Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Friday, May 13, 2011

Weight Watchers PointsPlus Review: To Pre-Track or Not to Pre-Track?

In one of my favorite episodes of the show "The Office" a character is typing at his computer and another character asks him if he's busy. He asks, "Are you working or are you entering Weight Watchers Points?". The character replies ruefully, "You have to track them right away or you forget."


So true! For almost three months I've been typing away the moment anything passes my lips. It's crucial to do it right away or else something might not get tracked.

Of course, I've often been told that the ideal way to keep your PointsPlus values in check and have a well-rounded diet is to pre-track. (To actually plan your day ahead of time and that way you know exactly how many PointsPlus values you're using and for what. Nothing is left to chance.)

I've tried. But, I like the freedom of getting to choose what I am eating the day of. Almost every time I try to pre-track, I end up deleting almost everything I planned, and I change it to something else.

I think pre-tracking puts me in a "diet" mindframe. I don't suppose I like having anybody tell me what to eat even if it's ... me.

I can see its merits, though. Not being caught off guard by running out of PointsPlus values... making sure I get in those two dairy servings ... those elusive multiple veggie servings.

So, should I "force" myself to pre-track and stick to the plan or should I keep "winging it" daily?

If you've tried Weight Watchers, what worked for you? What are the pros and cons or pre-tracking? Share your tips in comments!

Note: Weight Watchers has provided me with free access to the online version of their program, and other tools, for me to complete my review of the new PointsPlus program. I am in no way being compensated by Weight Watchers.


View the original article here

Monday, April 25, 2011

Weight Watchers PointsPlus Review: Piling on the Power Foods


I'm hoping chowing
down on carrots will crunch my appetite.

If you read my last post about my Weight Watchers PointsPlus review, then you know I was considering switching to a different approach to the plan, the Simply Filling Technique.

Well, I got some great advice from readers about the pros and cons of making the switch and I have settled on a compromise:

For the next three weeks I'm going to eat as many of the Power Foods as I possibly can and see how many "other" foods I tend to work in to my day on average. That way, I'll know how many PointsPlus values I would theorically spend without officially switching to the plan. That will tell me how comfortable I would be with not tracking Power Foods (Can I make them the main-stay of my diet?) and using PointsPlus values for everything else (Just how many non-Power Foods do I actually eat in a week?).

So far, the main Power Food that I have been relying on is fruit. Most all of them have zero PointsPlus values and when I feel like a snack, I reach for them.

What I haven't been eating enough of is veggies! One or two servings at most and if I'm honest, often it's one. My goal this week is to eat two servings each day and work my way up. My first method will be to eat either baby carrots or a big veggie-filled salad at lunch every day.

Other Power Foods I plan to pile on my plate include reduced-calorie bread, soup, fat-free yogurt (I have gone from "forcing" myself to eat it daily to actually looking forward to it! Hello, two servings a day!), egg whites and beans. I haven't been eating these types of foods regularly and I know it's time to.

I am interested to see how much these foods help me curb my hunger. I still struggle with feeling overly-hungry at night and here's hoping adding these foods I've been missing out on will do the trick! Next week, my next weigh-in results will be posted. Stay tuned!

Note: Weight Watchers has provided me with free access to the online version of their program, and other tools, for me to complete my review of the new PointsPlus program. I am in no way being compensated by Weight Watchers.

Image: Clipart.com


View the original article here

Thursday, April 7, 2011

Weight Watchers PointsPlus Review: Weigh-in 11 Results

Last week was my eleventh weigh-in during my review of the Weight Watchers PointsPlus program and I am happy to report that I have passed a milestone ... I've lost 20 pounds. Technically, 20.1 to be exact; I must admit that little .1 on the end makes my smile a little bigger.


Since folks can expect to lose one to two pounds a week on Weight Watchers, I am right on track!

Next week I will be posting a three-month-review/wrap-up post and tell you about my some of experiences a little more in detail, as well as some pros and cons of the Weight Watchers plan and how it compares to other plans I have tried. Come back and check it out!

Note: Weight Watchers has provided me with free access to the online version of their program, and other tools, for me to complete my review of the new PointsPlus program. I am in no way being compensated by Weight Watchers.


View the original article here

Sunday, March 27, 2011

Weight Watchers PointsPlus Review: Week 6

I stepped on my scale anxiously awaiting this week's weigh-in results and I had to do a double-take. Okay, actually I did a triple take. In fact, I got off the scale and back on three times.

Why? Because I had not lost an ounce!

Now, I know a lot about losing weight and that there are ebbs and flows during the process, but somehow I suddenly became that first-time-dieter who couldn't believe her eyes when she saw the scale hadn't budged (Somewhere, deep down, that impatient girl is stamping her foot with her hands on hips going, "But I was so good this week!).

I had to turn up my own voice of reason: The fact is, no matter how effective your diet is, you're going to have a week every now and again that you simply don't lose. Sometimes you may even gain.

There are a lot of reasons this can happen ... water weight gain, water retention due to sodium intake, building muscle due to exercise. The moral of the story is, no matter what method you are using to lose weight, not losing one week (or the next, even), doesn't mean you should give in.

I think about the time I was on Weight Watchers when I was 18. (It was my first attempt.) The first time I didn't lose, I did what I just warned you about: I threw that towel in and threw out my bathroom scale for good measure. I look back now and I regret that.

Losing weight is a process and no matter how much that impatient girl's voice is echoing in my head, "This isn't fair!" I know that I am older and wiser now and that sometimes this just happens. Neither the towel --nor the scale! -- is being thrown anywhere.

Note: Weight Watchers has provided me with free access to the online version of their program, and other tools, for me to complete my review of the new PointsPlus program. I am in no way being compensated by Weight Watchers.

Image: Clipart.com


View the original article here

Friday, March 25, 2011

Review: iHome Portable Rechargeable speaker iD9 iPad, iPhone and iPod

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As the less expensive option, iDM12 benefits both from lower expectations and one extra feature—an integrated Bluetooth 2.1 wireless stereo streaming capability—that takes it out of the league of most $50-$100 speakers we’ve seen for Apple’s devices. iHome has given the 7.17” wide by 2.27” deep by 2.27” high pill-shaped unit both A2DP support and a limited AVRCP capability, enabling it to connect with most iPod touch, iPhone, and iPad devices to stream music and pause audio playback using one of the four buttons on its top. Two others control iDM12’s volume, rather than the wirelessly connected device’s, and the last turns the speaker’s power on and off. In our testing, wireless audio was completely reliable at standard 30-foot Bluetooth broadcasting distances, experiencing similarly standard brief drop-outs at greater distances, and a complete fall-off at roughly 60 feet.

Nestled next to a pop-out plastic stand on the back is a switch that toggles between Bluetooth and auxiliary audio inputs, the latter relying upon a special V-shaped cable iHome includes in the package. This cable has a micro-USB connector on one end, a cord manager in the middle, and separate full-sized USB and 3.5mm audio connectors at the other end. Unlike some speakers, the USB connector can’t be used for computer audio; it’s solely for charging, and since no power adapter is supplied, you’ll need to use a computer or other USB port to recharge iDM12. Only the 3.5mm plug provides a wired path for music to travel on, and flipping between an iPad’s headphone and Bluetooth outputs sounded pretty much the same.

The other interesting part of iDM12 is a novel magnetic faceplate that protects the unit’s plastic front grille and two speakers during travel, popping off to serve as a fixed-position iPad stand. While you can mount an iPad in either horizontal or vertical orientation in the plastic stand’s groove, relying upon two swivel-out metal feet for support, it has no space to accommodate iPad cases or a Dock Connector cable if the tablet is in portrait orientation with its Home Button at the bottom. iHome has tailored the groove solely for the iPad, and though iPod touches can sort of fit, iPhones can’t. It’s obvious that the stand was really designed for only one Apple product, and then, only when it’s bare; a little extra design work could have made it better.

As similar as its features may be on paper, iD9 is actually a substantially different animal. Made mostly from a slightly less shiny silver plastic that could pass for anodized aluminum from a distance, it measures 12.9” wide by 4.06” deep by 2.06” high—almost twice as long and twice as deep as iDM12, though virtually identical in height. Off to its sides are two total diagonally-firing speaker drivers, while its back has a line-in port, a power input port, and a switch that toggles a “remote” feature between auto and on. iD9 notably doesn’t ship with a remote, but it does come with a wall adapter, as well as a larger rechargeable battery than iDM12—2600mAh versus 1800mAh. It’s considerably heavier, too: 3.25 pounds to iDM12’s 0.35 pounds.

These numbers underscore the fundamental differences between iD9 and iDM12: the smaller unit can be taken anywhere, and the larger unit is—despite the battery inside—meant to be moved only around a house or office, though it’s capable of working anywhere you can carry it. Moreover, while the smaller iDM12 is solely for music playback, iD9 has a full iPad-sized glossy black charging dock in the center, complete with a flexible Dock Connector plug and three rubber pads—two left for you to install yourself if you need them. While we’re not huge fans of the DIY rubber pad approach, we love the fact that iD9 is designed to work with iPads regardless of whether they’re encased or not, and actually does so with only one caveat: the default angle of the flexible Dock Connector is just a little off for iPads, so you may need to wiggle the tablet (or an iPod touch) into place, an inconvenience that should really be addressed in a subsequent production run. We had no such problem with the iPhone 4. All Apple devices charge off of the 2.1-Amp dock at full speed. iD9 also features a clear, four-light battery power indicator, which the iDM12 doesn’t have.

Two other significant differences between the models are also worth mentioning. First, iD9’s speakers sound considerably better: even at their peak volume level, they exhibit relatively little distortion and very low amplifier hiss, putting out enough treble- and midrange-focused sound to feel appropriate for the $100 price tag. Though iD9 isn’t as well-equipped in the bass department as some of the other speakers—even iHome clock radios—that we’ve seen in its price range, it’s the best sounding $100 speaker yet released for the iPad, and less quirky than Jensen’s ambitious but ultimately unsteady JiPS-250i.

By contrast, iDM12 offers a slightly lower maximum volume, less treble, and a little more bass, but it’s similarly midrange-focused, and exhibits an audible static hiss regardless of the volume level it’s playing at, or whether your device is connected with a wire or Bluetooth. At higher volume levels, the music sounds moderately distorted in a way the iD9’s audio avoids; unlike the iD9, volume levels have to be separately set on the iOS device and the iDM12, which can contribute to the distortion issues. While these issues might sound discouraging, it needs to be said that none of them is a huge problem for a $70 speaker, particularly one with integrated Bluetooth streaming capabilities. A little extra tuning—particularly in the AVRCP remote volume control department—might have made iDM12 even better.

That brings us to the second difference: iD9 loses the iDM12’s Bluetooth wireless streaming capability in favor of making purely wired connections to your iPod, iPhone, or iPad, either through the integrated Dock Connector or the rear auxiliary audio input port. From our perspective, the sound quality improvements iD9 offers over the wireless iDM12 make this omission a wash, but if you’re looking for a way to stream audio to a speaker, only one of these units is capable of doing that.

For all of their similarities, properly rating these two systems requires an understanding of their separate assets, issues, and usage models that can be summed up in this way. Though it’s not the fanciest $100 audio system we’ve seen for iPods or iPhones, or the most versatile $100 unit available for iPads, iD9 is the best budget speaker dock yet released for Apple’s tablet—a sharp-looking and nice-sounding all-in-one system that can charge even the power-hungry iPad at full speed. Imperfections in its Dock Connector and padding implementation detract from what’s otherwise a highly case-compatible and convenient design that can be used anywhere in a house. If device charging and sonic fidelity aren’t as critical for your needs, but wireless streaming and a more compact size are appealing, iDM12 offers a more aggressively priced alternative. Limited control and stand design issues aside, it’s a more than respectable step up from iHome’s iHM79 and similar $50 wired-only portable options, though with similar limitations on audio quality. Both of these speakers are worthy of our general level recommendation.

A Note From the Editors of iLounge: Though all products and services reviewed by iLounge are "final," many companies now make changes to their offerings after publication of our reviews, which may or may not be reflected above. This iLounge article provides more information on this practice, known as revving.


View the original article here

Review: iHome iDM12 Portable Rechargeable Bluetooth Stereo speaker

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BRecommended

Company: SDI Technologies/iHome

Website: http://www.ihomeaudio.com/

Model: iDM12

Price: $70

Compatible: iPod touch 2G/3G/4G, iPhone 3G/3GS/4, iPad (2010), Other Models*

As the less expensive option, iDM12 benefits both from lower expectations and one extra feature—an integrated Bluetooth 2.1 wireless stereo streaming capability—that takes it out of the league of most $50-$100 speakers we’ve seen for Apple’s devices. iHome has given the 7.17” wide by 2.27” deep by 2.27” high pill-shaped unit both A2DP support and a limited AVRCP capability, enabling it to connect with most iPod touch, iPhone, and iPad devices to stream music and pause audio playback using one of the four buttons on its top. Two others control iDM12’s volume, rather than the wirelessly connected device’s, and the last turns the speaker’s power on and off. In our testing, wireless audio was completely reliable at standard 30-foot Bluetooth broadcasting distances, experiencing similarly standard brief drop-outs at greater distances, and a complete fall-off at roughly 60 feet.

Nestled next to a pop-out plastic stand on the back is a switch that toggles between Bluetooth and auxiliary audio inputs, the latter relying upon a special V-shaped cable iHome includes in the package. This cable has a micro-USB connector on one end, a cord manager in the middle, and separate full-sized USB and 3.5mm audio connectors at the other end. Unlike some speakers, the USB connector can’t be used for computer audio; it’s solely for charging, and since no power adapter is supplied, you’ll need to use a computer or other USB port to recharge iDM12. Only the 3.5mm plug provides a wired path for music to travel on, and flipping between an iPad’s headphone and Bluetooth outputs sounded pretty much the same.

The other interesting part of iDM12 is a novel magnetic faceplate that protects the unit’s plastic front grille and two speakers during travel, popping off to serve as a fixed-position iPad stand. While you can mount an iPad in either horizontal or vertical orientation in the plastic stand’s groove, relying upon two swivel-out metal feet for support, it has no space to accommodate iPad cases or a Dock Connector cable if the tablet is in portrait orientation with its Home Button at the bottom. iHome has tailored the groove solely for the iPad, and though iPod touches can sort of fit, iPhones can’t. It’s obvious that the stand was really designed for only one Apple product, and then, only when it’s bare; a little extra design work could have made it better.

As similar as its features may be on paper, iD9 is actually a substantially different animal. Made mostly from a slightly less shiny silver plastic that could pass for anodized aluminum from a distance, it measures 12.9” wide by 4.06” deep by 2.06” high—almost twice as long and twice as deep as iDM12, though virtually identical in height. Off to its sides are two total diagonally-firing speaker drivers, while its back has a line-in port, a power input port, and a switch that toggles a “remote” feature between auto and on. iD9 notably doesn’t ship with a remote, but it does come with a wall adapter, as well as a larger rechargeable battery than iDM12—2600mAh versus 1800mAh. It’s considerably heavier, too: 3.25 pounds to iDM12’s 0.35 pounds.

These numbers underscore the fundamental differences between iD9 and iDM12: the smaller unit can be taken anywhere, and the larger unit is—despite the battery inside—meant to be moved only around a house or office, though it’s capable of working anywhere you can carry it. Moreover, while the smaller iDM12 is solely for music playback, iD9 has a full iPad-sized glossy black charging dock in the center, complete with a flexible Dock Connector plug and three rubber pads—two left for you to install yourself if you need them. While we’re not huge fans of the DIY rubber pad approach, we love the fact that iD9 is designed to work with iPads regardless of whether they’re encased or not, and actually does so with only one caveat: the default angle of the flexible Dock Connector is just a little off for iPads, so you may need to wiggle the tablet (or an iPod touch) into place, an inconvenience that should really be addressed in a subsequent production run. We had no such problem with the iPhone 4. All Apple devices charge off of the 2.1-Amp dock at full speed. iD9 also features a clear, four-light battery power indicator, which the iDM12 doesn’t have.


Two other significant differences between the models are also worth mentioning. First, iD9’s speakers sound considerably better: even at their peak volume level, they exhibit relatively little distortion and very low amplifier hiss, putting out enough treble- and midrange-focused sound to feel appropriate for the $100 price tag. Though iD9 isn’t as well-equipped in the bass department as some of the other speakers—even iHome clock radios—that we’ve seen in its price range, it’s the best sounding $100 speaker yet released for the iPad, and less quirky than Jensen’s ambitious but ultimately unsteady JiPS-250i.

By contrast, iDM12 offers a slightly lower maximum volume, less treble, and a little more bass, but it’s similarly midrange-focused, and exhibits an audible static hiss regardless of the volume level it’s playing at, or whether your device is connected with a wire or Bluetooth. At higher volume levels, the music sounds moderately distorted in a way the iD9’s audio avoids; unlike the iD9, volume levels have to be separately set on the iOS device and the iDM12, which can contribute to the distortion issues. While these issues might sound discouraging, it needs to be said that none of them is a huge problem for a $70 speaker, particularly one with integrated Bluetooth streaming capabilities. A little extra tuning—particularly in the AVRCP remote volume control department—might have made iDM12 even better.

That brings us to the second difference: iD9 loses the iDM12’s Bluetooth wireless streaming capability in favor of making purely wired connections to your iPod, iPhone, or iPad, either through the integrated Dock Connector or the rear auxiliary audio input port. From our perspective, the sound quality improvements iD9 offers over the wireless iDM12 make this omission a wash, but if you’re looking for a way to stream audio to a speaker, only one of these units is capable of doing that.

For all of their similarities, properly rating these two systems requires an understanding of their separate assets, issues, and usage models that can be summed up in this way. Though it’s not the fanciest $100 audio system we’ve seen for iPods or iPhones, or the most versatile $100 unit available for iPads, iD9 is the best budget speaker dock yet released for Apple’s tablet—a sharp-looking and nice-sounding all-in-one system that can charge even the power-hungry iPad at full speed. Imperfections in its Dock Connector and padding implementation detract from what’s otherwise a highly case-compatible and convenient design that can be used anywhere in a house. If device charging and sonic fidelity aren’t as critical for your needs, but wireless streaming and a more compact size are appealing, iDM12 offers a more aggressively priced alternative. Limited control and stand design issues aside, it’s a more than respectable step up from iHome’s iHM79 and similar $50 wired-only portable options, though with similar limitations on audio quality. Both of these speakers are worthy of our general level recommendation.

A Note From the Editors of iLounge: Though all products and services reviewed by iLounge are "final," many companies now make changes to their offerings after publication of our reviews, which may or may not be reflected above. This iLounge article provides more information on this practice, known as revving.


View the original article here

Tuesday, March 22, 2011

Weight Watchers Review: Final January Weigh-In

It's 30 days down on my trial of the new Weight Watchers PointsPlus program. The results of my final weigh-in for January? A total of 7.9 pounds lost! I am quite pleased and I am right on target for the 1 to 2 pounds per week that is recommended as a safe weight-loss rate (and that just happens to be exactly what someone on the Weight Watchers program can expect to lose!).

They say it takes 30 days for anything to become a habit, and here are a few habits that are really helping me to stick with the program:

Are you following the new Weight Watchers program? What habits have you found to be helpful? Post your advice in comments or share your own review here.

Note: Weight Watchers has provided me free access to the online version of their program, as well as other tools so that I can review the new PointsPlus program. I am in no way being compensated by Weight Watchers.

Image: Clipart.com


View the original article here

Wednesday, March 16, 2011

Weight Watchers Review: Weigh-in Results

As I am entering week six of my Weight Watchers PointsPlus program review, my weigh-in results for today are a grand total of 12.2 pounds lost! (People on Weight Watchers can expect to lose 1-2 pounds a week.)

I have been asked a few questions about my review so far that I thought I would address tonight:

Are you going to meetings?
No, I am following the program completely online.

You tried previous versions of Weight Watchers. Which do you prefer?
This version!

You said last week you always measure servings of things like dressing at home. What do you do when you eat out?
Honestly, I don't eat out as much as I used to, but when I do I ask for condiments to be served "on the side" and I sometimes measure them using a shot glass or a "take out" condiment cup that is either one or two tablespoons.

How much weight did you lose previously on Weight Watchers?
I lost 18 in pounds in just over four months when I tried a previous version of the program.

What do you like most about this version?
The ability to eat almost all fruits and vegetables without "spending" PointsPlus values on them has helped me to greatly increase my intake.

Were you trying to lose weight before starting the new program?
I wasn't following a certain diet. I was focusing on maintaining the weight I had previously lost (by controlling portions, mainly). I would lose a few pounds here and there, but not consistently.

Note: Weight Watchers has provided me with free access to the online version of their program, and other tools, for me to complete my review of the new PointsPlus program. I am in no way being compensated by Weight Watchers.


View the original article here

Wednesday, February 9, 2011

Review: Altec Lansing inMotion Air Universal wireless speaker

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Altec’s strategy with inMotion Air turns out to be markedly different from the ones that rivals have pursued—at least, in some ways. As has been the case with the last two or three years of Altec speakers, inMotion Air uses an unusually shaped cabinet that deliberately aims for extra angularity wherever possible. The twin-driver speaker is angled to appear as if it’s leaning back, has an extra facet where its silver top button controls appear, and adds matching slants to its included Infrared remote and USB-to-computer wireless dongle. While the soft touch black rubber used in the cabinet design feels nice to the touch, the shape of the system may or may not be as soft on your eyes. From our perspective, it’s a decided improvement on the garish gold and faux metallic designs that Altec released in recent cycles, but still not beautiful in any absolute sense of the word. Creative’s ZiiSound D5 is still the high water mark for iPod/iPhone Bluetooth speaker system designs, though it’s more expensive than inMotion Air, too.

In the absence of similarly gorgeous design, Altec has relied on sound quality and features as selling points for its speakers, and it’s here that inMotion Air becomes most appealing as an alternative to the aforementioned rivals. Unlike the similarly-sized ZiiSound D5 and Tango TRX, inMotion Air completely leaves out an iPod/iPhone dock in favor of a more powerful Bluetooth wireless chip—one that is theoretically capable of working from 333-foot distances rather than the more common 33-foot range of typical Bluetooth systems. In our testing with an iPhone 4, Altec’s wireless streaming worked from actual distances in excess of 100 feet away, maneuvering around walls and a staircase, before the signal began to break up. In elegant fashion, the signal loss sounded like split-second drop outs rather than buzzing or distorting. Different Bluetooth broadcasting devices will vary in performance with inMotion Air—Altec includes the aforementioned USB dongle to guarantee maximum performance with computers—but even the level of performance we saw with the unassisted iPhone 4 is impressive by typical Bluetooth speaker standards. Most systems stop working right around the 33-foot mark promised by basic Bluetooth chips; some reach to 60-foot distances before losing signals.

A couple of Altec’s other assets are also worth mentioning at this point. There’s a scoop-styled handle on the back, and Air is light enough to be easily carried around inside a house or office so that you can really take advantage of its battery-powered portability. Seven hours of play time between charges are promised from the built-in cell, which is right between the five- to eight-hour run times promised by foxL v2.2 and Jawbone Jambox; notably, inMotion Air has much bigger speakers to power, and puts out a lot more volume than these smaller units. Altec manages its power using a switch hidden inside a remote control storage nook next to the carrying handle. Flip the switch on and the system works in portable mode; flip it off and it will only turn on when connected to wall power. Since Tango TRX and ZiiSound D5 only work when they’re connected to outlets, inMotion Air has a decided advantage over peer-sized audio systems in this regard.

Altec’s sound quality is in the “good” rather than “great” category overall, though how impressed you’ll be by the audio depends on what you’re using as a comparative reference. On paper, comparing inMotion Air’s only two speakers—3” “full-range long throw drivers”—to the five speakers in XtremeMac’s Tango TRX might make you think that Altec had shown up with a knife to a gunfight. But due to less than optimal tuning of TRX’s drivers and some impressive work on Altec’s side, including aptX optimized Bluetooth audio, Air actually offers only a little less bass and peak volume than Tango, while besting it in treble performance and clarity—at least, when both are in Bluetooth mode. (Tango TRX cleans up somewhat when its dock is used.) Put inMotion Air next to either foxL v2.2 or Jawbone Jambox and, not surprisingly, you’ll find Altec’s speakers to be in another league entirely: they’re louder, clearer, and with superior dynamic range that makes the pocket-sized systems sound like FM radios.

While the sonic differences between the foxL, Jambox, and Air might seem obvious enough given the difference in their sizes, the fact that Altec is offering superior functionality and performance for the same price tag has not been lost on us. inMotion Air delivers pretty much what we’d have expected from a $200 Bluetooth wireless speaker, while the smaller systems have continued to strike us as overly expensive given what they actually deliver. Only their “take them anywhere” sizes and integrated iPhone-ready microphones enable them to co-exist alongside an option like inMotion Air.

Altec also has some advantages in the control department relative to its rivals. Air’s top-mounted buttons are actually capable of controlling track play/pause/forward/reverse functions on iPods, iPhones, and iPads running the latest versions of iOS, which means that you can change, stop, and start tracks even when your device is on the other side of the house. This will be common enough in AirPlay speakers later this year, but it’s rare in Bluetooth speakers these days; the pocket systems barely make room for their own power and volume buttons. Control is further augmented by inMotion Air’s packed-in Infrared remote, which includes the same track, volume, and play/pause buttons alongside an ESS sound enhancer that changes the sound of tracks, seemingly with strategic treble and mid-treble boosts. Both Air and the remote can also switch to a wired auxiliary audio input if you want to connect a non-Bluetooth device that way, and control it on its own.

While we’ve praised quite a few of inMotion Air’s features, there are some issues that detracted somewhat from our otherwise positive impressions. First, though it’s sonically on par with Tango TRX and superior to the same-priced Aliph and SoundMatters speakers, Air isn’t quite as full-bodied or powerful as the ZiiSound D5, which also looks better, includes a device charging dock, and has a dongle that allows iPod nano and classic models to play music wirelessly, too. ZiiSound D5 used to be $100 more expensive than Air, but today, the price difference is only $50, and it’s generally justified by Creative’s assets. Additionally, we occasionally had small re-pairing issues with Air that might have been traceable to the number of Bluetooth devices in our testing area, but required a little more manual assistance to resolve than with competing devices. Most users won’t experience issues, particularly with the latest Bluetooth-friendly versions of iOS, but others might.

All in all, Altec Lansing’s inMotion Air is one of the better Bluetooth wireless speaker systems we’ve seen for iPod touch, iPhone, and iPad users: its lack of a charging and audio dock is offset by atypically strong wireless performance, while its integrated rechargeable battery pack and rear carrying handle make it considerably easier to carry around than similarly-sized rivals; similarly, it offers much better sound quality and horsepower than same-priced, smaller Bluetooth speakers that have recently been attracting more attention. While its ultra-angular looks won’t thrill everyone, the overall value delivered by inMotion Air’s combination of large, clear-sounding speakers, wireless remote controls, and dual power options are all worthy of our strong general recommendation; the same or better audio technology inside of a sleeker package would thrill even more people.

A Note From the Editors of iLounge: Though all products and services reviewed by iLounge are "final," many companies now make changes to their offerings after publication of our reviews, which may or may not be reflected above. This iLounge article provides more information on this practice, known as revving.


View the original article here

Review: Altec Lansing inMotion Air Universal wireless speaker

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Altec’s strategy with inMotion Air turns out to be markedly different from the ones that rivals have pursued—at least, in some ways. As has been the case with the last two or three years of Altec speakers, inMotion Air uses an unusually shaped cabinet that deliberately aims for extra angularity wherever possible. The twin-driver speaker is angled to appear as if it’s leaning back, has an extra facet where its silver top button controls appear, and adds matching slants to its included Infrared remote and USB-to-computer wireless dongle. While the soft touch black rubber used in the cabinet design feels nice to the touch, the shape of the system may or may not be as soft on your eyes. From our perspective, it’s a decided improvement on the garish gold and faux metallic designs that Altec released in recent cycles, but still not beautiful in any absolute sense of the word. Creative’s ZiiSound D5 is still the high water mark for iPod/iPhone Bluetooth speaker system designs, though it’s more expensive than inMotion Air, too.

In the absence of similarly gorgeous design, Altec has relied on sound quality and features as selling points for its speakers, and it’s here that inMotion Air becomes most appealing as an alternative to the aforementioned rivals. Unlike the similarly-sized ZiiSound D5 and Tango TRX, inMotion Air completely leaves out an iPod/iPhone dock in favor of a more powerful Bluetooth wireless chip—one that is theoretically capable of working from 333-foot distances rather than the more common 33-foot range of typical Bluetooth systems. In our testing with an iPhone 4, Altec’s wireless streaming worked from actual distances in excess of 100 feet away, maneuvering around walls and a staircase, before the signal began to break up. In elegant fashion, the signal loss sounded like split-second drop outs rather than buzzing or distorting. Different Bluetooth broadcasting devices will vary in performance with inMotion Air—Altec includes the aforementioned USB dongle to guarantee maximum performance with computers—but even the level of performance we saw with the unassisted iPhone 4 is impressive by typical Bluetooth speaker standards. Most systems stop working right around the 33-foot mark promised by basic Bluetooth chips; some reach to 60-foot distances before losing signals.

A couple of Altec’s other assets are also worth mentioning at this point. There’s a scoop-styled handle on the back, and Air is light enough to be easily carried around inside a house or office so that you can really take advantage of its battery-powered portability. Seven hours of play time between charges are promised from the built-in cell, which is right between the five- to eight-hour run times promised by foxL v2.2 and Jawbone Jambox; notably, inMotion Air has much bigger speakers to power, and puts out a lot more volume than these smaller units. Altec manages its power using a switch hidden inside a remote control storage nook next to the carrying handle. Flip the switch on and the system works in portable mode; flip it off and it will only turn on when connected to wall power. Since Tango TRX and ZiiSound D5 only work when they’re connected to outlets, inMotion Air has a decided advantage over peer-sized audio systems in this regard.

Altec’s sound quality is in the “good” rather than “great” category overall, though how impressed you’ll be by the audio depends on what you’re using as a comparative reference. On paper, comparing inMotion Air’s only two speakers—3” “full-range long throw drivers”—to the five speakers in XtremeMac’s Tango TRX might make you think that Altec had shown up with a knife to a gunfight. But due to less than optimal tuning of TRX’s drivers and some impressive work on Altec’s side, including aptX optimized Bluetooth audio, Air actually offers only a little less bass and peak volume than Tango, while besting it in treble performance and clarity—at least, when both are in Bluetooth mode. (Tango TRX cleans up somewhat when its dock is used.) Put inMotion Air next to either foxL v2.2 or Jawbone Jambox and, not surprisingly, you’ll find Altec’s speakers to be in another league entirely: they’re louder, clearer, and with superior dynamic range that makes the pocket-sized systems sound like FM radios.

While the sonic differences between the foxL, Jambox, and Air might seem obvious enough given the difference in their sizes, the fact that Altec is offering superior functionality and performance for the same price tag has not been lost on us. inMotion Air delivers pretty much what we’d have expected from a $200 Bluetooth wireless speaker, while the smaller systems have continued to strike us as overly expensive given what they actually deliver. Only their “take them anywhere” sizes and integrated iPhone-ready microphones enable them to co-exist alongside an option like inMotion Air.

Altec also has some advantages in the control department relative to its rivals. Air’s top-mounted buttons are actually capable of controlling track play/pause/forward/reverse functions on iPods, iPhones, and iPads running the latest versions of iOS, which means that you can change, stop, and start tracks even when your device is on the other side of the house. This will be common enough in AirPlay speakers later this year, but it’s rare in Bluetooth speakers these days; the pocket systems barely make room for their own power and volume buttons. Control is further augmented by inMotion Air’s packed-in Infrared remote, which includes the same track, volume, and play/pause buttons alongside an ESS sound enhancer that changes the sound of tracks, seemingly with strategic treble and mid-treble boosts. Both Air and the remote can also switch to a wired auxiliary audio input if you want to connect a non-Bluetooth device that way, and control it on its own.

While we’ve praised quite a few of inMotion Air’s features, there are some issues that detracted somewhat from our otherwise positive impressions. First, though it’s sonically on par with Tango TRX and superior to the same-priced Aliph and SoundMatters speakers, Air isn’t quite as full-bodied or powerful as the ZiiSound D5, which also looks better, includes a device charging dock, and has a dongle that allows iPod nano and classic models to play music wirelessly, too. ZiiSound D5 used to be $100 more expensive than Air, but today, the price difference is only $50, and it’s generally justified by Creative’s assets. Additionally, we occasionally had small re-pairing issues with Air that might have been traceable to the number of Bluetooth devices in our testing area, but required a little more manual assistance to resolve than with competing devices. Most users won’t experience issues, particularly with the latest Bluetooth-friendly versions of iOS, but others might.

All in all, Altec Lansing’s inMotion Air is one of the better Bluetooth wireless speaker systems we’ve seen for iPod touch, iPhone, and iPad users: its lack of a charging and audio dock is offset by atypically strong wireless performance, while its integrated rechargeable battery pack and rear carrying handle make it considerably easier to carry around than similarly-sized rivals; similarly, it offers much better sound quality and horsepower than same-priced, smaller Bluetooth speakers that have recently been attracting more attention. While its ultra-angular looks won’t thrill everyone, the overall value delivered by inMotion Air’s combination of large, clear-sounding speakers, wireless remote controls, and dual power options are all worthy of our strong general recommendation; the same or better audio technology inside of a sleeker package would thrill even more people.

A Note From the Editors of iLounge: Though all products and services reviewed by iLounge are "final," many companies now make changes to their offerings after publication of our reviews, which may or may not be reflected above. This iLounge article provides more information on this practice, known as revving.


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Review: Chair Entertainment/Epic Games Infinity Blade

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In short, Infinity Blade follows a family of nameless warriors as they embark for reasons unknown on a mission to slay an evil king. You start by taking control of a single character who confronts the king and then dies at his hands, creating a seemingly infinite loop of vengeance that will see his son, grandson, great-grandson, and future successors repeat the same fatal mistake. Or will they? Each fallen fighter leaves all of his possessions to the next warrior, enabling you to grow in power, weaponry, and defense as the game continues. At some point, one of the sons will have the right combination of sword, shield, armor, ring, magic, health bar, and experience points—plus your skills—to defeat the king and end the loop. This brilliant little concept makes it possible for you to adventure your way through similar backdrops again and again, with each loop requiring a half-hour or so of playtime, possibly less if you explore less and fight faster.

Chair has structured the game ideally to facilitate adventuring and fighting for whatever time you have. The king is protected by a series of boss-caliber opponents rather than an army of one-hit losers, with each fight taking two or so minutes. Between fights, you needn’t concern yourself with granular movement within the fully 3-D world; instead, you tap on glowing points to move from scene to scene, controlling only your head as you reach each new point. This, combined with deliberately skewed and obscuring camera angles, turns each area into a hiding spot for potions, bags of gold, and inventory items such as helmets, swords, armor, and rings, which can be tapped on when you see them. Some merely boost strength or defense, while others add various magical and related abilities. A poison sword will leech life; a ring will let you stun an opponent with electricity; a suit of armor will also multiply your experience points when worn.

Fights are much better than we had expected. Epic and Chair haven’t tried to replicate the joystick and button arrays of Street Fighter IV or other incredibly successful console games; instead, it gives you dodge buttons on the sides of the screen, magic and special attack buttons in the two top corners, a block button at bottom center, and plenty of space elsewhere to swipe your weapon to your heart’s content. Occasionally, a glowing point will appear on your opponent for a stabbing attack, but most of the action focuses on dodging, slashing, or parrying attacks by following the direction they come from. It feels entirely unlike great console fighters, but it works really well on these devices.

Again, the camera angles and dramatic interruptions at key stages of both sides’ lifebars aid the experience: fights are third-person behind your character but very close in, making great use of the screen, and your goal is to stagger or dodge your enemy’s attack to open him up for a flurry of slashes. A big stagger leads to a brief cinematic, and the final one offers you the chance to rack up extra experience points by swiping as many times as possible in a “finishing” sequence. Sometimes, your foe goes off a bridge or staircase at the end of a fight, and most often, your warrior get pierced by the king’s magical sword before the game awakens to a Groundhog Day-like view of the castle in the distance. In any case, there’s no dead time in these fights; they’re all action, and evolve to become smarter as you keep playing.

Thanks to its comparative simplicity, the experience-building system is more addictive here than in games that radically overcomplicate the statistical exercise of leveling up. You have a handful of categories to bolster with points earned through battle, and you gain separate experience points for each inventory item you use, with the option to use gold currency to either purchase new items or more experience if you don’t want to adventure for them. We’re thrilled that Epic didn’t insert an in-app ATM system to turn these acquisitions into paid purchases, but we’d also like to see a little more ability to actually customize your family of fighters beyond just swapping their gear, and the per-item experience levels are arguably surplusage: even after boosting experience, you’re still knocking off modest numbers of hit points per slice or stab of your enemies, so keeping the focus on acquiring decidedly better weapons is important.

Epic’s 3-D graphics engine, based on Unreal Engine 3, is frankly 75% of the reason that Infinity Blade has received all of its buzz. The demonstration version called Epic Citadel provided a character-free tour through the game’s countryside and buildings, but offered only a minimal taste of what the action would be like, and no clue as to how the engine would hold up when both backgrounds and fighters were present. There’s mostly good news on this point: as discussed in our look at Epic Citadel, Infinity Blade’s environments are outstanding. Sometimes stunningly faceted with polygons. Incredibly textured on even the high-resolution iPad, iPhone 4, and iPod touch 4G, all of which are natively supported for the $6 asking price. The characters are, too. They don’t look real, but they look better than any combination of characters and backgrounds on any iOS game released thus far; the warriors are in most cases textured with distressed materials that look old, worn, and gothically beautiful—just like the castle and its surroundings. GPU-punishing details that could have been omitted, like circular-edged buildings and metalworks, spiraling staircases, and lifelike grass, all are present as if they were effortless to include within the Unreal Engine; special effects receive comparatively short shrift. That aside, only triple-A titles from triple-A developers have a prayer of approaching what has been accomplished here visually.

The compromise is in frame rate. On the iPad, iPhone 4, and iPod touch, the frame rate is consistently under 25 frames per second, and probably more in the sub-20 range if we had to guess. Infinity Blade is fluid enough to feel great, particularly with its ambient audio track and menacing sound effects, which include voice samples every time you return to do battle with the king. Turn off the audio, though, and it’s obvious that the game stutters a little here and there because the developers wanted to pack the game with so much detail. The trade-off’s acceptable this time, but a sequel is going to need to smooth its motion in order to evolve to the next level.

Will Infinity Blade evolve? The developers say yes. A section of the game’s menu system promises new items, enemies, and dungeons are going to be added “soon,” along with a Game Center-aided multiplayer mode. The latter feature will be extremely interesting to see implemented—will it be cooperative, competitive, or both?—but the first three could be great or nauseating. As impressive as this title is right now, we’re concerned that the developers may try to turn it into a cash machine with in-app purchases, such that the “red sword” will cost you 99 cents, and accessing the new dungeons might be a few dollars. The game doesn’t say whether the additions will be purchasable. Finding the right balance between free and paid upgrades is going to be tricky.

If anyone can pull that off, Epic and Chair seem like leading candidates. Releasing this game at a wholly reasonable $6 price point with full iPad, iPhone, and iPod touch compatibility was precisely the right move, rather than fragmenting purchasers into different platform-specific apps with different prices, and though the experience will differ somewhat from device to device because of hardware capabilities, Infinity Blade delivers a fully realized fighting adventure game in any case. It’s astonishing to consider how much better of an experience you get for the price here than with either the $5 Click Wheel iPod Games released years ago, or the split-version, higher-priced apps some developers are trying to sell today. Based on the quality of the game, the impressiveness of its technology, and the developers’ pricing thus far, Infinity Blade deserves to be the most successful game yet released for iOS devices. It receives our exceedingly rare flat A high recommendation, and is worthy of attention on literally any iOS device capable of playing it.

A Note From the Editors of iLounge: Though all products and services reviewed by iLounge are "final," many companies now make changes to their offerings after publication of our reviews, which may or may not be reflected above. This iLounge article provides more information on this practice, known as revving.

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Review: BoxWave keyboard for the iPhone 4 buddy

On the surface of the keyboard, the guy seems like pretty cool case accessory. It has a slide out QWERTY keyboard, the keyboard with the perfect top row of numbers — something that can no longer be granted on a case-by-turn iPhone keyboard cases — plus arrows, shift, and function keys, dedicated to home and search for the buttons in the Spotlight. Even if it is missing, the rest of the dedicated iOS function keys, cutting and pasting the CTRL-key and full-sized space key, every little keyboard is to make compromises somewhere, so we were willing to take the shot to see if it is available. There is also a mini-USB to USB cable with integrated battery charging schemes, auxiliary vessels are listed only to 45 days without power of further information box. Small red and blue lights flash momentarily when you want to let you use the power and Propel is taking place, but still mostly otherwise disabled.

When the iPhone is simply thin in the case of the 4 plastic shell, which covers the largest part of the iPhone back and half, leaving holes elsewhere, it looks Nice. By combining the soft rubber coating around the edges of the matte and glossy silver ring with black Edging around the matte finish to the keys on the keyboard guy, manages the appearance of the iPhone 4 raises without directly mimicking. BoxWave's slide the keyboard mechanism seems to be stable in the outbound closed or open positions, and even if the case is really only a thin and only modestly protective shell does not cover the face of the device, from the top, bottom, or side buttons, are not particularly differs from other cases we have seen on the iPhone keyboard (4) the measures provided for in this respect. In other words, although it may be better, is roughly par course it appears today … except for one thing. We noticed that our review of a sample of the rear of the casing was already separated from a little Disappoint and had to be pushed back, together with the large sign, is not something that came out of just fresh package. As was the case years ago, the BoxWave would benefit from greater quality control checks before its transmission.

In the case of a list of the keyboard guy problems continued to grow, when we tried to actually use it. Instead of that, typically, SMEs, including pairing button, or the marking on the side of the installed power in any way, use a small sized pentip BoxWave click for fingernail paring position, ready to switch, which is presented using the hidden inside the iPhone 4 interface entries — originally a bit cumbersome and confusing. Even if they do not have an ideal in the case of TK-421 and handle the power and ease MiniKey controls pariliitoksen.

But most of the above mentioned problems could have been forgiven if, in keyboard guy thing had passed since our primary point of reference, the document test: could we actually type on the keyboard, the review itself? This measure, in the case of a failed miserably on the keyboard guy. All their other compromises, ThinkGeek, and had enough common sense, place the space-bars their keyboards, one of the most critical elements, it has been used for literally every five or six characters in length on average. BoxWave's position in the key of the movement of the Centre-the small size of the map it is very frustrating to do typing, reminding you during each several times, in accordance with the company, the composition.

Awkward placement of whitespace, or do not register the keystrokes registry twice, and the fact that the tendency to sometimes hit our fingers on the keys in the two at the same time, we found this tiny structure among the very worst we've tested — many steps backwards from pocket devices released years ago, the keyboards. We hardly could, in the case of a word without a keyboard guy, so try to make errors in a full sentence, the idea came to be difficult and even one song writing was effectively impossible in practice. Even thought we grow in our sample, you can use the keyboard to write was so irrelevant that it would make sense; the iPhone's integrated correction system was all that saved the stake is completely unusable.

Ultimately, the physical keyboard accessory pocket device, the value is very simple: if it improves the ability to write in relation to the virtual keyboard, you'll see dramatic productivity, which allows you to e-mail, instant message, and even compose documents on the iPhone — all the things users was detected because Apple released the first device in 2007 and only a little more virtual keyboards now. BoxWave's keyboard guy case does not proceed to these things better; our experience, it is subtracted from the actual accuracy of the type the location where we Wouldn't use it. $ 80 for the keyboard accessory must be much better than this, and where we stand, there is a lot of the work forward, BoxWave and to make the sequel, it's a good idea to buy a keyboard guy. Display and sliding keyboard mechanism aside, it's not a lot.

Note From the Editors of oranges: Although all the products and services have been reviewed by the oranges "final", many companies make changes to the offerings of our reviews now, which may or may not appear in the publication of the above. This article contains information about practice of oranges, revving.


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