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1Password 8 for Mac now available with new interface and improved Watchtower

1Password 8 for Mac now available with new interface and improved Watchtower

Popular password manager platform 1Password last year announced that it was working on a major update for the Mac version of its app. Today, 1Password 8 is now being rolled out to macOS users with multiple enhancements and new features, including a redesigned interface and improved Watchtower.

The company says that the new version of 1Password helps users to ensure that their passwords are secure while also helping them to find and access login details faster and easier.

Featuring a sleeker and more intuitive design, the next generation of 1Password for Mac helps users manage and protect their most sensitive information. Users can get more done at work and at home with enhanced functionality, such as speed and security, and a better user experience.

One of the most notable changes in 1Password 8 is the interface, which has now been redesigned with a more modern look and feel consistent with the design language introduced with macOS 11. The iconography has also been revamped so that users can identify items at a glance, in addition to the app’s sidebar and search.

Among the new features, Quick Access makes the process of logging into websites using 1Password much more intuitive, even when the app is not open. Autofill works now with macOS apps, and can even be used as a prompt from the system.

With the new Watchtower, 1Password users will have access to a detailed graph showing the status of their saved passwords. This dashboard will display all passwords and warn users about compromised sites. Developers can now create and manage workflows using SSH.

1Password 8 with Autofill for apps and system prompts.

Current 1Password subscribers can upgrade to version 8 for free. If you’re a new user subscription plans start at $2. 99 per month. More details about 1Password 8 for Mac can be found on the app’s website.

Read also:

  • 1Password 8 beta now available for iPhone and iPad with new design, rebuilt ‘Core,’ and more

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Blade Runner TTRPG will ask players to grapple with their own humanity

Blade Runner TTRPG will ask players to grapple with their own humanity

A crowdfunding campaign for Blade Runner: The Roleplaying Game, one of Polygon’s most highly anticipated tabletop RPGs of 2022, launches Tuesday. Developed by award-winning publisher Free League in collaboration with Alcon Entertainment and Genuine Entertainment, it sends players into the streets of Los Angeles in the year 2037 as members of the LAPD’s Rep-Detect Unit — better known as Blade Runners. To learn more, we spoke to Tomas Harenstam (free league co-founder) who was the lead designer.

“A lot of the surface gameplay is investigation,” said Harenstam. Harenstam said that players will go to different places and talk to other people to collect evidence. A big source of inspiration was Sherlock Holmes: Consulting Detective, and other classic mystery-solving games.”

Of course, every good Blade Runner story needs its protagonists to grapple with existential questions between cases.

” It’s not a decision that your origin material makes. Harenstam said, “That your humanity doesn’t depend on whether or not you are human. It’s not defined by your origin. “It’s your actions, what you do and how it feels, and that’s the way we designed the game.” Character creation requires players to create a Key Memory, as well as a Key Relationship. These are key elements that will determine the character’s interaction with the world. Players can earn Humanity points by interacting with and grappling with the Key elements in sessions. These points can then be used to increase their skill level.

A Voigt Comp test in action. A samurai helmet is silhouetted in the background.

Image: Martin Grip/Free League

Air cars cast a spotlight along a futuristic shoreline. An arrest is taking place as the tide comes in.

Image: Margin Grip/Free Leauge

A dapper man sits reading the paper as a wet night in LA roils around him.

Image: Martin Grip/Free League

Between morally ambiguous casework, players will spend a lot of their in-game time performing Down Time activities. These narrative interludes will allow characters to go their separate ways and explore their lives outside of the LAPD. Harenstam stated that it gives us an insight into these characters’ personal lives. “[Down Time] This is where mechanisms like Key Memory or Key Relationship are used. They work in the same manner regardless of whether you’re human or replicant.

The Core Rulebook contains over 200 pages of world-building, immersive details, and the official Blade Runner ruleset, not to mention gorgeous art by Martin Grip. His distinctive design will be recognized by fans of other Free League projects such as The One Ring Roleplaying the World of The Lord of the Rings .

Fans Alien will recognise the Roleplaying Game Tales from the Loop , Forbidden Countries _, and the Year Zero Engine which is a modified version that’s tailored for the neon-noir environment. For each roll of the Year Zero Engine, a six-sided pool of dice is used. A six indicates a successful roll. More sixes indicate a greater success rate.

A mock-up of box art for Blade Runner: The Roleplaying Game’s boxed starter set.

Image: Free League

In Blade Runner, the mechanic has been streamlined. Players are equipped with just two dice: one each for the base attribute and skill associated with the roll. Increases in player competence are reflected in the kind of dice used, ranging from d6s to d12s. Harenstam says this was to keep the game rules light.

“We didn’t want the rules and the dice to dominate the table too much,” he said, “so we decided to scale down the feel of the dice and the mechanics so that they’re a little more in the background than in some other Year Zero games.”

In the Kickstarter materials, you will also find the first Cinematic Module for Blade Runner , as well as the adventure titled Electric Dreams .. Game Runners will be provided with everything needed to create their Case Files in the Core Rules ,, but Electric Dreams is a great introductory module that helps players and Game Runners get settled into the real world.

“We didn’t want to railroad players,” said Harenstam. That’s why players can interact with the materials presented to them in Electric Dreams and other Case Files in any way they’d like. “Every Case File is an interconnected web of clues — locations, NPCs, evidence — but players will have a lot of freedom to go where they want and talk to whoever they want, and in how they arrive at a solution.”


Any backers that pledge at the $55 Core Rulebook tier or higher within the first 24 hours of the Kickstarter’s launch will also receive an exclusive art print by lead artist Grip. The Rep-Detect Bundle ($95) contains the standard Core Rulebook and the Blade Runner Starter Set, which includes a condensed rulebook, a print version of Electric Dreams, four pre-generated characters for players to jump right in, and a selection of physical handouts representing data files, photos, and evidence for use during the investigation.

Also exclusive to the Kickstarter is the deluxe collector’s edition of the Core Rulebook, available in the Off-World Bundle ($140). The special edition features a faux leather cover with an embossed holographic stamp of “Origin”, and it will never be reproduced again. For players short on Chin-Yen, the Diji Bundle ($35) contains PDF versions of the core rulebook and Electric Dreams. Digital versions will also be made available to all backers at higher tiers shortly after the Kickstarter ends.

Stretch goals include additions to the Starter Set such as custom dice, an initiative card deck, a full-color map of future Los Angeles, extra character archetypes such as the Doxie and the Cityspeaker, generator tables for Case File and Key Memory creation, and Crime Scene Photos with hidden clues for players to find.

Players hoping for a cut-and-dried mystery game should definitely look elsewhere, Harenstam says. “It’s not just going to be ‘solve the case, go home, and be happy’; that’s never going to happen in this game. It will always be more complex than that.

The Kickstarter campaign for the Blade Runner RPG will run until May 29.

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Apple Store unionization efforts continue as employees in Maryland begin the process

Apple Store unionization efforts continue as employees in Maryland begin the process

The feeling of unionizing is spreading through Apple retails as employees from a third store launched a union drive this Tuesday. The employees at Maryland’s Towson Mall say they want a voice on COVID-19 safety, scheduling, pay, and other topics, according to a news story.

The Washington Post reports that a group of Apple employees in Maryland has been “drumming up support for nearly a year in coordination with the International Association of Machinists and Aerospace Workers, two employees and a union organizer said.”

The group says they have signatures from more than 65% of employees of this Apple Store, giving them a “supermajority” that would be difficult for the company to overcome.

Last month, Bloomberg reported that Atlanta workers of an Apple Store became the first to file for a union vote – previously, the employees from the Grand Central Apple Store in New York City also were seeking a better living wage and unionizing plans. Although Apple didn’t provide a comment on this new union drive from Maryland, the company gave a statement from the Atlanta case:

We are fortunate to have incredible retail team members and we deeply value everything they bring to Apple. We are pleased to offer very strong compensation and benefits for full time and part time employees, including health care, tuition reimbursement, new parental leave, paid family leave, annual stock grants and many other benefits.

This union drive in Maryland sent a letter to Apple’s CEO Tim Cook of their intention to organize as the Coalition of Organized Retail Employees (AppleCare). “The union intends to file paperwork with the National Labor Relations Board in the coming days, according to David DiMaria, an organizer with IAM,” says the letter reviewed by The Post.

9to5Mac will report back once the story develops and Apple retail employees progress on their unionizing process.

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UK antitrust body that thinks Apple has too much power is to be denied its own powers

UK antitrust body that thinks Apple has too much power is to be denied its own powers

The UK antitrust agency that last year ruled that Apple and Google had too much power will now be denied the legal rights it expected.

The UK’s Competition and Markets Authority was expected to receive what’s known as statutory powers. However, it is being reported today that the government has canceled this plan …

Background

Just over one year ago, the UK was the first country to launch an antitrust investigation into Apple’s App Store Terms.

Apple was subject to antitrust investigations into its App Store in various countries, including the USA and Japan. The latest investigation looked at the UK’s controls over iOS apps. Although the European Union has opened three antitrust investigations into App Stores, the UK’s departure from the EU signifies that the UK is not a party to any of these.

The UK’s competition watchdog today announced plans to determine whether the App Store restricts competition. The government announced that the Competition and Markets Authority (CMA) will be running the investigation.

This was followed by another investigation of the wider Apple-Google effective duopoly within the market for mobile apps.

The British government intended to grant statutory powers the CMA.

The British government has announced plans for new antitrust powers that would give it the ability to overrule commercial decisions made by tech giants like Apple. The proposed British powers would be granted to a body called the Digital Markets Unit (DMU), which is part of the Competition and Markets Authority (CMA).

The powers would have allowed the CMA to directly impose rules on tech companies operating in the UK, and to fine them up to 10% of their turnover when rules were breached. This would have been a worrying development for Apple, since the CMA concluded that both Apple and Google do indeed have too much power.

UK antitrust agency CMA will not get the statutory powers

However, the Financial Times reports that plans to grant statutory powers to the CMA have now been abandoned.

Britain has decided to abandon plans to give statutory power to a new technology regulator. This is a blow against global efforts to limit the dominance internet companies […]

.

The government’s proposed legislative program does not include a bill that provides statutory support to the Digital Markets Unit (based at the Competition and Markets Authority, CMA), according to the FT.

The Queen’s Speech due on May 10, which will outline the government’s legislative programme for the coming year, is not expected to include a bill that would provide the unit with statutory powers.

If confirmed, this news doesn’t get tech giants off the hook for antitrust matters in the UK. But the CMA won’t be able to directly demand policy changes or impose fines – instead, it will only be able to make recommendations to parliament.

The CMA’s last report is due next month and will recommend the following :

  • Making it easier for users to switch between iOS and Android phones when they want to replace their device without losing functionality or data.
  • Making it easier to install apps through methods other than the App Store or Play Store, including so-called “web apps.”
  • Enabling all apps to give users a choice of how they pay in-app for things like game credits or subscriptions, rather than being tied to Apple’s and Google’s payment systems.

Photo: Yaopey Yong/Unsplash

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ZTE Axon 40 Pro emerges in new live images

ZTE Axon 40 Pro emerges in new live images

ZTE’s Axon 40 series is coming up next week with at least three new phones. One of them – the Axon 40 Pro now leaked in a pair of hands-on images which reveal its design.

Unlike Axon 40 and Axon 40 Ultra which are both expected to carry the latest generation under display (UD) selfie cameras, Axon 40 Pro goes with a more traditional punch hole cutout for the selfie camera below the earpiece. It has slim bezels and a curved display on each side.


ZTE Axon 40 Pro live images
ZTE Axon 40 Pro live images

ZTE Axon 40 Pro live images

The back contains four cameras sensors, spread over two large rectangular cutouts and encased within a larger rectangular plate. The main cam features a 100MP sensor – most likely Samsung’s ISOCELL HM2 which boasts a 1/1. 33″ size, PDAF, Laser AF, and OIS. ZTE also recently confirmed it’s bringing a self-developed security chip to the Axon 40 series with improved hardware-level protection.

Source (in Chinese)

https://fdn.gsmarena.com/imgroot/news/22/05/zte-axon-40-pro-live-images/-952x498w6/gsmarena_00.jpg

Citizen Sleeper review: a subversive sci-fi RPG with tabletop freedom

Citizen Sleeper review: a subversive sci-fi RPG with tabletop freedom

Partway through Citizen Sleeper, I realize that the closest thing I have to real kin on this entire space station is trapped inside an ancient vending machine. Neovend 33 is a cranky little thing, but who can blame it? The AI has been dormant, gathering dust in a locked bay, hoping that someone like me — a dysfunctional Sleeper barely holding it together — would come along to help. Long after I bid Neovend farewell, it stays planted in my head like a seed, and I’m alone in facing the impracticalities of my own existence. When I’m done with the game and have nothing left to do, Neovend is what I long for.

Citizen Sleeper is the new narrative-driven, text-heavy role-playing game from Jump Over the Age (aka Gareth Damian Martin, the creator of 2020’s In Other Waters) that uses a dice system inspired by tabletop games. A player plays the role of a “person” who flees from Essen-Arp in an artificial body frame. This is a “planned obsolescence” game that uses a dice system inspired by tabletop games. These frames serve as a safety net to keep escapees from Essen-Arp’s hands. They can also send me home if I get too far. It is possible, though, to partially repair the Sleeper’s body, which is more than can be said for many electronics today.

Drawing from the tabletop inspirations of Citizen Sleeper, Citizen Sleeper offers three classes. I choose one as far as possible from my real-life traits: the careful, structured Machinist who excels at engineering-type work. I awaken, filled with anxiety, on Erlin’s Eye (or simply “the Eye”), a decaying space station. After meeting Dragos the junk-saver, I realize that my frame needs to be repaired. Capitalism is an endless bitch, but I quickly learn that even in the face of truly bleak choices, the game always allows the Sleeper to retain a soft, haunting sense of humanity through dialogue and actions. Fleeting scenes of violence and brutality also offer vulnerability, and I come away from them filled with conflicting flashes of sadness and resentment. Ethan is a hired man. I find it very moving. At the end, however, I reflect on humanity’s insignificant details.






  • The Machinist Class


    Image: Jump Over the Age/Fellow Traveller




  • The Extractor class


    Image: Jump Over the Age/Fellow Traveller




  • The Operator class


    Image by Jump Over the Age/Fellow traveller


It takes me several cycles to build momentum toward narrative immersion, as well as a bit of fledgling confidence on the Eye. The game’s progress is made by “Cycles”, which are basically short periods of time. Every cycle involves managing my health (my body’s condition), my dice roll (the actions that I am able to perform) and my food bar (the amount of energy). The worse my condition, the fewer dice I have. Each new character or location I discover unlocks a “drive,” which is a broad goal or objective to achieve. For example, I can join a commune, or find a way out to get rid of the Essen-Arp Tracker. Citizen Sleeper’s core idea is survival and using drives to meet your needs.

The early tutorial cycles aren’t complicated if you’re familiar with turn-based tabletop RPGs that run on dice. Still, it takes me some time to find a good rhythm. By the time I hit cycles 30-40 I feel a singular, laser-like focus as I enter the Greenway, where I must forage for fragile mushrooms. I immerse myself in delivering noodles, unloading cargo, and scavenging for scraps to repair little parts of my body.

I spend at least 3 a day caring for stray cats. I stubbornly spend at least 3 cryo a day feeding a stray cat, in the hopes that maybe the game will eventually cave and allow me to have a pet (it doesn’t).

Neovend 33, an AI in Citizen Sleeper, has been stuck in a vending machine for years

Image: Jump Over the Age/Fellow Traveller

As each cycle continues, I continue to explore the Eye, becoming more familiar with its bureaucracies and sojourning international mercenaries. The “collapse” was an unfortunate event that made the station a haven for insecure and fleeing citizens, as well as a sanctuary for industrial greed victims and refuge for restless AIs. Emphis is a street vendor who has his body marked by corporate biotech. Sabine is an unsettling doctor with suspicious motives. Feng is a hacker who was born on the Eye and determined to rid his house of any corporate history. He’s one of my favourite NPCs. It’s clear that Sleepers like me are a rare sight here, though, and the practical realities of living in this lawless place mean that many people view the Sleeper’s valuable body as a means to an end. Every Eye has a place in this world, except for me.

One thing that threw me off is that the credits play after every “proper” ending, and then I’m returned to where I left off, free to work on any remaining drives or just putter around the Eye. (I was a little confused the first time it happened, but continued playing — I’d passed up a chance to leave my body for good. It happened again, and I realized it was intentional. The game seemed to constantly test my willingness to truly be free. Finaly, I finish all drives and decide to keep my eyes on the Eye, despite all logic. At this point I’ve amassed enough resources to keep my body going for 40 or 50 cycles — if I keep doing my chores, I can exist as long as I want to. The panic and desperation of the early cycles are long gone, and my cup overflows with cryo. I have nothing left to do.

My spontaneous decision to stick around on the Eye, long after I’ve exhausted all my drives and lingering curiosities, threw me for a loop. I rejected all of the game’s proffered endings in favor of a self-induced limbo, which forced me to confront my expectations of clean, neat closure; I’m not sure how it’ll all resonate with someone who chose a more finite way to wrap things up.

An overhead view of a section of The Eye in Citizen Sleeper

Image: Jump Over the Age/Fellow Traveller

But the game’s greatest strength (and also its most infuriating choice) is to untether me from concrete objectives and let me exist without a reason. I continue going through cycles to feed the cat, play games of tavla for cryo, and help out at the local bar. The endgame surprises are what I expected, such as a sadistic JRPG boss hidden in the wings. But nothing comes. Without a drive, what am I to do? Why am I even here? It’s almost trollish, but I realize I have no reason to expect more. It was bewildering to see the abrupt ending, or the lack of flexibility surrounding my specific end. I accepted it, however, as a passive-aggressive drag.

When I finally decide to end the game, I leave my Sleeper in the Greenway, where I imagine they can keep on going about their quiet, private routines. Because even though I might make some different choices on another run Citizen Sleeper is still my most powerful power. It’s that one playthrough when you have nothing and even less. It’s not about replay value as much as the unique experience of an adventure that, in line with the story of a Sleeper struggling to survive, is very much one-way. Did I do right by my Sleeper? It’s hard to know. But all things must come to an end, and I feel like they would understand.

Citizen Sleeper will be released on May 5 on Windows PC, Mac, Xbox One, Xbox Series X, and Nintendo Switch. Jump Over the Age provided a code for the pre-release of the game. Vox Media is an affiliate partner. Vox Media has affiliate partnerships. These don’t influence editorial content. Vox Media might earn commissions from products bought via affiliate links. You can find additional information about Polygon’s ethics policy here.

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Apple asked Foxconn to recruit iPhone 14 assembly workers early – Taiwanese report

Apple asked Foxconn to recruit iPhone 14 assembly workers early – Taiwanese report

Taiwanese media reports that Apple asked Foxconn to begin recruiting iPhone 14 assembly workers earlier than usual in China, alongside boosting recruitment of those working on iPhone 13 production at its Zhenzhou plant.

Foxconn has responded by boosting its recruitment bonus by 30% in what is generally an off-season for iPhone production …

United Daily News says that there wouldn’t generally be recruitment of iPhone workers at this time of year, but as Foxconn’s main iPhone assembly plans are located in Zhenzhou – a city which has so far escaped full COVID-19 lockdowns – Apple wants to boost capacity there to balance out lost production elsewhere in China.

Foxconn usually offers a recruitment bonus of around RMB6500 ($984) to workers who remain in post for at least 90 days, but has now increased this to RMB8500 ($1,286). While these sums may seem small, the increased amount is well over a month’s average salary.

The iPhone assembler has a range of COVID-19 precautions in place, including a negative test being required for anyone entering the plant, worker or visitor.

One of the key COVID-19 tactics adopted by Foxconn has been what is known as closed-loop production. Workers stay in the same accommodation for several weeks to protect themselves from infection. A looser version, in areas of lower risk, allows workers to be directly shuttled to and from home.

Apple is said to be liaising with the regional government to agree to these and other methods of allowing iPhone production to continue through future COVID-19 outbreaks. Although the government wants to eliminate the disease from the country completely, many are questioning the viability of such a goal. The population has grown increasingly dissatisfied with the tightening restrictions.

Apple warned during its recent earnings call that a range of headwinds would cost the company somewhere in the region of $4B to $8B in the current quarter.

Supply constraints caused by COVID-related disruptions and industrywide silicon shortages are impacting our ability to meet customer demand for our products. We expect these constraints to be in the range of $4 billion to $8 billion, which is substantially larger than what we experienced during the March quarter.

CEO Tim Cook said that five factors concerned the company:

  • Component shortages
  • COVID-19 disruption in China
  • Exchange rate weaknesses
  • Loss of Russian sales
  • Inflation reducing consumer spending power

Its real nightmare scenario would be major shortages and disruption during iPhone 14 production, so it makes sense that the company would aim to bring assembly capacity online earlier than usual to help mitigate this risk.

Analysts are generally optimistic, but one did warn that the exchange rate challenge may force Apple to raise product prices outside the US, which could mean that both iPhone 14 supply and demand are hit.

We, however, consider FX and Russia to be more permanent, and now fear that Apple may need to raise prices in local currency when new products launch in the fall, if exchange rates don’t change by then. In the past, higher local prices can have negative effects on unit demand.

There are longer-term concerns that Tim Cook’s assembly strategy could come back to haunt them.

Photo: iFixit

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LAYER Design’s lifestyle-focused Viture One smart glasses have form, function and ergonomic comfort in perfect sync

LAYER Design’s lifestyle-focused Viture One smart glasses have form, function and ergonomic comfort in perfect sync

The Viture 1 smart glasses are minimalistic at the core. They keep in mind current trends but don’t sacrifice technology inclusion. This allows for great user experiences without the bulkiness or discomfort that VR headsets can bring.

As we look forward to roaming in the metaverse (and who knows spending our complete life in VR) in the near future, the tools are going to be as important as the whole experience. For example, smart glasses and VR headsets. While the former has a big issue with long-term use fatigue and lack of overall practical usage, the latter is the only hope if the masses have to be lured in. Layer Design is aiming to be the best with Viture smart glasses. It will make it possible to ditch smartphones, smart TVs and laptops for good.

Designer: Layer Design



This fashionable pair of sunglasses looks as great as any high-end, designer pair. The frames by the design house weigh just 78 grams, shedding most of the extra fluff and managing to achieve an ultra-slim form factor. You can wear them every day just as your regular glasses. These ones, however, give you the freedom to jump right into your favorite movies, games (even from consoles like PlayStation 5), or action series anywhere, anytime.

The lenses in front of the eyes display a cinematic 120-inch virtual screen (at 60fps and 55 pixels per degree) even on the brightest of days. The virtual screen gets 400 pixels per inch on a retina display which is very impressive considering we are talking about thin glass lenses here. The glasses are paired to a collar-like neckband housing the powerful CPU, GPU, battery pack, and intuitive controls. So, we are talking about fully immersive gaming and media streaming capabilities here. You might be wondering what the audio experience is. The smart glasses feature ear-facing speakers around the temple region.

Keeping ergonomics in mind, the lightweight eyewear comes with an interchangeable nose bridge to fit any facial structure like a charm. The display’s position can also be adjusted for those with impaired vision. Viture One manages to achieve a very good balance between style and tech which will ultimately translate into an increased userbase. As per Layer Design founder Benjamin Hubert, “In creating Viture One, we wanted to deliver the antithesis of this trend. The result is a product that is more lifestyle led, akin to the traditional eyewear you would wear proudly as part of your fashion expression.”

https://www.yankodesign.com/images/design_news/2022/05/lifestyle-focused-viture-one-smart-glasses-have-comfort-form-and-function-in-perfect-sync/Layer-Design-Viture-One-Smart-Glasses-12.jpg

Xiaomi launches a new Redmi Note 10T in Japan

Xiaomi launches a new Redmi Note 10T in Japan

Xiaomi has 13 phones named Redmi Note 11 and it needs to do something about it. We aren’t sure if the Japanese manufacturer made a significant step in Japan last month. The company launched the Xiaomi Redmi Note 10T with 5G capabilities for the Japanese market, which is the 10th member of the previous series.

Yes, it is an entirely different phone from the already known Redmi Note 10T 5G launched in Summer ’21.

This new handset comes with a Snapdragon 480 chipset and a dual-camera setup.

Xiaomi launches a new Redmi Note 10T in Japan

The front of the phone is a 6. 5″ LCD with 1080p resolution and a punch hole for the 8 MP selfie camera. It supports up to 90 Hz refresh rate and offers 4,096 levels of brightness.

The main camera setup on the back has a 50MP main shooter, assisted by a 2MP secondary cam for portrait shots. A dual-colored, dual-LED flash is available.

Xiaomi launches a new Redmi Note 10T in Japan

The chipset has 4GB RAM and 64GB storage to keep it company, while the battery is 5,000 mAh with 18W fast charging. The phone comes with a microSD slot and supports eSIM. This is a rather unique feature for a low-end device and will likely remain so.

Other cool features include a 3. 5 mm audio jack, NFC support for local banks and MIUI 13, although it is on top of Android 11.


Japanese Xiaomi Redmi Note 10T 5G
Japanese Xiaomi Redmi Note 10T 5G
Japanese Xiaomi Redmi Note 10T 5G

Japanese Xiaomi Redmi Note 10T 5G

Xiaomi is selling this Japanese edition of the Redmi Note 10T in Gray, Dark Blue, and Aqua Blue colors. It costs JPY34,800 ($270/EUR255) but consumers in the Asian country can get it for a fraction of the price with a contract from SoftBank.

Source (in Japanese)

https://fdn.gsmarena.com/imgroot/news/22/05/xiaomi-redmi-note-10t-5g-jp-ofic/-952x498w6/gsmarena_001.jpg

Samsung Galaxy Z Flip4 to bring larger cover screen

Samsung Galaxy Z Flip4 to bring larger cover screen

The rumors surrounding Samsung’s next generation of foldables are expanding by the day and the latest one comes from DSCC’s Ross Young who claims the Z Flip4 will bring a larger cover display. Young specifies the Flip4’s outer panel will measure over the 2-inch range though we don’t get an actual number value.

In comparison, Galaxy Z Flip3’s cover display comes in at 1. 9-inches which succeed the original Z Flip’s 1. 1-inch outer screen. We’ve also seen recent rumors depicting a slightly larger 3,400 mAh battery capacity compared to the 3,300 mAh cell on the outgoing model. Z Flip4 is expected to debut with a Snapdragon 8 Gen1+ chipset at the helm and Samsung hopes to sell a sizeable amount of folding phones in 2022.

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