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Showing posts with label Future. Show all posts
Showing posts with label Future. Show all posts

A Sneak Peek Into Android’s Future

Wednesday, June 25, 2014

Google is giving its apps and platforms, including Android, a big redesign, according to a recent report posted on Android Police, which backs up some things we had been hearing as well, but hadn’t fleshed out until now.

According to the new report, Google is working on a new design language focused on giving all Google apps a more unified look-and-feel across the web, Android and iOS.

But these visual changes are only the beginning of what’s in store for Android, we’ve learned.

You can see where Google is headed, design-wise, by looking at the card-style layout of something like Google Now, for example, or this leaked screenshot of a revamped Gmail app and mobile website.

The Android Police post indicates that this new design framework is code-named “Quantum Paper,” which they describe as “a hugely ambitious project, looking to unify and codify paradigms for visual, motion, and interaction design across all platforms, including web, Android, and iOS.”

quantum

We’ve also learned that Google is now starting to release Quantum to top developers and design firms, on a private one-on-one basis for testing purposes. (This could also explain how details are leaking out.)

If Quantum is an early version of Google’s new design guidelines, a related project called Polymer is a framework that can help developers to meet those guidelines.

polymer

Polymer offers a prototyping tool that lets you build responsive websites using predefined, customizable building blocks. (Google talked about Polymer at last year’s Google I/O. This video, around the 1:04:00 mark, has more.) Polymer is already here on GitHub, but it’s incomplete.

Internally, Quantum is being built with a different prototyping tool, which is used to make the user interface/user experience design for Android, but that tool will not be open-sourced like Polymer is.

We may hear more about Polymer at this year’s I/O conference, which we’ve heard will emphasize design. Sources say that Google is feeling the pressure of Apple getting better at infrastructure faster than it’s getting better at design.

gmail

gmail

The idea with Polymer is that developers could build reusable elements. For example, a  element would render whatever you’ve designated as a piechart whenever it’s called.

Already, Polymer can be seen influencing Google apps’ design, as in those screenshots of the Gmail makeover leaked earlier. The leaks show new iconography and design choices, some of which are already found in the Polymer designer tool.

icons

Of course, to what extent or when any of this will come to Android, the platform itself, is still unknown.

But AndroidPolice pegs the arrival of the Quantum framework for Android when the “L” release debuts (we’re on K, or “KitKat,” now). At that point, there will be a new series of guidelines for developers called the “Quantum Paper Spec,” which will speak to overall approach and best uses for the various elements, they report.

We’ve also heard that unifying the design language across platforms is just the first step when it comes to the future of Android.

That part is about getting one universal look and feel for all Google platforms and services – and even those built by third-party developers, with the arrival of the new design guidelines. (And, as AndroidPolice points out, the framework will include interface, motion and interaction, as well.)

Much further down the road, though, the idea is to make over Android not only to resemble something like Google Now with a card-like design, but also to make Android itself more like Google Now.

googlenow

This mobile assistant technology for Android and iOS today brings users information just when they need it, including things like weather, stock changes, sports scores, birthday reminders, traffic reports and more, as well as information gleaned from Google’s own services like Gmail and Google Calendar, such as meeting reminders, shipment notifications for packages, details about restaurant reservations or upcoming flights.

Google sees “Google Now” as having the potential to shape Android itself, potentially operating in a way that’s more visible to end users than it is today, where it’s typically activated with a swipe gesture, launched after a user taps on one of the Google Now notifications, or discovered via the Google Search app.

googlenow2

In a future version of Android, third-party apps will plug themselves into a Google Now-like architecture in order to surface the data they contain in Google Now’s eerily predictive way. Google Now works with Google’s own services and other data it can extract from your Gmail, like OpenTable reservations, for example.

Google currently works with third parties who markup their emails to users to be indexable by Google Now. But opening it up to third-party mobile app makers could make the assistant a better competitor to Apple’s Siri, which is also just now working on more third-party integrations for its own assistant, including, most recently, integration with Shazam for identifying songs.

If Google Now became more integrated into Android, the OS might function more like one of those contextual homescreen/launchers, like Aviate (acquired by Yahoo) or Cover, which place relevant apps on Android’s lockscreen.

The difference is that Google Now would not be just a layer on top of the OS, but a deeper part of the OS that’s capable of gathering data from the apps that run upon it and using that data to provide users with relevant, timely information and intelligent suggestions.

Step one, magical, creepy assistance; step two, magical, creepy ads?

There’s also some speculation out there that Polymer (the framework)’s role in this Google Now-ish version of Android could be to help Google better index mobile applications.

Today, mobile app indexing is just getting off the ground. Google initially introduced mobile deep linking this past fall, which allows Google search results to point directly to pages within an application. In April, it then expanded its lineup of supported apps.

It’s rumored that with Polymer, Google will be able to better index apps, as well, as its crawler technology would be trained to identify and understand the various Polymer elements. For example, if it saw a list element, it would know how to surface the list’s values in an indexable way. If this rumor is true, it could possibly hint at Google doing something in Android with hybrid apps, those that take advantage of web components (HTML5/JS/CSS). If they were more indexable by Google search engines, that would make sense.

This smarter, more “Google Now”-ish version of Android is not something that’s arriving any time soon from what we’ve heard. But one day, it could tie into and incorporate data and information from more than just your Google apps and your phone.

With Google’s smartwatch platform, and presence in your home (thanks to Nest), Google’s potential data sources — and therefore, its personalization capabilities — expand.

Image credits: AndroidPolice.com; Geek.com; Polymer-project.org, Geek.com again

IMAGE BY Bryce Durbin

View the original article here

The Metal Framework Gives iOS A Lead In Gaming For The Foreseeable Future

Tuesday, June 24, 2014

Among the many announcements made during the two-hour keynote at WWDC yesterday, three were targeted specifically at game developers: SceneKit, new functions in SpriteKit, and Metal, a new framework that opens the door for vastly better performance in higher-end games on iOS, and does it in a way that Google simply can’t respond to because of the way Android works.

For those without a technical background, Metal offers developers a set of functions that are “closer to the metal” than OpenGL, the application programming interface traditionally used on iOS (and Mac, Android, and game consoles not made by Microsoft). That means that they have more direct control over the graphics hardware, enabling faster performance because there’s less overhead for the system to deal with.

In practical terms, this won’t mean much for most developers — only those who really need to get into the guts of their code to boost graphics performance need be concerned. But there’s an entire industry built up around creating “game engines” for developers so that they don’t have to rebuild the wheel every time they start a new project. Getting those developers interested is how Apple gets Metal into most iOS games.

As it turns out, some of those teams have already started building Metal into their engines. Yesterday, Unity3D rendering guru Aras Pranckevicius  tweeted that building Metal into the company’s engine was the “fastest port to brand new 3D API ever”:

On his blog, iOS developers and startup consultant Nat Brown points out that this won’t mean that games aren’t going to be built for Android just because developers can get better performance on iOS through Metal. Most won’t even touch it, because it’ll be baked into the tools they use to make their games.

But gamers might start to notice when games built for the platform start to offer significantly better graphics:

That said, of the class of very advanced programmers who will jump on Metal are… the teams that maintain the game engines, frameworks, and toolchains used by 95% (perhaps 99%) of the games for mobile. Unity3D, Unreal Engine, and a few others simply dominate mobile gaming on both iOS and Android and have traditionally targeted a relatively common core of OpenGL ES for both platforms.

Due to this I find it unlikely that the API itself will act to lock anybody into iOS from a classic API perspective – everybody is using an engine or framework and indeed tools much higher up the value chain. But… Metal could very well offer an iOS performance lock-in on mobile.

While there are equivalents of the Metal framework available on other platforms — Mantle on AMD-made graphics chips, and DirectX 12 from Microsoft for Windows and the Xbox platform — neither company has complete control of the ecosystem for which they are building, which complicates things and limits the extent to which they can optimize for specific hardware.

After all, AMD makes a wide variety of graphics cores that can be used in a nearly infinite range of PC hardware configurations, while DirectX has to work with the same range of CPU, RAM, etc., while also accounting for graphics chips from AMD, nVidia and Intel.

That means these frameworks simply can’t optimize for specific hardware in the same way that Apple can, as Anandtech’s Ryan Smith noted this morning:

Of the other low-level APIs we’ve seen so far – AMD’s Mantle and Microsoft’s DirectX 12 – the former is an API established by a hardware vendor who has to ride on top of other companies CPUs and OSes, and the latter is an OS vendor who has to ride on top of third party CPUs and GPUs. Apple on the other hand is in the enviable position of being as close as anyone can be to offering a fully vertical ecosystem. Apple designs their own CPUs, configures their own SoCs, and writes their own OS. The only portion of the chain that Apple doesn’t control is the GPU, and even then the company has exclusively used Imagination Technologies’ PowerVR GPUs for the last 7 years with no signs of this changing.

With the iPhone 5s, iPad Air, and iPad mini all running on the same A7 system-on-a-chip — and this year’s models presumably sharing the A8 — Metal can be optimized specifically for one set of hardware and get the same gains across its range of mobile devices.

While the diversity of Android handsets comes with its own advantages, Google simply can’t create a Metal equivalent that optimizes for every device manufacturer’s hardware. As gamers’ expectations for what their phones are capable of evolve, it’ll be interesting to see how the introduction of Metal shapes the mobile gaming landscape.


View the original article here

A Sneak Peek Into Android’s Future

Monday, June 23, 2014

Google is giving its apps and platforms, including Android, a big redesign, according to a recent report posted on Android Police, which backs up some things we had been hearing as well, but hadn’t fleshed out until now.

According to the new report, Google is working on a new design language focused on giving all Google apps a more unified look-and-feel across the web, Android and iOS.

But these visual changes are only the beginning of what’s in store for Android, we’ve learned.

You can see where Google is headed, design-wise, by looking at the card-style layout of something like Google Now, for example, or this leaked screenshot of a revamped Gmail app and mobile website.

The Android Police post indicates that this new design framework is code-named “Quantum Paper,” which they describe as “a hugely ambitious project, looking to unify and codify paradigms for visual, motion, and interaction design across all platforms, including web, Android, and iOS.”

quantum

We’ve also learned that Google is now starting to release Quantum to top developers and design firms, on a private one-on-one basis for testing purposes. (This could also explain how details are leaking out.)

If Quantum is an early version of Google’s new design guidelines, a related project called Polymer is a framework that can help developers to meet those guidelines.

polymer

Polymer offers a prototyping tool that lets you build responsive websites using predefined, customizable building blocks. (Google talked about Polymer at last year’s Google I/O. This video, around the 1:04:00 mark, has more.) Polymer is already here on GitHub, but it’s incomplete.

Internally, Quantum is being built with a different prototyping tool, which is used to make the user interface/user experience design for Android, but that tool will not be open-sourced like Polymer is.

We may hear more about Polymer at this year’s I/O conference, which we’ve heard will emphasize design. Sources say that Google is feeling the pressure of Apple getting better at infrastructure faster than it’s getting better at design.

gmail

gmail

The idea with Polymer is that developers could build reusable elements. For example, a  element would render whatever you’ve designated as a piechart whenever it’s called.

Already, Polymer can be seen influencing Google apps’ design, as in those screenshots of the Gmail makeover leaked earlier. The leaks show new iconography and design choices, some of which are already found in the Polymer designer tool.

icons

Of course, to what extent or when any of this will come to Android, the platform itself, is still unknown.

But AndroidPolice pegs the arrival of the Quantum framework for Android when the “L” release debuts (we’re on K, or “KitKat,” now). At that point, there will be a new series of guidelines for developers called the “Quantum Paper Spec,” which will speak to overall approach and best uses for the various elements, they report.

We’ve also heard that unifying the design language across platforms is just the first step when it comes to the future of Android.

That part is about getting one universal look and feel for all Google platforms and services – and even those built by third-party developers, with the arrival of the new design guidelines. (And, as AndroidPolice points out, the framework will include interface, motion and interaction, as well.)

Much further down the road, though, the idea is to make over Android not only to resemble something like Google Now with a card-like design, but also to make Android itself more like Google Now.

googlenow

This mobile assistant technology for Android and iOS today brings users information just when they need it, including things like weather, stock changes, sports scores, birthday reminders, traffic reports and more, as well as information gleaned from Google’s own services like Gmail and Google Calendar, such as meeting reminders, shipment notifications for packages, details about restaurant reservations or upcoming flights.

Google sees “Google Now” as having the potential to shape Android itself, potentially operating in a way that’s more visible to end users than it is today, where it’s typically activated with a swipe gesture, launched after a user taps on one of the Google Now notifications, or discovered via the Google Search app.

googlenow2

In a future version of Android, third-party apps will plug themselves into a Google Now-like architecture in order to surface the data they contain in Google Now’s eerily predictive way. Google Now works with Google’s own services and other data it can extract from your Gmail, like OpenTable reservations, for example.

Google currently works with third parties who markup their emails to users to be indexable by Google Now. But opening it up to third-party mobile app makers could make the assistant a better competitor to Apple’s Siri, which is also just now working on more third-party integrations for its own assistant, including, most recently, integration with Shazam for identifying songs.

If Google Now became more integrated into Android, the OS might function more like one of those contextual homescreen/launchers, like Aviate (acquired by Yahoo) or Cover, which place relevant apps on Android’s lockscreen.

The difference is that Google Now would not be just a layer on top of the OS, but a deeper part of the OS that’s capable of gathering data from the apps that run upon it and using that data to provide users with relevant, timely information and intelligent suggestions.

Step one, magical, creepy assistance; step two, magical, creepy ads?

There’s also some speculation out there that Polymer (the framework)’s role in this Google Now-ish version of Android could be to help Google better index mobile applications.

Today, mobile app indexing is just getting off the ground. Google initially introduced mobile deep linking this past fall, which allows Google search results to point directly to pages within an application. In April, it then expanded its lineup of supported apps.

It’s rumored that with Polymer, Google will be able to better index apps, as well, as its crawler technology would be trained to identify and understand the various Polymer elements. For example, if it saw a list element, it would know how to surface the list’s values in an indexable way. If this rumor is true, it could possibly hint at Google doing something in Android with hybrid apps, those that take advantage of web components (HTML5/JS/CSS). If they were more indexable by Google search engines, that would make sense.

This smarter, more “Google Now”-ish version of Android is not something that’s arriving any time soon from what we’ve heard. But one day, it could tie into and incorporate data and information from more than just your Google apps and your phone.

With Google’s smartwatch platform, and presence in your home (thanks to Nest), Google’s potential data sources — and therefore, its personalization capabilities — expand.

Image credits: AndroidPolice.com; Geek.com; Polymer-project.org, Geek.com again

IMAGE BY Bryce Durbin

View the original article here

The Metal Framework Gives iOS A Lead In Gaming For The Foreseeable Future

Wednesday, June 18, 2014

Among the many announcements made during the two-hour keynote at WWDC yesterday, three were targeted specifically at game developers: SceneKit, new functions in SpriteKit, and Metal, a new framework that opens the door for vastly better performance in higher-end games on iOS, and does it in a way that Google simply can’t respond to because of the way Android works.

For those without a technical background, Metal offers developers a set of functions that are “closer to the metal” than OpenGL, the application programming interface traditionally used on iOS (and Mac, Android, and game consoles not made by Microsoft). That means that they have more direct control over the graphics hardware, enabling faster performance because there’s less overhead for the system to deal with.

In practical terms, this won’t mean much for most developers — only those who really need to get into the guts of their code to boost graphics performance need be concerned. But there’s an entire industry built up around creating “game engines” for developers so that they don’t have to rebuild the wheel every time they start a new project. Getting those developers interested is how Apple gets Metal into most iOS games.

As it turns out, some of those teams have already started building Metal into their engines. Yesterday, Unity3D rendering guru Aras Pranckevicius  tweeted that building Metal into the company’s engine was the “fastest port to brand new 3D API ever”:

On his blog, iOS developers and startup consultant Nat Brown points out that this won’t mean that games aren’t going to be built for Android just because developers can get better performance on iOS through Metal. Most won’t even touch it, because it’ll be baked into the tools they use to make their games.

But gamers might start to notice when games built for the platform start to offer significantly better graphics:

That said, of the class of very advanced programmers who will jump on Metal are… the teams that maintain the game engines, frameworks, and toolchains used by 95% (perhaps 99%) of the games for mobile. Unity3D, Unreal Engine, and a few others simply dominate mobile gaming on both iOS and Android and have traditionally targeted a relatively common core of OpenGL ES for both platforms.

Due to this I find it unlikely that the API itself will act to lock anybody into iOS from a classic API perspective – everybody is using an engine or framework and indeed tools much higher up the value chain. But… Metal could very well offer an iOS performance lock-in on mobile.

While there are equivalents of the Metal framework available on other platforms — Mantle on AMD-made graphics chips, and DirectX 12 from Microsoft for Windows and the Xbox platform — neither company has complete control of the ecosystem for which they are building, which complicates things and limits the extent to which they can optimize for specific hardware.

After all, AMD makes a wide variety of graphics cores that can be used in a nearly infinite range of PC hardware configurations, while DirectX has to work with the same range of CPU, RAM, etc., while also accounting for graphics chips from AMD, nVidia and Intel.

That means these frameworks simply can’t optimize for specific hardware in the same way that Apple can, as Anandtech’s Ryan Smith noted this morning:

Of the other low-level APIs we’ve seen so far – AMD’s Mantle and Microsoft’s DirectX 12 – the former is an API established by a hardware vendor who has to ride on top of other companies CPUs and OSes, and the latter is an OS vendor who has to ride on top of third party CPUs and GPUs. Apple on the other hand is in the enviable position of being as close as anyone can be to offering a fully vertical ecosystem. Apple designs their own CPUs, configures their own SoCs, and writes their own OS. The only portion of the chain that Apple doesn’t control is the GPU, and even then the company has exclusively used Imagination Technologies’ PowerVR GPUs for the last 7 years with no signs of this changing.

With the iPhone 5s, iPad Air, and iPad mini all running on the same A7 system-on-a-chip — and this year’s models presumably sharing the A8 — Metal can be optimized specifically for one set of hardware and get the same gains across its range of mobile devices.

While the diversity of Android handsets comes with its own advantages, Google simply can’t create a Metal equivalent that optimizes for every device manufacturer’s hardware. As gamers’ expectations for what their phones are capable of evolve, it’ll be interesting to see how the introduction of Metal shapes the mobile gaming landscape.


View the original article here

The Metal Framework Gives iOS A Lead In Gaming For The Foreseeable Future

Friday, June 13, 2014

The Metal Framework Gives iOS A Lead In Gaming For The Foreseeable Future | TechCrunch #site-logo { background: url(http://s1.wp.com/wp-content/themes/vip/techcrunch-2013/images/logos/green.png) no-repeat !important; }if (!ads.isMobile()) {(function(window,$){window.TechCrunch.loader.on('tc_ads_wrapper_omniture', function(){if ( !window.ads.isAdPageSet ){if ( typeof window.adSetAdURL == 'function' ) {window.adSetAdURL('/wp-content/themes/vip/techcrunch-2013/_uac/adpage.html');window.ads.isAdPageSet = true;}}window.htmlAdWH('93315572', "LB", "LB", 'f', 'adsDiv7c0e9feb2b');});}(this,this.jQuery));}Got a tip? Let us know.MenuSearchNewsChannelsStartupsMobileGadgetsEnterpriseSocialEuropeAsiaCrunchGovTrendingYahooAppleFacebookTwitterGoogleMicrosoftNSATCTVShowsTCTV NewsCrunchWeekFly Or DieFoundationInside JobsTechCrunch GadgetsGillmor GangTC CribsTechCrunch MakersAll ShowsAll VideosEventsTechCrunch EventsDisruptCrunchiesMeetupsInternational City EventsHackathonHardware BattlefieldNews AboutWWDC 2014SXSWCESE3All EventsSearch TechCrunchSearch TechCrunchCrunchBaseFollow UsFacebookTwitterGoogle+LinkedInYoutubeRSSEmailMoreLinkedInYoutubeRSSEmailApply to the Startup Battlefield at Disrupt SF and Disrupt EuropeWWDC 2014June 2 - 6, 2014

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Among the many announcements made during the two-hour keynote at WWDC yesterday, three were targeted specifically at game developers: SceneKit, new functions in SpriteKit, and Metal, a new framework that opens the door for vastly better performance in higher-end games on iOS, and does it in a way that Google simply can’t respond to because of the way Android works.

For those without a technical background, Metal offers developers a set of functions that are “closer to the metal” than OpenGL, the application programming interface traditionally used on iOS (and Mac, Android, and game consoles not made by Microsoft). That means that they have more direct control over the graphics hardware, enabling faster performance because there’s less overhead for the system to deal with.

In practical terms, this won’t mean much for most developers — only those who really need to get into the guts of their code to boost graphics performance need be concerned. But there’s an entire industry built up around creating “game engines” for developers so that they don’t have to rebuild the wheel every time they start a new project. Getting those developers interested is how Apple gets Metal into most iOS games.

As it turns out, some of those teams have already started building Metal into their engines. Yesterday, Unity3D rendering guru Aras Pranckevicius  tweeted that building Metal into the company’s engine was the “fastest port to brand new 3D API ever”:

On his blog, iOS developers and startup consultant Nat Brown points out that this won’t mean that games aren’t going to be built for Android just because developers can get better performance on iOS through Metal. Most won’t even touch it, because it’ll be baked into the tools they use to make their games.

But gamers might start to notice when games built for the platform start to offer significantly better graphics:

That said, of the class of very advanced programmers who will jump on Metal are… the teams that maintain the game engines, frameworks, and toolchains used by 95% (perhaps 99%) of the games for mobile. Unity3D, Unreal Engine, and a few others simply dominate mobile gaming on both iOS and Android and have traditionally targeted a relatively common core of OpenGL ES for both platforms.

Due to this I find it unlikely that the API itself will act to lock anybody into iOS from a classic API perspective – everybody is using an engine or framework and indeed tools much higher up the value chain. But… Metal could very well offer an iOS performance lock-in on mobile.

While there are equivalents of the Metal framework available on other platforms — Mantle on AMD-made graphics chips, and DirectX 12 from Microsoft for Windows and the Xbox platform — neither company has complete control of the ecosystem for which they are building, which complicates things and limits the extent to which they can optimize for specific hardware.

After all, AMD makes a wide variety of graphics cores that can be used in a nearly infinite range of PC hardware configurations, while DirectX has to work with the same range of CPU, RAM, etc., while also accounting for graphics chips from AMD, nVidia and Intel.

That means these frameworks simply can’t optimize for specific hardware in the same way that Apple can, as Anandtech’s Ryan Smith noted this morning:

Of the other low-level APIs we’ve seen so far – AMD’s Mantle and Microsoft’s DirectX 12 – the former is an API established by a hardware vendor who has to ride on top of other companies CPUs and OSes, and the latter is an OS vendor who has to ride on top of third party CPUs and GPUs. Apple on the other hand is in the enviable position of being as close as anyone can be to offering a fully vertical ecosystem. Apple designs their own CPUs, configures their own SoCs, and writes their own OS. The only portion of the chain that Apple doesn’t control is the GPU, and even then the company has exclusively used Imagination Technologies’ PowerVR GPUs for the last 7 years with no signs of this changing.

With the iPhone 5s, iPad Air, and iPad mini all running on the same A7 system-on-a-chip — and this year’s models presumably sharing the A8 — Metal can be optimized specifically for one set of hardware and get the same gains across its range of mobile devices.

While the diversity of Android handsets comes with its own advantages, Google simply can’t create a Metal equivalent that optimizes for every device manufacturer’s hardware. As gamers’ expectations for what their phones are capable of evolve, it’ll be interesting to see how the introduction of Metal shapes the mobile gaming landscape.

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