Notorious malware kjw0rm and Sir DoOoM have been uncovered in a hacker forum as evolved versions, developed with advanced functionality, according to researchers at Trend Micro.
A threat response engineer at Trend Micro, Michael Marcos, said that he uncovered the malware while examining the Arabic language on a bogus “computer enthusiast site”, called dev-point.com forum.
“One of the notable topics in the forum talked about new malware ‘kjw0rm’ and a worm named ‘Sir DoOom’, which both came about after the release of the Njw0rm malware source code in the same forum,” he explained.
The Njw0rm’s source code was leaked in May 2013. The evolved kjw0rm is currently available in two versions, both of which have advanced infiltration and infection mechanisms.
The first Kjw0rm V2.0 appeared initially on the forum in January 2014, while the updated 0.5X version and new Sir DoOoM malware followed in December.
The V2.0 malware is the most basic of the three and reportedly hides itself in bogus files within infected systems.
“The propagation method of this malware targets all folders in the root directory of the removable drive,” read the advisory.
V0.5X follows a developed version of the same tactic, and Sir DoOoM adds an anti-virtual machine capability.
“[V0.5X] obfuscated some portions of the malware code. The malware author utilises an obfuscator tool that converts characters to hex values, adds filler functions, and performs computations that make analysis more difficult and time-consuming,” explained Marcos.
“[Sir DoOoM] also has an anti-virtual machine routine. It first searches for a list of the installed programs in the affected computer.
“If this variant found itself in a computer where a virtual machine program is installed, it will uninstall and terminate itself from the affected system. This prevents analysts testing to determine malware behaviour.”
Trend Micro senior engineer Bharat Mistry told V3 that the variants are dangerous as they add several advanced functions.
“Previous versions were there mainly for password stealing from browsers. As the malware has evolved, after the initial infections it now has the ability to download and execute Visual Basic code [VBS],” he said.
“VBS is a powerful coding language and can be used to interact directly with the operating system on the infected device.
“Also it now has the ability to recognise if it is being used in a security testing environment known as a sandbox by looking for the presence of a virtual machine.
“Finally the replication has also advanced with the use of hidden files on removable storage devices such as USB sticks.”
He added that the new powers could be used to mount a variety of attacks.
“The malware can be used to perform a number of different functions, including download, installation and execution of additional files or tools to potentially gain administrator or privilege credentials,” he said.
“Once this is gained hackers then have the ability to move laterally in the organisation and start looking for crown jewels or simply advertise that a point of presence has been created in a organisation that could then be ‘rented’ out to perform attacks, such as DDoS.”
Kjw0rm and Sir DoOoM’s appearance follows the discovery of several evolved attack tools. These include the defence-dodging Skeleton Key malware and the advanced Cryptowall 3.0 ransomware.
Cablevision System Corp said that it would launch in February a wireless Internet phone service to give customers an alternative to more expensive data plans from cellular companies such as AT&T and Verizon.
The “Freewheel” phone service, which runs on any WiFi connection, is an attempt by Cablevision to retain and potentially add subscribers at a time when cable companies are losing out to lower-priced, bundled TV and Internet services from telecom firms.
Cablevision said the phone service was the first of its kind to be launched by a cable company and aims to tap users seeking to download unlimited amounts of data on their mobile phones using WiFi, which is less expensive than a cellular connection.
Such services could pose a challenge to traditional telecom carriers. Currently, carrier Republic Wireless and Massachusetts-based startup Scratch Wireless offer users similar services that use WiFi to control data costs.
“There has been a dramatic shift in how consumers use their mobile devices: today, it’s all about data, and WiFi is now preferred and clearly superior to cellular,” Kristin Dolan, chief operating officer of Cablevision, said in the statement.
Cablevision, controlled by New York’s Dolan family, has been investing in its “Optimum” WiFi network since 2007, setting up over 1.1 million WiFi hotspots or access points in New York, New Jersey and Connecticut.
Cablevision’s WiFi phone service will be offered at $29.95 per month and $9.95 per month for subscribers of its “Optimum Online” service. It will be available exclusively on the Motorola Moto G smartphone that users will have to purchase, the company said.
The $180 Android phone will be sold to “Freewheel” users without a contract at a discounted price of $99.95, it added.
The veteran tech pioneer, which long ago lost the mantle of the world’s most inventive company, is making a bold play to regain that title in the face of stiff competition from Google Inc and Apple Inc.
Virtual or enhanced reality is the next frontier in computing interaction, with Facebook Inc focusing on its Oculus virtual reality headset and Google working on its Glass project.
Microsoft said its wire-free Microsoft HoloLens device will be available around the same time as Windows 10 this autumn. Industry analysts were broadly excited at the prospect, but skeptical that it could produce a working model at a mass-market price that soon.
“That was kind of a ‘Oh wow!’ moment,” said Mike Silver, an analyst at Gartner who tried out the prototype on Wednesday. “You would expect to see a relatively high-priced model this year or next year, then maybe it’ll take another couple of years to bring it down to a more affordable level.”
Microsoft does not have a stellar record of bringing ground-breaking technology to life. Its Kinect motion-sensing game device caused an initial stir but never gripped the popular imagination.
The company showed off a crude test version of the visor – essentially jerry-rigged wires and cameras pulled over the head – to reporters and industry analysts at a gathering at its headquarters near Seattle.
It did not allow any photographs or video of the experience, but put some images on its website.
South Korean smartphone maker LG Electronics Inc said on Thursday that it has not experienced any overheating problems with Qualcomm Inc’s new Snapdragon processor that is powering a curved-screen device going on sale later this month.
“I am very much aware of the various concerns in the market about the (Snapdragon) 810, but the chip’s performance is quite satisfactory,” Woo Ram-chan, LG vice president for mobile product planning, told reporters at a press event for the company’s G Flex2 smartphone.
The comment came after Bloomberg reported a day earlier that Samsung Electronics Co Ltd, the world’s top smartphone maker, decided not to use the new Qualcomm processor for the next flagship Galaxy S smartphone after the chip overheated during testing. Samsung and Qualcomm have declined to comment on the report, which cited unidentified sources.
Samsung is widely expected to unveil the new Galaxy S smartphone in early March, and Bloomberg reported that the Korean firm will use its own processors instead.
But LG’s Woo said on Thursday that internal tests for the G Flex2, powered by the new Qualcomm processor, show that the new product emits less heat than other existing devices. The new phone is scheduled to start selling in South Korea on Jan. 30.
“I don’t understand why there is a issue over heat,” he said.
Such an outcome would be a blow for Qualcomm’s prospects for 2015, with the company already having guided for weaker-than-usual annual revenue growth in a five-year outlook issued in November. Samsung, the world’s No.1 smartphone maker, has been one of the U.S. company’s top customers.
Qualcomm’s new Snapdragon 810 chip overheated during Samsung’s testing, Bloomberg reported. The South Korean company will use its own processors instead, Bloomberg said.
A Qualcomm spokesman declined to comment on the report. A Samsung spokeswoman said the company does not comment on rumours.
Analysts have said the Snapdragon 810 chip has been dealing with a variety of performance issues that may not be corrected in time for the launch of Samsung’s next Galaxy S smartphone.
The South Korean firm is widely expected to unveil the device on the sidelines of the Mobile World Congress trade show in early March. Samsung will need to ensure that the phone does not disappoint in order to keep its global market share from slipping further, analysts said.
Samsung has already used its own Exynos processors in flagship devices such as the Galaxy S5 to some extent, though analysts said Qualcomm’s Snapdragon chips were more widely used. Greater adoption of Exynos chips in Samsung smartphones would help boost sales for the struggling foundry business.
“Samsung will likely show off the new Galaxy S phone in about a month and a half, so one would have to assume that the chips have been tested a fair amount in order for them to be used,” said HMC Investment analyst Greg Roh.
Over the last few years, the industry has seen budget polarization on an enormous scale. The cost of AAA development has ballooned, and continues to do so, pricing out all but the biggest warchests, while the indie and mobile explosions are rapidly approaching the point of inevitable over-saturation and consequential contraction. Stories about the plight of mid-tier studios are ten-a-penny, with the gravestones of some notable players lining the way.
For a company like Ninja Theory, in many ways the archetypal mid-tier developer, survival has been a paramount concern. Pumping out great games (Ninja Theory has a collective Metacritic average of 75) isn’t always enough. Revitalizing a popular IP like DMC isn’t always enough. Working on lucrative and successful external IP like Disney Infinity isn’t always enough. When the fence between indie and blockbuster gets thinner and thinner, it becomes ever harder to balance upon.
Last year, Ninja Theory took one more shot at the upper echelons. For months the studio had worked on a big budget concept which would sit comfortably alongside the top-level, cross-platform releases of the age: a massive, multiplayer sci-fi title that would take thousands of combined, collaborative hours to exhaust. Procedurally generated missions and an extensive DLC structure would ensure longevity and engagement. Concept art and pre-vis trailers in place, the team went looking for funding. Razor was on its way.
Except the game never quite made it. Funding failed to materialize, and no publisher would take the project on. It didn’t help that the search for a publishing deal arrived almost simultaneously with the public announcement of Destiny. Facing an impossible task, the team abandoned the project and moved on with other ideas. Razor joined a surprisingly large pile of games that never make it past the concept stage.
Sadly, it’s not a new story. In fact, at the time, it wasn’t even a news story. But this time Ninja Theory’s reaction was different. This was a learning experience, and learning experiences should be shared. Team lead and co-founder Tameem Antoniades turned the disappointment not just into a lesson, but a new company ethos: involve your audience at an early stage, retain control, fund yourself, aim high, and don’t compromise. The concept of the Independent AAA Proposition, enshrined in a GDC presentation give by Antoniades, was born.
Now the team has a new flagship prospect, cemented in this fresh foundation. In keeping with the theme of open development and transparency, Hellblade is being created with the doors to its development held wide open, with community and industry alike invited to bear witness to the minutiae of the process. Hellblade will be a cross-platform game with all of the ambition for which Ninja Theory is known, and yet it is coming from an entirely independent standpoint. Self-published and self-governed, Hellblade is the blueprint for Ninja Theory’s future.
“We found ourselves as being one of those studios that’s in the ‘squeezed middle’,” project lead Dominic Matthews says. “We’re about 100 people, so we kind of fall into that space where we could try to really diversify and work on loads of smaller projects, but indie studios really have an advantage over us, because they can do things with far lower overheads. We have been faced with this choice of, do we go really, really big with our games and become the studio that is 300 people or even higher than that, and try to tick all of these boxes that the blockbuster AAA games need now.
“We don’t really want to do that. We tried to do that. When we pitched Razor, which we pitched to big studios, that ultimately didn’t go anywhere. That was going to be a huge game; a huge game with a service that would go on for years and would be a huge, multiplayer experience. Although I’m sure it would have been really cool to make that, it kind of showed to us that we’re not right to try to make those kinds of games. Games like Enslaved – trying to get a game like that signed now would be impossible. The way that it was signed, there would be too much pressure for it to be…to have the whole feature set that justifies a $60 price-tag.
“That $60 price-tag means games have to add multiplayer, and 40 hours of gameplay minimum, and a set of characters that appeal to as many people as they possibly can. There’s nothing wrong with games that do that. There’s some fantastic games that do, AAA games. Though we do think that there’s another space that sits in-between. I think a lot of indie games are super, super creative, but they can be heavily stylised. They work within the context of the resources that people have.
“We want to create a game that’s like Enslaved, or like DMC, or like Heavenly Sword. That kind of third-person, really high quality action game, but make it work in an independent model.”
Cutting out the middle-man is a key part of the strategy. But if dealing with the multinational machinery of ‘big pubs’ is what drove Ninja Theory to make such widespread changes, there must surly have been some particularly heinous deals that pushed it over the edge?
“I think it’s just a reality of the way that those publisher/developer deals work,” Matthews says. “In order for a publisher to take a gamble on your game and on your idea, you have to give up a lot. That includes the IP rights. It’s just the realities of how things work in that space. For us, I think any developer would say the same thing, being able to retain your IP is a really important thing. So far, we haven’t been out to do that.
“With Hellblade, it’s really nice that we can be comfortable in the fact that we’re not trying to appeal to everyone. We’re not trying to hit unrealistic forecasts. Ultimately, I think a lot of games have unrealistic forecasts. Everyone knows that they’re unrealistic, but they have to have these unrealistic forecasts to justify the investment that’s going into development.
“Ultimately, a lot of games, on paper, fail because they don’t hit those forecasts. Then the studios and the people that made those games, they don’t get the chance to make any more. It’s an incredibly tough market. Yes, we’ve enjoyed working with our publishers, but that’s not to say that the agreements that developed are all ideal, because they’re not. The catalyst to us now being able to do this is really difficult distribution. We can break away from that retail $60 model, where every single game has to be priced that way, regardless of what it is.
Driven into funding only games that will comfortably shift five or six million units, Matthews believes that publishers have no choice but to stick to the safe bets, a path that eventually winnows down diversity to the point of stagnation, where only a few successful genres ever end up getting made: FPS, sports, RPG, maybe racing. Those genres become less and less distinct, while simultaneously shoe-horning in mechanics that prove popular elsewhere and shunning true innovation.
While perhaps briefly sustainable, Matthews sees that as a creative cul-de-sac. Customers, he feels, are too smart to put up with it.
“Consumers are going to get a bit wary of games that have hundreds of millions of dollars spent on them”
“I think consumers are going to get a bit wary. Get a bit wary of games that have hundreds of millions of dollars spent on them. I think gamers are going to start saying, ‘For what?’
“The pressures are for games to appeal to more and more people. It used to be if you sold a million units, then that was OK. Then it was three million units. Now it’s five million units. Five million units is crazy. We’ve never sold five million units.”
It’s not just consumers who are getting wise, though. Matthews acknowledges that the publishers also see the dead-end approaching.
“I think something has to be said for the platform holders now. Along with digital distribution, the fact that the platform holders are really opening their doors and encouraging self-publishing and helping independent developers to take on some of those publishing responsibilities, has changed things for us. I think it will change things for a lot of other developers. “Hellblade was announced at the GamesCom Playstation 4 press conference. My perception of that press conference was that the real big hitters in that were all independent titles. It’s great that the platform holders have recognised that. There’s a real appetite from their players for innovative, creative games.
“It’s a great opportunity for us to try to do things differently. Like on Hellblade, we’re questioning everything that we do. Not just on development, but also how we do things from a business perspective as well. Normally you would say, ‘Well, you involve these types of agencies, get these people involved in this, and a website will take this long to create.’ The next thing that we’re doing is, we’re saying, ‘Well, is that true? Can we try and do these things a different way,’ because you can.
“There’s definitely pressure for us to fill all those gaps left by a publisher, but it’s a great challenge for us to step up to. Ultimately, we have to transition into a publisher. That’s going to happen at some point, if we want to publish our own games.”
AMD has developed facial recognition technology to enable users to organize and search video clips based on the people featured in them.
AMD executive Richard Gayle demonstrated to Tom’s Guide how AMD Content Manager, uses facial recognition to browse through a group of local videos to find specific faces.
There is an index that displays the people’s faces that have been detected throughout the video clips.
The user can edit the names of the people as well as add keyword tags to help improve future searches for specific people.
For instance, if you are searching for videos that feature one person, you can click on his or her respective face to pull up the corresponding videos.
Additionally, if you want to narrow a search to a specific person combined with a keyword tag, you can drag the face icon and click on the desired keyword.
Once you click on the video you wish to view, a player appears in the right windowpane, along with a timeline displayed at the bottom with a list of all the people who appear in the video.
The timeline is separated into various coloured boxes to mark the exact moment in the video when each person first appears on screen, so you do not have to watch the entire video to see the bit you want.
The application also has facial recognition capabilities that allow users to do some basic editing, such as compiling a single montage video of any individual or individuals.
While this is pretty good technology, it probably does not have any major use yet on its own.
Gayle said it is unlikely that AMD will release Content Manager in its current form but will license it to OEMs that are able to rebrand the application before offering it on their respective systems.
He claimed that only AMD processors have sufficient power to operate the application, because of the processor’s ability to have the CPU, GPU and memory controller work closely together.
China’s Xiaomi Inc further challenged Apple Inc on Thursday as the world’s third-biggest smartphone maker and most valuable tech start-up unveiled the flagship Mi Note, its answer to Apple’s iPhone 6 Plus.
Chief Executive Lei Jun introduced the Mi Note in Beijing with a breakdown of the large-screen phone’s technical features, with multiple comparisons to Apple’s equivalent. At 2299 yuan ($371) for a model with 16 gigabytes of memory, the Mi Note will retail for almost two-thirds less than the iPhone 6 Plus.
Just three years after Xiaomi sold its first smartphone, a $1.1 billion round of fundraising announced in December valued the firm at $45 billion. The privately held company has risen to become the world’s No. 3 smartphone maker and is challenging Apple and Samsung Electronics Co Ltd as well as domestic rivals such as Huawei Technologies Co Ltd .
Xiaomi takes efforts to play down comparisons with Cupertino, California-based Apple, though it is commonly called the ‘Apple of China’.
“The Mi Note is shorter, thinner and lighter than the iPhone,” Lei told his audience of thousands gathered in the north of China’s capital.
Lei wore a light-blue shirt, eschewing his previously favoured black top, jeans and sneakers, reminiscent of Apple founder Steve Jobs’ trademark black turtleneck and jeans.
“Xiaomi is an innovative start-up company, with a short history,” said Lei. The company has been frequently criticised for allegedly copying other tech companies, most notably Apple. “In 10 years we will have tens of thousands of patents.”
Lei also laid out Xiaomi’s strategy to connect its smartphones with Xiaomi-branded home appliances, allowing phone users to remotely control washing machines, air purifiers and surveillance cameras.
New evidence coming from two LinkedIn profiles of AMD employees suggest that AMD’s upcoming Radeon R9 380X graphics card which is expected to be based on the Fiji GPU will actually use High-Bandwidth Memory.
Spotted by a member of 3D Center forums, the two LinkedIn profiles mention both the R9 380X by name as well as describe it as the world’s firts 300W 2.5D discrete GPU SoC using stacked die High-Bandwidth Memory and silicon interposer. While the source of the leak is quite strange, these are more reliable than just rumors.
The first in line is the profile of Ilana Shternshain, an ASIC Physical Design Engineer, which has been behind the Playstation 4 SoC, Radeon R9 290X and R9 380X, which is described as the “largest in ‘King of the hill’ line of products.”
The second LinkedIn profile is the one from AMD’s System Architect Manager, Linglan Zhang, which was involved in developing “the world’s first 300W 2.5D discrete GPU SOC using stacked die High Bandwidth Memory and silicon interposer.”
Earlier rumors suggest that AMD might launch the new graphics cards early this year as the company is under heavy pressure from Nvidia’s recently released, as well as the upcoming, Maxwell-based graphics cards.
South Korea’s labor ministry has ordered LG to halt operations of an organic light-emitting diode (OLED) panel production line following a nitrogen gas leak.
The ministry, in a statement posted on its website yesterday, said the production ban will last as authorities investigate a nitrogen gas leak that killed two workers.
An LG spokeswoman confirmed that production at the OLED TV panel line has been halted. She declined to specify the ban’s effect on sales or production and said the firm will work to resume operations as quickly as possible.
The leak happened days after LG unveiled its Best of CES-winning Art Slim OLED sets and might affect a timely launch if the investigation takes a while.
The leak happened around 12:50 p.m. at the P8 factory in Paju, about 40 kilometers north of Seoul. The workers from LG Display and its subcontractor were carrying out routine maintenance on the ninth floor when the valve of a nitrogen gas cylinder was presumably opened by mistake.
One worker died at the scene, with another being pronounced dead on his way to the hospital, authorities said.
We had a few dozen meetings at CES 2015 with many interesting people and close friends over the last week and we came to a conclusion that 4K and Virtual Reality will play a big role in 2015 and the future of computer graphics.
The GPU industry is making huge steps forward to make higher resolution gaming more popular. The reason behind is rather simple, as 4K has four times the pixel count of 1080p and needs four times the GPU power to deliver superior image quality gets better. The GPU industry simply needed more pixels in order to continue selling the better graphics cards.
There will be a two popular choices in 2015 – one will be a 60Hz 4K, 3840×2160 gaming monitor for people who like the higher resolutions at the expense of lower refresh rates and WQHD 2560×1440 at 144Hz, where you will need to render more frames.
Despite the choice, 4K will be a great tool for selling more new graphics cards and this trend is happening right now. Nvidia has G-Sync while AMD has FreeSync and we believe that these technologies will help in making the gaming experience better in 2015 and beyond. We will come back to this in another, more extensive report.
The other big thing is Virtual Reality, VR for short. Oculus Rift is the most prominent member of this movement, but all VR companies need GPU players as well. It is a fight between AMD, Nvidia and
While AMD and Nvidia know how to push more pixels, Qualcomm has sparked Samsung’s interest with the Gear VR that works with Samsung’s Galaxy Note 4 phablet. We have tried the Developers Kit 2 while a few prominent members of the industry have said that they had a chance to try Crescent Bay, the next generation prototype. It is a leap forward but there is still a lot to be done in order to have a VR chat with your buddies via Oculus in Facebook, or play good VR games.
Crescent Bay got better, but this is not something that is ready for retail, at least this is what a couple of people told us. AMD and Nvidia are now racing in order to get VR right. Oculus and Facebook are great, but we don’t think that they can get to a cool VR experience without Nvidia and AMD. There will be a lot of focus on these two technologies and we cannot wait to see how this plays out.
The pixel count needs to increase, the resolution per eye needs to go up and latency has to go down in order to fool our brain we are actually inside the VR world (and to prevent annoying headaches). This is the future of visualization, but we are not sure it is the right answer for all gaming, as you won’t be able to walk around with Oculus VR inside a bus or train, at least not in the short run, as you need cables, lot of GPU power and you need to see where you go.
The patent, which cites specific weaknesses in GoPro’s cameras, includes details about a camera system that can be mounted on bike helmets or scuba masks, Apple said in an application filed with the U.S. Patents and Trademark Office.
Shares of GoPro, whose cameras can be mounted on helmets, surf boards, bikes and dog harnesses, fell as much as 15 percent.
Apple’s newly patented camera system can also be used under water to take pictures and record sounds, according to the application.
A potential entry by the iPhone maker into the action camera market could also put pressure on privately held Polaroid Corp, which makes the small and colorful Cube cameras.
JMP Securities analyst Alex Gauna, however, said it was premature to assume that Apple would soon launch a wearable camera.
“It does not seem to me that launching an action camera accessory is the most logical product extension for Apple to pursue right now,” Gauna said.
Apple declined to comment, while GoPro was not immediately available for comment.
“I think that it will have about the same impact on GoPro as the iPhone has had on camera makers and that impact is that there are fewer cameras sold but the number isn’t zero,” Wedbush Securities analyst Michael Pachter said.
Videos shot with GoPro’s cameras have created a buzz on the Internet, attracting millions of views on YouTube.
Olympic gold medal winning snow boarder Shaun White and 11-time world champion surfer Kelly Slater are among well-known athletes who have endorsed the cameras.
Intellectual property blog Patently Apple reported earlier in the day that Apple’s patent, which was filed by the company in 2012, incorporates some intellectual property from Eastman Kodak Co that the company acquired in November 2013.
We want to make sure that you realize that 20nm GPUs won’t be coming at all. Despite the fact that Nvidia, Qualcomm, Samsung and Apple are doing 20nm SoCs, there won’t be any 20nm GPUs.
From what we know AMD and Nvidia won’t be releasing 20nm GPUs ever, as the yields are so bad that it would not make any sense to manufacture them. It is not economically viable to replace 28nm production with 20nm.
This means the real next big thing technology will be coming with 16nm / 14nm FinFET from TSMC and GlobalFoundries / Samsung respectively, but we know that AMD is working on Caribbean Islands and Fiji as well, while Nvidia has been working on its new chip too.
This doesn’t mean that you cannot pull a small miracle in 28nm, as Nvidia did that back in September 2014 with Maxwell and proved that you can make a big difference with optimization on the same manufacturing process, in case when the new node is not an option.
Despite the lack of 20nm chips we still think that next gen Nvidia and AMD chips bring some innovations and make you want to upgrade in order to buy it to play the latest games on FreeSync or G-Sync monitors, or in 4K/UHD resolutions.
Rumors from China suggest that the chip designer Mediatek is apparently on the verge of launching 10- and 12-core system on chips.
Mediatek has forced rival Qualcomm to launch 64-bit and Octacore processors when the latter had openly dismissed them only a few months earlier.
But the thoughts are that a 10 or a 12-core processor might be taking the Nintendo a bit as there are few in the market which would want one. The thinking is that Mediatek might want to launch this chip for the server market.
Recently Mediatek advertised for a Principal Hardware Engineer (Server Power Architect) which required ”Hands-on experience in maximizing performance of a parallel computing system within a low power envelope.”
Employees are eager to integrate wearable devices into their daily routines but aren’t convinced the technology will make their jobs easier. They also want employers to cover the costs, according to a survey from IT staffing firm Modis.
“The utility of them in the workplace is probably what’s causing the hesitation to want to dip into their own pocket and actually pay for them,” said Bobby Knight, senior vice president of strategic sales and delivery at Modis, which conducted the survey to gauge worker sentiment around using technology, especially wearables, in the office.
The survey found that professionals are keen on using wearables at work. Ninety percent of the 603 professionals polled responded that they’re interested in receiving a wearable device from their employer to complete work tasks and 60 percent said they would be extremely interested in using such a device at work. But only 37 percent believed that wearables could make their jobs easier.
“I think the utility of it probably has to mature a little bit in the workplace for companies and employees to widely adopt it,” Knight said.
The survey noted that some employees don’t see useful workplace applications for wearables, with 19 percent calling the technology irrelevant to their jobs and 12 percent labeling the devices as a distraction.
Some businesses would be receptive to purchasing wearables for their employees, said Knight. Wearables are encountering the same enterprise use questions tablets faced when they debuted. Now, mobile technology is purchased by businesses to help workers instantly access data. Wearables could follow a similar path once their role is better defined, he added.
“Creative employees will figure out how to leverage that for their benefit,” Knight said.
Workers picked smartwatches as the wearable they’re most interested in using, with 63 percent of respondents naming those devices as their top choice. This technology also has the most practical applications, Knight said. With a smartwatch, workers can leave their smartphones at their desk, attend a meeting and still have access to emails, calls and text messages.