Leading real hands on tech review site in Ireland with technology, business news and more. Jim O Brien Tech.
Author: Jim O Brien/CEO
CEO and expert in transport and Mobile tech. A fan 20 years, mobile consultant, Nokia Mobile expert, Former Nokia/Microsoft VIP,Multiple forum tech supporter with worldwide top ranking,Working in the background on mobile technology, Weekly radio show, Featured on the RTE consumer show, Cavan TV and on TRT WORLD. Award winning Technology reviewer and blogger. Security and logisitcs Professional.
A unique new fuelling app has launched today. It has been created to simplify nutrition-based performance for cycling, running and other endurance activities.
Using a science-backed, peer-reviewed formula for carbohydrate intake, endur8 calculates the optimum fuel consumption for an individual using their personal data and endur8’s proprietary algorithm. Tailored to their personal profile and the demands of their specific sport or course, whether cycling, running or other endurance activities, it then alerts the user when to fuel and by how much.
endur8 has today launched a unique nutrition app that alerts endurance athletes exactly when to refuel during training and competition.
Using a science-backed, peer-reviewed formula for carbohydrate intake, endur8 calculates the optimum fuel consumption for an individual using their personal data and endur8’s proprietary algorithm. Tailored to their personal profile and the demands of their specific sport or course, whether cycling, running or other endurance activities, it then alerts the user when to fuel and by how much.
Aimed at endurance athletes of all standards, from beginner through to elite, the endur8 app not only gives users the tools to fuel correctly but it also stores and applies data for training and event use. It is available on iOS at launch and shortly afterwards on Android.
“Knowing exactly when to take on fuel is crucial to success as an endurance athlete,” commented Daniel Slight, co-founder at endur8. “We created endur8 to boost an athlete’s training and refine their race performance. Performance nutrition is incredibly complex and cannot be left to guesswork, so we designed endur8 to simplify and manage nutrition intake, enabling the athlete to focus solely on their personal performance, safe in the knowledge that endur8 will tell them when it’s time to take on fuel.”
Before a training session or event, the user inputs their profile data, nutritional preferences and chosen discipline – from running, cycling or triathlon – and uploads or designs their training or competition route or course via endur8’s web-based interface. endur8 then uses Google’s mapping software to incorporate factors such as changes in gradient and calculates when they will need to refuel at the optimal times, based on the user’s predicted pace or time to complete their training or event.
Full functionality of the app will be available on iOS from launch and athletes will be able to receive alerts on their iPhone in the form of visual (on screen), audio (voice command) and vibration alerts. They will shortly be able to receive fuelling prompts via the Apple Watch or via their Fitbit or Garmin devices. The app also works alongside other existing training and monitoring apps, meaning it will send push notifications even when running in the background.
Users can log workouts, store performance information, and access event-focused and distance-oriented training programmes, enabling them to record and monitor changes in performance, times and nutritional variants. endur8 works for endurance athletes at all levels, whether they are an aspiring athlete looking for guidance on when to fuel, an intermediate athlete who needs to take the guesswork out of refuelling or an elite athlete needing to draw on the latest in performance nutrition research.
The app’s use of Google Maps, GPS location technology and endur8’s proprietary algorithm enables it to precisely identify the changing demands of training courses and race routes – such as elevations or user behaviours on different roads – and in so doing it adapts the nutritional intake alerts to match the individual and the course.
Specific features – including a dark background for the app and reduced API calls – extends battery life and is suitable for even the longest training session or event. Additional features – to be added shortly – will include access to professional coaches for tips and training insight, and the ability to follow other endur8 athletes who’ve reaped the rewards for their training programmes and race planning.
Whilst endur8 works alongside existing apps, it’s been specifically designed to be a very different tool. It serves to instantly inform and assist the user and, as local training routes are ‘drawn’, built into the system and shared by individuals, it will benefit whole communities of runners and cyclists.
The app is available now on iPhone 5 and above for a free 30 day trial on the App Store and soon on Google Play.
Once the trial is over, users can choose from the following plans:
The Every Athlete – Plan your events for free. Calculate your nutritional needs and receive ‘in event’ alerts at the optimum time to refuel during your race.
Nutrition Planner – Upload training routes and nutrition alerts for every training session for just £6.49 per quarter or £19.99 per year.
Ubiquiti Labs, the consumer technology arm of wireless networking company Ubiquiti Networks, Inc. today announced the availability of its AmpliFi HD Mesh Wi-Fi products in the United Kingdom. AmpliFi HD is designed to solve many of the widely-recognised challenges of the connected home, including dead zones, slow connections, and difficulties in setting up and configuring a router.
AmpliFi HD Wi-Fi stands out in its category through a unique combination of form and function. Designed from the outside in, AmpliFi is meant to be a showcase piece for the modern home. The central routing device camouflages an advanced antenna design as a stunning desktop piece featuring a glowing base LED and a smart LCD display. The router connects to adjustable MeshPoints that distribute Wi-Fi throughout the home. To reduce clutter, the MeshPoints can seamlessly be installed into any open electrical socket without any cables.
AmpliFi HD offers plug-and-play setup through an app that directly links AmpliFi devices to a smartphone via Bluetooth LE. With a simple, intuitive setup, users can manage their new network, monitor ISP speeds, invite guests, create family profiles, oversee network security, and access 24/7, live, in-app support. The system utilises 802.11AC Wi-Fi technology, powering up to 5.45 Gbps of aggregate wireless throughput along with breakthrough coverage performance through 3×3 antennas.
Ben Moore, Vice President of Business Development at Ubiquiti Networks commented: “AmpliFi HD Mesh Wi-Fi solutions quickly gained popularity in the United States due to their sleek industrial design, plug-and-play installation, and superior performance. We are excited to now make them available to customers in the United Kingdom.”
Moore continued:“As our homes get smarter, there’s an increasing need for reliable and fast Wi-Fi in every corner. AmpliFi HD leveragesUbiquiti’s advanced and proven technology that powers over 38 million Wi-Fi radios for enterprise and service provider networks around the globe. The system provides unmatched performance and coverage, delivering fast internet bandwidth throughout the entire home and supports a large number of Wi-Fi devices at the same time.”
AmpliFi HD features unlimited scalability and is fully customisable for any home no matter the square footage. Customers can, for example, buy the standalone AmpliFi HD Router first and add the AmpliFi HD MeshPoints later for increased coverage. The AmpliFi HD MeshPoints are also the first of its kind that work with any third-party Wi-Fi router to create a mesh Wi-Fi system.
AmpliFi HD products are available now in the United Kingdom from Scan Computers on scan.co.uk and on Amazon.co.uk with additional retailers to follow in the coming months. Visit www.amplifi.com for more information.
Veative – is an educational VR company and they launched their all-in-one VR solution at the show. It comes complete with a wireless controller and a built-in mobile device – eliminating the need for a separate mobile phone or need to purchase a controller.
They’ve adapted VR technology and designed it specifically for use in educational and training environments. Its modules are interactive, easy to use, and enable student-centered learning, that reinforces any science or mathematics curriculum. They launched 300 modules across Biology, Maths and Physics for secondary school.
We will unbox the prodcut today and check out how it works and then share our thoughts,check out the image gallery and unboxing below and if you have any questions do not hesitate to ask.
More than just ‘virtual tours’ – Veative delivers 3D Models, 360 Videos, simulations and assessments.
Mapped to curriculums – Veative’s high-quality, interactive and practical content and tools slot into any curriculum to support teachers in delivering more engaging and effective lessons.
Integration – Veative VR modules can work with HoloLens and Google cardboard meaning that they can be bought separately.
Teacher conrol – Veative puts control in the hands of teachers. Teachers can control student screens, install/uninstall and launch VR modules remotely on student devices.
From training advice to walking routes, seeking dog sitters to minding your dog’s health, there are plenty of great apps that cater for all aspects of owning a dog so that you’ll always have somewhere to turn if faced with uncertainty. Tom Clarke who works with Greyhounds as Pets in Australia picked out 10 of the best that you’ll find on iTunes or the Google Play Store. Check out this inforgraphic below for all the deets.
TalkTalk announces the launch of the first ever bespoke TV remote for kids. It’s been designed by kids for kids and allows for easy navigation with features like omni-directional infrared, meaning the remote works whatever direction it’s pointed in.
Once the remote is pressed, it instantly locks children into a new Kids Zone, where they can scroll through and select on-demand episodes of kids shows, meaning parents are able to hide shows they don’t want their child watching, and also set scheduled viewing hours.
First-of-its-kind remote designed by kids for kids allows easy navigation for little hands and viewing customisation by parents
The TalkTalk TV Kids Remote launches on Friday 4th August, bringing the safety and convenience of app-viewing to the TV set
TalkTalk TV has unveiled a first-of-its kind TV remote designed specifically for children. Designed to combat both parents’ and children’s frustrations with standard TV remotes, the TalkTalk Kids TV Remote has been specially designed to allow little hands to easily find their favourite programmes within a safe and secure TV environment.
One press of the unique remote, designed in partnership with OMNI, locks children instantly into a new Kids Zone, where they can simply scroll through and select on-demand episodes of popular kids shows such as Paw Patrol, PJ Masks, Peppa Pig and Pingu. Children are unable to leave this safe and secure environment without adult intervention via the master remote.
Launching today, the new TalkTalk TV Kids Zone also allows parents to customise the viewing experience for their child. In the dedicated Parents Area, programmes can be hidden from the children’s playlist.
Viewing hours can also be scheduled; a useful bedtime setting activates a sleepy head icon five minutes before bedtime, counting down the time until the Kids Zone goes to sleep. The smart bedtime setting takes into consideration time left on the episode being watched to either stretch the five minutes or shorten, ensuring the programme can finish avoiding any upset.
The TalkTalk Kids TV Remote was designed in consultation with more than 60 schoolchildren, as well as TalkTalk customers, to ensure the perfect look and functionality for little viewers. The bespoke design of the remote comes complete with omni-directional infrared, meaning the remote works whatever direction it’s pointed in.
Aleks Habdank, Managing Director of TalkTalk TV, said: “We’ve ripped up the rule book of standard TV remote design to create something bespoke for kids and families. Research shows that children are watching more TV content via apps because it gives them the control they crave and parents the peace of mind that they’re safely watching age-appropriate content. But research also shows that TV is still kids’ favourite place to watch and now thanks to the TalkTalk TV Kids Remote, kids can choose what they want to watch safe and securely on the main screen. By giving kids a remote control all of their own, we aim to help the whole family enjoy TV the way they want it.”
The TalkTalk TV Kids Remote has a one-off cost of £5 (batteries included) and the Kids TV Boost is available on a rolling contract for £5 a month.
Commenting on the TalkTalk Kids TV Remote, Child Development Expert and Director of Tommorrow’s child Dr. Jacqueline Harding said,“It’s not often I come across an idea that really makes life easier for busy parents and benefits children at the same time. Of course, nothing can substitute your undivided attention with children but we all know there are times when chores just have to be done and the TalkTalk TV Kids Remote is perfect for those moments. It is so important to keep children safe while viewing TV and, this clever device, teaches them little by little how to control their own viewing patterns.”
The unique benefits of the TalkTalk TV Kids Remote are:
Secure and Customisable
Once in the Kids Zone children are unable to return to the normal EPG unless a code is entered via the main TV remote
The Kids Zone can be customised both on set up and at any time using the main remote
Parents are able to hide shows if they do not want their child watching it or want to encourage children to try something new after hearing the same programme on repeat for days
Defined Viewing Hours and Bedtime Setting
Viewing hours can be set up for the Kids Zone which includes a bedtime setting
Five minutes before bedtime a ‘sleepy head’ icon will appear on screen with a countdown to prepare children that the TV is going to sleep
The bedtime setting takes into consideration time left on the episode being watched to either stretch the five minutes or shorten, ensuring the programme can finish to avoid any upset
The bedtime setting can also be activated at any time to help prep children for naps or regular bedtime can be cancelled if kids need to be kept up later than usual via the adult TV remote
By setting viewing hours the Kids Zone will remain ‘asleep’ outside of these. So if a child finds their way to the TV set outside of hours and presses the TalkTalk Kids TV Remote, only the bedtime screen will show to let the child know that the TV has gone to sleep
Unique Design
Little hands can navigate the Kids Zone easily by simply scrolling left or right on the remote to choose a show
A simple click on the central button lets them then select the programme and episode they wish to watch
Original design includes omni-directional infra-red light, ensuring the remote works no matter the direction the child is holding it
Designed by Kids for Kids
The remote took over a year to develop and more than 60 school children were consulted over the design and functionality of the remote
All of the colours used on the remote were voted as ‘favourite’ colours by children and the remote was rigorously tested to ensure its durability and ease of use for little hands
Each button was designed to withstand 300,000 clicks a year, which took machines four days to complete
The study, which included over 250 Irish respondents, found that third-party reviews and recommendations are of crucial importance to information seeking younger consumers. 43% of 16 to 24-year-olds feel reviews are the most impressive factor influencing their decision to choose a brand, compared to only 20% of over 55s. It was also found that half of the youngest age group surveyed feel frustrated when they are unable to interact with a brand through social media, compared to just over a quarter of over 55s.
A new study from technology specialist Ricoh Ireland has highlighted generational differences in customer service expectations. Older age groups are revealed as being less forgiving of brands, while younger customers expect far more information at the consideration stage, along with deep post-sales interaction to build lasting brand relationships. The survey of 3,600 consumers was conducted by Censuswide across Europe and included more than 250 Irish respondents.
– Ricoh Ireland research shows 43% of 16-24 year-olds view third-party reviews and recommendations as the most important factor in choosing a brand, compared to 20% of over 55s
– 55% of customers would abandon sales processes that they find difficult, rising to 62% for over 55s and lowering to 43% for 16-24 year-olds
– 57% of customers spend more with brands that make them feel valued
– Half of 16-24 year-olds are frustrated when they are unable to contact a brand through social media, while only 26% of over 55s feel likewise
– Chas Moloney sees “huge opportunities for Irish businesses to connect with, and learn about, their audience”.
The research found that added services, such as the inclusion of third-party reviews and recommendations, are vastly more important to younger consumers than older generations. Some 43% of 16 to 24-year-olds rated this as the factor that impresses them most when choosing to buy from a brand, compared to only 20% of over 55s.
Chas Moloney, director, Ricoh Ireland and UK
Customers also seek streamlined user experiences, with the research finding that 62% of over 55s would walk away from brands with laborious sales processes, compared to 43% of 16 to 24-year-olds. Of all age groups, 55% of customers would abandon a purchase if they found the process difficult.
Older customers were also revealed as being less interested in loyalty programmes and incentives for frequent purchases. Only 19% felt this was an impressive factor in brand selection, compared to 38% of 16 to 24-year-olds.
Chas Moloney, director, Ricoh Ireland and UK, said: “Our research highlights a core challenge facing brands today – how they can navigate a varied set of preferences from customers across generations. Understanding why young people build affinity with a brand is a crucial factor in ensuring future success, while continued attention to other age groups’ needs is integral to customer satisfaction and retention. For those that get it right the rewards are there for the taking, shown by the fact that 57% of customers spend more with brands that make them feel valued.”
Ricoh’s research also found that customers are increasingly going to great lengths to access information pre-purchase. Younger consumers are more frustrated by not being able to interact with a brand via social media, with 50% of 16 to 24-year-olds saying it irritates them, compared to 26% of over 55s.
Moloney continued: “Brands cannot shirk the responsibility of providing lines of communication for their customers. This is now taken for granted by young consumers, leading to frustration in its absence. It’s paramount that Irish businesses are on social media and fully aware of their consumers’ behaviour. Significant numbers of Irish consumers are using social media to interact with brands prior to purchase. This provides huge opportunities for Irish businesses to connect with, and learn about, their audience.”
Today we are going to go through the nextbase 512 GW with a video review for a change as we are now moving toward video reviews more so than written, In this review we will go through the unit and show you what features it has along with its fuctions and we also have included a few samples.The 512 GW has a simple set up process and its fully operational out of the box so you jus plug it in and go. The default settings are fine as is but we go through these settings to as there are some features you might want turned on or off.. Any questions fire away..
UNBOXING
Features
Updated Sony Exmor R sensor provides unbeatable image quality
1440p Quad HD recording at 30fps and 1080p recording at 60fps
Innovative polarising filter to remove windscreen glare
Wi-Fi to allow you to share your footage directly to your smartphone or tablet
140° ultra-wide viewing angle for greater road and pavement coverage
GPS location and speed data to pinpoint incidents on your journey
Click & Go Powered Magnetic GPS Car Mount
Intelligent Parking Mode automatically indicates motion for greater safety
High Dynamic Range improves the contrast in an image whilst maintaining clarity
Wide Dynamic Range image processing ensures clear recordings in bright and dark light
The announcement of the relaunch Glass EE brings Google back in the game it kick started -for all intents and purposes- back in 2013, and this time the AR headset finds itself in a battle of the (enterprise) niches. Major upgrades between the explorer and the enterpriseedition include a modular structure, a better camera (from 5 megapixels to 8), extended battery life, faster Wi-Fi and processor, and a new red light that turns on when recording video. Arguably, there’s not that many differences between the first iteration of Glass some 4 years ago and the new headset. In reality, and most critically, it’s not so much that Glass EE is a new device, it’s the playing field’s rules that are new.
AR in 2013: a brave new world
Augmented reality (AR), although first demonstrated in headsets in the early 1990’s and implemented in consumer applications insimple ways from the late 2000s/ early 2010s, saw a dramatic rise in awareness of, excitement, and hype with the launch of Google Glass in 2013. The headset, although criticized at the time of its launch and eventually pulled off the market in early 2015, lead to a precipitation of interest and investment in research & development in the space for AR, with tens of prototypes, demos and products hitting the market in the few years immediately after, with Pokemon Go!, the quintessential “killer app” and the pinnacle of global AR frenzy to date.
As discussed in the IDTechEx report on the topic “Augmented, Mixed and Virtual Reality 2017-2027: Technologies, Forecasts, Players – Headsets, components and enabling technologies for future AR, MR, & VR devices”, the launch of Glass impressed, disappointed andsent waves of alarm throughout the electronics industry all at once: it “forced” competition to launch non-ready, clunky products, for fear of being considered as late arrivals in the AR space. Products with limited functionalities, short battery life, dim displays, that overall offered a dissatisfying user experience were revealed too early to convince consumers of the vision of AR and the capacity to achieve it. Instead, technology developers took severe criticism and a step or two back from the ambition of their initial plans and refocused their efforts onto more achievable goals: niche markets with specific needs, and problems with solutions that can be implemented through an AR headset in sectors where a clear ROI is associated with deploying said solutions.
This oversimplified summary describes the basic process through which Glass EE as well as most other AR headsets came to serve enterprise applications.
Meanwhile in the VR market not that far away…
At the same time the first Glass hit the market in 2013, developers of VR headsets were only just digesting what is considered a seminal discovery for the VR industry: Valve’s discovery and sharing of the breakthrough of low-persistence displays in 2013, which made lag-free and smear-free display of VR content possible.
Today, and only 4 years later, the market for VR is a very different landscape, with over 25 million headsets forecasted to be sold in 2017. And although it’s very true that AR and VR are not quite the same thing, they do have as many similarities as they have differences; a lot of the challenges relating to form factor, ergonomics, power consumption or development of better, lighter componentry have similarities that can lead to a very useful cross feeding of critical breakthroughs, and as IDTechEx forecasts, a convergence in later years that will see headsets being capable of both AR and VR.
According to Jay Kothari’s promotional piece on Glass EE, on the left is an assembly engine manual that GE’s mechanics used to consult. Now they use Glass Enterprise Edition on the right. GE was one of the first businesses to utilize Glass in the workplace. Today the list includes AGCO, DHL, Dignity Health, NSF International, Sutter Health, The Boeing Company, and Volkswagen. Source: Google X
Niches within niches
Until then, AR headset developers are choosing their areas of focus, largely based on the form factor and capabilities of the headsets they’re launching. Some examples include:
Hololens: Comparisons with Microsoft’s visor device are inescapable, but the differences between it and Glass EE almost ensure little competition between the two for the same chunks in the search of “niches within niches”, at least initially. Hololens, with its unusual look will probably remain deployed in indoors applications as it’s too “unexpected” for people walking down the street (that’s not a bad thing necessarily, as it allows itself constant proximity to grid power and thus, the capability to tackle hjgh processing power tasks without concerns of running out of juice), whereas the diminutive in size EE can be discrete enough for the great outdoors but will probably steer clear of processing power intensive applications due to its small size.
Snapchat spectacles: I love this example for two reasons: first, because it reminds everyone that AR content doesn’t necessarily have to be expensive and complex, but given the right application, it can be fun and engaging, even if it only allows you to film 10-second clips of yourself for your snapchat account. Second, because the spectacles’ marketing campaign and sales model has made them a global sensation and something for the textbooks for generations of marketeers to come.
Oakley Radar Pace: Lastly, Oakley’s headset; a reminder that AR doesn’t have to be about visual content only: if you’re an athlete at the top of your game, you don’t have time to glance at your near eye display to see how fast your heartbeat is, or what distance you have to cover to get to the finish line: so Oakley did away with the power hungry display module and all information is accessed and exchanged with the wearer through voice commands.
So welcome back Glass. We’ve definitely been expecting you. Let’s see how you fare, 4 years on.For more insights on the AR & VR markets please contact Dr Harry Zervos, principal analyst at IDTechEx Inc. at h.zervos@idtechex.com
Going back to school can be complicated, but choosing your phone isn’twith Tesco Mobile.
Choosing school subjects can be complicated, but choosing your phone doesn’t have to be, and Tesco Mobile is here to help with great new pay-as-you-go offers, that will make getting back into the swing of school that little bit easier.
Killian O’Neill, Head of Marketing, Tesco Mobile Ireland said: “It can be complicated getting back into every-day school life, especially after such an enjoyable, warm summer – and we’re just not used to those in Ireland! But switching to Tesco Mobile is so easy, and we’re excited to be launching our Back to School range of value offers which will remove the hassle out of choosing your phone at least.”
With a range of new sleek and value phones as part of its Back to School campaign on offer from Tesco Mobile, students and families are sure to find the perfect one for them. The Alcatel Pop 4, which was €99.99, is now €49.99 with Tesco Mobile, and allows users to watch movies on the stunning 5” black crystal display, which is fully laminated to give vibrant colourful images. With an 8MP rear camera with an LED flash, HDR can be used to perfectly expose images, while a video zoom improves the video recording experience and the 5MP selfie camera has a wide angle 84 degrees lens. The phone has 8GB of internal memory and up to 32GB external memory.
Tesco Mobile is also offering the Samsung J3 for €129.99, down from €139.99, with features including a beautiful new design and large 5″ display, external memory and powerful front and rear camera. The J3 2016 is the latest edition to the J Samsung series family. The phone has 8GB of internal memory and up to 128GB external memory.
Tesco Mobile is available in the following Tesco Ireland Stores
The Alcatel Pixi 4 4 which was €49.99, is now €39.99 and is the ideal phone for a first-time user. This 4″ Handset offers its owner a smartphone with all the features they need, including a reliable battery, fast connectivity and easy-to-use interface. Bundled with the Alcatel Move Band that offers motion detection, activities monitoring and unread reminding, this is a ‘no-brainer’ starter pack for a busy student.
“We have some great mobiles on offer with all the best new features that make the ideal treat for young people and adults alike, as well as perfect Back to School options for first-time users and busy students that need a reliable battery and easy-to-use interface. Summer is also a great time to buy a phone for your kids with them out later than usual enjoying the fine weather, so why not get the best-value mobile phones around to stay in contact and make sure they’re safe. Call our Tesco Mobile customer care team today or drop into one of our 24 phone shops or Talk & Tech shops to find the best Back to School mobile phone deal for you.”
If you are not a Tesco Mobile user, it could not be easier to switch over or join. You can buy a Tesco Mobile phone or SIM card in-store and when set up, register your mobile number and details online with My Tesco Mobile. If you are switching over and want to keep your existing mobile number, you can do this via My Tesco Mobile on www.tescomobile.ie/.