Will Qualcomm Be First?
We could not get the right timeframe for the launch of Qualcomm’s successor to the high-end Snapdragon 800, but there is no doubt that Qualcomm, Samsung, Nvidia and other ARM supporters are thinking about 20nm products where some of them will be based on Cortex A57.
Qualcomm has its own Krait core that can be adapted to 20nm and follow up the success of Snapdragon 600 and the soon to come Snapdragon 800. It turns out that it traditionally takes 18 to 24 months for the mobile industry to shift from one process to another and Qualcomm had its first 28nm part in April 2012, with the Snapdragon S4, used in the HTC One S. The first ever 28nm part from Qualcomm was the Snapdragon S4 MSM8260A that is now more than a year old and a relatively obsolete product.
Less than a year after the first 28nm product Qualcomm followed up with the Snapdragon 600 that is shipping in millions of high end devices right now. In a month or two it plans to release Snapdragon 800 based on new Krait 400 core and add a new core and get even better performance.
The next step is the 20nm core that should start shipping before the end of 1H 2014. We would not be surprised to see 20nm Krait demoed at CES 2014 already in January, see more of it at the Mobile World Congress in February and the volume shipment to follow in early Q2 2014. This is the expected schedule and not something we got from Qualcomm.
The only official world we got is that the new generation traditionally comes 18 to 24 months after the first iteration of a current one. This can give you an idea that Tegra 5, codenamed Logan, should show up at a similar time, along with Samsung’s 20nm Exynos.
Apple Raising Prices In Japan
June 10, 2013 by admin
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Apple Inc increased prices of iPads and iPods in Japan on Friday, becoming the highest-profile brand to join a growing list of foreign companies asking Japanese consumers to pay more as a weakening yen squeezes profit.
Some U.S. companies have inoculated themselves at least temporarily against the yen’s fall through financial hedging instruments, while others are charging customers more.
The yen has fallen more than 20 percent against the U.S. dollar since mid-November when then-opposition leader Shinzo Abe, who is now prime minister, prescribed a dose of radical monetary easing to reverse years of sliding consumer prices as part of a deflation-fighting policy, dubbed “Abenomics.”
The Bank of Japan, under a new Abe-backed governor, in April promised to inject $1.4 trillion into the economy in less than two years to achieve 2 percent inflation in roughly two years.
Price rises are rare in Japan, which has suffered 15 years of low-grade deflation. A few other foreign brands have also raised prices on products, providing an early sign of inflation for Abe and an indication that these companies feel consumer demand is strong enough to withstand the increases.
Still, price rises would have to spread much more widely, especially to lower-end discretionary goods, to show that Abe’s aggressive policies are helping reinvigorate the economy.
Apple, one of the most visible foreign companies in Japan, raised the price of iPads by up to 13,000 yen ($130) at its local stores. The 64-gigabyte iPad will now cost 69,800 yen, up from 58,800 yen a day ago, an Apple store employee said. The 128-gigabyte model will cost 79,800 yen compared with 66,800 yen.
Apple also upped prices of its iPod music players by as much as 6,000 yen and its iPad Mini by 8,000 yen.
Twitter’s Authentication Has Vulnerabilities
June 6, 2013 by admin
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Twitter’s SMS-based, two-factor authentication feature could be abused to lock users who have not enabled it for their accounts if attackers gain access to their log-in credentials, according to researchers from Finnish antivirus vendor F-Secure.
Twitter introduced two-factor authentication last week as an optional security feature in order to make it harder for attackers to hijack users’ accounts even if they manage to steal their usernames and passwords. If enabled, the feature introduces a second authentication factor in the form of secret codes sent via SMS.
According to Sean Sullivan, a security advisor at F-Secure, attackers could actually abuse this feature in order to prolong their unauthorized access to those accounts that don’t have two-factor authentication enabled. The researcher first described the issue Friday in a blog post.
An attacker who steals someone’s log-in credentials, via phishing or some other method, could associate a prepaid phone number with that person’s account and then turn on two-factor authentication, Sullivan said Monday. If that happens, the real owner won’t be able to recover the account by simply performing a password reset, and will have to contact Twitter support, he said.
This is possible because Twitter doesn’t use any additional method to verify that whoever has access to an account via Twitter’s website is also authorized to enable two-factor authentication.
When the two-factor authentication option called “Account Security” is first enabled on the account settings page, the site asks users if they successfully received a test message sent to their phone. Users can simply click “yes,” even if they didn’t receive the message, Sullivan said.
Instead, Twitter should send a confirmation link to the email address associated with the account for the account owner to click in order to confirm that two-factor authentication should be enabled, Sullivan said.
As it is, the researcher is concerned that this feature could be abused by determined attackers like the Syrian Electronic Army, a hacker group that recently hijacked the Twitter accounts of several news organizations, in order to prolong their unauthorized access to compromised accounts.
Some security researchers already expressed their belief that Twitter’s two-factor authentication feature in its current implementation is impractical for news organizations and companies with geographically dispersed social media teams, where different employees have access to the same Twitter account and cannot share a single phone number for authentication.
Twitter did not immediately respond to a request for comment regarding the issue described by Sullivan.
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.
Lenovo Soars
PC sales in China and high growth in smartphones sales helped boost Lenovo’s net profit for its fiscal fourth quarter by 90% year-over-year.
For the quarter ended March 31, Lenovo’s net profit was $127 million, the company said on Thursday. Revenue shattered records and was at $7.8 billion, growing 4% from the same period last year.
In Lenovo’s home market of China, the company had an operating margin of 4.9%, an increase of 8% year-over-year. The company also saw continued profitability in its mobile devices business, which makes up 9% of its overall sales. At the end of the quarter, Lenovo’s smartphone shipments were up 206% year-over-year.
Globally, PC shipments were down 13.9% year-over-year in the quarter, the market’s steepest decline since research firm IDC began tracking the market in 1994. Lenovo itself posted flat year-over-year PC shipment growth in the period.
Smartphone and tablet popularity have hurt PC sales, according to analysts. Computers running Microsoft’s Windows 8 have also failed to drum up consumer interest in the previous two quarters.
Lenovo, however, has managed to weather the slowdown by taking advantage of the Chinese PC market, where it has an over 30% market share. Close to half of the company’s revenue comes from the country, now the world’s largest PC market.
The company is now close to surpassing leading PC vendor HP for the top spot. The company had a 15.3% share of the market in this year’s first quarter, while HP had a 15.7% share.
But the Chinese PC maker also plans to focus more of its investment on tablets, smartphones and enterprise hardware, the company’s CEO Yang Yuanqing said in a statement. Earlier this year, Lenovo also reorganized its operations to sharpen the company’s branding and compete better in high-end products.
For the current fiscal year, Lenovo aims to ship 50 million smartphones, up from 30 million last year, Yang said Thursday in an earnings call. It aims to ship 10 million tablets, a five-fold increase from the previous fiscal year.
Most of Lenovo’s smartphone sales come from China, but the company has also begun selling handsets in the emerging markets of Russia, India, Indonesia, the Philippines and Vietnam. In addition, Lenovo is preparing to bring its smartphones to the U.S. and European markets, Yang said, without saying when.
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.
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.
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.