Techkicker Apple News: Apple News – Mac – Iphone – Ipod – Ipad

iRig Mix out now, impresses with size and features

IK Multimedia’s iRig Mix mixer has finally arrived in stores, and it’s just as impressive now as it was back when we saw it in action at CES this year. The mixer is sturdy and impressively small, and it has hookups for two different sources, including two iOS devices or any other stereo input source, as well as an extra mic/instrument input. Those sounds can then be mixed together, balanced, or tweaked with EQ, and sent out to a headphone jack on the bottom, and a stereo RCA output on the top. In short, this is a great full-featured mixer for mixing together sounds from almost anywhere.

The biggest bonus here, however, is that the mixer also works with IK’s apps on the App Store, so downloading DJ Rig or any of the other apps will sound extra nice coming through this thing. And there’s an X-Sync feature built in to the mixer that works with the DJ app to beatmix for you, making for super simple DJing: Just start up the apps on your iOS devices, turn X-Sync on, and the mixer will beatmatch automatically.

The whole kit is very impressive, and even if you just need a mixer for occasional audio use (unrelated to your iOS devices), it would probably work great. Plus, it’s out now for just $99, and good luck finding an equivalent professional mixer at that price.iRig Mix out now, impresses with size and features originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 18:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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iRig Mix out now, impresses with size and features

Daily iPad App: Feed Me Oil HD

Chillingo’s Feed Me Oil was released a little while ago, and it’s a solid game that didn’t get a ton of press when it first dropped. The reason for that is probably because it’s somewhat similar to Where’s My Water, in that you’re trying to get a fluid simulation into a certain place on the screen by tweaking physics-enabled objects in the world. But while Where’s My Water was all about digging, Feed Me Oil is much more about creation — you place objects like platforms and wheels in the world to try and get the “black gold” flowing where you need it to go.

Like pretty much all of Chillingo’s other titles, there is lots of content here to play through: Lots of levels and puzzles with an increasing number of objects to use and move around to your heart’s content. And while the game is on the iPhone as well, it’s much better on the iPad — the graphics are bigger and the objects are easier to manipulate in the game’s space. Feed Me Oil is an excellent game, and especially because it’s on sale today for completely free. Check it out.Daily iPad App: Feed Me Oil HD originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 17:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Daily iPad App: Feed Me Oil HD

PopCap finally releases Bejeweled HD on iPad

Bejeweled is probably the most popular mobile game out there, but for some reason, PopCap has never actually released it officially on the iPad. It’s been out on the iPhone before, and of course you could play it on Apple’s tablet, but it has never run natively. Until now, that is — PopCap has finally released Bejeweled HD, which means you can now play the grandaddy of gem matching games in full Retina Display style.

The game is now $3.99, and it’s got special modes like Diamond Mine and Butterflies, four special gems to put together, and all of the usual extras that we’ve seen in Bejeweled games before. If you think the price is high, PopCap has sales on its titles pretty often, so we may eventually see it drop, but keep in mind this is an iPad title, and PopCap usually tries to keep those up as long as possible.PopCap finally releases Bejeweled HD on iPad originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 16:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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PopCap finally releases Bejeweled HD on iPad

Daily Update for May 17, 2012

It’s the TUAW Daily Update, your source for Apple news in a convenient audio format. You’ll get all the top Apple stories of the day in three to five minutes for a quick review of what’s happening in the Apple world.

You can listen to today’s Apple stories by clicking the inline player (requires Flash) or the non-Flash link below. To subscribe to the podcast for daily listening through iTunes, click here.

No Flash? Click here to listen.

Subscribe via RSSDaily Update for May 17, 2012 originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 15:15:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Daily Update for May 17, 2012

Beepocalypse: How Apple could improve multi-device reminders

Today, beloved leader Victor pointed me to this write-up over at Tidbits. Although Joe Kissel’s experience with quite so many devices (nine, I believe) falls a bit into the extremes of iOS/OS X use, the problem of dealing with distributed alarms is a real one: a single reminder can set off alerts all over the home or office. Surely, there’s got to be a better way to focus alert attention.

Victor asked if I could brainstorm some geek solutions up that might help coordinate reminders with multi-device deployment (I won’t even try to figure out “how to deal with bosses who remind you about too much stuff with shared calendars”). The idea is to let users choose reminder strategies across several devices: Macs, iPads, iPhones, etc.

The strategy brought up by Kissel was to add “do not disturb” buttons and slight time offsets to alerts. The opt-in would allow you to disable alerts either per-device or per-Apple ID. The offsets would allow users to respond to a dialog, allowing them to accept the reminder and disable triggers on other devices. The only slight problem with the time offsets approach is determining which device gets priority.

You can imagine being in bed, exhausted, sleepy and hearing a slightly long symphony of beeps that finally arrives at the iPhone on your bedside. Being able to prioritize a device (e.g. “always alert this iPhone first”) would certainly help.

I also started thinking about activity — and, specifically, giving priority to any device experiencing touches and mouse and key interaction (e.g. “always alert active devices first”). An active use pattern generally links to a human presence — the likely target of a reminder. It’s an easy way to connect alert reception to an audience.

Devices could trigger in order of most recent use, with the reminder ending once a user taps an acknowledge key. In the worst case, the reminder lasts 9 times longer than it did originally, but in the best case, only the most active device is triggered. Per Apple ID, of course. Your partner’s devices would have its own alert chain.

But that doesn’t take location into account . If your devices are idle but in distributed locations, say one at home, and one at work, which takes priority? Perhaps you’d want both to ring because there’s no a priori knowledge of your location. Or maybe you’d want it to alert at work first and then home (e.g. “prioritize work”).

And at home? If you have a device downstairs and another upstairs, they may seem to be at the same location-to-detection algorithms, but you certainly would want to be reminded of lunch no matter which floor you’re on. At the same time, you’d think devices could potentially figure out they’re clustered together.

What if Apple, in addition to slight time delays, could listen to hear alerts from triggers they know would happen on a related device in their Apple ID family (e.g. “listen for duplicate alerts”)?

You might be able to skip the active “Okay I get it” button then. Devices could actively suppress extra alerts by listening for ones in their vicinity. The problem again, would be if two Apple IDs were linked to similar reminders but didn’t share calendars explicitly.

For this, Apple could build in a “coordinate my alerts with…” option and harmony would once again reign in the land of the multi-device family.Beepocalypse: How Apple could improve multi-device reminders originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 15:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Beepocalypse: How Apple could improve multi-device reminders

Daily iPhone App: Amoebattle does RTS right

Most takes on real-time strategy for the App Store have to corrupt the form in some way, yet some still turn out well (see Total War Battles for a a great RTS game that takes a different turn). But Amoebattle impressively does RTS as you expect it. You choose units, send them around exploring, and tap to attack or move through the fog of war in real-time.

There are nine different unit types to be discovered during the campaign, and each has its own attributes and abilities. The graphics are cute and colorful, but the tactics are hard to master — especially near the end, when the game has no shortage of challenges to overcome.

Amoebattle is an excellent RTS title for Apple’s touchscreen devices, something that a lot of RTS fans have dreamed about ever since the iPad was first announced. It’s not perfect, but it doesn’t skimp from RTS traditions, even on a mobile device, and it holds up to them well. The game is US$4.99, in a universal version, on the App Store now.Daily iPhone App: Amoebattle does RTS right originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 14:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Daily iPhone App: Amoebattle does RTS right

Time Warner Cable, Viacom settle dispute over TV iPad app

Time Warner Cable and Viacom announced in a joint press release that the two companies have resolved their disagreement over video streaming to mobile devices. Details of the settlement were not announced.

The new-found friendliness means Viacom shows like The Daily Show with Jon Stewart will be available to Time Warner Cable subscribers who watch TV via the TWC TV app. The additional channels should be added in the next few weeks. Customers can download The TWC TV app from the iOS App Store for free. It requires a Time Warner Cable subscription.Time Warner Cable, Viacom settle dispute over TV iPad app originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 13:30:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Time Warner Cable, Viacom settle dispute over TV iPad app

Apple wins iPhone5.com domain name

Apple’s attempt to wrest control the iPhone5.com domain name from the hands of a cybersquatter has been a success. TheNextWeb reports that the company’s complaint to the World Intellectual Properties Organization (WIPO) resulted in the iPhone5.com domain being handed over to Apple.

The fact that the company has re-obtained the domain name doesn’t necessarily mean that the next iPhone will be called the iPhone 5, nor that Apple will ever use the domain name. In fact, the domain is currently being held by Corporation Service Company, a firm that specializes in brand protection and may have been used by Apple to grab ownership.

In the world of intellectual property law, it is considered vital for organizations to actively protect trademarks. In this case, the domain had been registered in 2008 by a group that operated an online forum. While registering the domain, the former owners noted that “it was not endorsed, sponsored, nor otherwise affiliated with Apple” and was “for the sole purpose of entertainment and knowledge.”

Apple hasn’t been as aggressive in protecting other domain names. It does not own iPad.com, and hasn’t attempted to take control of the name. Apple did manage to acquire iPods.com after a protracted battle, but doesn’t own iBooks.com (publishing rival Barnes & Noble does) or iBookstore.com.

With all of Apple’s intellectual property battles raging around the world, it must feel good to win a small skirmish like this.Apple wins iPhone5.com domain name originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 13:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Apple wins iPhone5.com domain name

Prepare for the Zombie Apocalypse in Zombie Highway Third-Person Shooter Game

Zombie HighwayDeveloper: Auxbrain, Inc. Price: $0.99Download from the App StoreUser Ratings: http://www.youtube.com/watch?v=LVLkq8wVlCM

I live by the simple mantra that nothing is certain in life except death, taxes and the zombie apocalypse. I admit that I may be exaggerating a bit about the certainty of the of zombie apocalypse, but if it does happen I want to be prepared. That is why the action packed, third person shooter game Zombie Hwy is an iOS app I have not been able to put down.

Zombie Hwy is a shooter/car-chase game where you must avoid crashing into abandoned cars as you drive down an empty highway while being chased by flesh eating zombies that want to flip over your car (and eat your brain). (more…)

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Prepare for the Zombie Apocalypse in Zombie Highway Third-Person Shooter Game

Instacast pricing raises hackles: are apps bought or rented? [Updated]

Update: I made a mistake about Instacast’s support for notifications in the original draft of this article. Please read my corrections at the end. My apologies, readers. –Rich

The release of Instacast v2.0 ruffled some feathers recently. Vemedio, publishers of the popular podcasting app, have taken the unusual step of switching business models with the new release. The old version of the app cost US$2.99; now it’s $0.99 for the basic version, with an in-app purchase (IAP) to upgrade to Instacast Pro for a further $1.99. However, several features that used to be in the v1.0 app, like push notifications (update: see note at end of post) and the ability to re-order podcasts in the list, have moved to the Pro version. This means existing customers who upgrade to the new releases have to pay again to access them. (I’m going to dub this tactic the Instacast Maneuver.)

Unsurprisingly, this hasn’t gone down too well with some longtime customers, who feel they are being unreasonably double-dipped. Angry one-star reviews for the latest version are accumulating in iTunes — although, to be fair, they are far outnumbered by positive reviews by people who like the new interface.

I think this is an interesting story, and it ties into something I’ve been meaning to write for a long time about the non-intuitive meanings of “ownership” in our increasingly on-demand all-digital world.

“It’s only two bucks!”

One of the most common reactions to the criticism is that it really isn’t much money and, basically, people should stop whining. As accurately stated by Harry Marks, we spend more money than this on bad coffee without blinking. Software upgrades of OS X cost $29, and Windows or Photoshop (amongst many others) can cost hundreds of dollars — does two bucks matter?

Certainly, I think it’s absolutely fair to say that it’s not a lot of money to anyone who can afford an iPhone or even an iPod touch in the first place. We’re talking about devices that cost hundreds of dollars — thousands when often-mandatory cellular contracts are added on. But…

Between my iPhone and iPad, I have at least 250 third-party apps. Many of those were free, but if just a fifth of my apps dinged me $2 via the Instacast Manoeuvre, I’d be looking at $100. That’s not chickenfeed to me and it probably isn’t to you either. So it’s my contention that even if you think $2 for Instacast 2.0 is fantastic value, there’s still a debate to be had here about value to the end user. If, like Seth Clifford, you don’t love Instacast but merely think it “sucked the least of all the [podcasting] apps”; well, then that conversation takes on a different tone.

“Support the devs”

A similar argument commonly advanced to silence critics is that Instacast is a written by a small dev who needs the money; if you like the app, is it going to kill you to pay a little more for a new version? This is the angle the Vemedio company blog takes and it’s certainly one I have some time for. Instacast isn’t a top-tier app; many iOS users don’t care about podcasts and most of the those who do are satisfied by Apple’s built-in support. By definition of what the app does, Instacast is chasing a quite small niche of users and it shares those users with a number of high quality competing apps.

So Vemedio needs to establish a regular income stream, hopefully enough to support the firm and permit future development of the app. Presumably, the users want that, so surely it’s churlish of them to complain about being asked to chip in a few bucks?

The problem is that many of them feel ripped off. Firstly, Vemedio took the unusual step of moving existing features into the extra-cost Pro version of the app. That’s a questionable decision. Secondly, because of the App Store rules, there’s no way for Vemedio to charge upgraders a reduced fee; it’s all or nothing. Which brings us to…

“It’s all Apple’s fault!”

The App Stores both Mac and iOS restricts developers to well-defined ways to make money from their software: charge upfront, charge via In-App Purchase for add-ons, and/or charge subscriptions for ongoing services. Notably missing, as veteran Mac developer Wil Shipley of Delicious Monster has written extensively, is any sort of paid upgrade option.

Imagine you’re GadgetSoft and you’ve just released WidgetThing v1.0 to great acclaim. All ten of its main features are popular. You have some great ideas for how to expand and improve it, but it’s going to take a good chunk of time and effort to do so. At the end of that effort, you’ll be able to release WidgetThing v2.0 with five new features in only one of two ways: as an in-place upgrade, meaning all your existing customers get it for free. Or as an entirely new app, in which case your existing customers have to pay all over again.

Economics theory tells us that WidgetThing v2.0 should be priced for new customers according to its 15 features, but priced for existing customers according to the extra five features it has over v1.0. It has different values to those two groups of customers, so should have different prices too.

Apple, for whatever inscrutable reason, doesn’t let app makers do this. Charging longstanding customers full whack for upgrades is likely to be perceived as gouging; giving them upgrades in perpetuity for free is no way to run a business. Inevitably, some app makers simply won’t bother. Chances are there are some fantastic v2.0 or v3.0 apps that have never left the drawing board because the developers simply couldn’t justify it economically.

But why is it so bad to just give updates away for free? Isn’t that a bit greedy? The answer is…

The race to the bottom

We only have ourselves to blame.

Picture the dawn of the App Store back in 2008 as a group of users in the middle of a big circle of developers. No-one knew how much to charge for anything; these were untested waters, an entirely new business model for consumers and creators. Nervous developers stepped up and pitched price points and users started buying apps. The savviest developers watched each other like hawks, nudging prices up and down in response to each other — but mostly down, and down, and down.

About nineteen metaphorical seconds later, the nervous circle had turned into the bellowing hustle of the NYSE’s trading floor, with everyone hollering lower and lower prices until many apps hit rock bottom: $0.99. The average price of an app today is $2.00, and the modal price is surely the dollar-store low water mark. Look at the initial iTunes reviews of any app costing more than three bucks and someone will inevitably call it expensive.

We know that many apps lose money; I have my doubts about the survey those results were drawn from but I think the general conclusion that only a lucky few devs make serious money from the App Store is a pretty common sense one. The race for the bottom — the race we all subconsciously encourage whenever we held out to buy a $1.99 app in case it goes down to $0.99 in a sale — means devs of even moderately successful apps are often left struggling for revenue.

Is it any wonder developers need to resort to every method they can think of to make ends meet?

The workaround

Surely this is all a storm in a teacup. Why can’t existing users of Instacast v1 simply not upgrade to the new version?

Well, Apple doesn’t make that very easy. There’s no way to mark a specific version as “unwanted” in the App Store upgrade screen. If you accidentally hit Upgrade on that app just once, there’s no way back — unless you have manually extracted a backup of the older version of the app from iTunes, which is less likely than ever in this era of iCloud-powered backups.

Worst of all, you have to resign yourself to never again using the Update All button. If you don’t have many apps, it might not be that much of a bother to manually upgrade, one by one, every one except Instacast. Other people, however, have hundreds of apps (I’m one) and receive dozens of updates a week (yo). Particularly given the App Store app’s baffling habit of kicking you out to the home screen after each press of the upgrade, it quickly moves through tedious and into downright irritating.

The bigger picture

So far I’ve mostly been talking about Instacast, but the issues I’m describing affect more than just that one app.

Consider Tweetie, Loren Brichter’s beloved Twitter app. I paid for Tweetie twice — once for version one and again for version two, at a cost of $2.99 each time. I was delighted with each purchase, as Tweetie was easily the best-of-breed Twitter client at the time. Until, that is, Twitter bought it, relaunched it as “Twitter for iPhone”, and eventually “blessed” it with dubious UI decisions and ads (later withdrawn) and more ads. From the second I upgraded from Tweetie to Twitter, the app I’d cherished and paid for (twice!) was gone, with no easy way to get it back.

For another example, consider the recent rumors that Rock Band for iOS would be shut down. EA claim this was “an error”, although how that’s possible is yet to be explained (particularly given this entry in the company FAQ which has since been removed).

Looking beyond iOS, EA is also famous for disabling online support in its console games, sometimes for games as little as seventeen months old. Once the servers are turned off, the entire online portion of the game stops working. The game you paid for is gone for good.

These tricky issues of ownership aren’t even just about software. Sony removed the OtherOS feature from PlayStation 3 consoles after it emerged that people were using it as a jailbreak vector. A firmware update appeared, and boom — just like that, my PS3 could no longer run Linux (and unlike many people, I’d actually installed Linux on my PS3). I could refuse the update, as long as I never wanted to play another game online. Not a great choice.

There are almost endless examples of these, and things are only getting more complicated as companies think of new ways to use and abuse the power that over-the-air updates and digital downloads give them over consumer purchases. Sooner or later, someone is going to push the envelope too far, and we’re going to have some juicy class-action lawsuits over it. Until then, caveat emptor.

But let’s return to the matter at hand — the Instacast Maneuver. I think it arose from the limitations Apple has imposed on the App Store combined with the sometimes precarious finacial situation that some app devs can find themselves in. Vemedio are far from the only developers in this situation, so I am sure other app devs are watching how this goes closely as they ponder if they will follow along this path.

Overall, though, I have to come down against Vemedio on this one (update: please see the update below.) Not for the use of In-App Purchase itself; I think that was a fairly reasonable way around the lack of paid upgrades on the App Store. What I can’t get away from the moving of features, including big ones like push notifications, away from the normal version and into the Pro. I’ve already bought a version of Instacast that does push. I don’t think it’s right to charge me, or anyone else, twice for that feature.

Update: I have accidentally propogated a common misunderstanding about Instacast, for which I must beg your forgiveness, reader. V1 of the app didn’t have true Push notifications; it used local notifications only for some basic alerting. As several of my commenters below and Raphael Fetzer on Twitter have pointed out, the more dynamic Push notificaitons in Instacast Pro are genuinely new. I am grateful for the correction. Vemedio has also announced since this post was drafted (but before it went live) that the forthcoming Instacast v2.0.1 will make Smart Playlists available for free, i.e. in the base-level, non-Pro version of the app. Finally, the In-App Purchase upgrade to Instacast Pro is currently on sale for $0.99.

In light of these changes, I humbly withdraw — and apologise for — my criticism of Vemedio above.Instacast pricing raises hackles: are apps bought or rented? [Updated] originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 12:30:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Instacast pricing raises hackles: are apps bought or rented? [Updated]

Report: Americans have 28 percent more mobile apps in 2012

If it feels like you not only have more apps on your iPhone, but that you’re spending more time in those apps, then you should congratulate yourself on being as savvy as pollster Nielsen. According to a report from the organization, the number of apps on the average smartphone increased from 32 to 41 — a jump of 28 percent — over the past year.

As you can see from the Nielsen infographic at the top of this post, the percentage of time spent by smartphone owners in apps rather than on the web has also climbed. The average smartphone user spends only about 19 percent of his or her time on the web; the rest of the time, native apps are being used.

The one other fascinating tidbit on the chart shows that the number of smartphone owners in the US has climbed from 38 million in 2011 to 84 million in 2012 — that’s a jump of 121 percent in just one calendar year.

[via Engadget]Report: Americans have 28 percent more mobile apps in 2012 originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 12:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Report: Americans have 28 percent more mobile apps in 2012

Apple apparently censoring the word "jailbreak" in US iTunes Store

Developers, musicians, and probably any other content provider in the U.S. iTunes Store have a new Apple policy to deal with this morning; you apparently can’t use the term “jailbreak” in a product description or name. If you do slip up, or happen to be like 70′s rock band Thin Lizzy and have a hit song and album by the name of “Jailbreak”, you’ll find that it has been censored by Apple.

Apple appears to be blanking out the word “Jailbreak” as J*******k in many cases where it appears on iTunes. Some Americans we’re talking to are not seeing the censorship, but we’re assuming that’s due to caching issues.

It’s not only in the music category; “jailbreak” is being censored on the App Store (above), in listings for TV episodes (including a G-rated episode of The Roy Rogers Show from 1951 — below), and even on a podcast on iTunes U about the Andy Griffith show. We’re not certain why Apple has chosen to do this — it could be that it’s an unintended outcome of trying to ban the use of the word on the App Store that went a little overboard. When the word “jailbreak” is outlawed, only outlaws will “jailbreak”…

Apple apparently censoring the word “jailbreak” in US iTunes Store originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 11:30:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Apple apparently censoring the word "jailbreak" in US iTunes Store

Kodak accuses Apple of interfering with patent sale

Things are getting heated in Kodak’s patent battle with Apple. In a recent court filing noticed by Total Telecom, Kodak accused the Cupertino company of trying to interfere in its upcoming patent auction in order to avoid paying US$1 billion in penalties and royalty fees.

According to the court document, Kodak says Apple shouldn’t be allowed to claim ownership of a key Kodak imaging patent that describes a method of previewing a photo on an LCD. Kodak argues that the International Trade Commission and a US District Court have denied Apple’s ownership claims. Apple, however, continues to assert that Kodak misappropriated its technology to get the patent.

If Apple’s ownership is upheld, then the company would not have to pay royalties or any infringement penalties to Kodak. It would also prevent Kodak from paying off its creditors by selling this valuable patent in an auction.

Kodak asked the bankruptcy judge to consider this matter during a hearing scheduled for June 14. This would give the court a few weeks to make a decision before Kodak must file its patent auction rules and timeline with the bankruptcy court. Needless to say, Kodak’s patent auction would go smoother if there wasn’t an Apple ownership claim on one of the company’s most important patents.Kodak accuses Apple of interfering with patent sale originally appeared on TUAW – The Unofficial Apple Weblog on Thu, 17 May 2012 11:00:00 EST. Please see our terms for use of feeds.Source|Permalink|Email this|Comments

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Kodak accuses Apple of interfering with patent sale