Google: We're not making Android hardware

MOUNTAIN VIEW, Calif.--Google's Andy Rubin, head of the company's Android development, would like to clear something up: Google is not in the phone-making business.

Don't expect to see Google-developed hardware competing with the Motorola Droid anytime soon.

(Credit: Motorola)

Last week TheStreet.com reported that Google had plans to sell a Google-developed phone at retail this year, bypassing carriers with its own Android implementation. But Rubin, vice president of engineering for Android at Google, scoffed at the notion that the company would "compete with its customers" by releasing its own phone.

"We're not making hardware," Rubin said. "We're enabling other people to build hardware."

Now, Google has played a role in designing phones that have emerged with Android, such as the G1. For example, Google advocated the infamous hinge design on the G1 based on its desire to offer a phone with a five-row keyboard, Rubin said. That design was not popular with reviewers, however, and Rubin joked that perhaps that's why Google shouldn't make its own hardware.

But pushing for a design feature is a far cry from designing an entire phone, contracting with a manufacturing partner to build it, and working the distribution channels to get it to market. That would be "a fundamental shift" in Google's business model, Rubin said, and one the company does not seem prepared to make at this time.

Rumors of a so-called "Gphone" date back years, long before Google formally announced Android in November 2007. But Google's strategy to date has been a somewhat traditional volume licensing play, working with hardware and carrier partners to spread Android far and wide as the mobile operating system of choice, rather than following Apple's lead with a complete hardware and software design like the iPhone.

Almost two years later, the software is rounding into form with the release of several phones this year along with the pending release of the Motorola Droid, which runs Android 2.0 on Verizon's network.

Man fakes moon landing in own garage for $800


(Credit: Jonathan Worth/PopSci)

I know most of you out there think we landed two Americans on the moon in 1969. Well, let me tell you that you're wrong. It's all a hoax! It was done on a sound stage and George Clooney and Dan Aykroyd were involved!

I mean, look at this real-life version of the Atari classic Lunar Lander vector game!

It took British engineer Iain Sharp less than $800 and a year to build this replica in his garage to honor the 40th anniversary of the moon landing, and it works almost like the real thing. It's powered by a pair of old PCs he wrote custom software for. In addition, the movements are controlled by things like old inkjet printer motors, and fishing line. But what's important is it works just like a real lunar lander would--if one existed.

If Sharp can make a device like this in his garage in his spare time then it's not a leap to assume the U.S. government could have made a full-size mock-up with the years and millions it took to make the so-called "moon shot" happen. This awesome toy might be all the evidence I need. Myth busted.

Listening test: Audio-Technica's new ATH-ANC7b QuietPoint noise-canceling headphones


(Credit: Audio-Technica)

Last year, we reviewed the Audio-Technica QuietPoint ATH-ANC7 noise-canceling headphones, and editor Jasmine France thought they were a good value, offering decent, but not great, sound for the money. Well, when we heard that Audio-Technica was releasing a new, improved version of these headphones with a "b" tacked on to the model name, we were eager to get our hands on a pair.

What exactly has the company improved? According to the news release, these 'phones are supposed to sound better, offer a more comfortable fit (the earcups have been redesigned), and deliver some additional design tweaks, including an easier-to-access battery bay and two detachable cables of varying lengths: 1.6 meters (5.2 feet) and 1 meter (3.3 feet). Also, according to Audio-Technica's release, the ATH-ANC7b headphones deliver "smoother, richer, and more natural tonal balance...with impactful bass, a detailed midrange, extended treble and accurate imaging in an immersive soundfield."

All that sounds good and a lot of people have their eyes on the $200 ATH-ANC7b headphones as good alternatives to the Bose QuietComfort 15s and QuietComfort 3s that cost significantly more ($300 and $350, respectively). So we decided to see if the Audio-Technicas measure up to that hype.

Read the full review of the Audio-Technica QuietPoint ATH-ANC7 headphones to see if they do.

New Apple iMacs plagued by choppy Flash video playback?


(Credit: CNET)

After reading Engadget's report citing recent complaints about Flash video playback mucking up system resources on the latest 27-inch Apple iMacs, we decided to test out the claims using our own system. Users on the Apple Discussion threads noticed a bug in the Flash Player that bogs down CPU processes, resulting in choppy audio and video playback.

We visited several sites with heavy streaming video content like Hulu, YouTube, and the Break Media Network, and experienced similar issues: popping sounds and jerky video rendering the content unwatchable on several accounts. Like many of the users in the Apple thread, we called up the Activity Monitor and saw that the Flash Player demanded a surprising 114.4 percent of the iMac's CPU processes.

We were able to temporarily fix the problem by putting the computer to sleep and waking it up, but some people are speculating that a hardware malfunction could be to blame. We've also tried to contact Apple for official word, but our messages have been as yet unreturned.

If you're experiencing similar problems, we'd like to hear about it--leave a comment and let us know the issue and what you did to fix it.

Tiremaker Bridgestone develops flexible e-book reader

flexible e-reader
(Credit: Bridgestone)

When not making tires, Bridgestone is working on e-book readers so flexible they'd probably survive being driven over. They've even got a prototype ready for testing, but no plans to commercialize the slender and bendy device at this point.

The reader (press release in Japanese) is definitely slender, as it's almost half as thin as a Kindle 2. It's said that it can be "bent to some extent since the circuit board and the electronic paper are flexible," but no one is saying how much "to some extent" is. No matter. While the lack of too many details about it or any plans for a commercial product put a damper on Bridgestone's device, the good news is that other companies might adapt the technology in their products.

The countdown to being able to toss our readers into bags without worrying about destroyed displays is on.

This story originally appeared on Gizmodo.

Hands-on with DJ Hero

As the music games genre overflows with add-on packs for Guitar Hero and Rock Band (and too many plastic guitar variations to count), consumers might be feeling a little gun-shy about adding a turntable to the mix. Smartly, however, Activision has countered the skepticism by adding what might be the best video game soundtrack of all time to DJ Hero.

Ninety-three tracks (double the amount on The Beatles: Rock Band) of unique mashups and remixes from some of the world's most renowned DJs are not only great listening, but each one takes two excellent source songs to make music with. That's actually 186 songs floating around somewhere in this game.

Scott:
The turntable in DJ Hero almost feels like an afterthought compared with the track selection, but it's solid and thankfully compact, with a free-spinning platter that's extremely smooth. The plastic buttons, crossfader, and other knobs feel a little jiggly, but the rubber feet beneath will make sure the controller stays put on a table.

To make music in DJ Hero, a very similar-looking "notes approaching" interface is repurposed to resemble a spinning record. Three different note-tracks are controlled by pressing colored buttons on the plastic turntable, just like Guitar Hero or Rock Band. You can also scratch the notes by pressing and turning at the same time.

On the left side of the controller, the crossfader is activated during certain zig-zaggy cues in the track, and alternates the two tracks. Above that is a "euphoria" button that is DJ Hero's version of "star power." Beside that is also a knob that either controls pitch effects during some sections, or selects sound effects in another portion of gameplay. As you can imagine, it starts to get complicated. DJ Hero might have one knob too many, but it adds to the feel of deck manipulation, and keeps your hands pretty busy. The end result--awesome hip-hop--is worth the effort.

Months ago, we were skeptical about DJ Hero--we worried that it was shameless music game exploitation. We were wrong. The effort has been exceptional, and that level of incredible musical talent should earn DJ Hero serious consideration this fall, perhaps even over the latest Rock Band and Guitar Hero entries.

Jeff:
The real star of DJ Hero is without a doubt the music. The game boasts 93 mashup tracks that are sure to appeal to music tastes of all kinds with some of the most renowned DJs in the business lending their talents to the game.

So how does it play? DJ Hero is an interesting beast as its wireless turntable controller must be played on flat surface. We found success laying it on an ottoman while sitting on a couch behind it. For the most part, the tapping, crossfading, and scratching works, but you may have a problem with the button closest to the center of the faux record. Since it's anchored so closely to the center, it's tougher to scratch than the outer buttons. Regardless of how you orientate the controller, that last button may give you a problem.

The crossfader is also tough to master as its center position is not as easy to detect as you might think. During songs you'll have to switch it left and right, but we wish the center was more noticeable just by feeling its position--a definitive notch here would have helped.

DJ Hero may have less of an appeal to the more mainstream Guitar Hero franchise fan; it's a different demographic that this game is trying to reach. That combined with the intimidation of finding room for yet another plastic accessory and its $120 price tag may turn off prospective buyers.

Dan:
We've spoken before about the threat of guitar game fatigue, with semiannual installments of music games vying for consumer's increasingly stretched dollars. Successfully injecting a little new life into the genre, DJ Hero is the biggest sea change in music games since the addition of drum kits.