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Saturday, 14 July 2012

Samsung Primo


Samsung Primo S5610 Review Price Specification

Samsung primo S5610 is 3G enabled essential phone released recently by Samsung.  This S5610 has 2.4 inch display and has a dimension of 49.7*118.9*12.9mm. The weight of the phone is 91g,
Samsung Primo S5610

Samsung Primo S5610 Features:
  • 5 MP Primary Camera with auto focus
  • 2G And 3G Network Support
  • 2.4-inch Screen
  • Alphanumeric Keypad
  • FM Radio RDS With Recording
  • GPRS And EGDE Enabled
  • Audio Player with 3D sound technology
  • Video Player
  • Expandable memory up to 32 GB through MicroSD

Pros and Cons of Samsung Primo S5610:

Pros of Primo S5610:
  • Solid design with Metallic finish 
  • 5 MP camera with Flash and Auto focus
  • 3.5 G with HSDPA 7.2 MBPS connectivity support
  • Good battery life
  • Video calling camera.
Cons of Primo S5610:
  • Price is little high considering Android smartphones available for the same price.
Samsung Primo S5610 Price: Price of Samsung Primo S5610 in India is ₹5,890.00.
PS Suite for Samsung Primo S5610: Samsung Primo S5610 is compatible with Samsung PC Suite called Samsung Kies ver. 2.0.3.11082_152_4. To download and no more about on this visit Samsung PC Suite.

Samsung Primo S5610 Specification:
General
  • Form:Bar
  • SIM: Single SIM, GSM
  • Keypad:Yes, Alphanumeric
  • Business Features: Pushmail; Mobile printing
Display
  • Size: 2.4 Inches
  • Resolution: QVGA, 240 x 320 Pixels
  • Colors:256 K
Camera
  • Primary Camera: Yes, 5 Megapixel
  • Flash: LED
  • Video Recording:Yes, 30 fps
  • Camera Features:Auto Focus, Smile Detection
Dimensions
  • Size: 49.7 x 118.9 x 12.9 mm
  • Weight: 91 g
Battery
  • Type: Li-Ion, 1000 mAh
  • Talktime:15 hrs (2G), 5 hrs (3G)
  • Standby Time:960 hrs (2G), 680 hrs (3G)
Memory
  • Internal:108 MB
  • Expandable Memory Slot: microSD, upto 32 GB
Connectivity
  • Preinstalled Browser:NetFront 4.1
  • GPRS: Yes, Class 12, 48 kbps
  • Edge: Yes, Class 12
  • 3G: Yes, 7.2 Mbps HSDPA
  • Wifi: No
  • USB connectivity:Yes, micro USB, v2
  • GPS Support:No
  • Bluetooth: Yes
  • Audio Jack:3.5 mm
Multimedia
  • Music Player:Yes, Supports MP3, WMA, eAAC+
  • Video Player: Yes, Supports MP4, H.263
  • FM:Yes, with Recording
  • Ringtone:MP3
Platform
  • Operating Freq: GSM - 900, 1800; UMTS - 2100
  • Java: Yes
Regular Features
  • Call Memory: Yes
  • SMS Memory:Yes
  • Phonebook Memory:Yes
  • Important Apps:Facebook, Twitter, MSN Messenger, Google Talk, Gmail

iBall Andi 3e



iBall Andi 3e Price, iBall Andi 3e Features, Specifications, Review


( iBall Andi 3e price image)

iBall Andi 3e Price

The latest Android OS V2.3 OS and 3.2 inch high class LCD screen features, iBall Andi 3e price in India is Rs. 6,685 only at online stores. iBall Andi 3e price for retail store can be expected to be Rs. 6,900. iBall Andi 3e features average quality 650MHz processor, expandable memory of 16GB and Wi-Fi, Bluetooth, GPRS for connectivity and internet. iBall Andi 3e specifications include powerful 1400 mAh battery, wine color model and dual SIM on GSM+GSM services.


iBall Andi 3e Features, Specifications

iBall Andi 3e price is meant to target average middle end customers who need powerful features for basic applications.iBall Andi 3e features Android 2.3 OS which is though not the latest version in market still offers access to many free apps from online market. iBall Andi 3e features also include 3.2 inch LCD screen which will ensure smooth user experience. iBall Andi 3e specifications include bar shape design and touch and type keypad which will add to better productivity on this smartphone especially for long mails and text messages.
  • Screen size: 3.2 inch
  • Screen quality: LCD, capacitive touch screen
  • Screen resolution: NA
  • Screen colors: NA
  • OS: Android 2.3
  • SIM: Dual SIM
  • Network: 2G, GSM
  • 3G nebaled: No
  • Primary camera: 3.2MP
  • Camera quality: night mode   
  • Video recording
  • Video chat
  • Secondary camera: 0.3MP, VGA
  • Processor: 650 MHz
  • RAM: NA
  • ROM: NA
  • Expandable memory: 16GB with microSD card
  • Connectivity Features
    • GPRS
    • EDGE
    • GPS
    • Bluetooth with A2DP
    • USB
    • MicroSD card
    • Wi-Fi
  • Social networking: Facebook, Twitter
  • Entertainment Features
    • FM Radio with song recording
    • Audio Player
    • Video player
    • Games
    • Audio jack 3.5mm
  • Email
  • SMS
  • MMS
  • Call: Send/Receive
  • Sensors
    • Proximity Sensor
    • Light Sensor
    • G-Sensor 3 Axis Support
  • Battery type: Li-Ion 1400 mAh
  • Battery talk time: NA
  • Color: black and red (wine)
  • Weight: NA
  • Dimensions: NA

iBall Andi 3e Review

iBall Andi 3e price based on analysis of its features and specifications especially for camera, screen and battery looks highly justified.

Tuesday, 10 July 2012

Google's Goggles



 Project Glass, the latest sci-fi concept to come out of Google's X Lab, has gotten a lot of attention online in the past 24 hours thanks to a clever demo video that shows a user donning a pair of augmented-reality eyeglasses which project a heads-up display of video chats, location check-ins, and appointment reminders.

Reactions to the product design have ranged skeptical to enthusiastic, but I was curious about the psychological and visual-cognitive aspects of the user experience. What would these "digital overlays" actually look and feel like? Would they really be as sharp and legible as the ones shown in the video? (I don't know about you, but I can't focus sharply on anything less than an inch away from my eyeball, which is where the eyeglasses' tiny screen would be dangling.) Would they obstruct my vision and make me motion-sick? How would my brain make perceptual and physical sense of the graphics: where would I "look," exactly, in order to "watch" the tiny picture-in-picture video chat shown at the conclusion of the clip?
I asked Mark Changizi, an evolutionary neurobiologist and author of The Vision Revolution, to answer some of these questions in an audio commentary track on the video, which you can watch above.
"The graphics are not going to look like they're floating out in front of you, because it's only being displayed to one eye," Changizi explains. Instead, the experience would be similar to "seeing through" the image of your own nose, which hovers semi-transparently in the periphery of our visual field at all times (even though we rarely pay attention to it). "Having non-corresponding images coming from each eye is actually something we are very much used to already," Changizi says. "It's not uncomfortable." So Google's one-eyed screen design seems biologically savvy.
Then again, Changizi continues, "they're presenting text to you, and in order to discern that kind of detail, you need to have it in front of your fovea"—the tiny, central part of your visual field. "That's typically *not* where we're used to 'seeing through' parts of our own bodies, like our noses." Which means that those crisp, instant-message-like alerts won't be as simple to render as the video makes it seem.
"The more natural place to put [these interface elements], especially if it's not text, is in the parts of your visual field where your face-parts already are," Changizi says. This could be in the left and right periphery, where the ghost-image of your nose resides, or in the upper or bottom edges of your visual field, where you can see your cheeks when you smile or your brow when you frown. "There could be very broad geometrical or textural patterns that you could perceive vividly without having to literally 'look at' them," he says. This would also make the digital overlays "feel like part of your own body," rather than "pasted on" over the real world in an artificial or disorienting way. That experience might feel more like "sensing" the digital interface semi-subconsciously, rather than looking at it directly as if it were an iPhone screen.
A Google employee (who preferred not to be identified) confirmed to Technology Review that "the team is involved in many kinds of experimentation, and some of that will involve outdoor testing," but wouldn't provide any details about what that testing has revealed about the perceptual aspects of the user experience. Clearly, the concept video is meant to convey the basic premise of Project Glasses, rather than render the user experience in a biologically accurate way.
But if Google really does plan to bring this product to market before the end of 2012, as it has claimed, it is exactly these psychological and phenomenological details that will have to be examined closely.
For his part, Changizi is optimistic. "Right now we have everyone walking around focusing their vision on tiny four-inch screens held in their hands, bumping into each other," he says. "Whatever Google does with Project Glass, it'll surely be an improvement over that."