McAffee See Sure In Spam
The first three months of 2013 have seen a surge in spam volume, as well as a growing number of samples of the Koobface social networking worm and master boot record (MBR) infecting malware, according to antivirus vendor McAfee.
After remaining relatively stable throughout 2012, spam levels rose during the first quarter of 2013, reaching the highest volume seen in the past two years, McAfee said in a report released Monday.
The amount of spam originating from some countries rose dramatically, McAfee said. Spam from Belarus increased by 540% while spam originating in Kazakhstan grew 150%.
Cutwail, also known as Pushdo, was the most prevalent spam-sending botnet during the first quarter, McAfee said.
The increased Pushdo activity has recently been observed by other security companies as well. Last month, researchers from security firm Damballa found a new variant of the Pushdo malware that’s more resilient to coordinated takedown efforts.
On the malware front, McAfee has also seen a surge in the number of Koobface samples, which reached previously unseen levels during the first quarter of 2013. First discovered in 2008, Koobface is a worm that spreads via social networking sites, especially through Facebook, by hijacking user accounts.
The number of malware samples designed to infect a computer’s master boot record (MBR) also reached a record high during the first three months of 2013, after increasing during the last quarter of 2012 as well, McAfee said.
The MBR is a special section on a hard disk drive that contains information about its partitions and is used during the system startup operation. “Compromising the MBR offers an attacker a wide variety of control, persistence, and deep penetration,” the McAfee researchers said in the report.
The MBR attacks seen during the first quarter involved malware like StealthMBR, also known as Mebroot; Tidserv, also known as Alureon, TDSS and TDL; Cidox and Shamoon, they said.
Is This A Mobile First World?
June 3, 2013 by admin
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Judging from the number of people engrossed in activities with their smartphones on the sidewalk, in their cars and in public places, mobile seems to have stolen our attention away from the wired Internet and traditional TV.
However, there is a ways to go before mobile platforms become the primary place where consumers turn for entertainment and getting things done, players at CTIA Wireless trade show said.
Nokia Siemens Networks announced new capabilities in its network software to make video streams run more smoothly over mobile networks. Among other things, the enhancements can reduce video stalling by 90 percent, according to the company. But even Sandro Tavares, head of marketing for NSN’s Mobile Core business, sees “mobile-first” viewing habits as part of the future.
“Now that the networks are providing a better capacity, a better experience with mobile broadband, mobile-first will come,” Tavares said. “Because the experiences they have with the devices are so good, these devices … start to be their preferred screen, their first screen.
“This is a trend, and this is something that will not change,” Tavares said. But he thinks it’s too early to build networks assuming consumers will turn to tablets and phones as their primary sources of entertainment. “Do you have to be prepared for mobile-first now? Probably not. You have to be able to keep the pace.”
For AT&T, mobile-first is a top priority for its own internal apps, ensuring employees can do their jobs wherever they are, said Kris Rinne, the carrier’s senior vice president of network technologies. But to make it possible over the network, a range of new technologies and relationships may have to come together, she said.
For example, giving the best possible performance for streaming video and other uses of mobile may require steering traffic to the right network if both cellular and Wi-Fi are available. AT&T is developing an “intelligent network selection” capability to do this, Rinne said. When AT&T starts to deliver voice over LTE, it will stay on the cellular network — at least in the early days — because the carrier has more control over quality of service on that system, she said.
Other issues raised by mobile-first include security of packets going over the air and rights for content that subscribers are consuming primarily on mobile devices instead of through TV and other traditional channels, Rinne said.
Qualcomm surpasses AMD
May 30, 2013 by admin
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It’s no secret that the mobile boom is taking a toll on makers of PC components and AMD is one of them. According to data from IC Insights, Qualcomm and Samsung have managed to pass AMD in microprocessor sales last year.
Intel still dominates the market, with $36.9 billion sales and a 65.3 percent market share. However, Qualcomm has managed to squeeze into second spot, with $5.3 billion in sales and a 9.4 percent share. Samsung ranked third, with $4.66 in sales and an 8.2 percent market share. Qualcomm and Samsung also recorded plenty of growth, 28 and 78 percent respectively.
However, AMD slumped 21 percent to take 6.4 percent of the market, with $3.6 billion in sales. It was still ahead of Freescale and Nvidia, as well as Texas Instruments and ST Ericsson.
It should be noted that about 83 percent of Samsung’s revenue came from chips churned out for Apple. In other words, had Apple built the chips on its own, it would have tied with AMD for the third spot.
Is Yahoo Really Back?
Yahoo has once again made the list as one of the world’s 100 most valuable brands.
The Internet company nabbed the 92nd spot in the annual list of global companies from multiple industries including technology, retail and service, released Tuesday by BrandZ, a brand equity database. The ranking gave Yahoo a “brand value” of US$9.83 billion, which is based on the opinions of current and potential users as well as actual financial data.
Apple occupied the number-one position on the list, with a brand value of $185 billion. Google was number two, with a value of roughly $114 billion.
The BrandZ ranking, commissioned by the advertising and marketing services group WPP, incorporates interviews with more than 2 million consumers globally about thousands of brands along with financial performance analysis to compile the list. Yahoo last appeared on the list in 2009 at number 81.
Yahoo’s inclusion on the 2013 list comes as the Internet company works to reinvent itself and win back users. Previously a formidable player in Silicon Valley, the company has struggled in recent years to compete against the likes of Google, Facebook and Twitter.
Improving its product offerings on mobile has been a focus. New mobile apps for email and weather have been unveiled, along with a new version of the main Yahoo app, featuring news summaries generated with technology the company acquired when it bought Summly.
Most notably, Monday the company announced it is acquiring the blogging site Tumblr for $1.1 billion in cash. Big changes to its Flickr photo sharing service were also announced.
Yahoo’s rebuilding efforts have picked up steam only during the last several months, but the 2013 BrandZ study was completed by March 1.
However, last July’s appointment of Marissa Mayer as CEO likely played a significant role in the company’s inclusion in the ranking, said Altimeter analyst Charlene Li. “Consumer perception has gone up since then,” she said.
“Yahoo’s leadership has a strong sense of what they want to do with the brand,” she added.
Yahoo’s 2012 total revenue was flat at $4.99 billion. However, after subtracting advertising fees and commissions paid to partners, net revenue was up 2 percent year-on-year.
Yahoo On A Buying Spree
Yahoo has purchased a mobile gaming company, Loki Studios, taking its total acquisitions this month to four.
The company said over the weekend it welcomed Loki, Astrid, GoPollGo and MileWise to its growing mobile team. “We recently added 22 entrepreneurs to our growing mobile team,” the company said in a Twitter message in a possible reference to some of the people from the four companies who have moved to Yahoo.
Loki’s flagship application is its location-aware game, Geomon. “We are thrilled to be joining the exceptional folks at Yahoo!. We believe fully in their commitment to creating outstanding mobile products,” the Loki team said on their website.
Earlier in the week, Yahoo also acquired GoPollGo, a social polling tool. The company’s founder and team said they were moving to Yahoo, and would no longer be supporting their offerings.
It is not clear whether Yahoo has bought all these companies for their products and technology or just to get their experienced staff in the area of mobile as it tries to build up its own mobile capabilities. The way the services are being shut down suggests that their user base did not particularly interest Yahoo. The company could not be immediately reached for comment.
Did Apple Trick Sharp?
Sharp is really regretting its dependence on Apple as its main customer.
While it made sense at the time to be extremely pleased when Apple sucked up most of its capacity with screens for its iPhone and iPad, now the tide has turned the outfit is reporting a bigger than forecast loss. Sharp is now suffering from low output at its factories and forced to write off excess capacity.
The company had a $5.1 billion net loss for the year which is much worse than it predicted. At the start of the year, Sharp was forced to curtail production of 9.7-inch screens for Apple’s iPad. That has stepped up the urgency for Sharp to find new customers and uses for its leading-technology displays and may make it harder for the company to convince investors and lenders it remains a viable company.
Sharp will officially announce its results for latest business year on May 14. To make matters worse the company is also taking a charge to put aside cash for possible fines from a display price-fixing investigation in Europe, the sources said. Sharp in October received a $4.4 billion bailout from banks including Mizuho Financial Group and Mitsubishi Financial Group in return for mortgaging nearly all its factories and offices in Japan and pledging to cut 10,000 jobs.
Will Zynga Survive?
May 6, 2013 by admin
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Nobody expected Zynga’s results for this quarter to be great, so nobody was exactly surprised when the company announced a decline in almost every number that matters. It turned a small profit, but that’s a bright spot in an otherwise deeply unimpressive set of results. The really important figures – the number of people playing and, crucially, the number of people paying – are all down. Zynga’s business may not be hemorrhaging money, but it’s losing audience, and in a business so heavily focused on scale, that’s a really bad thing.
The company likes to present itself as being on the cusp of a turnaround, or perhaps already embarked upon a slow but steady turn. If so, it’s the oddest turnaround imaginable. The firm’s MAUs – Monthly Active Users – dropped from 292 million to 253 million year on year, so nearly 40 million people have simply stopped logging in to a Zynga game even once a month. Worse still, though, is the disproportionate fall in the number of Monthly Unique Payers – those who make at least one transaction during a month-long period. This number fell from 3.5 million to 2.5 million, a precipitous year-on-year drop of almost 30%.
It bears emphasising just how bad that actually is. For a social gaming business, MUPs are the real customers. There is huge value to having a large audience (MAUs), of course, and companies need to be very careful about not trying to force players into becoming paying customers before they’re good and ready – but ultimately, non-paying users are like footfall in a store. They’re not customers, in a strict business sense. Zynga’s not-quite-so-bad loss of 13% of its players (MAUs) is a side-show compared to the fact that it’s lost 30% of its paying customers (MUPs). Imagine, by comparison, a shop loudly announcing that the number of people walking past its window had fallen 13%, distracting from the fact that the number who came in and bought something had fallen 30%.
Of course, the two figures are related, and the disproportionately large drop in MUPs figures into that relationship to some degree. The process of encouraging players of a social game to spend money is focused around a number of principles, but the key temptation lies in buying items or currency that will give you the ability to match or overtake your friends’ progress, or to create a fantastic character, farm, castle or whatever which will “impress” the many friends who are also playing the same game.
For that psychology to work, of course, you actually need to have lots of friends playing the game. Most social games, as the name suggests, don’t work terribly well if you don’t have friends active in the game. “Active” is a key aspect here too – if you see that your friends are losing interest, logging in less often or spending less time tending to their farm, castle, town or whatever, then you also tend to lose interest rapidly. Hence, a game that gives the impression of being “in decline” – with players losing interest in some visible manner – will likely experience a precipitous decline in revenue, because even though lots of people are still playing, the sense of decline removes the key psychological drive to spend money on the game. (It doesn’t help, of course, that social game operators have established a pattern of shutting down unsuccessful games rapidly, which creates a feedback loop in which players are unwilling to spend money on a game they think might be in commercial trouble.)
The psychology of what Zynga is experiencing is clear enough, then, but the figures on the bottom line are still pretty dreadful. Whatever the reasons or the mechanism, the company is losing paying customers, and that kind of damage is extremely hard to recover from.
A stark contrast to Zynga’s woes can be found on the other side of the Pacific, where mobile developer GungHo this week topped a $9 billion valuation on the Osaka Stock Exchange, making it into a larger mobile gaming company than even fellow Japanese giants GREE and DeNA. GungHo’s valuation is ridiculous, a bubble that will inevitably pop in relatively short order, but there’s a genuine success driving the excitement – a single game, Puzzle and Dragons, which is the most successful mobile game in Japan (and is launching in other territories as well). Puzzle and Dragons reportedly makes about $2 million a day; it certainly makes enough to justify prime-time adverts in evening slots on Japanese TV.
GungHo is an extreme example of a phenomenon which is completely unavoidable in the social and casual game sphere. Mobile utterly dominates this sphere. Facebook, it turns out, was a flash in the pan in gaming terms. Smartphones, and to some extent tablets (though they’re arguably more “midcore”), are the social gaming platforms of today. Zynga, for all its cash (the company still has plenty of liquid assets), its clout and its former dominance, still hasn’t made a successful transition to being a mobile-first company. Clinging to the wreckage of the Facebook social gaming model which it so successful exploited (in doing so, perhaps hastening the downfall), Zynga is being overtaken time and again by smaller companies who have mobile gaming in their DNA from the outset. With this week’s results came a fresh claim that the company will be focusing more heavily on mobile, but a good, nimble firm would have accomplished that focus shift 12 months ago, at least. Zynga right now feels like it’s plodding along in everyone else’s wake.
The other great white hope for the company, of course, is gambling. It has cautiously launched gambling services – what it calls “real money gaming” – in the UK, and wants to expand into other territories. Plenty of pundits like to tap their noses sagely and suggest that Zynga will become a gambling giant down the line – although in doing so, they’re just following in the well-worn footsteps of a large number of video games industry pundits, executives and even developers who have regarded the gambling industry with something like the avaricious wonder of wannabe prospectors hearing about a new gold rush.
I don’t see any gold rush for Zynga in “real money gaming”. Investors and executives consistently overstate the allure and possibilities of this kind of gaming, because by dint of being investors and executives, they tend to be exactly the sort of person who is very attracted to gambling risks (you wouldn’t have an investment, or a career, anywhere within spitting distance of tech stocks otherwise). Moreover, by moving into the online gambling arena, Zynga is entering a market that’s already incredibly crowded with companies who are deeply, deeply expert in this field – not just in the customer-facing psychology of the casino, but also in the legal and regulatory minefield of operating a gambling enterprise online. Many major markets simply aren’t open to this kind of business; most others require you to jump through all manner of hoops simply in order to set up shop. The notion of Zynga having an open goal in “real money gaming” is born either from complete naivety or utter desperation – it could make money in the gambling business, but it has its work cut out for it.
It’s worth highlighting, all the same, that Zynga did make a small profit this quarter – it may only be one bright spot, but it’s bright all the same. The company’s scale still also arguably works in its favour, allowing it to buy talent and IP that smaller firms could never afford. Yet after several grim quarters, it’s also worth highlighting that talk of a “turnaround” is optimistic at best. Something about Zynga – its culture, its leadership or a combination of both – is blocking this company from moving in the agile, intelligent way a firm in its position desperately needs. Inventing fairy stories about the magical potential of gambling games or constantly reassuring the world that a pivot to mobile is definitely happening any day now won’t cover up the cracks for much longer. If Zynga wants the world to buy the “turnaround” story, it needs to start showing evidence; if not, it needs to start making big changes, starting right at the top.
Qualcomm Sticks With Windows RT
Tim McDonough, Vice President, Marketing at Qualcomm, was Qualcomm´s commitment to Windows RT. Ever since Microsoft announced Windows RT, ARM supporters had high hopes and Windows RT has yet to live up to some.
Tim confirmed Qualcomm´s commitment to Windows RT and future releases, saying “we are here for the long run”. He describes the partnership as the beginning of a long journey and of course Qualcomm is going to continue rolling out chips that will run great with Windows RT.
Qualcomm mentioned that Samsung ATIV and Dell XPS 10, both of which use Qualcomm’s S4 dual-core APQ8060A chips, run really nice. Tim told us that he is a real fan of both devices and that he is currently using one of them.
We also learned that Snapdragon 600, the one used in the HTC One and some versions of Samsung’s Galaxy S4, is 40 per cent faster than the S4 Pro, adding that Adreno 320 graphics core is significantly faster than the Adreno 225 used in the S4 APQ8060A chip. Another number we got is that the Adreno 330 is up to four times faster than the 225, which is a huge leap forward. Let’s not forget that Snapdragon 800, which is up to 75 per cent faster than Snapdragon S4 Pro, is also coming in mid-year, second half of 2013. The 800 will be Qualcomm’s first chip with Adreno 330 graphics.
One can easily conclude that there should be some Snapdragon 600 and 800 Windows RT convertible tablets at some point in the future. To stay on the safe side, Qualcomm just confirmed that new and exciting things are coming in the next months and quarter and they are Windows based.
We have to notice that most people in the tablet world get really excited talking about convertible tablets in all shapes and sizes, as the physical keyboard is definitely an accessory you want to have.
Citrix Goes To The Cloud
Citrix System’s GoToWebcast has become generally available in North America and Europe, offering users a cloud-based webcasting tool for up to 5,000 participants.
The subscription-based GoToWebcast allows users to broadcast unlimited audio and video presentations to live and on-demand audiences that can access them using mobile devices such as Apple’s iPhones and iPads, or Android-based smartphones and tablets.
To simplify administration, GoToWebcast has a five-step wizard that walks users through setting up their event. Users are first asked to schedule the event, including deciding audience size and if the web cast should be available on-demand or live with an archive. Users are then asked to select registration alternatives, multimedia options, choose what content to upload and finally decide on security and email settings.
In addition to audio and video, users can upload presentation documents, chat with attendees, conduct polls and link to social media channels. Citrix didn’t announce any pricing for the new service, only saying that users pay a fixed monthly fee.
The company also released a beta version of GoToWebinar with HDFaces for the 500- and 1,000-attendee plans. HDFaces is a video conferencing technology that lets up to six presenters lead interactive Q&A sessions, host panel discussions, or do demonstrations in high-definition.
The announcement comes after the recently announced availability of HDFaces for up to 100 participants in GoToWebinar and GoToTraining sessions, as Citrix adds high-definition video across its GoTo portfolio.
Microsoft Looks Into Smart Watches
April 24, 2013 by admin
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Microsoft is developing designs for a touch-enabled smart watch, joining a number of other large competitors like Samsung Electronics and Apple who are said to be working on similar devices, according to a recent report.
Executives at suppliers to Microsoft told The Wall Street Journal that the company was sourcing components for the prototype of what could potentially be a “watch-style device.”
Microsoft has, for example, requested 1.5-inch displays from component makers for the prototype, an executive at a component supplier told the newspaper. It is unclear whether the company will decide to go ahead with the watch, the newspaper added.
Microsoft could not be immediately reached for comment.
A large number of vendors are looking at new product categories beyond smartphones and tablets.
This isn’t the first time, however, that Microsoft may be looking at watches as a product. It launched a smart wrist watch around a concept called Smart Personal Object Technology it unveiled in 2002, but withdrew it after a lackluster performance.
The Redmond, Wash., company is seeing its key PC market under threat from smartphones and tablets, and the failure of its new Windows 8 operating system to boost sales significantly. IDC said last week that first quarter PC shipments totaled 76.3 million units, down 13.9% compared to the same quarter last year. (The decline was worse than the 7.7% previously forecast by the analyst firm, and the market could be headed into further contraction, the research firm added.