미국 현지 시간 9월 12일 10시 발표될 iPhone X

애플 본사 스티브잡스 극장에서 1000명을 초청해 드디어 공개될 예정인데

어느정도 유출된 루머로 스펙은 대충 다 나온셈.


Image result for iphone 8 invitation


1. 모델명

iPhone 7 후속 모델명이 iPhone 8일지 iPhone X일지 의견이 분분하였는데.

네덜란드 사업자 KPN iPhone X 박스루머를 보면 출시 10주년 기념 iPhone X 가 조금더 타당할 듯



2. TouchID 지문인식 대신 FaceID?

Under Glass 지문인식 루머가 많았지만 성능확보를 하지 못해서

전면 3D 카메라를 이용하여 FaceID 얼굴인식 기반 인증을 제공한다는 루머

카메라를 이용하니 지문센서 대비 편의성 등에(각도를 신경써야 할테니) 이슈가 있을테니

다음번에는 다시 성능확보후에 지문인식을 추가할듯.




3. 가격

드디어 100만원 훌쩍 뛰어넘은 넘사벽 가격

iPhone X  64GB: $999

iPhone X 256GB: $1,099

iPhone X 512GB: $1,199


4. Display

iPhone X 5.8인치 OLED 최초 채택(삼성 Display 공급)


5. Camera

전면 3D Camera를 탑재하여 Selfie 인증 FaceID 지원예정



6. 무선충전

2017년 2월 WPC 멤버 가입으로 무선충전은 일찍부터 예측이 되었지만


아이폰도 드디어 무선충전 지원을 한다는

WPC 규격이기는 하나 자체 호환성 MPi를 가지고 간다는 MPi 승인된 정품 및 승인 액서시리만 충전되고

기존 WPC 규격 무선충전기는 무용지물?


15W 고속충전은 지원되지 않다다고 7.5W(5V/1.5A) 일반 충전모드만 지원될 듯

충전케이블은 라이트닝 - USB Type C는 별매고 번들은 라이트닝 USB Type A으로 예상된다는


7. Desgin

- 물리 홈버튼 없는 요즘 트렌드인 베젤리스 디자인

- 기존 4.7인치 5.5인치에 추가해서 iPhone X는 5.8인치

  iPhone 7S(4.7인치), iPhone X(5.8인치), iPhone 7S+(5.5인치) 예상 디자인


8. 배터리

기존 1자형에서 iPhone X는 L자형에서 2700mAh 예상

iPhone 7+ 2900mAh 대비 200mAh 감소

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2016. Mar. 14th

3월 21일 10시 Apple 이벤트 초청장 발송. 장소는 애플 본사가 있는 쿠퍼티노의 애플캠퍼스 타운홀

iPhone 5Se 외에도 9.7인치 iPad Air 후속모델, Apple Watch 신규 밴드 등이 소개될 예정이라고...




---------------------------------------------------------------------------------------------------------------------

2016. Jan. 23rd

From: 9to5mac

http://9to5mac.com/2016/01/22/apple-readies-iphone-5se-not-6c-for-marchapril-with-curved-edges-live-photos/

1. 왜 Apple은 iPhone 5se 4인치 모델을 출시할까?

  1) 하이엔드 시장 포화 및 중저가 시장 견제(삼성, 화웨이 등)

  2) 소형 인치에 대한 시장 수요 대응(삼성 Note급은 5.5인치 Plus 모델라인업으로 대응 중)

  3) 이머징 마켓에서의 애플 서비스 보급확대용


2. 9to5mac 주요 루머 정리

- iPhone 6C는 잘못된 루머, iPhone 5se가 바른 모델명
  Apple 내부에서는 N69로 불림

  -> 3/14 Updated. iPhone SE로 숫자없는 모델명 부여 루머. 매년 신제품 업데이트 필요없음?

- iPhone 5S는 단종처리

- iPhone SE 예상가격: $400~$500

- 디자인: iPhone 5S 유사

- 3.5인치 이어잭 지원

- 3D Touch 미지원

- Health App을 위한 기압계 지원

- Apple Pay 지원(NFC)


 Model(Code)

 iPhone SE(N69)

 iPhone 6(N61)

 iPhone 5S

 Release day

- 발표: Mar. 21st ,2016 
- 출시: End of March
 or Early of April,2016

Sep, 2014 

Sep, 2013

 Display
 Resolution

- 4 inch 
- TBC

- 4.7 inch
1334 x 750

- 4 inch
- 1136 x 640  

 CPU

A9 / M9 

A8 / M8

 A7 / M7

 RAM

 TBC

 1GB1GB 

 Storage

 16GB~64GB

16GB/64GB 

 16GB/32GB/64GB

 Camera

 Front: 1.2MP
 Rear: 12MP

Front: 1.2MP(F/2.2)
Rear: 8MP 

Front: 1.2MP(F/2.4)
Rear: 8MP 

 Barometer

 NFC

Touch ID
 (Fingerprint)

  Color

Silver, Space Gray,
Rose Gold
Silver, Space Gray

 Silver, Space Gray, Gold



- 애플의 2종류의 4인치 시제품 도면



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아이폰이 카메라 기능이 타 제조사에 비해서 부족하지만 이를 메워주는
다양한 3rd Party 어플들...

이번 어플도 터치기반의 아이폰 UI를 잘 활용한 카메라 App이다.

터치만으로 오토포커싱 혹은 노출을 맞출 수 있고 멀티터치로 이를 동시에
할 수도 있다.

백문이 불여일견 일단 동영상을 보면 쉬운 사용법에 감탄을 할 것이라는...

기능은 새로울 것이 없지만 이를 구현한 UX는 괜찮은 듯.

From : http://www.mobilecrunch.com/2010/07/23/camera-1-2-lets-you-select-exposure-points-by-touch/

Camera+ 1.2 lets you select both focus and exposure points by touch

by Dave Freeman on July 23, 2010
 




Normally, we don’t write about iPhone apps getting new features — we’d be overloaded if we tried to cover even half. With that said, the new version of Camera+ has a feature that’s just too cool not to mention.

The feature we’re talking about is called “Touch Exposure”. While Apple’s camera app lets you touch-to-focus on a point, it bases the photo’s exposure off that same point. Unfortunately, that leads to a lot of dark — but sharply focused — pictures. With Camera+ you use one finger to pick the focus point, and then use a second finger to select the exposure point.

This build is also significantly faster than those prior, and comes with a flashlight mode to boot. For $1.99, I’d say grab it.

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XT 시절 딱딱한 그래픽 일색이었던 게임시장에 부드러운 곡선의 움직임으로
센세이션을 일으켰던 페르시아의 왕자가 아이폰으로 다시 부활한다고

터치폰에서 어떻게 인터페이스를 만들지 모르겠지만 다시 한번 더
그때의 감동을 느낄 수 있으면 좋겠다는

그나저나 이런식으로 추억의 게임들이 아이폰으로 컨버팅 되면 될수록
경쟁사들의 두통이 더욱 깊어 질 듯...

사용자 삽입 이미지


사용자 삽입 이미지


From : http://www.mobilecrunch.com/2010/05/19/the-original-prince-of-persia-coming-to-iphone/

The original Prince of Persia coming to iPhone
by Simon Chester on May 19, 2010

Prince of Persia title screen


Every so often, some new iPhone app comes along that makes me go, “Dang, I really wish I had one o’ dem iPhone thingers.” Well, as you are probably expecting, right now is one of those moments.

I just read on Mashable that the original Prince of Persia is coming to the iPhone/iPod Touch as Prince of Persia Retro.

I was but a young-un when the game came out, but it was my first real experience with video games, and certainly the most memorable. Maybe that and Stunts.

My point is that it was awesome. Great graphics (you know, for the time), fluid animation, swords, puzzles, a princess… it was like man-Mario.

And now all you lucky iPhone owners get to take one of the greatest 8-bit adventures ever told around with you in your pocket. And you don’t even have to worry about fiddling with extended memory or floppy disks. You darn kids have got it so easy.

The game should come out some time before June 2010. Sadly, the price is not yet announced.

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아이폰, 안드로이드, WM을 가지고 하나의 멀티 밴드 기타를
완성을 한 개발자의 연주솜씨를 한번 감상해 보시기를...

정말 달인이라 할 정도로 터치폰임에도 오차없이 멋진 연주를 보여준다.

p.s. 이 좋은 음악에 단말 종류와 터치 감도의 정확도를 살펴보고 있으니 직업병인가 보다...

From : http://blog.stef.be/phoneguitar




Who said iPhone OS, Android and Windows Mobile don't play well together?

Music apps are a really cool type of mobile application, they let you you unleash your musical creativity wherever you are and are perfect to jot down a quick idea or to jam along.
For years one of my favorite pastimes on the train was to do some retro musictracking with the brilliant Milkytracker, but this time I needed something more.
It turned out to be somewhat geeky, even for my standards :-)

 image image

The Phone Guitar is born out of a presentation I'm going to do next Saturday on MobileCampBrussels about mobile cross development.
To put my money where my mouth is, I decided to create the same mobile app - a small piano/drum sequencer thing -  on 3 mobile platforms: Android, Windows Mobile and iPhone OS.
As a developer I didn't quite succeed: audio latency is a b*tch and building the app from the same source proved to be possible but unusable, so I ended up writing it three times: in java for android, in C# for windows mobile and in Objective-C for iPhone. More on that later, but boy did I have fun playing with it :-)

To play them all at once I just taped them on a piece of wood together with a battery powered speaker.
Add lots of audio cables and TADAAA: a very playable guitar shaped instrument that makes a hell of a noise :-)

I added Pocket Stompbox, a virtual amp with lots of great real time effects and of course the FANTASTIC iShred app from Frontierdesign

In screenshots, the setup looks like this

 imageimagepianopianoimageimage

Instant gratification! Rock on!!!

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그동안 온갖 구애에도 애플의 냉대에 속앓이만 하던 Adobe가
드디어 블로그를 통해서 그동안의 짝사랑을 접고 안드로이드 등으로
집중하기로 입장을 정리를 하였음을 밝혔다.

접근할수 있는 방법을 애플이 개발 정책 수정으로 원천 봉쇄를 하였으니
Adobe로서는 아쉽지만 어쩔수 없을 듯...

From : http://www.mikechambers.com/blog/2010/04/20/on-adobe-flash-cs5-and-iphone-applications/

On Adobe, Flash CS5 and iPhone Applications

with 59 comments

A little over a week ago Apple released a new draft of their iPhone developer program license which contained the following clause:

3.3.1 — Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited).

Essentially, this has the effect of restricting applications built with a number of technologies, including Unity, Titanium, MonoTouch, and Flash CS5. While it appears that Apple may selectively enforce the terms, it is our belief that Apple will enforce those terms as they apply to content created with Flash CS5. Developers should be prepared for Apple to remove existing content and applications (100+ on the store today) created with Flash CS5 from the iTunes store.

We will still be shipping the ability to target the iPhone and iPad in Flash CS5. However, we are not currently planning any additional investments in that feature.

To be clear, during the entire development cycle of Flash CS5, the feature complied with Apple’s licensing terms. However, as developers for the iPhone have learned, if you want to develop for the iPhone you have to be prepared for Apple to reject or restrict your development at anytime, and for seemingly any reason. In just the past week Apple also changed its licensing terms to essentially prohibit ad networks other than its own on the iPhone, and it came to light that Apple had rejected an application from a Pulitzer Prize winning cartoonist on editorial grounds (which Apple later said was a “mistake”).

The primary goal of Flash has always been to enable cross browser, platform and device development. The cool web game that you build can easily be targeted and deployed to multiple platforms and devices. However, this is the exact opposite of what Apple wants. They want to tie developers down to their platform, and restrict their options to make it difficult for developers to target other platforms. There is plenty of commentary online about this, so I won’t belabor the point, but I have included some links below that cover it more depth:

So, was all of the work on the iPhone packager a waste of time and resources? No, I don’t believe so. We proved that:

  1. There is no technical reason that Flash can’t run on the iPhone
  2. Developers can create well performing and compelling content for the device with Flash

However, more importantly, the teams implemented features (such as hardware acceleration and Ahead of Time compilation) that we will now be able to leverage for other devices and platforms. We have gained knowledge and experience that are being directly applied to Flash Player 10.1 and Adobe AIR 2.0 for other mobile operating systems.

Fortunately, the iPhone isn’t the only game in town. Android based phones have been doing well behind the success of the Motorola Droid and Nexus One, and there are a number of Android based tablets slated to be released this year. We are working closely with Google to bring both Flash Player 10.1 and Adobe AIR 2.0 to these devices, and thus far, the results have been very promising.

Because this is Flash, it is rather trivial to port games created with Flash that target the iPhone to target other operating systems, such as Android. At FlashCamp San Francisco on Friday night, David Wadhwani (GM and VP of the Flash Platform) showed off a number of games running on Android that had been created with Flash, many of which had already been deployed as iPhone games. My personal favorites were Chroma Circuit and GridShock created by Josh Tynjala of Bowler Hat Games. Both games were originally developed as browser based games and were then updated to target the iPhone (Chroma Circuit was featured on the iTunes app store). Josh recently updated and optimized them to target Flash Player on Android, and the results have been impressive. There have already been a couple of of developers who have moved their Flash based content from the iPhone to Flash on Android (couple of examples below) and I expect that this is a trend we will be seeing more and more of.

Here are some links to developers who originally targeted the iPhone with their Flash content and are now deploying to Android:

Both Flash Player 10.1 and Adobe AIR 2.0 for Android are in pre-release testing. If you are interested in being notified when we expand the testing, you can sign up at:

Personally, I am going to shift all of my mobile focus from iPhone to Android based devices (I am particularly interested in the Android based tablets coming out this year) and not focus on the iPhone stuff as much anymore. This includes both Flash based, and Objective-C based iPhone development. While I actually enjoy working in Objective-C, I don’t have any current plans to update and / or maintain my existing native iPhone applications (including the AS3 Reference Guide, and Timetrocity). As I wrote previously, I think that the closed system that Apple is trying to create is bad for the industry, developers and ultimately consumers, and that is not something that I want to actively promote. Don’t worry though, I definitely plan to get both Pew Pew and Bacon Unicorn Adventure running on Android and am planning on open sourcing both.

We are at the beginning of a significant change in the industry, and I believe that ultimately open platforms will win out over the type of closed, locked down platform that Apple is trying to create. I am excited about Flash Player 10.1 and Adobe AIR 2.0 and all of the opportunities that they will make available to Flash developers across multiple platforms (desktop, Android, Palm, Windows Phone 7, RIM, etc…).

NOTE : Please keep comments constructive and on topic. Off topic comments will be moderated / deleted.

Written by mikechambers

April 20th, 2010 at 3:47 pm

Posted by 아브리얼
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아이폰 디자인도 특허 등록을 받았다는 뉴스
2007년에 아이팟 터치, 2009년에 아이폰 디자인을 출원해서 등록을 받았다고.

디자인 하나까지 자신들의 자산으로 철철히 보호하려는 애플의 의도라고 보아야 할지...
아니면 다른 의도가 있는 것인지...


From : http://www.mobilecrunch.com/2010/04/13/apple-finally-granted-patent-for-iphones-hardware-likeness/

Apple finally granted patent for iPhone’s hardware likeness

by Devin Coldewey on April 13, 2010


Every device maker is plagued by lookalikes mass-produced in the far east, and Apple is no exception. The fakes themselves, while always pretty terrible, often have looked mighty close to the real thing as far as hardware design. It only takes a single rogue iPhone to spawn a thousand exact replicas as far as dimensions, shape, and materials. Well, Apple’s taking steps to prevent this, though I somehow doubt they’ll prove too effective. They’ve been granted a patent covering the “ornamental design” of the iPhone and its pals — it better be a very specific design they’ve patented, since most phones are lozenge-shaped with big screens now.

The patents were filed in 2007 (for the iPod Touch) and 2009 (likely after the 3GS design was finalized and on the market). That’s not such a long wait, really. I’ve been waiting on a patent for my iPhone heart-replacement chest-dock for like five years now. I know, since before the iPhone came out! What can I say, I just think ahead!

What does this mean for you? Well, the chances of having your phone switched out for a fake by some sleight of hand at a bar is greatly reduced. Also, you’ll need to shut down that Apple knock-off sweatshop you’ve been running in the sub-basement of your office building. Yeah, you’ll just have to find some way to make do without it, I’m afraid.

[via MacStories]

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드디어 오페라의 오랜 숙원인 Apple App. Store에 Opera Mini 등록 승인이 떨어졌다.
서버 기반의 Viewer 형태의 Opera Mini의 경우 등록 전부터 최고 6배 빠른 속도를
마케팅하면서 등록이 되었지만 실제 6배는 과장임이 하기 테스트에서
보여지고 있다. 대체로 1.5-2배 정도 빠른 정도...

실제 많은 모바일용 사이트들이 아이폰 사파리를 기준으로 만들어지고
있기 때문에 실제 Opera Mini가 얼마나 Safari  시장을 잠식할지는 의문이라는...

플래시 지원등도 사파리 보다는 낫겠지만 일반적으로 모바일용 사이트 위주로
유저들도 즐기기 때문에 크게 이로 인한 영향은 크지 않을 듯.

서버 기반이기 때문에 향후 사용자 증가 및 서버 미 설치 국가에서는 속도
체감이 어려울수도 있다.

결국 오페라가 힘들게 들어왔지만 웬지 애플이 회심의 미소를 짓고 있을 것 같다.


From : http://www.mobilecrunch.com/2010/04/12/hands-on-demo-video-opera-mini-for-iphone/

Hands-On Demo Video: Opera Mini for iPhone [Update: First Impressions, Speed tests!]
by Greg Kumparak on April 12, 2010

Today was the day that pigs flew. Seemingly out of no where (or, arguably, perfectly timed to downplay all the recent rabble rousing surrounding some new terms added to the SDK), Opera Mini has been approved for the iPhone.

It’s not going to be available in the US for a few more hours, but we were able to dig it up by tinkering around with some settings and, well, pretending we were somewhere else. I’m checking it out right this second, but I wanted to give you guys a really quick hands on demonstration, along with a few early impressions and speed tests, to tide you over until it’s available everywhere.

We’ll update this post with any impressions we’ve got, and basic Safari vs. Opera Mini load time test results.

Update – First Impressions:

  • Just in general use so far, the page loads seem pretty snappy. I’m not going to play psychic and try to guess how much faster/slower it is than Safari, but I’ll have some test results on that in a few.
  • Scrolling is a bit more sensitive than it is in Safari. This takes a minute or two to get used to, but I’m liking it so far; I feel like I’m getting around the page faster.
  • It’s by all means first release software. The page renderer shows things in a weird way (an artifact of it rearanging text to fit in one zoomed viewing window, removing the need to scroll around) sometimes.
  • The tabbing system seems really, really great. I prefer it over Safari’s, even. Unlike Safari, you can view all your open tabs without blocking the entire page. New tabs open instantly to your home page (which is a 3×3 grid of your favorite sites), and you can punch in your destination URL from there. I’m sitting here jumping back and forth between 3 different tabbed windows, and there’s next to zero delay. It’s absolutely fantastic, and how I wish tabbing was done in Safari.
  • Opera Mini compresses everything on the server side before sending it to your device, which is why it (theoretically) speeds things up and allows you to use less data. Alas, this means that if Opera’s servers go down, so does Opera Mini. I’ve seen the servers go down once already for about a minute during my testing, but this was presumably due to some last minute change that required a restart. When it goes down, all pages return a “Internal Server Error”.
  • There are definitely bugs. It’s not terribly broken by any means, but bug spottings are common.
  • The multitouch pinch to zoom here is …weird. It’s not like Safari’s, where you’re really controlling the zoom level; you’re really just switching between zoomed and not zoomed.

     

Update – Speed Tests:

Our first speed tests are in.

  • 3G Speed Test:

On a 3G connection, Opera Mini is consistently and considerably faster than Safari. We only saw one site (Facebook) where Opera Mini wasn’t the clear victor, and the load times there were within about a second of each other. Both browsers had clear caches and histories, and all pages loaded were their standard PC versions (rather than their mobile-optimized counterparts).

  • WiFi Speed Test:

WiFi results were strikingly similar to the 3G results, with all pages loading faster on Opera Mini than on Safari outside of Facebook, where Safari wins by a hair. The difference in page load times were considerably less vast on WiFi.

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어릴적 하던 책받침 축구게임을 기억하는가?
학교친구와 함께 책상위를 축구장 삼아 펜으로 책받침을 열심히 튕겨서 놀던 축구게임.

여기 그것을 능가할 Real 축구게임이 아이폰으로 진화해 나타났다.

필요한 것은 작은 스티로폼 조각 하나.

휴대폰 음압으로 스티로폼을 굴려서 경기를 하는 방식.
간단하면서도 실제 생생한 현장 축구 경험을 느낄 수 있을듯.

EA FIFA도 울고갈 게임인 듯.

자세한건 아래 동영상을 보면 쉽게 이해가...


From : http://www.mobilecrunch.com/2010/03/19/video-this-is-easily-the-coolest-thing-ive-seen-an-iphone-do-this-week/


Video: This is easily the coolest thing I’ve seen an iPhone do this week.

by Greg Kumparak on March 19, 2010

You hear that sound? That’s the sound of my mind being blown.

When the folks over in Cupertino strapped a little speaker to the bottom of the iPhone and released an SDK, do you think that any of them thought “Oh, people are totally going to use this to make apps that can push little Styrofoam balls around a fake soccer field.” Yeah, probably not. But sure enough, people have.

The 99 cent app, Football – Real Kick, is a clever twist on the “blower” concept we’ve seen before. In a nut shell: sound pushes air around. Certain sounds that the iPhone speaker can emit push enough air around that you can just baaaarely feel it, making it just strong enough to blow out a candle — or in this case, blow around a little Styrofoam ball.

Unlike past blower apps, this one doesn’t emit a constant stream. It only putts out air when you tap that “kick” button; combine this with a hand drawn soccer field, a couple of iPhones, and a whole lot of beer, and you’ve got the world’s most expensive game of foosball that doesn’t actually involve a foosball table.

Posted by 아브리얼
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아이폰을 소시지로 하는 사진이 나온 이후로 각종 소시지 및 유사 제품(?) 음식을 이용한
재미있는 실험들이 많았는데 이제 한발 더 나아가 미국 쇼핑몰에서 아이폰용 액서사리
카테고리에서 아이폰용 스타일러스 펜으로 99센트에 판매를 하고 있다는...

정확한 제조사나 출처는 불명이지만 과연 얼마나 많은 사람들이 주문을 할지

99센트면 조금 바가지 같기도 하지만 미쿡이니까 ㅎㅎ 물론 이것도 $3.99에서 할인된 가격이다.

제품설명도 예술

- 전력소모도 없음.
- 3G, 3GS와의 완벽환 호환성
- 추운날씨에도 걱정없음.
- 컴팩트하고 슬림하여 포켓에도 꼭 들어가는 사이즈

-Use it as a stylus for your iPhone's touch screen
-Perfect to use when you want to keep your gloves on during cold weather
-Compact and slim to fit in any pocket!
-Compatible with 1G 3G and 3Gs 
-Not for consumption
-Check out this article: Sausage Fingers
 


From : http://www.casecrown.com/iphone/accessories/iphone-1g-3g-3gs-sausage-screen-stylus

사용자 삽입 이미지


PRODUCT DESCRIPTION


 

Live in a cold area where you have to use gloves to avoid frostbite? Or maybe you just want to keep your fingers warm. Then you know how much of a hassle it is to take off your gloves to use your apps. Or just to have an alternative for your fingers because you can't use pens or clothed hands.

 

FEATURES


 

-Use it as a stylus for your iPhone's touch screen
-Perfect to use when you want to keep your gloves on during cold weather
-Compact and slim to fit in any pocket!
-Compatible with 1G 3G and 3Gs 
-Not for consumption
-Check out this article: Sausage Fingers

Posted by 아브리얼
: