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iPhone NFL Kick off: Does Madden 10 play nice without buttons?

Wednesday, September 23rd, 2009

3GS_9.10_821
The real NFL season is about to kick off, and EA has seized the opportunity to finally slide in the release of its much-anticipated port of Madden to the iPhone/iPod Touch format. It represents the meeting of the mobile entertainment industry's unstoppable force, Apple's black slab of wonder, with the gaming industry's immovable object. Available at $7.99 through the kickoff of the Steelers-Titans game tonight and $9.99 afterward, is it worth your hard-earned tailgate dollars? We played it last week here at the CNET offices and played it a lot more on our own iPhone last night, and here's our verdict.
It took EA a few weeks longer to get its iPhone act together than Gameloft did with NFL 2010. Did it pay off? Well, in some ways, yes. The player models and 3D stadiums seem better rendered than Madden's NFL-licensed and similarly-named App Store rival, NFL 2010 by Gameloft, but with a significant drawback: the framerate on our 3GS playthrough was significantly choppier than NFL 2010. A future update will hopefully fix this, but in the meantime it doesn't affect gameplay enough to be a game-killer. The presentation and commentary are impressive, nearing console level but hovering nearer to PSP and DS versions of Madden.
Madden 10 for iPhone/iPod Touch

The biggest fear among those who play any type of hardcore game is whether losing a physical control pad affects gameplay in any significant way. The answer is simple: yes, it does. I've played games on my iPhone for more than a year, and it rarely avoids feeling like a compromise: lose a control pad, but gain a simplified interface and an extremely compact form in a smartphone. As to whether it's worth it, ask yourself if you'd rather tote around a PSP or a Nintendo DS in your pocket in addition to your phone, or just carry an iPhone and lose a few controls, and you'll have your answer.
The solution EA has given is the same many developers have, including Gameloft: add a virtual stick in the lower left corner, and a series of context-sensitive buttons in the lower right. The problem with the virtual stick is that, like other titles, it can be lost in the shuffle on heavy-focus moments of game play. There's no tactile feedback, so it must be looked after, unlike a real analog pad. When playing Madden, that means a lot of the accuracy is lost. But the good news is that this game wasn't really designed for finesse play.

Nokia E52 Nokia’s Nseries smartphones

Wednesday, September 23rd, 2009

NokiaE52
Not everyone wants a smartphone with a touchscreen and loads of entertainment features. Many people just want a device with long battery life, great call quality and a few applications to help them read and edit work documents on the move. This is the market that Nokia is aiming for with the traditional-looking E52.

Evolution, not revolution
Whereas Nokia's Nseries smartphones are aimed primarily at those looking for a feature-packed but fun handset, the Eseries has always been targeted more towards business users. We were quite fond of the original E51, as we liked its ease of use and impressive messaging features, so, with Nokia having nearly two years to work on the follow-up, we had high expectations for the E52.
NokiaE52_1
From the outset, it's clear that this update is more of an evolution than revolution. In terms of design, it doesn't stray all that far from the original E51. It retains the same tall and narrow design, with a large, square direction pad in the centre and tapered sides that frame the keypad at the bottom. The E52 is a good deal slimmer though, measuring a mere 10mm at its thickest point. It's lighter too, tipping the scales at just 98g. There are also some welcome new features, including a 3.5mm headphone jack, so you can use your own headphones, as well as a standard micro-USB port for charging and syncing with a PC.

Big, bold screen
Nokia has also done a good job on the display. Not only is it bright and capable of showing really vivid colors but it's also much larger than those found on more run-of-the-mill candybar handsets. Measuring 2.4 inches across the diagonal, the screen has, for a phone of this size, a relatively high resolution of 320 x 240 pixels. As a result, it gives you a decent amount of room when you're using the phone's browser to view Web sites, or watching videos in the movie player and You Tube applications.

Connectivity is also good. The E52 is quad-band, so you'll be able to use it in most countries around the world. It also offers speedy Web browsing and downloading, as it supports both HSDPA and Wi-Fi. As well as this, there's now also onboard GPS. This works well with the preloaded navigator application. Alternatively, you can download Google Maps for the phone and use the GPS functionality with that. Either way, we found the phone took mere seconds to lock onto enough satellites to pinpoint our location, even from a cold start.

S60 simplicity
The handset runs Nokia's Series60 operating system, so the menu layout will be instantly familiar to anyone who's used a recent Nokia phone. The applications and settings menus are laid out in a straightforward grid structure, making it easy to find your way around. Plus, there are plenty of useful applications preinstalled, including Quickoffice, for viewing and editing work documents. As Series60 is well supported by developers, there's a wealth of extra apps available for download too.

On the downside, the standard keypad isn't ideal for tapping out emails, and the shots from the basic 3.2-megapixel camera are relatively poor by today's smartphone standards.

Nevertheless, as you'd expect from a Nokia handset, call quality is first-rate. Perhaps the most impressive aspect of the E52, however, is its battery life. This phone has the longest battery life of any handset we've tested for quite some time. Nokia rather conservatively quotes 8 hours of talktime and 23 days on standby, but, during our test period, we got around 4 days' use out of it before it needed recharging.

Conclusion
On first sight, the Nokia E52 won't set your heart racing, since its design is rather conservative by today's standards. But, when you actually use the handset for a while, you can't help but grow fond of it. This isn't just because its battery life is exceptional. It's also very straightforward to use, while still managing to pack in all the key features you'll need on a daily basis. If you're after a smartphone that has the look and feel of a more traditional mobile, it's seriously worthy of consideration.

Google rolls out revamped DoubleClick Ad Exchange

Friday, September 18th, 2009

Having conquered the Web's text-based ad market, Google is setting its sights on display, graphical ads--a market dominated by rival Yahoo.top-logo_270x66

The search giant on Thursday took the wraps off a revamped DoubleClick Ad Exchange, a public exchange that allows publishers to offer excess ad inventory they can't sell to advertisers looking for a bargain. Google said the exchange will meld the DoubleClick's ad exchange with Google's own technology.
"Better technology can help make display advertising work better for all involved," Neal Mohan, Google's vice president of product management, said in a statement. "We're focused on growing the display advertising pie for everyone. The DoubleClick Ad Exchange is a major part of that goal."
The newly revamped exchange will incorporate Google's AdWords and AdSense programs, as well as feature real-time bidding and a new API designed for ad networks.
Yahoo, which currently runs the largest online ad exchange through RightMedia, an exchange it purchased in 2007 for $680 million, did not immediately respond to requests for comment.
Google's dominance of the search engine advertising market has been fueled by text ads. In 2008, it completed its $3.1 billion acquisition of DoubleClick in hopes of expanding its presence in display ads, to this date more the province of its competitor Yahoo. Display ads--banners or image-based ads--haven't produced the same return that search text ads have to this point but are still an important part of most Web sites.
Internet display advertising accounted for $7.6 billion in 2008, roughly a third of the $23.4 billion in revenue generated by all Internet ads for the year, according to the Interactive Advertising Bureau.

Canon PowerShot A2100 IS

Thursday, September 10th, 2009

Let's be honest. A 3x or 4x optical zoom is not much help. Yes, it gets you a little closer if there's a fence or restraining order in the way, but you'll always want more. That's why stepping up to a 5x or 6x zoom such as the one on the Canon PowerShot A2100 IS makes a noticeable difference. Add the camera's very good photo quality, its 12-megapixel resolution and Canon's Digic 4 image processor, and you're in a much better position to get the shot you really want. But that's provided your target isn't moving too fast.

Design And Features


The A2100 IS has a wedged-shaped body.
(Click for larger image)

The A2100 IS is almost identical in design to last year's A2000 IS. However, the A2100's black wedge-shaped body is statelier-looking than the A2000's bland gray and silver. The wide part of the wedge is on the right side giving you a comfortably thick grip. Sticking it in a bigger pants pocket or jacket won't be a problem, though its weight won't let you forget it's there. Considering the A2100 IS has a 6x zoom lens and is powered by two AA batteries, the weight is forgivable. Worth noting is how fast it'll chomp through batteries. You'll want to invest in a pair of NiMH rechargeables that brings the shot count up significantly.

At first glance, it seems as if there's a lot going on with the controls on the A2100 IS. On top are a power button, shutter release with zoom ring, and mode dial with no fewer than 10 shooting options. Why so many for such a basic camera? Well, along with its program, auto, easy (auto without options), and movie modes, Canon has allocated five popular scene selections and a SCN choice for accessing less-used scene settings such as Sunset, Snow and Aquarium. While the mode dial looks quite busy, it is actually simple. Likewise, the back of the camera is loaded up with a directional pad and six buttons labeled in white (for shooting functions) and blue (for playback functions), but even novice users should quickly have things down pat.


Color is uniformly excellent from the A2100 IS.
(Click for larger image)

Regardless of the controls, there's little reason to spend time hanging out in the menu system. However, for those times when it's necessary--say, to change the autofocus priority, adjust the LCD brightness, or switch when the image stabilization is engaged--navigation is straightforward.

If you're expecting to find the manual controls of earlier Canon A-series models, you'll be disappointed with the A2100 IS. The A590 IS is the only model in the current lineup that has aperture/shutter priority and manual exposure options. The A2100 IS' Program mode does give you control over ISO, white balance, autofocus type, light metering, and color effects, though. Plain and simple, the A2100 IS is designed for point-and-shoot use, and it does that extremely well. If only it were a bit faster at doing it.

Sony Ericsson W995 Walkman

Thursday, September 10th, 2009

When Sony Ericsson unveiled the W995 Walkman with built-in 3.5mm audio jack at the Barcelona-based Mobile World Congress (MWC) in February, we heaved a sigh of relief. It's about bloody time was the common refrain heard. Now, we typically wouldn't make a big fuss out of a 3.5mm port. Sure, it's good to have, but with the W995 we couldn't help liking it. And the audio jack wasn't the only feature we were excited about.

The handset also packs an 8-megapixel camera, a resolution that's on par with the company's high-end C905 Cyber-shot camera-phone. In fact, it's clear Sony Ericsson is slowly moving away from its Walkman and Cyber-shot brands when the company first outlined the Entertainment Unlimited strategy at MWC. This was announced along with the Satio, previously known under the Idou moniker, a multimedia Symbian S60 touchscreen smartphone. Together with the new Media Go synchronization PC program, it appears the phone-maker has got both the hardware and software worked out at least with the W995.

Design
Moving on with our review, one thing that's evident of the Sony Ericsson Walkmans is that they don't differ much in terms of design, often sporting a mish-mash of circular and semi-circular buttons for the main controls. We do like the contrasting tones between the brushed metal chassis and dashes of bright orange for the onboard speakers on our review unit which is set in silver. The handset is also compact, edgy, with a solid build quality.

The array of control buttons on the front lets you navigate menus and cancel commands and brings up the shortcuts/multitask window and play/pause tunes. You also have the Call/End buttons here. It gets more cramped on the right edge. There are three music playback buttons that light up in orange, volume control and a camera shutter that glows in white when the shooter is activated. Over on the opposite side are the Walkman key, Fast Port connector and M2 memory card slot (an 8GB flash media is bundled) behind the battery cover. You can find the 3.5mm audio jack resting along the top edge.

The W995 has a metal flip stand at the back, which is a mixed bag. This is at one end of the handset and it's easy to tip the phone over if you nudge it a little from the top. The balance improves dramatically when the slider phone is open. While the stand props the device at a comfortable angle for watching videos on the desk, the rather tiny 2.6-inch QVGA screen doesn't provide the best viewing experience. The size is decent for a phone, but as a media player or for Web browsing we still prefer much larger displays.

Although the keypad is a tad flush and slippery to the feel, the buttons provide reasonable travel and we didn't have any problems typing with one hand. Users with larger digits may find it a little more difficult to punch out messages. We also like the sliding mechanism which is smooth and reassuring.

Features
The interface of the W995 is similar to earlier Walkman models, so current users of Sony Ericsson handsets will feel right at home. Four user themes are preinstalled to customize the look of the menus and that's about it. The W995 is also one of the few recent handsets that support threaded messaging. This lets you view incoming and outgoing SMS similar to an instant message chat session, sorted by recipients.

A wide range of applications are preinstalled on the W995 and should keep most users happy for quite a while. You can create comic strips and send them as multimedia messages to friends, apply a variety of effects such as robotic or high-pitch sounds to recorded voices and calculate the number of steps (pedometer) you've walked for the day using the onboard accelerometer. There're also apps that let you compose your own ringtones using various instruments, music quizzes based on the songs you have on the phone. There's also a silly Rock Bobblehead which is essentially an Elvis-like cartoon character that you can jiggle by shaking the phone--useless but mildly amusing for a few seconds. Completing the lineup are a YouTube player and WayFinder navigation software (trial version) in the Applications folder.

On the entertainment front, there are seven games preloaded on the W995. Most of these are not new to begin with as we've seen some of them before. For starters, there's a good range of games from action to strategy and leisure. The only time our heart skipped a beat was when we tried the bowling game. This makes use of the onboard accelerometer and we had to flick the phone while releasing a button to launch the ball. The phone nearly flew out of our hands. So make sure you grip it tightly or use a wrist strap.

The W995 comes with an 8.1-megapixel camera, the same resolution as the one on the C905 Cyber-shot. The usual gimmicks such as smile and face detection are available. There's also an LED flashlight for lighting up subjects in a dim environment. The only disappointments are that video capture maxes out at QVGA resolution and there's no direct support for DivX/Xvid video formats. To be fair, the new Media Go software that lets you synchronize/convert content between the PC and handset now has a much neater interface and is easier to use than the previous bundled software.

Connectivity options are aplenty with quad-band GSM, 7.2Mbps HSDPA, Wi-Fi and Bluetooth stereo. The W995 comes with the Access NetFront browser which is fine and dandy, but we still prefer Opera Mini. The bundled stereo headset connects to the Fast Port on the W995 with an extended adapter to attach the 3.5mm earpiece. The latter, if used as a standalone, has a cable that's too short to be any good. Not even if the handset is in a shirt pocket.

Harry Potter and the Half-Blood Prince (PlayStation 3)

Thursday, September 10th, 2009

Harry Potter and the Half-Blood Princescreenshot

Although the Harry Potter novels are some of the finest fantasy works around, the famous wizard's foray into other media has been met with uneven success. The movies based on these books don't contain all the story details, but they have been saved by their fantastic special effects and beautiful art direction. Unfortunately, their video game counterparts have struggled to capture the brilliance of the books. Half-Blood Prince continues right where 2007's disappointing Order of the Phoenix left off. An accurate representation of Hogwarts is the main draw, but simple gameplay and a lack of any coherent storytelling mar the whole experience. For fans of the books, there is a certain joy in tromping around the weathered school grounds and dueling death eaters, but the Half-Blood Prince ultimately feels like a half-finished game.

6212897>Harry teaches a Ravenclaw student the grim realities of dueling.None

The story is barely comprehensible if you haven't read the book beforehand. There are a couple of references to the titular Half-Blood Prince whose notes dot Harry's potions book, a trip or two through Dumbledore's memory to see the young Tom Riddle, and a quick peek at Harry's ever-growing suspicion of Draco Malfoy. But you'll have to fit these pieces together yourself because the game doesn't spend any time filling in the details. The cutscenes are not only short and sporadic, but they are also poorly acted and look awful. None of the movie's actors lend their voice talents, so you'll have to make do with sound-alikes who sound little like the real people. The character models are based on the actors but are poor imitations of their real life counterparts. Hermione's long hair hardly moves, Professor McGonagall is cast in perpetual shadow, and Ron is cursed with a laughably small head. Furthermore, the game's plot takes liberties with the source material, putting Harry in preposterous positions that clash wildly with the book.

Order of the Phoenix was the first game in the series to faithfully re-create Hogwarts, letting players explore its many hidden alcoves and winding passageways at their leisure. For people who have not played the previous adventure, it can be a kick to walk around the world's most famous fictional school, navigating the moving staircases and taking shortcuts through the many portraits that line the walls. But if you've already played Phoenix, there's very little new to see in Half-Blood Prince. The environment is nearly identical to the last game's so series veterans will find no new thrill in checking out Harry's school. At least it's easier to find your way to your next objective this time. You can summon Nearly Headless Nick any time you're lost, but you'll still spend way too much time backtracking.

Aside from running all around the school grounds (complete with unnecessary motion blur), you partake in three different wizard-themed activities. Seeing as the Half-Blood Prince has greatly improved Harry's potion-making ability, you'll be spending a lot of time in the potions dungeon, brewing up a number of tasty concoctions. This plays like a magical version of Cooking Mama, placing a number of ingredients in front of you with the recipe lining the side of the screen. You can pour, stir, and heat your mixture with a few flicks and turns from the analog stick, and it is cool to combine the often gross ingredients into something even viler. However, you'll need to make so many potions throughout your quest that you'll wish you could slip one of your classmates a few Bertie Bott's Every Flavor Beans to prepare them for you. What starts as a simple though entertaining minigame quickly reaches tedium as you go through the same motions over and over again.

Quidditch makes a return after a brief hiatus in Order of the Phoenix, but it's less imaginative and even less fun than making potions. You play as a seeker, Harry's chosen position, and once atop your broomstick, you need only worry about flying through hovering stars in the sky. The controls are extremely simple--use the left stick to make your way through the stars and let Harry worry about the rest. When you zoom through enough of them, you automatically nab the golden snitch and end the match. There is a real disconnect between your midair maneuvering and what's going on in the match below, though. In the books, Harry is constantly forced to avoid angry opponents trying to knock him off his broom and heavy bludgers being thrown his way, but none of those obstacles factor in here. You won't have to pull off any fancy evasive moves, and given that your path is preset, you don't even have to search for the fast-moving snitch. This mode is predictable and bland, never capturing the exhilaration of playing an airborne sport.

Say hello to Zombie Hermione.

Harry Potter and the Half-Blood Princescreenshot

Your final task in Half-Blood Prince is dueling, and though it's more fun than anything else in the game, that isn't saying much. These one-on-one battles have you slinging magical spells at your opponent and dodging out of the way to avoid losing your own energy. You control your wand with the analog sticks, so depending on what direction your flick them, you perform one of six different spells. Casting a well-timed protego is satisfying because, if you summon the shield at the perfect moment, you can deflect your opponent's attack right back at their face. However, the battles often boil down to one cheap tactic: Stun your opponent with a powerful spell and then spam your weaker attack. For instance, if you can nail your foe with levicorpus, he or she will float defenselessly in midair, and then you need only flick the right stick frantically to let loose a string of stupify attacks, quickly dropping your opponent's health. Going head-to-head with a friend is more unpredictable, but the lack of depth limits the long-term appeal of this mode.

Harry Potter and the Half-Blood Princescreenshot

The Harry Potter video games should complement the other media, providing gleeful interaction to match the excellent story from the books and the visual splendor of the films. But Half-Blood Prince isn't much fun to play once you've gotten a taste of the few simple activities. The game is ultimately a forgettable experience, pushing players through the same three minigames over and over again, without ever capturing the thrill of being a wizard. The story lacks focus and is difficult to follow, giving players only the faintest motivation to continue on before it finally ends on an emotionless, anticlimactic note. The Half-Blood Prince squanders its impressive license; you're better off reading the book again.

Harry Potter and the Half-Blood Princescreenshot

Microsoft Reveals New Windows® Phones With Marketplace

Sunday, September 6th, 2009

Windows Mobile 6.5 Delivers New User Experience

The new Windows Mobile 6.5 home screen keeps people up-to-date on important information by providing a dashboard-like experience to items such as new e-mails, texts, missed calls and calendar appointments. It also includes an improved touch-screen interface, making it easy to take action with a finger, and an updated version of the latest Internet Explorer Mobile browser, which in a third-party research study sponsored by Microsoft supported execution of up to 48 percent more assigned tasks than the other browsers and phones studied.

My Phone allow users to view and manage photos on their phone on the Web.
My Phone allow users to view and manage photos on their phone on the Web.
Click for larger version.

My Phone Service Connects the Phone to the Web

The free My Phone service will enable people to access, manage and back up their personal information on their device to a password-protected Web-based service, making it easier to upgrade phones without the worry of losing important information. With automatic syncing and backup, users can count on their contacts, appointments, text messages and other information being kept up to date and easily restored should they lose or upgrade their phone. Consumers also will be able to automatically upload photos and video from their Windows® phone directly to the My Phone service, making it simple to preserve content that, in the past, would have lived and died on the phone. The My Phone service is currently available in a limited invitation-only beta.

Rich and Integrated Marketplace Service Will Offer Easy Access to Mobile Applications

The new operating system features Windows® Marketplace for Mobile, a rich and integrated marketplace for searching, browsing and purchasing mobile applications from Windows® phones or from a PC by simply using a Windows Live ID. The new marketplace will be included with all Windows phones based on Windows Mobile 6.5, which will help consumers to easily find, install and experience those applications that fit their needs and make the phone truly personal. Developers, who have already built over 20,000 applications for Windows® phones, will be able to offer applications to customers through the marketplace via a simple security and compatibility check from Microsoft.

Partners Showcase New Windows® Phones

Microsoft chief executive officer Steve Ballmer speaks at a press conference during the 2009 Mobile World Congress, Barcelona, Feb. 16, 2009.
Microsoft chief executive officer Steve Ballmer speaks at a press conference during the 2009 Mobile World Congress, Barcelona, Feb. 16, 2009.

Leading mobile partners from around the world revealed some of the first Windows® phones showcasing the new operating system. In particular, mobile operator Orange will update its portfolio to offer new Windows phones with enhanced browsing, diverse personalization options and new user experiences. Similarly, two of the world’s top phone manufacturers displayed their Windows® phones.

The LG-GM7300 is a stylish, user-friendly phone with features such as one-click e-mail set up to help people stay connected to the information they care about most. Available first on Windows Mobile 6.1, LG will add a Windows Mobile 6.5 version to the family, complementing an expanded alliance to dramatically increase the number of LG phones running Windows.

HTC’s Touch Diamond 2 and Touch Pro 2, announced today, will be upgradeable to Windows Mobile 6.5. New enhanced contact integration combined with new Internet capabilities deliver a people-centric approach to mobile communication. HTC’s Touch Diamond 2 features TouchFLO 3D, a sleek and compact design with a large 3.2-inch high-resolution wide-screen display, while HTC Touch Pro 2 introduces one of the best-ever mobile productivity experiences on a phone highlighted by HTC’s new Straight Talk technology, an integrated e-mail, voice and speakerphone experience.

iCrack: The iPhone Is An Accident Magnet

Sunday, September 6th, 2009

If you’ve ever thought that your iPhone had the frictional coefficient of a Slip n’ Slide, you’re not alone. A new report from SquareTrade details the accident-prone nature of Apple’s line of smartphones, reporting that over 20% of iPhones have been damaged in the last 22 months. Cracked screens abound.

From a manufacturing standpoint, the iPhone wins higher marks than its competition by a significant margin. The report says that over the last 22 months, only 9.9% of iPhones have malfunctioned, versus 15.3% of BlackBerry and 19.9% of Treo phones. Apple is getting even better, too: these manufacturing defects were averaged across both the iPhone 2G and 3G, and the report indicates that the latter is significantly more reliable.

But when it comes to surviving drops, the iPhone doesn’t fare so well. The report says that more than 20% of iPhone owners accidentialy damaged their phones during the 22 months since SquareTrade began tracking the data. The most common cause of death was a drop or fall, which accounted for 66% of the failed phones. Another 25% of them were due to water damage (e.g. dropping your phone into the toilet or pool).

The report doesn’t detail exactly why the phone is so prone to accidents, but it isn’t hard to make a few educated guesses. The phone is a sleek, somewhat slippery device, nearly half of which is made up by a glass screen. There are also very few physical buttons to offer a solid grip. And the iPhone’s screen, which is relatively huge compared to the Treo and most BlackBerrys, is obviously going to be more prone to shattering than its smaller counterparts. Wrapping up the iPhone in a case can help matters, but I always feel sort of guilty doing it.

The report also highlights the insult-to-injury pricing offered by AT&T for a replacement phone. Depending on how long you have until you’re eligible for an upgrade, you can find yourself paying hundreds of dollars more than you paid for the phone in the first place (though this is typically the case for other phones as well).

Finally, it’s worth nothing that SquareTrade is in the business of selling warranties for these phones. This makes them a great source of data, but the company’s conclusions aren’t going to be entirely without bias, either. SquareTrade’s iPhone warranty starts at around $77 for two years, which includes accident coverage (AppleCare does not). You can find full details here.

You can find the full SquareTrade report here.
Photo taken by PSD.

Prototype Nokia phone recharges without wires

Saturday, September 5th, 2009

Pardon the cliche, but it's one of the holiest of Holy Grails of technology: Wireless power. And while early lab experiments have been able to "beam" electricity a few feet to power a light bulb, the day when our laptops and cell phones can charge without having to plug them in to a wall socket still seems decades in the future.

Nokia, however, has taken another baby step in that direction with the invention of a cell phone that recharges itself using a unique system: It harvests ambient radio waves from the air, and turns that energy into usable power. Enough, at least, to keep a cell phone from running out of juice.

While "traditional" (if there is such a thing) wireless power systems are specifically designed with a transmitter and receiver in mind, Nokia's system isn't finicky about where it gets its wireless waves. TV, radio, other mobile phone systems -- all of this stuff just bounces around the air and most of it is wasted, absorbed into the environment or scattered into the ether. Nokia picks up all the bits and pieces of these waves and uses the collected electromagnetic energy to create electrical current, then uses that to recharge the phone's battery. A huge range of frequencies can be utilized by the system (there's no other way, really, as the energy in any given wave is infinitesimal). It's the same idea that Tesla was exploring 100 years ago, just on a tiny scale.

Mind you, harvesting ambient electromagnetic energy is never going to offer enough electricity to power your whole house or office, but it just might be enough to keep a cell phone alive and kicking. Currently Nokia is able to harvest all of 5 milliwatts from the air; the goal is to increase that to 20 milliwatts in the short term and 50 milliwatts down the line. That wouldn't be enough to keep the phone alive during an active call, but would be enough to slowly recharge the cell phone battery while it's in standby mode, theoretically offering infinite power -- provided you're not stuck deep underground where radio waves can't penetrate.

Nokia says it hopes to commercialize the technology in three to five years.

Mini Speakers MD-8 Nokia

Saturday, September 5th, 2009

Nokia Mini Speakers MD-8 – Sounds like a party!

It's small, but it's got it all! Nokia Mini Speakers MD-8 are multi-compatible, so you can plug and play from more than your mobile. Battery-powered, slick design, clever cable management, and awesome audio. Let's face it, these Nokia Mini Speakers MD-8 will blow you away.

With Nokia Mini Speakers MD-8 you can:

* fit party sound into your pocket
* get awesome audio and wicked looks
* enjoy your tracks with tangle-free cable
* fine-tune the FM antenna into your frequency