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Amazon Debuts Cloud-based Transcoding Service

October 28, 2013 by  
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Amazon Web Services has rolled out the option to use its Elastic Transcoder for audio-only conversions.

Amazon Elastic Transcoder was developed to offer an easy and low-cost way to convert media files from their source format into versions that will play on devices like smartphones, tablets and PCs.

The new feature lets anyone use Amazon Elastic Transcoder to convert audio-only content like music or podcasts from one format to another. Users can also strip out the audio tracks from video files and create audio-only streams. An option that, for example, can be used to create podcasts from video originals that are compatible with iOS applications that require an audio-only HTTP Live Streaming (HLS) file set, Amazon said.

The output from Elastic Transcoder is two-channel AAC, MP3 or Vorbis. Metadata like track name, artist, genre and album art is included in the output file and users can also specify replacement or additional album art.

Users of the service pay for the length of their converted content. For audio-only transcoding, prices start at $0.0045 per minute. That compares to the video version, which costs from $0.015 per minute for standard definition content and $0.03 per minute for high-definition clips, according to Amazon’s website.

For users who want to try out the service, the AWS Free Tier offers up to 20 minutes of free audio output per month. The service was announced for video in January and is still tagged as a beta.

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Samsung’s Eight-core Chip Goes Hacking

August 13, 2013 by  
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A Samsung eight-core chip used in some Galaxy S4 mobile devices is now available for hackers to play with on a developer board from South Korea-based Hardkernel.

Hardkernel’s Odroid XU board has incorporated Samsung’s eight-core Exynos 5 Octa 5410 chip, which is based on ARM’s latest processor designs. Samsung recently announced a new eight-core chip, the Exynos 5 Octa 5420, which packs faster graphics and application processing than the 5410. The 5420 has not yet been shipped yet, however.

The Odroid board is priced at $149 through Aug. 31, after which it will be offered for $169. Samsung for many months has said that a board with an eight-core chip would be released, and has shown prototype developer boards at conferences.

Odroid-XU will provide developers an opportunity to write programs tuned for Samsung’s octa-core chip, which has been a source of controversy. Analysts have said the eight-core design is overkill for small devices like smartphones and tablets, which need long battery life.

The eight-core chip design also takes up a lot of space, which prevented Samsung from putting LTE radios inside some Galaxy S4 models. Qualcomm, which hesitantly moved from the dual core to the quad-core design on its Snapdragon chips, on Friday criticized eight-core chips, calling the idea “dumb.”

Despite the criticism, the board will give developers a first true glimpse of, and an opportunity to write and test applications for, ARM’s Big.Little design. The design combines high-power cores for demanding applications with low-power cores for mundane tasks like texting and calling.

Samsung’s iteration of Big.Little in the Exynos 5 Octa 5410 chip combines four processors based on ARM’s latest Cortex-A15 processor design, which incorporates four low-power Cortex-A7 CPUs. The Cortex-A15 is ARM’s latest processor design and succeeds the previous Cortex-A9 core, which was used in popular smartphones like Apple’s iPhone and the Galaxy S3. Samsung said the eight-core chip provides a balance of power and performance, with the high-power cores kicking in only when necessary.

The board has an Imagination Technologies PowerVR SGX544MP3 graphics processor, 2GB of low-power DDR3 DRAM, two USB 3.0 ports and four USB 2.0 ports. Other features include Wi-Fi, Ethernet and optional Bluetooth. Google’s Android 4.2 operating system is preloaded, and support for other Linux distributions like Ubuntu is expected soon. The board has already been benchmarked on Ubuntu 13.04.

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Intel Launches 530 Series SSD

August 9, 2013 by  
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Intel’s new SSD 530 series was detailed a while ago, but now it is finally official. Intel has formally announced the new drives in three form factors: mSATA, M.2 and 2.5-inch.

The drives will be available in a wide range of capacities, starting at 80GB, through 120GB, 180GB, 240GB, 360GB and 480GB for 2.5-inch drives. As for M.2 and mSATA drives, they will be available in 80GB, 120GB, 180GB and 360GB capacities.

Intel’s new 530 drives are based on 20nm MLC flash and the brains behind the brawn come from LSI, in the form of the SandForce SF-2281 controller. Although transfer speeds will vary depending on capacity, the fastest 530-series drives will deliver read speeds of up to 540MB/s and write at 490MB/s. As for random performance, they boast 41k IOPS in random read and 80k IOPS in random write.

Intel also says the 530-series is its most power efficient storage product to date, which is hardly surprising, but it is good news for notebook vendors who will use mSATA units.

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The DoD May Share Airwaves

August 6, 2013 by  
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The U.S. Defense Department is proposing to share some of its radio airwaves with private industry, a nod to growing pressure from the wireless industry and the Obama administration that federal agencies ease their control of valuable spectrum.

In a letter released by the Federal Communications Commission on Tuesday, the Department of Defense offers to share the airwaves it now dominates in the slice of frequencies from 1755 megahertz (MHz) to 1780 MHz with spectrum-hungry wireless and Internet companies.

The military would rearrange its systems within that slice of spectrum as well as the 2025-2110 MHz band and compress programs into the 1780-1850 MHz band that it would retain.

The Defense Department uses the airwaves for programs such as pilot training and drone systems and has faced criticism from some in the industry and in Congress for resisting efforts to open those airwaves for commercial use to satisfy growing demands posed by data-hungry gadgets and services.

The Pentagon had pointed to its own need for airwaves as its use of drones and other reliance on wireless technology grows. It also had estimated the process of moving its programs to new frequencies would cost more than $12 billion.

Under the new plan, the Defense Department drops the cost estimate to $3.5 billion by compromising on sharing slices of airwaves without completely clearing any of the spectrum bands.

In the letter, originally sent on July 17 to the National Telecommunications and Information Administration, which oversees federal airwaves, DOD Chief Information Officer Teresa Takai called the proposal “a workable balance to provide access to the 1755-1780 MHz band most desired by the commercial wireless industry while ensuring no loss of critical DoD capabilities.”

The NTIA, in its own letter to the FCC, said it had not had enough time to review the proposal and could not yet endorse it.

The FCC, with NTIA’s help, is preparing for several auctions of airwaves to take place in coming years, including one that would sell off chunks of federally controlled spectrum. They will be the first reshuffling of airwave ownership since 2008.

Congress has required the FCC to auction off the 2155-2180 MHz band by February 2015 and the industry has sought to pair up that slice of spectrum with the valuable 1755-1780 MHz band, arguing it would collect more money. Lawmakers in the House of Representatives have introduced a bill to ensure such pairing.

The FCC has been drafting a notice of proposed rulemaking that would seek public comments on how the FCC should auction those federally owned or already cleared airwaves to the wireless companies and an FCC official said the agency’s notice will address the Pentagon’s new proposal.

President Barack Obama last month directed federal agencies to look for ways eventually to give up or share more of their airwaves with the private sector. This followed his June 2010 call to open up 500 MHz of federal spectrum for commercial use.

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Yahoo Still Playing Pac-Man

July 16, 2013 by  
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Yahoo announced on Wednesday that it bought Qwiki for an undisclosed sum, as the firm’s spending spree continues.

Qwiki started out as a video focused search engine in 2011, before making its way into the iTunes Store as an app that turns images and videos into digital story boards.

Yahoo announced its acquisition of Qwiki on Wednesday, although it kept quiet about what it plans to do with the company and how much it spent. However, according to Allthingsd, Yahoo spent approximately $50m to further expand its digital offerings.

What’s more, while it’s unclear what Yahoo’s plans are at present, it’s likely that the firm is looking to challenge Vine and Instagram in the social video market.

Yahoo announced the news, naturally, on Tumblr. It said, “We’re excited to announce that Yahoo acquired Qwiki – a company that uses awesome technology to bring together pictures, music and video to capture the art of storytelling.

“We will continue to support the Qwiki app, and the team will join Yahoo in our New York city office to reimagine Yahoo’s storytelling experience. Stay tuned … there’s much more to come!”

Qwiki also had something to say, posting on its website, “Thank you for being a part of our story – one which is far from over. The Qwiki app will live on as a standalone entity inside Yahoo, where we will grow our thriving community and where our team will continue to work to help you share life’s best experiences.

“We are proud of the work we’ve done, and humbled by unwavering support from the NY tech community. New York is such a big part of who we are, and what we will become.”

Yahoo’s buyout of Qwiki is the latest in a series of acquisitions by the firm. Recently the firm announced that it bought Tumblr for a cool $1.1bn, with Yahoo CEO Marissa Mayer promising “not to screw it up”.

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Office 365 Goes Yammer

June 21, 2013 by  
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Microsoft has taken the first step in its integration roadmap for SharePoint and Yammer, allowing Office 365 customers to swap SharePoint Online’s activity stream with Yammer’s.

This first, modest integration point will let SharePoint Online users click on the Yammer link and launch a separate browser window where they’re asked to sign in.

Later this year, Microsoft will deepen the integration with a single sign-on and the addition of Yammer to the main Office 365 interface, which will begin to merge the two products’ user experience.

Next month, Microsoft will release a Yammer application for SharePoint that will let users embed a Yammer group feed into a SharePoint site. The application will work both with SharePoint Online and with the on-premises version of the server SharePoint 2013.

Also in July, Microsoft will provide instructions for replacing the SharePoint 2013 newsfeed with Yammer’s.

For now, the first integration step in optional, but Microsoft is strongly suggesting that Office 365 customers make the activity stream switch to Yammer.

“Our recommendation is to use Yammer, since it’s our big bet for enterprise social, and we’re committed to making it the underlying social layer for all our products,” wrote Christophe Fiessinger, a Microsoft Office Division product marketing manager, in a blog post.

Customers should also accompany the technical change with an outreach effort to promote the benefits of using the enterprise social networking features of Yammer, according to Fiessinger.

“To drive adoption and really get the value out of Yammer, you need a strategy, advocates, and openness to the way it will transform the way people in your organization work and communicate,” he wrote.

Microsoft bought Yammer for $1.2 billion in mid-2012 in order to boost the development and availability of enterprise social collaboration features in SharePoint and in other Office and Microsoft business software like the Dynamics applications.

Microsoft makes a convincing case for the benefits of integrating Yammer with SharePoint and its other software to provide a common social collaboration layer, but the process is clearly complicated and will take years.

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Yahoo On A Buying Spree

May 22, 2013 by  
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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.

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Will Zynga Survive?

May 6, 2013 by  
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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.

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Microsoft Looks Into Smart Watches

April 24, 2013 by  
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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.

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Is Verizon Interested In Clearwire?

April 22, 2013 by  
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Verizon Wireless reportedly has offered $1 billion to $1.5 billion to acquire some of Clearwire’s spectrum leases, possibly complicating Sprint Nextel’s attempt to buy out the company in conjunction with its acquisition by Softbank.

Clearwire is struggling financially but owns broad swaths of spectrum, the lifeblood of wireless networks. The April 8 bid from “Party J,” which Clearwire disclosed in a Securities and Exchange Commission filing on Friday, is the latest in a series of offers for its spectrum licenses. Unnamed people familiar with the matter identified “Party J” as Verizon Wireless, according to a report in The Wall Street Journal.

Clearwire is a key part of a complicated set of possible transactions that could make a much stronger competitor out of Sprint, the country’s third-largest mobile operator. Sprint already owns roughly half of Clearwire and is bidding about $2.2 billion to buy the rest of its stock. That deal depends on Softbank’s planned $20.1 billion offer for 70% of Sprint, which is still undergoing regulatory review.

Clearwire holds 150MHz of spectrum or more in most major markets of the U.S. Verizon would buy only a portion of that spectrum. “Party J offered to acquire Clearwire spectrum leases generally located in large markets,” Clearwire said in the Friday filing, a proxy statement to shareholders on the Sprint buyout bid. The proposed gross price of $1 billion to $1.5 billion would be reduced by what Clearwire pays for the leases, which could be substantial, according to Clearwire’s filing. The company said it would discuss the offer with “Party J” and Sprint.

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