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<title>Haaze.com / phitipkahh / All</title>
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<pubDate>Mon, 21 Mar 2011 07:10:34 +0000</pubDate>
<language>en</language>
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<title><![CDATA[Apple, Nokia, others targeted in camera patent suit]]></title>
<link>http://www.haaze.com/story.php?title=apple-nokia-others-targeted-in-camera-patent-suit</link>
<comments>http://www.haaze.com/story.php?title=apple-nokia-others-targeted-in-camera-patent-suit</comments>
<pubDate>Mon, 21 Mar 2011 07:10:34 +0000</pubDate>
<dc:creator>phitipkahh</dc:creator>
<category>Mobile &amp; Electronics</category>
<guid>http://www.haaze.com/story.php?title=apple-nokia-others-targeted-in-camera-patent-suit</guid>
<description><![CDATA[A lawsuit filed last week in Texas by a group named Imperium Holdings claims that Apple along with Kyocera, LG, Motorola Mobility, Nokia, Research in Motion (RIM), and Sony-Ericsson are infringing on five patents related to the cameras and imaging equipment found in phones and other mobile devices.The suit, which was reported Friday by Patently Apple, picks on five patents in particular:Patent 6,271,884: Image flicker reduction with fluorescent lighting.Patent 6,838,651: High sensitivity snap shot CMOS image sensor. Patent 6,838,715: CMOS image sensor arrangement with reduced pixel light shadowing. Patent 7,064,768: Bad pixel correction while preserving features. Patent 7,109,535: Semiconductor device for isolating a photodiode to reduce junction leakage. As noted by Patently Apple, the mix of patents are actually owned by two different companies: 6,271,884, which deals with image flicker reduction, is owned by Conexant System of Newport Beach, Calif., while the remaining four have the assignee listed as ESS Technology, based in Fremont, Calif. The earliest of those was filed in 1999, with the most recent being in 2005.This is just the latest in a long list of patent suits against Apple, though the second in the last year or so to center on imaging. One filed against Apple in January 2010 by Kodak took aim at image previewing, and the capability to process images at different resolutions. Apple ended up counter-suing the company just three months later.<br/><br/>0 Vote(s) ]]></description>
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<title><![CDATA[Sony expands its iTunes rival across Europe]]></title>
<link>http://www.haaze.com/story.php?title=sony-expands-its-itunes-rival-across-europe</link>
<comments>http://www.haaze.com/story.php?title=sony-expands-its-itunes-rival-across-europe</comments>
<pubDate>Mon, 24 Jan 2011 08:10:18 +0000</pubDate>
<dc:creator>phitipkahh</dc:creator>
<category>Mobile &amp; Electronics</category>
<guid>http://www.haaze.com/story.php?title=sony-expands-its-itunes-rival-across-europe</guid>
<description><![CDATA[Sony&amp;39's cloud-based Music Unlimited service.(Credit:Stephen Shankland/CNET)Designed as a cloud-based alternative to iTunes, Sony's new digital music streaming service has added a few more European countries to its audience, with the U.S. potentially next on the list.Already available in the U.K. and Ireland, the company's &quot;Music Unlimited powered by Qriocity&quot; service hit France, Germany, Italy, and Spain this past weekend.Offering music from Sony's own label as well as from other publishers, Music Unlimited gives consumers the ability to stream songs to a variety of different Sony devices, including Bravia TVs, Blu-ray players, home theater systems,PlayStation consoles, and Vaio PCs. Sony is also looking to launch the service on portable devices, both its own and those from third parties.Music Unlimited follows Sony's &quot;Video On Demand powered by Qriocity&quot; service, which debuted in the U.S. last April and jumped abroad to Europe in November.Though Music Unlimited and Video Unlimited give consumers a choice beyond iTunes, they work a bit differently. iTunes is designed to let people buy and store music, video, and other content locally on their devices. Sony's services operate strictly over the Internet with all the content stored in the cloud and streamed to each device on demand. When not connected, mobile devices will cache content so that users can still access their music and videos.What's the cost Music Unlimited provides monthly subscription plans, with the basic one selling for 3.99 euros ($5.41) per month and the premium option going for 9.99 euros ($13.55) a month. Both plans let users listen to and create their own personalized music channels. The basic plan limits the number of titles available, while the premium plan lets subscribers listen to every song on demand and create playlists of their favorite tunes. The more that people listen, the more personalized the music channels and selections become.Next on Sony's to-do list is launching Music Unlimited in the U.S., which is due to happen sometime this quarter, according to Bloomberg. Even as Sony is slowly introducing its cloud-based music and video across the world, it's eyeing an expansion of services that can work under the Qriocity umbrella.&quot;'Music Unlimited powered by Qriocity' will not only enhance customers' Sony devices by unifying their music experiences and content, but will further open up access, create music discovery opportunities, and spawn new listening possibilities for customers,&quot; Kazuo Hirai, president of Networked Products and Services Group for Sony, said in a statement. &quot;We will continue to develop services 'powered by Qriocity,' in order to provide a greater value proposition to our customers around the world.&quot;<br/><br/>0 Vote(s) ]]></description>
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<title><![CDATA[Intel to pay Nvidia $1.5 billion in licensing fees]]></title>
<link>http://www.haaze.com/story.php?title=intel-to-pay-nvidia-1-5-billion-in-licensing-fees</link>
<comments>http://www.haaze.com/story.php?title=intel-to-pay-nvidia-1-5-billion-in-licensing-fees</comments>
<pubDate>Mon, 10 Jan 2011 08:10:46 +0000</pubDate>
<dc:creator>phitipkahh</dc:creator>
<category>Business &amp; Finance</category>
<guid>http://www.haaze.com/story.php?title=intel-to-pay-nvidia-1-5-billion-in-licensing-fees</guid>
<description><![CDATA[Intel will gain access to Nvidia's patents while paying the graphics chip supplier $1.5 billion in licensing fees as part of a new six-year agreement. Nvidia CEO Jen-Hsun Huang reiterated today that ARM processors are the future.(Credit:Nvidia)&quot;For the future use of Nvidia's technology, Intel will pay Nvidia an aggregate of $1.5 billion in licensing fees payable in five annual installments, beginning Jan. 18, 2011,&quot; Nvidia announced today. Furthermore, Nvidia and Intel have agreed to drop all outstanding legal disputes between them. The crux of the agreement is that Intel gains access to all of Nvidia's GPU (graphics processing unit) patents but Nvidia gains access to only certain Intel patents. To compensate for the lop-sided patent access (which favors Intel), Intel pays Nvidia $1.5 billion. Intel and Nvidia had both sued each other in early 2009 in a dispute that originally centered on a chipset license agreement. Intel had contended the cross license does not extend to Intel's future-generation processors, and Nvidia countersued blocking access to its patent portfolio. In effect, Nvidia was barred from building Intel-compatible chipsets beyond the Core 2 Duo generation of processors. For example, the second generation of Apple's MacBook Air used an Nvidia chipset along with Intel's Core 2 Duo processor. However, Nvidia could not build chipsets for the newest generation of Intel Core i3, i5, and i7 processors. This, in effect, forced Apple to stay with Intel's older-generation Core 2 Duo processors in its newest MacBook Airs because it allowed Apple to legally continue to use Nvidia chipsets. The agreement announced Monday still bars Nvidia from using any of Intel's x86 technology and, as a result, Nvidia cannot build x86-compatible chipsets, according to Intel. But Nvidia CEO Jen-Hsun Huang made it clear he's not interested. &quot;We've already said many times that we have no intention to build chipsets for Intel processors,&quot; he said in the conference call Monday afternoon. And many PC makers (including Apple) still use discrete (standalone) Nvidia graphics processing units (GPUs) that attach to Intel chipsets. Huang expounded on its traditional strong suit, GPUs--which hold patents that Intel is paying for and which Nvidia incorporates into its ARM processors. GPUs excel at parallel processing, whereas CPUs (central processing units)--such as Intel's x86 chips--do sequential processing. Both types of processors have their merits, though GPUs have the potential to be much faster than CPUs at doing visual processing and scientific number-crunching, for example. &quot;I don't think you can build a modern computer today without a state-of-the-art GPU technology. Anytime you can do something in parallel, it's better than sequential,&quot; Huang said. &quot;Our cross license with Intel reflects the substantial value of our visual and parallel computing technologies. It also underscores the importance of our inventions to the future of personal computing, as well as the expanding markets for mobile and cloud computing,&quot; said Huang in an official statement today. Huang went on to say the company's focus is now on ARM processors--which compete with Intel's x86 chips in small devices like Netbooks andtablets. &quot;It's a foregone conclusion that ARM is the most important [chip] architecture. ARM will be the largest installed-based processor. It's pervasive and open. We will extend the ARM processor with our GPU,&quot; he said. Huang pointed to Microsoft's announcement atCES to port its next major release of Windows to ARM processors and Nvidia's CES announcement of Project Denver, in which it will design high-performance ARM chips for desktops and supercomputers. Those future Nvidia chips will be hybrids--much like Intel's just-announced Sandy Bridge processor. &quot;Project Denver...features an Nvidia CPU running the ARM instruction set, which will be fully integrated on the same chip as the Nvidia GPU,&quot; Bill Dally, Nvidia's chief scientist, said last week. Updated at 3:25 p.m. PST throughout.<br/><br/>0 Vote(s) ]]></description>
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<title><![CDATA[Sony touts its PlayStation Network, 70M and counting]]></title>
<link>http://www.haaze.com/story.php?title=sony-touts-its-playstation-network-70m-and-counting</link>
<comments>http://www.haaze.com/story.php?title=sony-touts-its-playstation-network-70m-and-counting</comments>
<pubDate>Mon, 30 Nov -001 00:00:00 +0000</pubDate>
<dc:creator>phitipkahh</dc:creator>
<category>Latest News</category>
<guid>http://www.haaze.com/story.php?title=sony-touts-its-playstation-network-70m-and-counting</guid>
<description><![CDATA[An executive at Japanese entertainment conglomerate Sony said its PlayStation Network online service has more than 70 million users now, 70 percent of whom connect to it every week.The PlayStation Network, or PSN, is Sony&amp;'s attempt to engage its video-game console and PlayStation Portable audience in a larger online entertainment network that includes online games, movies and TV shows, and Sony exclusives such as Qore, a digital magazine, and The Tester original TV show. It&amp;'s a strategic asset for the console maker as more of the-video game audience moves into the online world.Susan Panico, head of the PlayStation Network in North America, said in a press event at the Game Developers Conference today that the PlayStation Home virtual world for console users has also reached 19 million users with an average session length of 70 minutes. In 2010, she said Home added 3 million users.Panico argued that the numbers show that the PSN audience of hardcore gamers is one of the most engaged that you&amp;'ll find. The audience plays lots of games, with two thirds of them going online to play games weekly.There are 948 games now available in the PlayStation Network store, as well as 4,000 pieces of add-on content for games. There are also 31,000 movies and TV shows available for download, not counting the content available on Netflix, Hulu, and sports content.Sony &amp;'s network includes original games such as Flow and Flower, and the upcoming Journey from developer Thatgamecompany. Many of the original PSN games have ratings as high as games sold in retail stores.Sony&amp;'s holdings around the world include movie and television studios and music labels, giving it considerable content to put into its online services. But it has struggled to integrate those assets with its video-game and electronics businesses.&amp;''Our audience are interested in a broad array of entertainment and they like to get it all in one place,&amp;'' Panico said.Panico said that January was the fifth-highest revenue month ever for the online store and it has strong year over year growth. (Sony doesn&amp;'t disclose precise numbers). She also said January was the sixth-best month for downloads. She said subscriptions for the PlayStation Plus membership service ($49 a year) are climbing and saw big lifts in December and January. Many games can still be played multiplayer for free, but the membership allows users to get into early beta tests for new games.Panico said that while PlayStation Home started as a place for users to chat and meet friends in a virtual world, it has not turned into a kind of theme park where users can play a wide range of games.Microsoft is the big rival with the online game service, Xbox Live, which costs $50 a year for multiplayer gaming. Microsoft competes across the board in providing all kinds of entertainment on Xbox Live. It has more than 30 million gamers and its advantages include frequent exclusives for games such as Call of Duty for multiplayer play. But Panico said that Sony has been emphasizing exclusive games of its own and she said that lots of Call of Duty gamers are choosing to play on the PS 3 as well.Sony&amp;'s added entertainment specials include the Qore digital magazine and Pulse, the biweekly entertainment update show. Millions of users tuned in to watch The Tester, a reality TV-style show where gamers competed to get a job testing games at Sony.Panico said Sony&amp;'s PlayStation video store saw an 80 percent increase in revenue in 2010.Next Story: On the GreenBeat: Nexterra bags $15M for biomass power, Johnson Controls make $32.3M smart grid buy Previous Story: Disney looks beyond apps with HTML5 game maker Rocket PackPrintEmailTwitterFacebookGoogle BuzzLinkedIn      DiggStumbleUponRedditDeliciousGoogleMore&amp;8230'          Tags: PlayStation Home, PlayStation NetworkCompanies: Microsoft, SonyPeople: Susan Panico          Tags: PlayStation Home, PlayStation NetworkCompanies: Microsoft, SonyPeople: Susan PanicoDean is lead writer for GamesBeat at VentureBeat. He covers video games, security, chips and a variety of other subjects. Dean previously worked at the San Jose Mercury News, the Wall Street Journal, the Red Herring, the Los Angeles Times, the Orange County Register and the Dallas Times Herald. He is the author of two books, Opening the Xbox and the Xbox 360 Uncloaked. Follow him on Twitter at @deantak, and follow VentureBeat on Twitter at @venturebeat. Have news to share Launching a startup Email: tips@venturebeat.comVentureBeat has new weekly email newsletters.  Stay on top of the news, and don't miss a beat.<br/><br/>0 Vote(s) ]]></description>
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