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The “Live Shell” Lets You Broadcast Live Video Via Ustream Without A PC

Posted: 18 Oct 2011 01:48 AM PDT

cerevo featured

Japan-based startup Cerevo took the wraps off the so-called “Live Shell” [JP] yesterday, a small device that makes it possible to stream live video to the web (via Ustream) without using a PC. It’s a significant improvement over the similar “Livebox” the company introduced last year.

The Live Shell is sized at just 68×120×26mm, weighs 106g and is officially approved by Ustream (it has the “Ustream Compatible” mark). It connects to the web via IEEE 802.11b/g/n Wi-Fi, a mobile router or Ethernet.

The device comes with HDMI, USB, and composite interfaces and can livestream video in 704×528 resolution at 1.5Mbps max.


After setting up an account on Cerevo’s website, users just need to plug their camera into the Live Shell to start streaming for 3 hours on 3 batteries (buyers get an AC adapter, too). The broadcast can be managed via the Cerevo site on the web or smartphone (see below for the smartphone dashboard).

Cerevo already accepts pre-orders and plans to start selling the device within this year (online and in Japan only, for the time being). The Live Shell will cost US$350 (this camera livestreams video from Cerevo’s Akihabara office using the device).


Company: Cerevo
Website: cerevo.com
Launch Date: October 4, 2007
Funding: $1.3M

Cerevo stands for Consumer Electronics REVOlution. The Tokyo-based company is active in both the web and consumer electronics fields. Cerevo is currently preparing the launch of a digital point-and-shoot camera called “Cerevo Cam” that will go on sale within the year 2009. The Wi-Fi and 3G-enabled camera is able to directly upload pictures to an online photo management service called “Cerevo Life”, which is also provided by Cerevo.

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Daily Crunch: Surface

Posted: 18 Oct 2011 01:00 AM PDT

Canon’s New Professional 1D X Goes Full Frame, Improves Video

Posted: 17 Oct 2011 10:52 PM PDT

EOS-1D_X_3

Canon has just announced the next version of their flagship 1D series of professional DSLRs, the EOS-1D X. It’s faster and better in just about every way, and few of you will be lucky enough to use one, since it goes for just under seven grand. But for the people who have used the 1D Mk III and Mk IV for the last few years, it’s looking like a worthy upgrade.

Pretty much every aspect of the camera has been improved. Perhaps the most modest upgrade is the megapixel count. At 18 megapixels in a full frame sensor, it’s got a bit more than the Mk IV but fewer than Canon’s other full-frame cameras. Canon says the new sensor that is says produces less noise than ever, and uses larger pixel wells than the Mk IV or 5D Mk II. These go through a set of three DIGIC 5+ image processors, which I assume is a small upgrade to the existing 5 series. It can fire 14 frames per second in JPEG mode or 12 when you’re writing RAWs.

ISO goes from 100 to 51200, and can be expanded to 204,800. That’s monstrous, though you probably wouldn’t want to frame the results. It also has a new 61-point AF system, and AF configuration tools like those on the 7D.

One of the image processors is dedicated to determine exposure, tracking a ton of different zones and hopefully producing faster and more accurate exposure. There is also a multiple exposure mode for doing what people think of as HDR, or just for capturing a photo in tricky light conditions. You can expose up to nine times for a single image, assuming, I suppose, the subject stays still.

Video has been improved quite a bit. The formats are the usual HD ones at the usual framerates, but they’ve made concessions to the filmmaking crowd, with whom the 5D Mk II has been such a hit. Canon has revamped the encoding method so you can choose between all i-frames and normal compression. Timecodes are also better, and audio levels can be adjusted on the fly. And now you can do longer continuous takes, up to half an hour of video, though it will still split it up into 4GB chunks due to file system restrictions.

Lastly, there are a few ergonomic improvements and a redesigned shutter and mirror mechanism. It has built in LAN connector instead of wireless, which is a little weird. There’s a wireless accessory you can buy, naturally, and a GPS thing, too.

The whole thing will set you back $6800. Yes, it’s a lot of money — these are mainly going to sports and nature photographers, people who need every possible advantage to get the shot. Taking snaps of the kids? This thing probably isn’t necessary. But I think low budget filmmakers might find it a compelling alternative to the 5D Mk II, assuming the claims of superior low light performance and reduced moire are substantiated.

The full press release can be found here. Unfortunately, I don’t think I’ll be reviewing this thing. I’d be too afraid I’d drop it.



Kodak: It’s Time To Go Invisible

Posted: 17 Oct 2011 04:43 PM PDT

kodakcat1

Kodak, let us admit, is doomed. Founded over a century ago, it has dominated film for as long as film has existed, but now that film is on the verge of ceasing to exist, they have very little to dominate. They’re short on cash and while they deny plans to file for bankruptcy, many question whether they will have the luxury of choice a few years from now.

My first preference for the preservation of this company would be for them to sell off their patents and focus on film until they’re buried by progress. That’d be Kodak going out with its boots on, so to speak. But I doubt that’s going to happen.

What needs to happen instead is Kodak needs to abandon any pretense of being a household word. They’ve had a good run — for an entire century their name has been synonymous with film. But it will never be as recognizable again. So why throw money away on an entire division creating low-margin, unoriginal devices that are going to be obsolete in a few months and duplicated by pirate OEMs anyway? No, Kodak needs to go invisible.

For a long time Kodak was the leader in photographic innovation. They even invented their own destroyer, a la Oedipus Rex: they were among the first producing digital cameras. Why aren’t they now? Why is the sensor inside the iPhone 4S a Sony instead of a Kodak?

Listen, Kodak. I like a couple of your cameras. That’s not the issue. The issue is that you’re selling a product that everyone gets for free when they buy a smartphone, digital picture frames are a joke, and printing is becoming more and more something that happens in a ShutterFly facility, not at home — if it happens at all. Producing products is for companies like Apple and Canon. You don’t want to compete with them.

And you don’t have to. You’ve got top-notch research facilities churning out patents and inventions all over the place. Pick a few niches and become indispensible. I’m not quite saying be a patent troll. I’m saying you should be the ones HTC goes to when they want to get an edge over the rest in the camera department. What will you make? Low-noise sensors? Image compression algorithms? Lens coatings? High-speed imaging interface? I don’t know. Just pick something other than a heap of consumer products in the process of being eliminated by the march of progress. You don’t see IBM trying to compete with Dell.

One thing: in order to keep the Kodak brand alive, you should always be in the business of making real things. But make the printer head, not the printer. Make the sensor, not the camera. Make it clear that if it’s not powered by Kodak, it’s a piece of junk. You’ve already been half-forced to this position, so just go all the way. You don’t need the trappings of a consumer tech company weighing you down. You’re Kodak, for god’s sake. Act like it.

If all goes well, you’ll emerge from these hard times a leaner, more focused company, with a sack full of amazing patents and a stable of clients who wouldn’t be able to compete without your technology. Is it a fantasy? Sure. But it’s better than the dreary, prosaic reality you’re living in now. At least strike out swinging.



TCTV: TechCrunch Gadgets Webcast

Posted: 17 Oct 2011 03:45 PM PDT

gadg

In this episode of the TechCrunch Gadgets Webcast we assess the value of camera film, decide that Devin is the 6th Decemberist, and express how much we love Asus’ new ultrabook.

We promise every week that we’ll do these more often and we love doing them. Our questions: is it too short? Too long? What would you like to hear about? Would you like guests? Is the format alright? Would you prefer an audio podcast or should we strip the video for audio consumption? We, as you well know, are at your service.



Predator-Inspired Ammo Backpack Cobbled Together By Soldiers In Afghanistan

Posted: 17 Oct 2011 02:41 PM PDT

original

A group of Iowa National Guardsmen, fresh from a harrowing two-and-a-half-hour firefight in Afghanistan earlier this year, found itself questioning the effectiveness of some of their new equipment. They had been issued M240B light machine guns for support fire, but they found themselves constantly reloading with new 50-round belts, which necessitated a ammo bearer with a bunch of belts at the ready. “The ammunition sacks that came with it made it too cumbersome and heavy to carry over long, dismounted patrols and especially when climbing mountains. Initially, we came up with using 50-round belts and just reloading constantly, which led to lulls of fire and inefficiency,” said Staff Sgt Vincent Winkoski.

While discussing the shortcomings of their setup (as you might do if your lives depended on it), someone mentioned the movie Predator, in which Jesse Ventura’s character had an ammo box for his minigun strapped to his back. They laughed about it, but Winkowski got to thinking, and with a can-do attitude that becomes of a soldier, decided to put something like it together.

He took some modular gear they had lying around (a carrying frame, all-purpose pouch), combined it with some parts from a remote weapons station, and with a little tinkering and glue, he had himself a working ammo backpack.

They tested it on the range, and it worked. And when their squad was ambushed in a valley by a group of enemy fighters, it proved it was more than just an experiment. Winkowski sent pictures and a description to science advisers in the Army’s research division. They loved it.

Within 48 days, they had redeployed a new, lighter, stronger prototype into the theater. “We were able to put everything together very quickly and were able to prove that with a combat load — that’s 43 pounds with 500 rounds, inclusive of the weight of the kit itself — that still gives the Soldier 17 pounds worth of cargo weight to attach to the frame and still be within the design specifications for the MOLLE medium,” said Dave Roy, who received the design and oversaw the prototyping.

I don’t post this just in the “cool new guns” spirit, though it’s certainly a neat gadget from that perspective. I just thought it was fantastic how the spirit of innovation pops up when you least expect it, and it seems that even within the tightly-regulated world of the Army, a good idea occasionally can take root and be on the ground fast enough to save a few lives. The freedom to create and hack is important and powerful, and providing the tools for people to do it (in this case, forward-thinking modular systems and a willingness to experiment) is an advantage in industry as well as battle.

Thanks to the 1st Battalion, 133rd Infantry Regiment, 2nd Brigade Combat Team, 34th Infantry Division, Iowa National Guard for their hard work overseas.

[via TechZwn; images courtesy of the 133rd]



BuddyTV Partners With AT&T To Let You Turn Your U-verse Into A Smart TV

Posted: 17 Oct 2011 12:06 PM PDT

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Back in July, Erick took a trip to a hotel suite in Manhattan to get a demo of BuddyTV’s new iPhone app. You can check it out here. For those unfamiliar, BuddyTV’s iPhone and Android apps turn your smartphones into a smart viewing guide and a remote control with enhanced social features like chat and the ability to broadcast what you’re watching to Facebook and Twitter. At the time, the app was working exclusively with Google TVs, but today BuddyTV is announcing that it has landed another big fish: AT&T.

Beginning today, all AT&T U-verse users can directly control their receivers with the BuddyTV Guide. Using their iPhone, iPod Touch, or iPad, subscribers can use the smart channel guide to display only the channels that they want to watch. As you “heart and rate shows and channels, the app gives you recommendations based on your personal preferences and what the app thinks users want to watch. And, just like Netflix, the recommendations get smarter the more you “favorite” and the more you watch. (Speaking of Netflix, the app also integrates with Netflix Instant for users who subscribe to the streaming video service.)

Thus, users can create favorite channels to create a personalized TV listings view that displays only those channels that users watch most often (including HD channels), as well as allowing users to set up reminders and receive push notifications so that they’ll never miss another episode of America’s Funniest Home Videos.

For AT&T U-verse users and avid smartphone users, this is an awesome bonus, as it is essentially turning your iPhone into a master TV remote that learns the more you use it.

The BuddyTV Guide app is free to download and is available now in the App Store. Native Android and Google TV versions are coming soon.

For more, check out the video below:


Company: BuddyTV
Website: buddytv.com
Funding: $9.05M

BuddyTV is an online TV guide and discussion center. It provides original articles, news and interviews on a large range of TV content. In addition to content provided by BuddyTV, fans can conduct TV jockey broadcasts about their favorite shows. Fans can broadcast live audio, video, text and polls to the larger BuddyTV user base. If not interested in broadcasting, BuddyTV has forums in which users can discuss everything from The Simpsons to The Simple...

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Commence Drooling: Official Motorola Spyder/Droid RAZR Image Leaked

Posted: 17 Oct 2011 11:20 AM PDT

razr-teaser

Sorry to ruin the surprise, but if you’ve been enjoying the thrill of refreshing Motorola’s teaser page until something happens, you can stop right now. Droid-Life has gotten their hands on a full version of the image that’s still mostly shrouded in mystery on Motorola’s site.

Alright, so it doesn’t reveal anything we didn’t already know. It’s very thin, as Motorola is fond of pointing out, but it’s tough to say if it’s actually thinner than the iPhone 4/S. It actually seems to cop a lot of the Droid X/X2′s design language, which isn’t a surprise considering Motorola’s penchant for running with slight variations on a design for years.

From what we’ve heard, the RAZRSpyder will reportedly pack a 1.2 GHz dual-core processor, a 4.3-inch display, and 1GB of RAM. It also manages to squeeze an LTE radio into its svelte frame, which would make it one of (if not the) thinnest LTE phone in Verizon’s line up. If true, the specs are plenty speedy, but here’s hoping the experience runs as smooth as it seems like it should on paper.

There is still one surprise Motorola has left for us: the device’s name. Poking around in the page’s source code reveals a handful of references to the “Spyder,” one of the rumored monikers the phone has been sporting for months now.

Then again, the inclusion of the big ol’ Droid eye seems to confirm that handset will benefit from Droid branding and presumably the big marketing push that comes with it. Could this thing be the Droid RAZR after all? Or perhaps some lexical amalgamation of the two? In any case, we’ll have all the answers these questions come noon tomorrow.



Review: Rage

Posted: 17 Oct 2011 10:53 AM PDT

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Short version: Probably the best-looking game I’ve ever played, despite a general lack of imagination. The gameplay itself, though, is (without exaggeration) probably less sophisticated than Doom.

Graphics

Note: open these screenshot links in new tabs to see the full resolution – it’s worth it.

One can’t always begin a review with the graphics, but with Rage the discussion must begin, and in a way end, with them. id’s John Carmack and his team have put together an absolutely astounding world and engine. What it lacks in originality (every visual aspect is either cliche or an FPS standby) it makes up in fidelity and attention to detail. The organic look of the environments, whether frontier town, abandoned refinery, military base, repurposed cave, or ruined city, is unequaled in games as of this review. The only games that come close are Crysis 2 and Battlefield 3, though neither of those has the on-rails gameplay that allows every vista and every hallway to be lavishly decorated, deconstructed, and otherwise visually enhanced.

It really is a feast for the eyes, and small details are everywhere. It’s clear, especially from the paucity of the gameplay, that the focus of this team was on the creation of fully-realized environments, however restrictive and unoriginal they may be. It’s occasionally breathtaking, and rarely anything less than competent.

The game ran extremely well on my mid-range rig, and apparently runs at a steady 60 frames per second on both the 360 and PS3. I had some video configuration problems (v-sync refused to turn on) and the texture pop issues were occasionally present, but it was largely a seamless, quick-loading, and visually consistent trip.

So, that’s the good part.

Gameplay

As I said, I believe the gameplay in Doom, and nearly every FPS since, is more sophisticated than that of Rage. There is absolutely no variation at all, from start to finish. The only thing that changes are the guns you have and the amount of damage the enemies can withstand. Every mission is identical: get in your car, travel to a door in the wasteland, go through the one-way dungeon (there are almost zero forks or open areas), collect an item or kill someone, and then usually take a convenient shortcut back to the start. Rinse, buy ammo, and repeat about 40 times.

The last thing I mentioned always bugged me. You will literally take a mile-long path through dozens of buildings and corridors, and then, reaching your objective, find that it was actually only a flight of steps and a door from where you started. I realize not every game aspires to logical level design, but it felt a little ridiculous. Why not have the player come out the other end, steal an enemy car, and drive back to the entrance?

Progressing through these levels is the exact same every time, as well. Technically you can sneak, but the few times when you can actually take out a few guys without making a noise are scripted, with the dudes starting facing the wrong direction, and your killing them setting off the usual flood of baddies. You advance room by room, hallway by hallway, shooting and grenading these people the same way for hours. There’s no way to vary the combat — you can rush in and use the shotgun, sure, or hang back and snipe, but what if you want to drop down on some enemies below you, use your melee, and so on? Nope. It’s a bit ironic that throughout the whole game you can barely find a straight line (so detailed are the environments), except for the path of your character. There are side quests, but they generally just get you cash and follow the same rules.

With a few exceptions, every enemy in the game falls under two types: run wildly toward you to melee attack, or hide behind cover and lean or pop out to take a few shots. There are big guys, and some sniper types, and so on, but mainly it’s just these two kinds of guys (be they mutant, bandit, soldier, or what have you) with steadily increasing hit points. At the beginning of the game, a guy would drop from a single headshot with the default pistol. Towards the end, there were dudes taking shotgun blasts to the head and not slowing down.

The weapons are standard fare, most with an alternate ammo or two that ups the damage. Pistol, shotgun, assault rifle, crossbow, better assault rifle, rocket launcher, plasma gun. You pull the trigger until the bad guys fall down. You can craft items and ammo, some of which are handy, like the sentry bot. But you’ll probably accrue hundreds of items in your inventory (which is not very easy to manage) that you’ll never use. And useless, sellable stuff (cans of food, “small objects” like mugs that are apparently worth more money than guns) is mixed right in with your ingredients and ammo. Why?

Slight spoiler warning for the next two paragraphs. The end of the game comes abruptly and is extremely unsatisfying. The fate of the free world, it seems, relied on a 20-minute traipse through an anonymous sci-fi headquarters and killing a couple dozen regular guys. Building and decorating this incredible world was too much work to provide a proper third act, I guess. Thought that is a fairly legitimate excuse.

The best part of the game was without a doubt the first trip into the dead city. The process of discovery as you progress deeper into the mutated, pulsating bowels of this genuinely scary and fantastically-rendered ruin is great, even if you’re not actually interacting with anything except to shoot it. There’s even a genuine boss fight! Unfortunately, nothing else in the game comes near this segment.

Driving

I’m not sure why there is driving in this game, except to give the world a little scale and shorten the time spent between dungeons. The actual races, fairly short affairs through familiar areas, with trivial differences, varied between tedious and frustrating. But they’re the only way to win currency to upgrade your car with, so you pretty much have to do it. I found almost no difference between the various cars except the look and the amount of armor they had. And you can only race with two of them. Seriously?

Vehicular combat is a pain. Because you usually encounter enemy vehicles in a largish arena type landscape, you tend to either destroy a guy in one pass or circle around each other, slowing down to a crawl in order to turn faster.

As far as adding size to the world, it’s a mixed bag. Occasionally you drive past some really cool stuff, but of course it’s just set dressing. But most of the destinations you travel to are literally within 30 seconds or a minute away. Need to go collect something from that old factory “up north”? Yeah, they could have walked there in five minutes.

Conclusion

Is it worth playing? Let me put it this way: you’ll get as much out of watching someone else play it as you would if you bought it. What you’re buying is more a cinematic and visual experience than gameplay you’ll value or remember on any level. How much are you willing to pay for a movie ticket? That’s how much you should pay for Rage.



CMU Researchers Turn Any Surface Into A Touchscreen

Posted: 17 Oct 2011 09:14 AM PDT

Soon you, too, will be able to talk to the hand. A new interface created jointly by Microsoft and the Carnegie Mellon Human Computer Interaction Institute allows for interfaces to be displayed on any surface, including notebooks, body parts, and tables. The UI is completely multitouch and the “shoulder-worn” system will locate the surface you’re working on in 3D space, ensuring the UI is always accessible. It uses a picoprojector and a 3D scanner similar to the Kinect.

The product is called OmniTouch and it supports “clicking” with a finger on any surface as well as controls that sense finger position while hovering a hand over a surface. Unlike the Microsoft Surface, the project needs no special, bulky hardware – unless you a consider a little parrot-like Kinect sensor on your shoulder bulky. While obviously obtrusive, the project is a proof-of-concept right now and could be made smaller in the future.

So far the researchers have tested drawing and “crosshair” interaction with the system and it has worked well on arms, hands, notebooks, and tables. We’re obviously looking at a research project here so don’t expect shoulder mounted Xboxes any time soon, but by gum if this isn’t the coolest thing I’ve seen today.

The Youtube video is private right now but I’ve contacted CMU.

Project Page



T-Mobile Announces The Dual-Screen LG DoublePlay, Launching November 2nd?

Posted: 17 Oct 2011 08:30 AM PDT

LG-DoublePlay

While the dual-screen Kyocera Echo didn’t do much to tickle my fancy, a couple dual-screen devices on their way to market, including the Sony S2 tablet, show much more promise. As far as handsets go, T-Mobile just announced the Android-powered LG DoublePlay (codenamed Flip II) smartphone — a split-keybord QWERTY slider with not one, but two, capacitive touch screens.

T-Mobile is calling the DoublePlay the “ultimate multi-tasking tool,” as the dual-screens will allow users do two things at once, such as surf the web on the main screen and update their Facebook on the smaller screen. The screens can also be used in tandem, though I’m unsure how something like a web page, for example, would look across one 3.5-inch screen and one 2-inch screen.

Other specs include a 1GHz Snapdragon processor powering Android 2.3 Gingerbread, a 5-megapixel rear camera with LED flash, auto focus, and 720p video capture, along with access to T-Mobile’s Group Text and Cloud Text services. If the split QWERTY keyboard isn’t your style, the phone also comes pre-loaded with Swype for easier text input.

T-Mobile and LG were unclear about pricing and availability, but according to a leaked T-Mobile roadmap, you can probably expect to see the truffle-colored LG DoublePlay on November 2 for $149 on-contract.


Company: T-Mobile
Website: t-mobile.com
IPO: DT

T-Mobile is a mobile telephone operator headquartered in Bonn, Germany. It is a subsidiary of Deutsche Telekom. T-Mobile has 101 million subscribers making it the worlds sixth largest mobile phone service provider globally.

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Company: LG
Website: lg.com
Launch Date: October 18, 2011

The LG Group is South Korea’s third largest conglomerate that produces electronics, chemicals, and telecommunications products and operates subsidiaries like LG Electronics, LG Telecom, Zenith Electronics and LG Chem in over 80 countries.

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iPhone 4S First Weekend Sales Exceeds 4 Million, Doubles The Pace Of The iPhone 4

Posted: 17 Oct 2011 06:14 AM PDT

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Apple just announced that it sold four million iPhone 4S handsets over the last weekend. The phone hit stores on October 14th and it took just three days to move the massive lot. Incredible.

Philip Schiller, Apple’s senior VP of Worlwide Product Markteting notes, "iPhone 4S is off to a great start with more than four million sold in its first weekend—the most ever for a phone and more than double the iPhone 4 launch during its first three days."

Moreover, Apple just announced that 25 million are already using iOS 5 and over 20 million have signed up for iCloud.

The iPhone 4s will hit even more countries in the coming weeks. It will be available in more than 22 countries after October 28 and more than 70 by the end of the year. Apple previously noted that it was prepared for a massive launch and it seems as if the company delivered. After the busy first weekend, the phone is still on backorder at most carriers and retailers with the Apple Store indicating a 1-2 week shipping delay.

[image credit: Kirsty Wigglesworth, AP]


Company: Apple
Website: apple.com
Launch Date: January 4, 1976
IPO: October 18, 1980, NASDAQ:AAPL

Started by Steve Jobs, Steve Wozniak, and Ronald Wayne, Apple has expanded from computers to consumer electronics over the last 30 years, officially changing their name from Apple Computer, Inc. to Apple, Inc. in January 2007. Among the key offerings from Apple’s product line are: Pro line laptops (MacBook Pro) and desktops (Mac Pro), consumer line laptops (MacBook) and desktops (iMac), servers (Xserve), Apple TV, the Mac OS X and Mac OS X Server operating systems, the iPod (offered with...

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5 Product Innovations From CEATEC 2011 In Japan (Video Gallery)

Posted: 17 Oct 2011 05:21 AM PDT

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Truth be told, I wasn’t very impressed with what electronics makers showed at the CEATEC 2011 tech exhibition – especially because a lot of the new products were “leaked” to the Japanese press before the event started.

However, here are a total of five of the coolest innovations Japanese companies showed at the CEATEC 2011 in video form, delivered from our friends at Diginfo TV (YouTube channel). All the videos were shot directly on location and are in English.

Video 1: Toshiba’s 55-inch, naked-eye 3D TV with facial recognition (our coverage)

Video 2: Sony’s “DEV-3″ binoculars that shoot videos in full HD and 3D

Video 3: Pioneer’s augmentend reality-based car navigation System (our coverage)

Video 4: NTT Docomo’s smartphone jackets that measure body fat, radiation, or alcohol (our coverage)

Video 5: NTT Docomo’s smartphone battery that fully charges in 10 minutes