Maybe this keychain will stop me from losing my iPhone 7 headphone adapter?



It’s been almost two months since Apple courageously lead us into its brave, new,headphone-jack-less future with the iPhone 7. And although it included a helpful dongle for connecting the now-defunct adapter, it’s really easy to lose. Trust me. I’ve almost lost mine roughly a dozen times so far.

The fittingly named Uncourage is a keychain with a male headphone plug on it so you can attach your headphone adapter into it when you’re not using it with your phone. So, if you’ve unplugged your headphones to use them with your computer or any other device beside an iPhone 7 — which believe it or not is something people do pretty frequently — you can keep the adapter on your keys when not in use. As someone who encounters this problem almost every day when I get to work, the Uncourage seems to better solution than my current method of just annoyingly leaving it hanging from the end of my phone while I’m at my desk.

Look, it’s time to accept that the headphone jack is gone. Should Apple have killed it? Maybe. Maybe not. But this is the world we live in now, and I’m sick of tearing through my bag, pockets, desk, and general nightstand area to find the adapter every time I want to listen to music on my phone. Should you also share those feelings, the Uncourage is $6, with an extra $2 for shipping if you don’t live in Canada

TCL put Alexa in a tablet designed for your kitchen



Amazon’s Alexa can be integrated into most anything now. Alexa is in adorable gadgets for refrigerators, smartwatches, remotes, and robots. Now, it’s showing up in a tablet specifically designed to help in the kitchen. We covered the Xess back in April, but to remind you, it has a 17.3-inch Full HD display and comes with a built-in handle, so it can be carried around the house. The $499 tablet also includes an IP camera so people can put it around the house to monitor different rooms. What really makes the Xess a kitchen tablet is that it’s loaded with software called Kitchen Stories that provides recipes users can access through voice commands.

TCL figured most people want Alexa in the kitchen, so the Xess makes sense. The TCL Xess is available now through Amazon
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Microsoft was working on its own MacBook Touch Bar



Apple unveiled its new MacBook Touch Bar last week, and many were quick to compare it to Lenovo's ThinkPad X1 Carbon adaptive keys from 2014. While Lenovo scrapped its touch keys after feedback due to the poor implementation, Microsoft has been investigating the use of adaptive keyboards for more than 15 years.A concept for adaptive hardware began back in 1999, with an idea that PCs could display action keys and hide other parts of the keyboard based on context. Steven Bathiche, director of research in Microsoft's applied sciences group, spent years investigating keyboards that changed their function keys and actions based on applications on the screen. While most of the work was primitive compared to today's touchscreen interfaces, a lot of the concepts behind Apple's MacBook Touch Bar were investigated by Microsoft's research teams.

After a number of prototypes involving projectors, touchscreens, and basic keyboard buttons, Microsoft finalized its research in 2009 with what it describes as an "Adaptive Keyboard." Microsoft's Adaptive Keyboard includes a tactile keyboard with a display underneath it, and programmable display key tops, with a large touch display area above the keys.





It's obviously a step further on from Apple's own Touch Bar, but Microsoft experimented with apps and user experiences that extended most of the interactions to the keyboard where hands typically rest. The idea was to see whether touch and dynamic context-based controls on a keyboard could increase productivity and highlight more advanced controls to a regular keyboard user who doesn't rely on 100s of shortcuts. Microsoft even admits part of the research was to "perhaps delight a little bit."

All of the examples in Microsoft's research were purely concept, and a 10-minute video demonstrates a number of ideas around the interaction and inputs. One example extends the operating system to the keyboard touch area, allowing you to browse through and select documents or recent apps. Another shows how the entire keyboard could adapt for when you don't require QWERTY input on certain actions in apps. Microsoft even investigated enabling notifications to display on the touchscreen area, allowing users to take Skype calls through "quick reach actions" without having to interact with them using a mouse.

MICROSOFT WENT WITH TOUCHSCREENS INSTEAD OF TOUCH KEYBOARDS

Ultimately, Microsoft decided not to progress with its research into a product. That's not unusual for the software maker, but I asked Bathiche why Microsoft never turned this idea into reality. "We did not build computers back then," explained Bathiche, who co-created the Microsoft Surface, in a Twitter reply. "When we did start, we made computers with touch screens." That obvious and honest answer highlights the real difference between Microsoft and Apple's attitudes to touch on desktop PCs. The new Mac vs. PC war is all about touch, and we might have to wait for years to find out which approach is the winner

Sony's new coloring book lets you take crayons to PlayStation mascots



It usually takes years toiling away with 3D modeling programs at development studios before you can redesign some of video gaming's biggest names, but thanks to Sony's new PlayStation coloring book, you can make a stab at it with some crayons and a bit of creativity. The Art for the Players book, available now from Amazon UK, has line drawings ofUncharted's Nathan Drake, God of War Kratos, and Sackboy from Little Big Planet, alongside other memorable PlayStation mascots and characters, each crying out for a splash of color.

For the £10 price tag you might feel a little short-changed with the 16 games’ drawings on offer here, but the book does let you give Kratos his bushy dad-beard, and allow you to turnBloodborne's dark and viscera-soaked world into a colorful wonderland. The alternative is learning how to program, joining a development studio at a junior level, and then working your way up with a decade of late nights and deadlines until you're in a position to slightly tweak the colors on Nathan Drake's T-shirt — a night of relaxing adult coloring is much easier.

This rotary cell phone makes calls, sends texts, and will never fit in your pocket



As far as I’m aware, rotary cell phones never existed. The two technologies didn’t overlap much in time, with rotary dials getting replaced by push-button alternatives a decade or so before portable cell phones became popular. But that doesn’t mean rotary cell phones can’t exist now, and YouTube tinkerer Mr. Volt has created his own. It’s beautiful, minimalist, and looks heavy enough to smash a window.

The cell phone itself has six basic functions: it can make calls, store a single phone number, text (very slowly), tune into the radio, display system settings, and go to sleep. There’s a 96 x 96 OLED display, its case is made from a mixture of aluminum, brass, and 3D-printed plastic, and the whole thing is powered by an Adafruit microcomputer. It would also make a hell of a statement piece.

After all, anti-phones of one sort or another have been in counter-cultural fashion for a while now. Some are purpose built like the credit card-sized Light Phone, which can only make and receive calls. And some, like Nokia feature phones, are just the best phone at a certain price range that might be adopted for reasons other than price. ("I don't want to deal with apps," "I hate being distracted by my phone," etc.) The rotary cell phone would be a different beast altogether: not just restricting functionality, but actively hobbling the user with its weight and unwieldy controls.

Still, if some people choose to ride penny-farthings instead of regular bikes, presumably someone would like to try out the rotary cell phone for a while. Wouldn't you, just for fun?

VR eye tracking could shape your relationships with virtual people



Well over a year ago, I tried a Kickstarter-funded virtual reality headset that could track not just your head, but your pupils. It was called Fove, and it’s now open for preorders, with a price of $599 and a shipping date of early 2017. (Kickstarter backers will get their versions toward the end of 2016, and people who preorder in the first week will get a discounted price of $549.) At the VR Developers Conference in San Francisco, I was able to test out the latest version, and it’s come a long way — even if its creators admit that it’s ready for everyday use just yet.

Outside VR, eye tracking in entertainment is usually an aid for aiming and navigating in video games, whether that’s shifting the camera in an action game playing Asteroids with your eyes. Inside VR, it’s most practical for foveated rendering, where a headset saves processing power by rendering the part of a screen you’re directly watching in fine detail and blurring everything else. This could let people make more complex and beautiful VR experiences, or drive down the cost of VR-ready PCs, and multiple companies are working on it.




Fove has demos that showcase both these options, including a turret shooter and a detailed still scene with foveated rendering. But it’s also working on a more experimental project that CEO Yuka Kojima describes as interactive cinema. In this case, that’s a short vignette where you play a soldier being interrogated by a terrorist group. During the scene, looking at various parts of the environment triggers specific events, shaping the course of the story.

Some of these moments are simple: if you look down at an ashtray while your interrogator asks questions, he’ll shout at you and sweep it off the table. Others would have been difficult to detect if Kojima hadn’t been there pointing them out. If you examine the flashbang grenades on a terrorist’s uniform, for example, you fade into a full-fledged flashback, and a fellow soldier later rescues you with a flashbang attack. I only got to that point, apparently, because I’d followed Kojima’s instructions to avoid looking at the soldier in a photo lineup earlier, throwing the terrorists off his trail.

This kind of interactive storytelling is nothing new for video games. But compared to hitting buttons on a controller or even moving your hands in a VR game, eye motion is almost involuntary. With simple headset tracking, you can point your face in one direction and furtively glance in another. When Fove is watching your pupils, there’s no such option. The computer always knows what you’re doing.

YOU CAN’T TRICK THE COMPUTER

All of this is mostly theoretically interesting, of course. Fove has a single experience that’s a few minutes long; since it was only in Japanese, I couldn’t even understand the dialog without Kojima’s explanations. For now, she says Fove is aiming at selling to developers and public installations like arcades; headsets are apparently being installed in 7,000 Korean and Japanese internet cafes next February in an attempt to kickstart development. The headset doesn’t have a motion controller like the Rift, Vive, or PlayStation VR, and its catalog isn’t as robust.

The hardware is commendably solid for an indie VR headset. Its 2560x1440 screen (the same resolution as the Gear VR) is crisp, and the head tracking, which uses the same camera as the OSVR HDK 2, is nicely precise. But it doesn’t rival the industrial design of the Rift or PSVR, nor does it have the room-scale tracking of the Vive. It’s a product for people who are excited about building for one specific, experimental VR technology, not a credible competitor to big-name consumer headsets. By the former metric, though, it’s made great strides since 2015 — and it’s pushing forward in areas that, so far, we haven’t seen companies like Oculus and Valve talk much about

Three members of Apple's PR team have left for car companies






Three members of Apple’s communications staff have left the tech giant for car companies in recent weeks, just as reports have emerged that Apple has scaled back its auto-making plans.Last month longtime Apple staffer Sarah O’Brien joined Tesla as senior director of communications. While at Apple, O’Brien had worked on the communications teams for music, iPhone, and most recently, Apple Watch.

More recently, Colin Smith, who had been communications director of Mac hardware, software, and professional apps for seven years, jumped ship to join Ford Silicon Valley, which includes Ford Smart Mobility LLC and the company’s growing research and innovation center. Smith’s role is being described as a kind of hybrid communications and business development role.And another Apple comms staffer, Michaela Johndrow, is joining Ford in Michigan, where she’ll manage communications around electrified vehicles for Ford North America.


This kind of turnover in tech communications certainly isn’t unprecedented, but points to a growing interest on the part of automakers to staff up with people with expertise and connections within the tech sector.