similarly, companies are introducing lenses with wider openings. For example, the HTC One and Xperia Z1 lenses have an aperture of F2.0. The iPhone 5S camera has an aperture of F2.2. Theoretically lower aperture means better images in low-light conditions.

What is best for you

As we noted earlier, all approaches are theoretically good. But what matters is how well they have been implemented. For now, there is no clear winner, though PureView technology with oversampling offers best results, mostly due to the way Nokia has implemented it. But that said, camera in iPhone 5S, Galaxy S4 and Xperia Z1 are also very good and not too behind the camera in Lumia 1020 when it comes to producing quality pictures and videos.

Kindle Fire HDX tablet

Amazon's new Kindle Fire HDX tablet resembles Google's Nexus 7 in many ways - from its light weight to its sharp display. Both tablets run a version of Google's Android operating system, and they even have the same starting price of $229. 

The similarities end when you turn them on. 

Amazon.com modifies Android so much that it no longer resembles Android. The company calls it Fire OS 3.0, or Mojito. Amazon's services are front and center on the Fire, and Google's are nowhere to be found. It's the other way around on the Nexus 7 and other Android devices. For a day or two, I even forgot the Kindle Fire can do much more. 

Regular customers of Amazon will appreciate that integration. A row of tabs at the top of the screen offers quick access to various Amazon services, including e-books, music, videos and audiobooks, the latter from the Audible business that Amazon bought in 2008. Another tab gets you Amazon's shopping site, where you can buy television sets, vacuum cleaners and tennis rackets. The Kindle is already tied to your Amazon account, so it's easy - perhaps too easy - to just click and buy. 

You also get Amazon's excellent recommendation technology. Browsing the e-book section, "The Great Gatsby" came up, likely because I had just added a movie version to my video watch list. Kindle versions of "Buffy The Vampire Slayer" comic books came up, likely because I own the entire television series on DVD. Under music, digital copies of physical CDs I had purchased were waiting for me, along with recommendations for other songs and albums from artists in my shopping history. 

If you spring for Amazon's $79-a-year Prime membership, you also get quick access to thousands of free movies and television episodes and the ability to borrow one e-book a month from a select list. For the first time, you can download the free Prime video to watch on a plane or anywhere else lacking an Internet connection. On older Kindle Fires and other devices, you're limited to streaming, which requires a constant Internet connection. 

Amazon plans to start shipping the smaller version of the Kindle Fire HDX on October 18. Like the Nexus 7, it has a 7-inch screen, measured diagonally. A larger, 8.9-inch version is expected Nov. 7 and starts at $379. Amazon is also updating last year's 7-inch HD model, lowering the price to $139 but cutting a few features including the camera. 

All three models expand on an X-Ray feature that Amazon introduced last year. While watching a movie or TV show on older Fires, you can get a list of actors appearing in that scene. Click on one for more information, mostly culled from Amazon's IMDb celebrity-database service. With the new devices, you also get summaries on major characters and opportunities to buy songs played during the show. You also get trivia and goofs, such as a lottery ticket having the wrong code in one scene of "Breaking Bad." You can jump directly to that scene with a click. When playing music, you also see lyrics for selected tunes, perfect for sing-alongs. 

My favorite new feature is Mayday on the HDX. It's free, live technical support 24 hours a day, seven days a week. A tech adviser appears in a small window on your Kindle, but the adviser can only hear you and see what's on your screen. Advisers can guide you by highlighting certain settings and buttons with a virtual orange marker. Advisers can also take control of your device and do the task for you, though you're better off learning to do it yourself. 

I tried three times to stump the tech advisers. For the most part, I found them patient and knowledgeable. It appeared to me they were really thinking through the problem, rather than following a script, as I typically find with my cable company. That said, one late-night staffer was willing to give up easily and dismiss my issue as a device malfunction, until I nudged him to walk me through the steps to discover one I had inadvertently skipped. 

I'll wait until the support center is fully staffed and trained before making a final judgment, but I'm pleased with what I've seen so far. I particularly like the security protocols; the adviser made sure to pause the screen sharing whenever I typed a password. 

As devices get complex, we could use more of this type of offering. I'm hoping Amazon's approach to customer service gets adopted by Apple, Samsung and other rivals. 

As for the hardware, the 7-inch HDX has a screen resolution of 323 pixels per inch, which is the same as the Nexus 7 and better than Apple's iPad Mini and Samsung's Galaxy Note 8.0. 

For streaming video, I didn't see much difference in video quality, largely because of limitations in what's being sent over Wi-Fi. The differences are more pronounced with video downloads and e-books. Text on the HDX and the Nexus 7 is sharp, whereas letters bleed on the iPad and the Note. 

The Apple and Samsung tablets do have slightly larger screens, about an inch longer diagonally. But both are also heavier and more expensive. The Nexus 7 is the lightest at 10.2 ounces, while the HDX weighs 10.7 ounces. 

The HDX's front-facing camera is 1 megapixel, which is comparable with the Nexus 7 but much poorer than phones and tablets with rear cameras. The HDX does have one of the fastest processors for a tablet, but unless you're playing games or doing other data-intensive tasks, it won't make much difference. 

One area where the HDX falls short is in app selection. The iPad Mini reigns with access to the thousands of apps adapted for tablets. But even compared with other Android tablets, the HDX doesn't have as wide a selection, as Kindles work only with Amazon's app store, not Google's broader Play store. 

But I was surprised to see one Amazon video rival, Hulu Plus, available. And Netflix is supposed to get an update that works with the HDX by the time it ships. You won't find everything at Amazon's app store, but you'll find plenty to keep you busy. And if an app isn't available, you might still be able to access the service through Amazon's Silk Web browser. 

I've been skeptical with the Kindle Fires in the past because they don't do everything other Android tablets can do. But after trying out the HDX, I find it a worthy contender. Ultimately, it comes down to whether you regularly buy from Amazon and want to make its content work easily on your device.

LG G2 - Good phone, but novelty missing

LG G2 is the newest entrant in the overcrowded smartphone market of India. It is undoubtedly among the best of the lot and can easily take on -- and in some cases even beat -- today's most popular handsets, such as Samsung Galaxy S4, HTC One and Apple iPhone 5.

Available at a starting price of approximately Rs 40,000 in the market, this phone also has the design and specs that measure up to justify the price tag.

Besides, the three (Back, Home and App Switcher/Options) on-screen keys for navigation, LG G2 has three small, well-designed hardware keys at the back (right below the camera lens). This makes the unit "more ergonomically optimized", claims LG. But the prospective buyers must know if this is a novel innovation, or just a designer quirk that would affect the routine usage.

New design, almost the same experience

It is quite easy to confuse LG G2 with Samsung Galaxy S4, considering the two have similar curved edges, plastic body and shimmering pattern on the back. However, G2 is a little bigger, heavier and thicker in comparison, has a slightly larger display (at 5.2-inch vs S4's 5-inch) and features three on-screen keys (instead of the hardware keys on S4). The phone is easy to hold and doesn't seem too big in the hand.

Almost the entire front panel comprises the gorgeous-looking screen. Text, videos and images are a joy to view on this phone and colours turn out bright and vibrant. However, in some games, the on-screen keys did not disappear automatically (as they do in most apps).

Its biggest strength, according to LG, is the design. The hardware keys on the back, according to LG, are most easy to use whether the phone is held in the right hand, or the left one. This may be true, but we didn't really feel the difference, since most smartphones have keys designed such that they can be accessed easily. So it may not matter to users.

The keys - Volume Rocker and Power/Lock keys - are easy to press and did not pose any challenges in most day-to-day operations. Long pressing the volume down key when the phone is asleep opens the camera app. Doing the same with volume up key opens the QuickMemo app. However, we would have liked the power key to be a bit bigger in size, as we found ourselves increasing or decreasing the volume while trying to turn off the screen.

And this was not the only issue. When the phone lay flat on a surface like a table, we had to pick it up and press the key each time; a rather tedious exercise for no reason, in our opinion. Of course, we had the option of double tapping the screen to turn off the display, but this requires one to exit whatever app is being used and head to the home screen.

Many a times, the app was performing a task and we did not want to exit it, creating an unnecessary nuisance of picking up the device and pressing the rear facing key. This should be addressed by LG.

The double tap function - which we have seen in phones by other manufacturers as well - did not work all the time for us. In the three days that we have spent with the phone so far, this function (named Knock Knock by LG) worked around 70-80% of the time. Not too bad, but certainly something that can get looked into. This figure was worse for non-techies in the office, who kept double tapping on G2's screen in vain in order to wake it up.

Software: Just a little better

Running on Android 4.2 (Jelly Bean), G2 comes with a much cleaner software than the LG Optimus G Pro, which was launched just a couple of months ago in India. LG has done away with the rather immature-looking themes (though Marshmallow remains). The basic theme is quite simple, and the effects when you move from one home screen to another, or unlock the phone, look good.

LG has experimented a bit by introducing its own version of multitasking in G2. While running an app, you swipe on the screen from right to left using three fingers to keep it running and accessible from home screens as well as any app. You can save up to three apps like this. It is a decent feature, but I did not find myself using it too often, sticking instead to the default task switcher of Android.

Overall, the LG G2's user interface (which is - incidentally - very, very similar to Samsung's TouchWiz UI) seems to be lighter and works without any glitches. There are a few optimizations that help users operate the big phone with one hand more easily; such features have been seen in some other big-screen smartphones launched previously, like Samsung Galaxy Note 3, LG Optimus G Pro and Huawei Ascend Mate.

One problem with G2's software is the keyboard. The default keyboard designed by LG is nearly impossible to work with. The keys are too small and spaced too close, such that typos were too frequent. It would be better to download a more popular keyboard from Google Play Store.

Camera: Good, but not great

The camera performance of Optimus G2 is very good, though we find it to be not much different from what the Samsung Galaxy S4 in terms of overall performance. Colours are natural and details are excellent in the photos. Even when you zoom in, details are not lost, making the pictures good enough to crop certain parts without losing too much. However, the flash does not seem to be powerful enough. Thus, the low-light photos are decent, but not anything to rave about.

The optical image stabilization is a handy feature, though it is now available in most top-end smartphones. This feature allows you to capture smooth videos even when your hand is a bit shaky. You can also zoom into a particular area in the video frame to record audio better. These are very nifty features and truly add value to your home movies.

Power and performance

The LG G2 is powered by the Snapdragon 800 chipset, which is being adopted by most top-end smartphone makers. So far, Sony Xperia Z1 and Xperia Z Ultra are the only two other handsets launched in India that are powered by this chip.

In benchmark tests, LG G2 beat the competition by a large margin, making it one of the most powerful smartphones in the country today. It is certainly more powerful than rivals like Samsung Galaxy S4 and HTC One.

Not just benchmarks, but real-world performance of the phone is great as well on processing front. Multitasking on G2 is a breeze and all apps open very fast, leaving no doubt about its computing capabilities. All the games we played, even the ones heavy on graphics, ran smoothly.

Battery life of the phone is great as well. It ran approximately 16 hours on a single charge, with the built-in battery saver mode coming into effect at the 30% mark. Its 3,000mAh battery gave a great performance considering 3G was turned on most of the time and we browsed the internet and played videos for several hours.

Rivals

In the end, if you wish to spend your money on some other device, we would suggest HTC One and Samsung Galaxy S4. Both smartphones are great, but have slightly slower processors. HTC One is also a little dated.

Sony Xperia Z1 comes closest to G2 in terms of computing power, but personally we don't feel that Sony's display technologies match what the competition offers today. Even as an overall package, our vote is for LG G2 ahead of Sony's device.

Verdict

Overall, LG G2 is a great smartphone that you will appreciate more once you have spent some time with it. There are a few software issues, but none so big that they will affect everyday usage. Display, battery life and camera are its three biggest strengths and while LG feels the rear-placed buttons make the user experience better, there were times we felt that keys on the side were still better. If it ain't broke, don't fix it...

Games, apps market to touch Rs 2,700 cr by 2016

Mobile games and applications  in India are expected to be a Rs 2,700-crore market by 2016, driven by strong smartphone growth and expanding 3G user-base, a report by Avendus Capital said today.

"The digital content market (other than caller ringback tones) in India has been sub-scale due to large-scale piracy. Mobile internet is opening the doors for large-scale monetisation of digital content through paid apps which is expected to grow to become a Rs 2,000-crore market in the next 3-4 years," Avendus Capital Executive Director and Head (Digital Media and Technology) Ashish Bhinde told PTI.

According to the report, smartphone users in India are expected to grow to 67 million this year and 382 million by 2016. Similarly, 3G subscriptions are also expected to rise from 11 million in 2011 to 56 million this year and touch 266 million by 2016, it added. More than 50% of mobile internet traffic and paid content revenues come from smartphones, dominated by Google and Apple app stores.

Google Play and Apple App Store revenues are expected to cross Rs 800 crore by 2016, the report said. While the average revenue per user for paid apps is expected to come down from Rs 132 in 2012 to Rs 78 in 2016, the growing 3G subscription base (11 million in 2011 to 266 million in 2016) will help the overall revenues from paid apps to touch Rs 2,065 crore.

The report estimates the paid apps market in India to be worth about Rs 300 crore in 2012. Five categories that dominate Indian content landscape on mobile phones include cricket, music, news, video and games. Facebook, Google and WhatsApp lead in terms of time share, the report said. Feature phones with internet capabilities will too help the apps and games ecosystem to grow.

"Feature phones will continue to play a key role as they continue to maintain a substantial market share. Indian players have a stronghold in this segment and the opportunities for them are in the area of (developing) hyper-local models like browser content, entertainment and m-commerce," the report said.

The number of smartphone users in India was only 36 million as of March 2013, while the number of Internet-supported mobile devices stands at 431 million, the report said.

"While smartphones are driving traffic to third-party app stores, there will still be a significant mobile user base on feature phones going forward, which in itself will provide a large potential market for telco app stores," Bhinde said.

Samsung caught ‘cheating‘ Galaxy Note 3 benchmark scores

Samsung is once again in a controversy over benchmark scores. The company has been found trying to boost the benchmark scores of the newly-launched Galaxy Note 3 phablet.
Smartphones and tablets are widely tested to via benchmarking apps like Antutu, GeekBench, Linpack, Benchmark Pi etc to assess their computing power. These apps give scores based on various parameters, such as web browsing, graphics rendition, data read/write rate etc.

Technology website ArsTechnica in its tests found that the Galaxy Note 3 (quad-core Snapdragon 800 variant) worked at 2.3GHz clock speed while running the GeekBench 3 benchmark test.

However, the ArsTechnica reviewers observed that while running non-benchmark apps or benchmark apps, three of the four CPU cores went to sleep. The only running core operated at 300MHz speed, as compared to 2.3GHz (2300MHz) during benchmark tests. The same was also observed when GeekBench 3 was renamed and run on the same handset.

Galaxy Note 3 showed a 20% increase in scores for GeekBench 3, but when it came to Linpack test the result was as much as 50% higher.

Samsung Galaxy S4 scores too were disputed by reviewers. They had claimed that Samsung boosted the phone's graphics performance by 10% in benchmarking apps. However, in a statement the South Korean company clarified that the change in GPU clock speed was not only in benchmark apps but also in other apps that operate in full screen mode, such as camera, gallery, S Browser, video players etc.

Its statement for the Galaxy S4 issue had said, "The maximum GPU frequencies for the Galaxy S4 have been varied to provide optimal user experience for our customers, and were not intended to improve certain benchmark results."

The Indian version of Samsung Galaxy Note 3 runs on the eight-core Exynos processor, not the Snapdragon 800 chipset that powered ArsTechnica's review unit.