> -----Original Message-----
> From: Dana Tierney [mailto:[EMAIL PROTECTED]
> Sent: Sunday, July 20, 2003 2:05 PM
> To: CF-Community
> Subject: Re: Quick design question
> 
> > I'm interested in PocketPC/Phone combinations (I carry both anyway and
> since
> > I rarely use my phone I'm willing to put up with a little discomfort
> using
> > it).  So far they're disappointing in combination - a crippled version
> of
> > PPC with a clumsy phone.  I hope that they realize that some of us want
> > BOTH.
> >
> I am not sure if my phone has all the capabilites of a pocket pc (never
> used a pocket pc) but one disadvantage I have noted of the organizer/phone
> combination is that you have to check your schedule *before* you call to
> make that appointment. Similarly, you can't get at memeos to yourself
> while
> you are on the phone.

Sort of - most of the newer devices will allow for multi-tasking but a
headset for the phone is pretty much a requirement (otherwise you need the
device against your head and can't see the screen).

The old devices worked exactly how you say: using the phone meant no PDA and
vice-versa.  Not very functional.

In my case it honestly doesn't matter since the phone is pretty much
exclusively for those rare family emergencies.  Since I have two toddlers
that's very important... but also means I have to carry around another
thing.

The combo unit would work great for me - but perhaps not for others.

As an aside there were designs that may or may not have been released for
some interesting devices: I remember a largish (640x480) screen device with
a wireless (Bluetooth) phone headset You could talk on the phone and use the
other features of the device or throw the base unit in your bag and talk
away hands-free.

I think that's where things will go.  Of course some companies are already
toying with very low resolution wireless video conferencing for use on
existing cell phone networks... 

I remember a tech demo not too long ago of a new CODEC for video
conferencing that scaled down to very low resolutions but was optimized to
capture the facial "hot spots" (mouth and eyes).  Instead of giving you a
clear picture of the person it gave a blocky black and white image that was
surprisingly emotive and only required something like 4kb to carry on a
conversation.

It's like the original "Prince of Persia" (the first game to use motion
capture): the character sprite was only a few dozens pixels but it moved
completely convincingly.  A similar case was the fantastic roto-scoped game
"Out of this World" which had very low resolution polygonal graphics but
which also had utterly convincing movement.

The brain will fill in so much for us when faced with convincing aspects of
familiar things.

... sorry, that was a tangent.  ;^)

Jim Davis


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