Digital-Lifestyles pre-empted and reported thousands of articles on the then-coming impact that technology was to have on all forms of Media. Launched in 2001 as a research blog to aid its founder, Simon Perry, present at IBC 2002, it grew into a wide ranging, multi-author publication that was quoted in many publications globally including the BBC, was described by the Guardian as 'Informative' and also cited in a myriad of tech publications before closing in 2009

  • Make: Magazine For Electronic Dabblers: Review (90%)

    Make: Magazine For Electronic Dabblers: ReviewIf you haven’t already seen the fabulous Make: technology magazine, we suggest you toddle over to their Website to get a flavour of what’s on offer.

    The modern-day equivalent of a virtual granddad’s shed, this US-based magazine comes stuffed with loads of hand-on projects to keep soldering iron-totin’ geezers in fiddling about Heaven.

    Although the mag is a pricy fella – around ten quid an issue in UK shops – it’s well worth the outlay for the offering of top tech tips, great stories, step-by-step ‘build your own’ guides, mad projects and other such eclectic treats for electronics dabblers.

    Projects range from the fascinating to the useful to the plain daft, including instructions on how to make a, “dashboard mount for your mobile phone from an old hard-drive and a tuna can,” a “GPS bike mount for free,” a “wooden match rocket”, and – perfect for festival goers – a “camping lighting/sound system.”

    Make: Magazine For Electronic Dabblers: ReviewThe projects require varying levels of technical know-how and competence, but the down to earth writing style and clear illustrations should get you reaching for your tool kit in double quick time – or provide an engrossing read at the very least.

    The accompanying Website includes many of the projects featured in the magazines, with a busy user forum letting readers get involved, pick up tips, ask questions or offer their own projects.

    Now up to volume 6, you can track down the magazine in bigger newsagents or order them from the Website, where back issues can be picked up for $15 a pop (a US subscription of four issues is priced at $35, but no doubt us Britlanders will end up paying a hefty premium once shipping costs are piled on top).

    Make: Magazine For Electronic Dabblers: ReviewWe like Make: a lot. It’s fun, informative, wittily written and although it’s primarily aimed at adults, it’s a great way to get teenagers interested in science – even if some of the projects are more about having fun than pushing the envelope of science!

    Volume 07 should be available in late August and will offer features on “Hack your plants, extract your DNA, 70’s soapbox saga, build a videocam rocket, and head-mounted water cannon.”

    And if that lot doesn’t tempt you, we don’t know what will.

    Score: 90%

    Make: magazine

  • Commodore 64 Emulated In Flash

    Commodore 64 Emulated In FlashHow fantastic is this? A couple of turbo-code monkeys have written a Commodore 64 (C64) emulator that runs within Flash on a Web browser.

    Darron Schall from Pennsylvania and Claus Wahlers from Brazil have been working together to create this beauty.

    The Flash code emulates the C64 main CPU, the 6510 (a derivative of the 6502) and most of the other chip-ery, allowing the loading of old Commodore 64 programs and run them.

    The C64 was a revelation when it was first released in 1982, opening up personal computing to a whole new generation, offering the shockingly large 64k of RAM and the ability to load and save programs to a trusty audio tape recorder.

    Software emulating old computer circuitry has been around for quite some years, with MAME (Multiple Arcade Machine Emulator) being a very strong example that’s coming up for its 10th birthday.

    Commodore 64 Emulated In FlashMAME was a huge revelation when it first arrived, letting users load up the ROM sets from old arcade machine and play them as if it was on the original hardware.

    One of the problems with the original approach was a need to write a different version of the code for each hardware platform. This, over time, lead to MAME on Dos, MAME32 on Windows xMAME for unix-based machines, and MacMAME for Mac OS X.

    The benefit of writing it in Flash is that, by writing it for a software platform (Flash), it should work on all machines that run Flash, without it needing to be re-written.

    Commodore 64 Emulated In FlashAll of the emulators are a clear demonstration that the power of hardware has increased tremendously.

    Software like FC64 reminds us that any hardware, or software that runs on it can, in time, be emulated as processors continue to become powerful. Beyond the fun of video games, security system can also be emulated, an argument used by those who oppose their blind use.

    FC64
    FC64 emulator demo

    (via BoingBoing)

  • Casio GPR-100: World’s Smallest GPS-Enabled Watch

    Casio GPR-100: Most GPS enabled watches we’ve seen so far have been so ridiculously chunky that you’d need the muscles of Mick McManus to stop your arm dragging to the floor under the weight.

    However, Casio’s sleek’n’slinky new GPR-100 is a GPS-enabled watch that manages to pack in all that clever satellite positioning technology into something that actually resembles a normal watch.

    Designed for hi-tech sporty types with an appetite for stats, the waterproof wristwatch checks in with GPS satellites to calculate the time, speed, distance and pace of your run, with the ability to set performance-related goals while you distribute sweat all over the neighbourhood.

    We’re working from a Japanese translation here so the details aren’t entirely clear, but it seems that positional points can be inputted, with the watch able to calculate the direction and distance from your present location.

    There’s also a calendar, a stopwatch offering lap/split, running time, travel distance, average pace, distance inside lap, pace inside lap, an alarm and a backlight inside the 64g watch.

    It’s not designed for marathon runners though, with the rechargeable LiOn battery only managing a mere 2 hours in “normal operation,” although this can be stretched out to 4.3 hours in “low power mode.”

    Casio GPR-100: Despite its GPS abilities, the watch can’t display maps or offer latitude or longitude information on its tiny 49×72 full dot LCD screen, so there’s no chance of the bleeping t’ing guiding us home after a heavy session in the pub.

    There’s no denying that it’s a mighty feat of miniaturisation to wedge in so much functionality into the Casio’s diminutive proportions (63.1mm×49.5mm×17.1mm), but – yowch! – that cool portability comes at a jogging pants-tightening price: ¥54,000 ($476).

    Casio [Japan] (sort of translated)

  • Pentax Optio A20 Offers Three Types Of Anti-Shake

    Pentax Optio A20 Offers Three Types Of Anti-ShakeDespite increased pixel counts rapidly reaching the wall of diminishing returns for consumers, Pentax have joined the trend for beefing up the megapixel ratings with their new Optio A20 compact digital camera.

    Stuffing in a ten megapixel sensor, the A20 is an attractively understated lightweight compact which offers three types of anti-shake, a 2.5inch LCD screen and enough power from its two AA batteries to grab around 220 images on a single charge.

    The 1/1.8-inch CCD sensor captures enough information to create A3 sized prints, with the SMC PENTAX zoom lens (38mm-114mm equiv) offering seven elements in five groups, with three aspherical elements correcting spherical aberration.

    No shake, non rattle and non roll.
    A new Application Specific Integrated Circuit (whatever that is) claims to serve up more image-processing power, with the camera unusually offering three different types of Anti-Shake functions.

    The first, SR (Shake Reduction), is a proper stabilisation system that employs two gyro sensors to detect the amount of shake and an image sensor (CCD) that moves both horizontally and vertically to reduce the wobbles.

    Pentax’s “Blur Reduction” mode uses the time-honoured bodge of whipping the ISO rating skywards (up to 1600) when the light goes low, at the expense of a lower 5M (2592 x 1944 pixels) resolution,

    The third function, Movie Anti-Shake, helps reduce wildly oscillating video clips via software wizardry, with the process resulting in movies with a narrower field of view than during normal recording.

    Pentax have also included their new Face Recognition AF & AE function, which claims to automatically detect the position of someone’s boatrace in the photo frame, adjusting the focus and exposure accordingly.

    Pentax Optio A20 Offers Three Types Of Anti-ShakeThe Optio A20’s auto-tracking AF feature should help doting mothers grab photos of their little darlings as they run into walls, with the focus frame automatically following the movement of the subject inside the photo frame.

    The movie capabilities of the A20 are pretty good too, with the little fella capable of grabbing 640 x 480 pixels footage at 30 fps (frames per second), captured in DivX (MPEG-4 compliant) movie format (not supported on Macs).

    As ever, there’s a veritable flotilla of auto/scene modes covering Landscape, Portrait, Night Scene, and Program modes, with Shutter-Priority AE and Manual Exposure offered for the adventurous.

    The Optio A20 supports two types of removable storage media – SD and the new SDHC memory cards, with the camera offering 22MB of built-in memory.

    The camera should be hurtling off shop shelves in the US from October 2006, priced at around 350 bucks, while UK pricing and release dates will be announced at a later date.

    Pentax Optio A20 specifications
    Sensor 1/2.5″ Type CCD, 10.0 million effective pixels
    Image sizes 3648 x 2736, 3072 x 2304, 2592 x 1944, 2048 x 1536, 1600 x 1200, 1024 x 768, 640 x 480
    Movie clips 640 x 480 @ 30fps, 320 x 240 @ 30fps
    File formats JPEG Exif v2.2, DCF, DPOF, PRINT Image Matching III, AVI MPEG-4
    Lens 38-114mm (35mm equiv), F2.8-5.4
    Image stabilization SR (Shake Reduction), Movie anti-shake,
    Conversion lenses No
    Digital zoom up to 4x
    Focus TTL contrast detection AF
    AF area modes 5-point multi AF, Spot AF, Tracking AF switchable
    AF assist lamp Yes
    Focus distance Normal: 0.35m – infinity
    Macro: 0.12m – 0.4m (at full wide-angle setting to 11.5mm)
    Supermacro: 0.06m – 0.15m (at full wide-angle setting)
    Metering TTL metering, Multi-segment, Center-weighted, Spot
    ISO sensitivity Auto, ISO 64, ISO 100, ISO 200, ISO 400, ISO 800
    Exposure compensation +/- 2EV in 1/3 steps
    Shuttter speed 1/2000 sec to 4 sec
    Aperture F2.8-5.4
    Modes One shot, Self timer, Continuous, Remote Control,
    Self timer 2 or 10 secs
    Continuous shooting n/a
    Flash Auto, Flash On / Off, Soft Flash, Red-eye reduction
    Range: Wide: approx 0.06m – 7.1m / Tele: approx 0.35m – 3.5m
    Viewfinder No
    LCD monitor 2.5-inch TFT Low-reflective type, 232,000 pixels
    Connectivity NTSC / PAL, USB 2.0 Hi-speed, AV out, DC in
    Storage 22MB built-in memory, SD / SDHC card compatible
    Power Rechargeable D-L18 Lithium-ion battery, Optional AC adapter
    Weight (no batt) 125 g (4.4 oz)
    Dimensions 88.5 x 54.5 x 23 mm (3.5 x 2.1 x 0.9 in)

    Pentax

  • Camouflage Your Online Searches With Lostinthecrowd.org

    Camouflage Your Online Searches With Lostinthecrowd.orgUnspam Technologies has announced the launch of a new website – lostinthecrowd.org – that sneakily helps keep Web searches private.

    When you use a search engine, your search enquiry is associated with a unique identifying “cookie” stored in your browser’s cache, and this can be easily accessible to prying eyes (or, in the recent case of AOL, made available to all and sundry on the Web and now fully searchable here ).

    Over time, these records can provide an in-depth record of your surfing habits and provide snoopers with information you’d perhaps like kept to yourself.

    Camouflage Your Online Searches With Lostinthecrowd.orgOf course, routinely clearing the cookies from your browser is the safest option, but Lost in the Crowd takes a different approach by automatically placing random queries through the search engines you use from your tracking cookie.

    While it won’t stop your search queries being indexed, it will help camouflage your activities as Eric Langheinrich, CTO of Unspam explains, “It’s as if you had a bunch of monkeys running searches on your behalf. While search engines would still see your real searches, it would be hard for them, or anyone who may subpoena their data, to separate those searches you care about from those the monkeys randomly typed in.”

    “Your identity, in any meaningful way, becomes ‘lost in the crowd,” he added.

    Camouflage Your Online Searches With Lostinthecrowd.orgLangheinrich said that Unspam has no intention of making any money out of the service, citing that the site’s sole purpose was to focus people to the issue of online privacy.

    Although we can see this coming in useful in some situations, we’d always recommend that users make a habit of regularly cleaning out their browser’s history (in Firefox, it’s Options -> Privacy -> History), or use the truly excellent freeware cleaning application CCleaner (Windows only, www.ccleaner.com)

    www.lostinthecrowd.org

  • Inanimate Alice Episode 3 Premieres: EIEF06

    Inanimate Alice is a story about a games developer called Alice created by Kate Pullinger, Ian Harper & Chris Joseph. The story tells of her childhood and how she created and played games as she grew up in different countries around the world. Inanimate Alice a multi part episodic, interactive game which is available online at inanimatealice.com.

    The story was written by author Kate Pullinger (author of The Piano) in conjunction with script writer Ian Harper & multi media designer Chris Joseph. The idea grew out of a David Puttnam project Harper was working on. Pullinger brought in Joseph, whom she had worked with previously on the game The Breathing Wall.

    The team have a well developed concept for the sequence (which has just reached episode 3) which should see 10 episodes of the game with potential for development into other media including graphic novels, a multi-player online environment and, ultimately, film.

    The newly completed episode 3 was premiered for the audience. Part game, part film, part text, Inanimate Alice utilises a wide range of styles and techniques to engage its audience. Combining collages with CGI action, stylised animation within animation, and narrative text overlaid on the visuals, Inanimate Alice is visually extremely attractive. There’s also a clever soundtrack that marries pumping action music with atmospheric effects, electronic noise and interference to achieve a rich multimedia experience.

    In a question and answer session the trio revealed that the project is aimed at the widest possible audience (especially non-gamers) but is currently most popular amongst 16-35 year old females.

    Pullinger is also appearing at the Edinburgh Book Festival later this week. Unfortunately Inanimate Alice will not be on her list of topics. “Book publishing” she said, “is decades behind in terms of interactivity and convergence. Interactive narrative content is not of interest to literary festivals.”

    Which is a shame, as Pullinger is amongst a new breed of writers who is happy producing material for a variety of media including print, radio, movies and now games.

    For the moment, Inanimate Alice remains a Web project, but the team are looking at all possibilities for developing the project. The suggestion by one audience member that players could direct the plot in future episodes was warmly welcomed and Pullinger cited tv’s Lost as the type of experience the team were modelling Alice on. A new type of narrative with a strong story at the core and lots of spin off projects and interactive elements to keep the audience interested.

    The session finished with a panel discussion, including Rosanna Sun, on movie and game convergence. There was a broad consensus that content was the most important aspect of any media project. Technology, while important, was felt to be secondary to the telling of a good story.

  • Pub Landlords Get One Over On Sky

    Pub landlords get one over on SkySky TV has a strong market presence in providing big screen football to the drinking public in licensed premises in the UK. This virtual monopoly has long been a bone of contention for ‘Mine Hosts’ keen to encourage soccer imbibers to their premises for the big games, but over a proverbial barrel in terms of the price they have to pay.

    Sports rights owners sell their rights by territory, but radio waves beamed out of the heavens know little of national country borders, and some enterprising landlords have made arrangements to take their soccer from sources other than the UK licensed broadcaster, Sky.

    Pub landlords get one over on SkyGreek, Czech and Arabic satellite TV channels have signed up with the UK’s Premier League for coverage of the UK’s beautiful game, and the deal they have is at a much better price (as we’d expect), than the one Sky negotiated, in what is a competitive market for commercial coverage of the national game.

    British licensed premises can pay up to £6,000 a year for Sky’s football package and the same games, without the irritating commentary, can be received for a more manageable £39 a week from overseas operators.

    Sky feel that such arrangements are against their interest and are taking the matter to court, but there’s an argument that the free EU market should permit the Greek ‘grey’ import to be available to the market. While the legal niceties are sorted out, packages designed to satisfy the UK market are clearly available on the Internet and are labelled as ‘legal’ for British pubs, citing the European soccer body EUFA .

  • How The Matrix Video Game Was Developed: EIEF06

    How The Matrix Game Was Developed: EIEFThe second day of EIEF got underway with seminar on media convergence with the first speaker being Rosanna Sun of Velvetelvis.

    Sun chatted about the genesis of Velvetelvis in the Wachowski brothers’ Matrix movies, giving an interesting insight into the beginning of the convergence of movies and games from the Hollywood perspective.

    As a film producer, Sun was involved in producing The Matrix movie sequels when the Wachowski’s asked her to make video game at same time. They wanted to treat it as part of the movie, integrated with all the production elements of the movies.

    Rosanna’s task was to coordinate the content across all the different companies and media involved in the whole Matrix project to turn it into a game. She told the audience of the huge effort required in getting all the different aspects to come together.

    How The Matrix Game Was Developed: EIEFEach different media (movie, games etc) has different production schedules and sharing ‘assets’ amongst them became an enormous scheduling problem. Visual fx shots are typically done last in movies, for games they needed to be ready 6 months prior to launch. This meant some sequences had to be literally re-directed from movie sequences.

    On the positive side, this process became a creative driving force, making all involved (visual fx team, set designers and wardrobe) think more creatively. Imaging material for the virtual game worlds allowed the teams to stretch their imaginations without being held back by the requirements of the physical world.

    After her experiences on The Matrix, Sun realised she was working in a new world of convergence. She created a company with her partner (a visual effects designer) to do a further Matrix game. When that fell through, they decided to continue to utilise their hard won, cross-disciplinary knowledge to develop projects across the games and movie industries.

    The company has worked on a variety of major projects including Sky Captain and the World of Tomorrow, 6 legged freaks, Matrix games, Swordfish, The Relic, Fantastic Four and Xmen 3.

    How The Matrix Game Was Developed: EIEFDuring Q&A
    Following the presentation, Sun took some questions from the audience. When asked about the possibilities of developing into mobile games, she revealed that Velvetelvis was about to launch a viral mobile game in conjunction with the movie Crank. The game will allow players to rack up a score, arcade-style, and then forward it to their friends.

    When a questioner observed that he had never seen a great movie become a great game or vice versa, Sun said “it’s about making a great story rather than game or movie. You need to step back from the product, think about the IP (intellectual property) and the content.”

  • Zeiss Ikon SW SuperWide Camera

    Zeiss Ikon SW SuperWide CameraWe know that we’re looking at a camera that’s only going to appeal to a tiny niche of photographers, but it’s such a beaut we had to bring it to your attention.

    The Zeiss Ikon SW SuperWide camera is a delightful rangefinder style compact 35mm camera which is compatible with M mount lenses – meaning you can strap on superwide-angle lenses like the Distagon T* 2,8/15mm ZM and the Biogon T* types from the ZEISS ZM range.

    Zeiss are world renowned for their ultra-high quality lenses (often seen in upmarket Sony cameras), but this release marks their welcome return as a high end camera manufacturer.

    Zeiss Ikon SW SuperWide CameraTough as nails
    Clad in an all-metal, traditional rangefinder casing, the Zeiss measures up at (5.4″ W x 2.9″ H x 1.3″ D), weighs 395g (13.9 oz) and looks like the kind of thing you could drag around a battlefield and deflect bullets with.

    Directly above the lens is an accessory shoe for fitting the corresponding superwide viewfinder, with a second built in shoe for taking a flash (or a bubble level/other accessory.)

    The camera takes good ol’ 35mm film ranging from ISO 25-3200 (manually set in 1/3 f-stop increments) with aperture priority or manual exposure modes.

    Zeiss Ikon SW SuperWide CameraExposure levels are set via a combination of 3 LEDs which indicate shutter speeds ranging from 1/2000 sec. – 8 sec. in automatic mode (1/2000 – 1 sec. + B in manual mode.)

    The camera is scheduled for an October release, priced at a not-entirely-unreasonable €799/£545(without VAT).

    There are also rumours that Zeiss are considering a digital version, which has already caused great pools of expectant dribble to form around this writer’s mouth.

    Zeiss Ikon SW SuperWide CameraZeiss Ikon SW SuperWide Camera Specifications
    Camera type: 35mm camera with focal plane shutter and TTL light metering
    Film format: 24 x 36mm on 35mm film
    Lenses: Intended to be used with short focal length types of the Carl Zeiss T* ZM-mount lens family in combination with an external viewfinder. Other M-mount lenses, including M39 screw mount lenses with an M – mount adapter can be used
    Exposure metering: TTL center-weighted metering at working aperture
    Metering range at ISO 100 and f/2: EV0-EV19 (f/2-4 sec.,f/16-1/2000 sec.)
    Film speed range: ISO 25-3200 manually set in 1/3 f-stop increments
    Exposure modes: AE with aperture priority or manual; AE lock option for a single exposure or for a sequence of exposures; exposure compensation +/-2 f-stops in 1/3 stops set at shutter speed dial
    LED display: Combination of 3 LED indicates shutter speed setting situation
    Shutter and shutter speed: Vertical-travel metal focal-plane shutter with electronically controlled speeds accurate to 1/12 f-stop
    Range in Automatic mode: 8 sec. to 1/2000 sec.
    Range in Manual mode: 1 sec. to 1/2000 sec. in 1-stop increments; B.
    Flash synch: Synchronization at 1/125 sec. and longer shutter speeds
    Film transport: Rapid-wind manual advance lever, with ratcheted partial advance
    Camera body: One-piece aluminum base structure, external magnesium covers, tripod thread 1/4 inch in base, two accessory shoes for external viewfinder and flash
    Batteries: One CR 1/3 Lithium or two 1.5 V cells type LR44 or SR44
    Dimensions: 138mm W x 72.5mm H x 32mm D (5.4″ W x 2.9″ H x 1.3″ D).
    Weight: 395g (13.9 oz.)

    Zeiss

  • Samsung 70in HD LCD TV

    Samsung 70in HD LCD TV AnnouncedSamsung is getting ready to unveil what it reckons is the first 70in HD (high-definition) LCD (liquid crystal display) panel.

    Due to be announced later this week, this mother of all HD screens will measure a full 5 inches wider across the diagonal than the current largest high-definition LCD panel in use.

    Samsung also say that their wall-filling slab o’screen will support the so-called 1080p ‘full HD’, which makes up 1,080 horizontal lines of resolution and progressive scanning.

    The declamatory display serves up a hefty 1,920 by 1,080 pixels resolution, supports a massive 1.07 billion colours with video signals reproduced at 120Hz, compared to the 60 Hz of conventional Full HD LCD panels- this higher speed lets moving images be reproduced with much higher clarity.

    Samsung will be wowing the crowds with a prototype at the IMID (International Meeting on Information Displays) 2006 technical conference that is taking place later this week in Daegu, South Korea.

    Samsung 70in HD LCD TV AnnouncedExecutive Vice President Kim Sang-Soo of Samsung Electronics was ready to parp his company’s PR trumpet: “Our new 70-inch LCD is not only significantly larger, but also sets a new benchmark of excellence in terms of video image reproduction, viewing angle and image quality. We’ve designed it to dramatically enhance the large screen LCD TV user’s viewing experience. ”

    Naturally, the pricing will be in the ‘arm & leg’ department, but even those with chequebooks vast enough for this beastie will have to wait, as the monster screens aren’t expected to start shunting off Samsung’s assembly line until the first half of 2007.

    Samsung 70in HD LCD TV Specifications
    Display size: 70″
    Resolution: FHD (1,920 by 1,080 pixels)
    Mode: a-Si
    Brightness: 600nit
    Contrast ratio: 2,000:1
    Number of Colours: 1.07 billion
    Color saturation: 92%
    Response time: < 8ms
    Viewing angles: 180° top, bottom, left and right
    No. of polarizers: 1

    Terminology
    Full High Definition (FHD): The FHD requirement for a wide screen (aspect ratio of 16:9) is 1,920 pixels across by 1,080 rows high (the highest resolution available).
    Polarizer: A multi-layered optical film is placed at the front and back of the LCD panel as a filter that only allows light waves of a certain rotation to pass through.
    Nit: Not something that crawls around your barnet but an abbreviation for the measure of brightness properly called candela per meter square (cd/m2).

    Samsung