Monday, 10 June 2013


How supersensitive screens get touch-y (Smartphones Unlocked)

Nokia Lumia 928
For all of your smartphone-owning life, you've been told you can't use your expensive device while wearing gloves, no matter how low the mercury plummets. You weren't really sure why, you just knew it wasn't going to happen.
And so rocketed sales of fingerless gloves, conductive gloves, and even conductive thread for those brave (or thrifty!) enough to hack their own touch-screen hand coverings.
Then something wonderful happened that obliterated this sad certainty of specialty winterwear dependence forever, and that was Nokia.
Starting with the Nokia Lumia 920 and Nokia Lumia 820, the industry got a smartphone touch screen that could register taps and gestures made with fingernails and many gloves (though I wouldn't try heavy-duty whompers).
Nokia didn't just make the supersensitive screen setting an option for its highest-end phones, either. The budget-friendly Lumia 720 and Lumia 520 incorporate this touch-sensitivity option as well.
For a while, Nokia was alone in the supertouchy screen game, until Huawei introduced itsAscend P2 and Samsung followed suit with its Galaxy S4 flagship Android phone.
It's no coincidence that all these phones emerged with the same capabilities as most of Nokia's Lumia lineup; they use the same touch-screen supplier, Synaptics, a Santa Clara, Calif., company whose technology drives the supersensitive train.
A diagram of in-cell technology

A disturbance in the force

Have you seen a diagram of a mobile phone display? It's a lot more than the cover glass you're worried about shattering when you drop your phone.
There are layers that stack up to form the whole package, from the coated cover glass on top through filters, substrate glass, and screen material, like the LCD or OLED sheaves that actually turn pixels on and off to create the picture you see on the screen.
It also helps to have a basic understanding of how a touch screen works in the first place. There's a lot of electrical engineering involved, but the gist of it is that electrodes in the screen assembly help create and hold an electric field around the screen.
When you touch your phone's face, your fleshy finger -- a conductor in its own right -- disturbs that electric charge where you come in contact with the screen.
In the case of multitouch actions, like pinching and zooming, the screen plots coordinates for multiple points of contact. Synaptics' touch technology recognizes up to 10 points of contact at a time, even though you usually use one or two.
The touch sensors -- which detect your taps -- don't reside alone. There's also the touch controller chip, which zips off your electric signals and coordinates to a more powerful processor that then kicks off a task. So for example, you touch the screen on this icon here, and an instant later, you've opened an app.

Cut out the noise, cut out the funk

The same basic touch principles still apply when you're talking about operating the phone with gloves or fingernails in place of your bare fingertip. What's changed, says Synaptics' Technology Strategist, Andrew Hsu, comes down to processing power in the touch controller chip.
While human skin is conductive, the signal it contributes to the electric field is extremely low, which creates a challenge for identifying anything that is not a finger pressing directly onto the phone face.Here's a common problem: how do you know what's a finger and what isn't?
More-sophisticated processors can handle the kinds of complex algorithms that can identify your finger, nail, gloved hand, or stylus as it descends upon the the touch screen. But they also need to be smart enough to know when to turn on the super-sensing jets and when to back off so that a simple motion won't get things going at unwanted times.
What's more, smartphones using this extra sensitive technology can interpret among the different types of touch, and can also filter out the kind of false-positive noise created by other things floating around your environment, like a stray leaf, strong gust of wind, or another person's index finger hovering above your phone ready to chip in on a game.
Noise is, in fact, a huge part of problem that companies like Synaptics have been working to surmount, and silencing that electrical noise is one of the touch controller chip's most constant and grueling jobs on a super-sensing screen.
Synaptics worked closely with Nokia, Samsung, and Huawei, Hsu said, to get a deep understanding of the structures that generate competing noise from within the phone itself.
What's an example of such noise that can mess with touch-screen control? How about the display itself. Electrodes in the display layer (the LCD or AMOLED material) fire up pixels to shine through your phone's glass topper, arranging the image you see on the screen. That action also creates electric noise that the touch sensors pick up, in addition to trying to work out if you're touching the phone with a nail or a glove or a fingertip.

One solution: Stick it in the cell

Although supersensitive screens don't require this, there's a certain way to place the touch sensor electrodes that can help automatically cut down on noise and boost electric signal performance.
Called in-cell implementation (PDF), the electrodes integrate right into the LCD display material (AMOLED phones typically use a different on-cell configuration).
The benefit here is that the same electrodes lighting up the display also detect those changes in voltage (the electric field) when you press on the screen. Since two functions use the same electrodes, the display can't possibly confuse the touch sensors by blasting out signal at the same time.
It's still early days when it comes to supersensitive screens, and I'm certain we'll see even more-sophisticated capabilities come down the line.
In the meantime, with three phone-makers using display tech that lets you keep your gloves on, you can count on others soon snatching up the trend.



Bigger iPhone 6 coming; iPad Mini Retina delayed, Citi says

Citi sees delays for the iPad Min Retina.
A big-screen iPhone 6 should show up next year while the highly anticipated iPad Mini Retina may be delayed until the fourth quarter, according to Citi Research.
In a research note to investors Friday, Citi began by saying that production of the upcomingiPhone 5S "has been delayed by two to four weeks."
The note continued. "And while this does not preclude a September iPhone 5S launch date, we suspect volumes in September may consequently be challenged," Citi's Glen Yeung wrote, citing "our field work in the hardware supply chain."
At the end of the iPhone 5S analysis, Yeung punctuated it with this: "We...expect a 4.8 [inch] screen iPhone 6 to be launched in 1Q14" (the first quarter of 2014).
The iPhone 5 has a 4-inch screen while the Galaxy S4 from Samsung, Apple's biggest rival, sports a 5-inch screen. So, a 4.8-inch iPhone 6 would, theoretically at least, compete with large-screen phones like the S4.
Citi had a lot more to say about future versions of the iPad Mini. Namely, that it expects a $230-$250 iPad Mini followed by the delayed Retina model that's expected to have a pixel density of 2,048x1,536.
And Citi had this to say about the iPad 5, the next version of Apple's 9.7-inch tablet
With respect to the iPad Mini, NPD DisplaySearch said in May that production of the Retina displays for the device should begin by July with production of the tablet itself in the third quarter.
But a report this week claimed that production of the second-generation iPad Mini may be pushed back to November.
Apple's 24th annual developers gathering, the Worldwide Developers Conference, next week.



Why Xbox One's used games policy doesn't need to be the end of gaming as we know it

Last week, Microsoft finally provided some additional information on how the "game licensing" policy will work for the company's newly introduced Xbox One. It was our first peek behind the curtain on how discs, digital downloads, game sharing, and Xbox Live accounts will work and interact on the upcoming game console.
The new policy explicitly states that the new system was designed so that "game publishers can enable you to trade in your games at participating retailers." But reading between the lines of that lawyery language, most gamers took that to mean that the aftermarket for the buying and selling of used Xbox One games was dead on arrival.
The howls of outrage and calls for boycotts began immediately.
Why the unprecedented wave of righteous indignation? Is this truly the end of a way of life for gamers everywhere?
Well, yes. But that's because we've been living in a transitional age. One with a loophole in the form of shiny silver discs.
In reality, that's what the outrage is all about: the closing of that loophole. One we've taken for granted for 30 years. I can sympathize with that. We've had it pretty good up to this point. But believe me, if the technology existed in 1985, there is no way on Earth that Nintendo would have allowed you to let a dozen of your friends borrow your copy of Super Mario Bros.
Why? Because each time you lend the game out to a friend, it's money lost for the publisher and, more importantly, the developer. And ultimately, that's not good for the industry.
But gouging the customer isn't a solution, either -- and that's what many gamers feel is happening if the subsidized economy of game resales is shut down.

Physical media's last gasp

We've all dealt with the digitization of most of our entertainment. Carrying around an MP3 player is better than switching discs out on a portable CD player. Reading your Kindle is easier than lugging around hardcover books.
All of these conveniences have come at the expense of physical media. But because video games operate with much larger file sizes, they have remained on the outside looking in when it comes to digital distribution. The idea of physical ownership has evaporated into owning a license, which has become the way we symbolize virtual possessions.
That's what your e-book library is: a collection of digital licenses. And your iTunes collection. And your video collection. All that stuff in the cloud? Licenses instead of discs. And the gaming industry is just finally catching up.
Let me be explicitly clear: I am not defending money-hungry corporations that want to turn you upside down until moths fly out of your pockets. But I do think we're overlooking the developers who create these works of art for our playing enjoyment. I want them to feel that their work can be supported through the empowerment of gamers. I want them to be able to measure that.

Winners and losers

So who loses out the most in the evolution of licensing? We all do, but maybe some more than others. The "binge and resell" gamer will probably feel it the most. This gamer will finish a title in a weekend, then resell it at a brick-and-mortar store -- or an open marketplace for a better return -- and get a maximum value for a nearly new game.
Who else? Gamers who rely on buying used games. But this might be fixable. Each game has a diminishing value the second it's released -- and in the case of used games, opened. In an open market that price fluctuates, where at a chain retailer it's predetermined. (Just think how most new games are sold as used for $5 below full price.) The gradual lowering of the game's value in the open marketplace is something that can be adopted into the new dynamic pricing structure of Xbox and PlayStation's digital stores. Just like the way Tomb Raider (released in March) is now sold for $45 used, so, too, can the official Xbox One pricing be in its digital store.
Here, the middleman reseller is bypassed, and the money is going to the makers of the game -- or at the very least, headed in the right direction.

Steam's all-digital success story

My biggest problem with the bandwagoning and witch-hunting that's been floating around is double-sided. First off, we don't really know the full story about PlayStation 4 and its policies regarding licensing, so the angst aimed solely toward Microsoft might be unfair. The playing field is still open. Second, a lot -- but not all -- of the core elements of the licensing system Microsoft is outlining for Xbox One are similar to Steam.
A word-of-mouth hit with PC gamers, Steam has managed to develop an overwhelmingly positive reputation with gamers thanks to its frequent sales, ease of use, game management, empowerment of its loyal community, and support for the independent gaming scene. It's owned and operated by Valve, a developer responsible for franchises like Half-Life and Portal.
But where there are similarities in structure, right now there doesn't seem to be much congruity in philosophy with Valve's game distribution platform. That imbalance is manifested primarily in one of the most important elements regarding all of this: pricing.
Flexible pricing is what has made Steam a PC gaming haven. I recently bought every single Grand Theft Auto game ever made on Steam for under $15 -- total. That's spectacular. Sales and deals can revive catalog titles, and make them attractive to a new group of consumers. And publishers can get revenue they'd otherwise miss out on: 100,000 consumers paying $10 for an older game beats out 10,000 paying $60.

How to get gamers to stop worrying and love the Cloud

As my colleague David Carnoy recently explained, the "value" of games is as much about psychology as it about economics.
As Carnoy pointed out, if used games can't be resold, they're "worth" less to the buyer. If Microsoft and Sony want to appear that they're in this for the gamers, they need to address that value discrepancy. And following Steam's model is the best way to do that.
New games are going to cost the most, I get that. But surely the money saved in not having to manufacture and ship physical media can chip away at the price of a game. Better yet, incentivize game buying. Offer digital punch cards. "Purchase three Xbox One games and get 20 percent off your next." Offer weekend sales. Bundle titles together. Give us reasons to get excited about browsing an online store, the way it is when discovering a great deal on Steam.
Meanwhile, there are other elements of the Xbox One game-licensing policy that are undeniably positive. First, up to 10 family members can use your account regardless of which Xbox they're on. Second, some disc games will be able to be loaned to a friend for free as long as that person has been on your friends list for a month. If you want to bring a game over to a friend's place, you can log in on his system and download it.
You'll have all your games no matter where you go. As long as there is an Xbox One, you'll have total access to everything you've purchased. (You know, just like Steam.)
No, we can't have our cake and eat it, too. I read a lot of enthusiast sites crying about how the shift away from used games is a crime against the culture of gaming, but they ignore that the switch to digital is simply another evolution of the medium. A lot of things have changed in 30 years.The point is this: this new world of gaming doesn't have to suck.
There's a stench of hypocrisy that emanates from a class of gamer who demands progress on every level from a new console, yet belligerently revolts at the discovery that games won't be delivered on plastic discs any longer.
The funny thing about Steam is that no one complains about the lack of discs, or the dearth of game lending and reselling. That's because its convenience and affordability trumps any downsides.
If Microsoft and the game publishers follow Steam's model and create a more dynamic digital marketplace, the death of used games will be a small footnote, not an epitaph.
It's a big if. But one that could well determine the success or failure of the next generation of consoles.




Comcast expands Wi-Fi network with new 'neighborhood' initiative

Comcast is making it even easier for its broadband subscribers to access the Internet outside the confines of their homes.
For the past couple of years, the company, along with several other cable operators, has been building out a Wi-Fi network in public areas, such as train platforms and in small businesses such as cafes and retail locations, to allow its broadband customers mobile access to the Internet at no additional charge.
On Monday, the company will make two announcements that will expand this network.
The first is the launch of the new home-based, neighborhood hot-spot initiative, in which subscribers will host Wi-Fi hot spots that other Comcast customers can use as part of their monthly broadband service. The way it works is that Comcast subscribers who are using the company's newest wireless gateways for home Wi-Fi will broadcast an additional Xfinity Wi-Fi signal. And that additional signal will be the one that other Comcast customers, who already have access to Comcast's public Wi-Fi network, will use.
"Our broadband customers will continue to get the service that they are paying for," Tom Nagel, senior vice president of business development, said in an interview. "That was extremely important to us in designing this product."This signal is completely different from the signal that subscribers have in their home. This means that if customers subscribe to a 50Mbps broadband service, they will have full access to that speed and capacity, without any interference or degradation in service from the public Wi-Fi portion.
Indeed, it also means that people can keep their home Wi-Fi networks more secure. Instead of giving out their password to visitors, these people can use the public Comcast Wi-Fi network, which is transmitting from the same gateway device.
The only catch is that the visitors must also be Comcast Xfinity broadband customers. If they are not, they can get free access to the networks on two separate occasions. But after that they will have to pay for usage.
Comcast started testing the new service last year in parts of Pennsylvania, New Jersey, Northern Virginia, and in and around Washington, D.C. Currently, more than 100,000 Xfinity Internet subscribers are using the new Wi-Fi access points.
Nagel said that customers will have the option to opt out of the community broadband initiative if they would like. But the new gateways that are being deployed in broadband subscribers' homes by default will have the community Wi-Fi signal turned on.
The initiative is similar to a service that a Spanish company called FON launched in 2007. Just like Comcast, FON allowed people to share their home broadband connections via Wi-Fi. The router split the signal into a private signal used by the broadband subscriber indoors. And it also created a public signal for others to use outside of the home.
The idea behind FON was that people who participated in the network were given access to other FON users throughout the world. So if someone who lived in San Francisco and participated in the FON network traveled to Madrid, he would be able to access free Wi-Fi if he came in contact with other FON networks.
But the benefit for Comcast subscribers is not as easy to determine. Xfinity customers already get access to all of Comcast's Wi-Fi hot spots at no extra charge. It's bundled into their home broadband service. So in many ways, there is really no incentive to participate in the Comcast community Wi-Fi initiative. But given that customers have to opt out of the program, there's a good chance that many people won't even realize they are providing public Wi-Fi from their home broadband connection, simply by using Comcast's gateway product.

Comcast's Wi-Fi strategy

Wi-Fi has increasingly become an important part of Comcast's overall strategy. And Nagel said that the home-based neighborhood hot-spot initiative complements the company's existing Wi-Fi network and its efforts within the CableWiFi Alliance, which allows Comcast broadband customers to also get access to indoor and outdoor hot spots set up by other cable operators in other parts of the country.
Map of Comcast Xfinity Wi-Fi hot spots in and around Washington, D.C.
Also, on Monday, Comcast and its CableWiFi Alliance partners announced that they have added tens of thousands of new access points to the network. And now Cablevision, Comcast, Time Warner Cable, Cox Communications, and Bright House Networks' broadband customers have access to more than 150,000 indoor and outdoor Wi-Fi hot spots in more than a dozen major cities across the country.
The network has tripled in size since it was first announced last year, and it now represents one of the largest Wi-Fi networks in the country.
The way it works is that subscribers of any of these broadband providers can look for the "CableWiFi" network on their mobile devices. Then they can sign into the network using credentials that identify them as a broadband customer, and they are connected to the Wi-Fi network. After they have used the network once, those credentials can be saved on the device to automatically authenticate the next time they are in a CableWiFi hot spot.
Some of the major cities where the cable hot spots are up and running include: New York, Los Angeles, Chicago, Philadelphia, Atlanta, Baltimore, Boston, Washington, San Francisco, Kansas City, Mo., and Orlando and Tampa, Fla. Customers can check their broadband providers' Web site for a nationwide coverage map.
Comcast most recently announced Chicago and Atlanta as cities with public Wi-Fi hot spots as part of the Cable Wi-Fi Alliance. And on Monday it is officially announcing Washington, D.C., as the next city to get Xfinity Wi-Fi. The company has set up public Wi-Fi hot spots in areas inside the city, such as Adams Morgan, Capitol Hill, Dupont Circle, and Georgetown. It's also set up hot spots in Bethesda, Chevy Chase and Silver Spring in Maryland; and Arlington, Alexandria, and Woodbridge in Virginia.


Monday, 27 May 2013


How to enable Twitter's two-factor authentication

Going a week without a major brand having itsTwitter account compromised was starting to become a rare occurrence. Critics and users alike repeatedly called upon Twitter to release two-factor (or step) authentication. The added layer of security requires you to enter your password, and then a subsequent six-digit access anytime you try to log into Twitter. The short code is sent via text message to your cell phone, which means that any would-be hackers would need to not only crack your password, but to also have physical possession of your cell phone.
Twitter, on Wednesday, finally rolled out its first iteration of two-factor authentication.
Enabling the extra security on your account takes just a few seconds and is something every Twitter user should activate. It may require you to take a few extra seconds to log into the service, but having a secure account is worth it.
Setting up Twitter's two-factor authentication requires you to use a computer and visit youraccount settings page. Once logged into your account and viewing the settings page, scroll down until you find the "Access Security" option. It should be listed right above your country selection. Check the box next to "Require a verification code when I sign in." Once the box is checked, you'll be given a couple of prompts letting you know that the service is about to be enabled, and that it requires you to connect your mobile phone number to your Twitter account.
You'll receive a test text message, verifying that you have the right number added to your account. After indicating that you received the message, you're done setting up two-factor authentication.
The next time you try to log into the Web site, you'll use the same password you have now, but after entering it you'll be prompted to enter the code sent to your phone.
Now there are going to be times when apps and services aren't set up to deal with the added verification step properly, and when that does happen you'll need to have a random password generated to log in with. To get the temporary password, you'll need to visit your account'sapplication settings page and click on the "Generate" button at the top of the page. Use this temporary password in place of your standard password when logging into the app or service.
I tested out how this would work by deleting and re-adding my Twitter account to my iOS device; I was forced to use a temporary password, and was able to log in without issue. But while using the Carbon app on Android, I wasn't able to use a generated password or the short code. Clearly there's some work yet to be done here, but it's a step in the right direction for both Twitter and its users.
An article published by Forbes brings up a good point about being forced to tie a phone number to your account. What happens should you lose your phone, or be in an area where cell signal is mediocre at best? By using a Google Voice number as your phone number with Twitter, you're able to view text messages through the Voice Web site, or any compatible Google Voice app. Due to limitations with Google Voice, it cannot forward any messages from Facebook, Skype or Twitter as SMS to a phone number, so if you need to receive it on a mobile device make sure you enable forwarding to e-mail. Doing so will ensure you'll always have access to your six-digit code, and in turn have access to your Twitter account. As the article mentioned above points out, this is also an ideal situation for brands and corporations who have more than one person accessing the Twitter account at any given time.



Hisense budget Android tablets start at $99 (hands on)

Getting a tablet's no longer an "if" question for some people -- it's a question of how much. The bar's getting even lower now that Hisense has announced its Walmart-exclusive line of tablets: the Sero 7 LT and Pro.

Closer look: Hisense Sero 7 LT and Pro (pictures)

1-2 of 10
Scroll LeftScroll Right
These tablets aren't about being innovative. They're about being cheaper. But Hisense promises that screen brightness and battery life on the Sero 7 are better than average, too. That remains to be seen. Each tablet is Google-certified and features Hisense's smart remote software, which allows them to function with Hisense TVs in some capacity over a local network (it's software, not an IR blaster).
The Sero 7 LT is a 7-inch Android tablet with a 1.6-GHz dual-core CPU, 1,024x600-pixel IPS display, running Android 4.1 Jelly Bean. It houses a piddly 4GB of internal storage, but Hisense has the sense (ahem) to give it a microSD slot (supporting up to 32GB cards) as well.
There's also Mini-HDMI, Micro-USB, and a 0.3-megapixel front-facing camera, all draining the battery down to a purported 4-hour duration. The Sero 7 LT ships with a bargain-basement price tag of $99.
An impressive price given its specs, especially when compared with the more expensive Asus Memo ME172V and HP Slate 7.
The Hisense LT and Pro get budget prices, pretty decent specs and features.
The Sero 7 Pro ships with Android 4.2, features a 1,280x800-pixel-resolution display, 8GB of storage, and includes a 1.3-GHz quad-core Tegra 3 CPU.
Other specs include a 2-megapixel front-facing camera, 5-megapixel rear camera, Mini-HDMI, Micro-USB, and a microSD port. NFC, Bluetooth 3.0+EDR, and 1GB of operating RAM round out the spec details. The Pro also features a promised 7-10 hour battery life and ships for $149.
Sounds a lot like the Nexus 7, except it's $50 cheaper, includes storage expansion, and has a Mini-HDMI port. However, the Nexus 7 ships with 16GB of storage at its $200 price. Still, the Pro is one of the more exciting contenders to the best small tablet throne.
Both tablets will be sold at Walmart stores starting May 24.
During some brief hands-on time, both Sero 7 models felt much like the Nexus 7: compact and plastic. Hardly exciting, but if you consider a big family outfitting all their kids with little $99 tablets, the savings makes sense. It also gives Walmart a clear ultracheap tablet strategy going up against Amazon, in a...sense.
The Sero 7 Pro being held by a hand. Riveting, I know



Six eye-catching things from CTIA 2013

Singer/actress Jennifer Lopez launched a mobile phone store that caters specifically to Latinos.

LAS VEGAS -- When it comes to emerging tech, crazy accessories, and carrier news, you can always count on a mobile conference to deliver.
CTIA 2013 was a much quieter show than in years past, with the biggest carriers and manufacturers largely opting out to focus on their own launch events.
While this confab felt the brunt of companies' shifting strategies, the absence of the brightest stars meant that we had time to scope out other finds that would usually be drowned out in the din.
Future shows are expected to regain CTIA's breakneck pace and vigor. A move to a fall "supershow" in 2014 promises to bring back the mobile product-palooza just in time for the holidays. Fall 2014 is a long way off, so in the meantime, we present you with the most interesting products and announcements from this week's all-mobile get-together.

CTIA 2013 brings new phones and devices (pictures)

1-2 of 16
Scroll LeftScroll Right

1. Viva Movil cell phone stores

We all hoped Verizon would announce its version of the HTC One during its CTIA press event. Instead, the carrier shocked by announcing an initiative with superstar Jennifer Lopez: Viva Movil.
Essentially a chain of mobile retail stores aimed at the U.S.' Spanish-speaking demographic, Viva Movil stores will exclusively sell Verizon phones and service. Lopez, who is Viva Movil's chief creative officer, also holds the majority stake.
Jennifer Lopez and Verizon Wireless team up for Viva Movil, launching this June in New York.

2. Kevo electronic door lock

It's hard to overstate the cool factor of Kwikset's Kevo electronic locks for your home's front door. The power of Bluetooth stands behind the nearly keyless entry, which requires just a smartphone app and the touch of your finger to secure and gain entry to your residence.
Military-grade security layers help manage the app's security, and immediately wipe and deny entry in the event of a misplaced or stolen phone.
Kwikset Kevo
As soon as this summer, locking your front door when you leave the house could happen in a tap.

3. Damson Audio Pearl speakers

We've seen countless wireless Bluetooth speakers over the years, but none quite like theDamson Audio Pearl.
For $199, the Pearl produces quite a bit of volume despite its small size. The gadget uses unique down-firing woofers to reflect sound off of tables and other hard surfaces. A silicone pad coats the speaker's foot to ensure that the device stays put.
Even more interesting is that the Pearl consists of two separate units that handle left and right channels for wireless stereo. The product also can function as a speakerphone when connected to handsets and pairs easily using NFC technology.
Damson Audio Pearl
Damson's Bluetooth Pearl speakers stand out from the crowd.

4. Ericsson's 'smart window'

Ericsson has taken the saying "window of opportunity" to new levels. At CTIA, the company highlighted two novel approaches to integrating mobile technology into your everyday window pane.
One demonstration embeds a cellular antenna inside a glass, which can increase reception inside buildings and trains -- potentially turning a dull offline morning commute into a more productive trip. Ericsson also decked out a window with IR sensors around its edges. With these sensors, users can swipe and tap the window to carry out tasks like switching on a light bulb or turning down music.
Though these "smart windows" won't come to market anytime soon, Ericsson is scoping out companies to license out this useful, future-thinking technology.
Ericsson's "smart window" has a transparent antenna built in, which conveys superior indoor coverage.

5. Kyocera Hydro XTRM

Kyocera doubled down on its successful waterproof smartphone from last year, and announced the Hydro XTRM. ("Extreme," get it?)
Available through U.S. Cellular, the XTRM features a welcome boost in specs compared with the original Hydro. Not only does the XTRM ship with Android 4.1 Jelly Bean, it also features a 5-megapixel camera and Smart Sonic Receiver.
Yet the XTRM's main draw is its shockproof durability, and the fact that it can stay underwater at a meter's depth for up to 30 minutes.
Kyocera Hydro XTRM (U.S. Cellular)
Kyocera's waterproof Hydro XTRM for Sprint can handle a major dunking.

6. ZAGGkeys iPad Mini keyboard cases

Case maker ZAGG announced a pair of impressive enclosures for the iPad Mini. Like their counterparts for the full-size iPad, the ZAGGkeys Cover and Folio add a physical keyboard to Apple's popular tiny tablet.
Both priced at $99.99, the Folio accepts the iPad Mini by clicking into a hinge, while the Cover actually encloses the tablet for greater protection. Another interesting twist is that the keyboard is backlit and offers seven lighting options to choose from. Although ZAGG is just shrinking its existing design for the smaller iPad, it's a relatively affordable and usable design for a mass-market product.
ZAGGkeys
Zagg introduced finger-friendly keyboard cases for the iPad Mini.

Scenes from CTIA 2013 (pictures)

1-2 of 14
Scroll LeftScroll Right