Natia Frank said that if the invention can be commercialised data will be easier to store.
He developed it as part of an international effort to reduce the power consumption and heat produced by modern computer processors.
Frank says the material in LI-RAM has the unusual quality of rapidly changing magnetic properties when hit with green light. According to a media release issued by UVic,
“This means that information can be processed and stored at the single molecule level, allowing for the development of universal memory — a technology that has, until now, been hypothetical.”
LI-RAM does not overheat because light does not produce much and runs much cooler, you can make designs that go much faster.
To make it even more revolutionary, the technology is also a lot greener.
The university estimates information communication technologies now use about 10 per cent of the world’s total electricity; LI-RAM would cut that energy consumption in half.
Frank is working with international electronics manufacturers to optimize and commercialize the technology, and says it could be available on the market in the next decade.
Jimmy Wales, the founder of online encyclopedia Wikipedia, has launched a new website focused on stopping the spread of fake news by bringing together professional journalists and a community of volunteers and supporters to produce news articles.
The new platform, called Wikitribune, will be free to access and carry no advertising, instead relying on its readers to fund it, while the accuracy of news reports will be easily verifiable as source material will be published, Wales said.
“The news is broken, but we’ve figured out how to fix it,” he said in a promotional video posted on the website’s homepage.
The online proliferation of fake news, some of it generated for profit and some for political ends, became a major topic of angst and debate in many developed countries during last year’s U.S. presidential election.
Wales argued in his video that because people expected to get news for free on the Internet, news sites were reliant on advertising money, which created strong incentives to generate so-called “clickbait”, catchy headlines to attract viewers.
“This is a problem because ads are cheap, competition for clicks is fierce and low-quality news sources are everywhere,” said Wales.
He also argued that social media networks, where an ever-increasing number of people get their news, were designed to show users what they wanted to see, confirm their biases and keep them clicking at all costs.
Social media giant Facebook was widely criticized last year for not doing enough to prevent fake news reports from spreading on its platform, and has announced new tools to tackle the problem.
Wales said Wikitribune would combine professional, standards-based journalism with what he called “the radical idea from the world of wiki that a community of volunteers can and will reliably protect the integrity of information”.
He said articles would be authored, fact-checked and verified by journalists and volunteers working together, while anyone would be able to flag up issues and submit fixes for review.
“As the facts are updated, the news becomes a living, evolving artifact, which is what the Internet was made for,” he said.
The Wikitribune homepage said the platform would go live in 29 days. It also indicated that the intention was to hire 10 journalists, but none had been hired so far.
You might seen we’ve writing about millimeter waves several times. and we usually attributed this term to 5G. AMD has just acquired Nitero, a millimeter wave company that wants to use this technology to cut the cord on your VR and AR headset.
AMD has figured out that cables are a very limiting factor in a Virtual Reality or Augmented Reality. This is not a big secret as even if you only had a few minutes to play with one, you quickly realize that making things wireless is more comfortable.
The acquisition provides AMD with a broader portfolio of IP capable of enabling VR headset and solution providers with key technology required to create more immersive computing experiences.
Mark Papermaster, AMD chief technology officer and senior vice president said:
“Unwieldly headset cables remain a significant barrier to drive widespread adoption of VR. Our newly acquired wireless VR technology is focused on solving this challenge, and is another example of AMD making long-term technology investments to develop high-performance computing and graphics technologies that can create more immersive computing experiences.”
Nitero has designed a phased-array beamforming millimeter wave chip to address the challenges facing wireless VR and AR. This is the same frequency that Intel and Qualcomm will use for Wi-Gig. This enables very fast speeds within a room, but due to its high frequency the signal won’t really penetrate any walls.
This is not that important for the VR and AR markets as we don’t see a case where you need to leave an office or a room with the VR / AR headset on.
The 60GHz technology has the potential to enable multi-gigabit transmit performance with low latency in room-scale VR environments. It will rely heavily on the beamforming characteristics to solve the requirement for line-of-sight associated with traditional high-frequency mm-wave systems. The main goal is potentially eliminating wired VR headsets and letting users to become more easily immersed in virtual and augmented worlds.
Nitero co-founder and CEO Pat Kelly said:
“Our world class engineering team has been focused on solving the difficult problem of building wireless VR technologies that can be integrated into next-generation headsets. We are excited to play a role in furthering AMD’s long-term technology vision.”
Pat joined AMD as corporate vice president, Wireless IP highlighting the importance of the whole acquisition and the whole technology potential. Fudzilla calls this a step in the right direction.
AMD has released a new custom “balanced” power plan for those using Ryzen CPU on Windows 10 OS.
Until today, AMD Ryzen CPU users were limited to using the “high performance” plan in Windows 10 OS, at least if they want to get most performance out of their Ryzen CPU. Now, AMD has released a new tweaked “balanced” power plan that should provide a compromise between performance and power efficiency which “automatically balances performance with energy consumption on capable hardware”.
According to the explanation posted by AMD’s Robert Hallock, the new power plan reduces the times and thresholds for P-state transition in order to improve clockspeed ramping as well as disables core parking for “more wakeful cores”.
These tweaks are apparently enough for the new plan to provide similar performance to the Microsoft’s “high performance” power plan setting, at least according to AMD’s own slides. As far as power is concerned, the new balanced power plan does not change how the processor handles low-power idle states, so basically, you’ll get additional performance without compromising the power efficiency.
The new balanced plan is quite simple to install and you can find both the download link as well as check out further explanation over at AMD’s community blog. AMD will also include the final power plan with next AMD chipset drivers for Ryzen CPUs.
After launching the Ryzen 7 CPU lineup, AMD will launch its mainstream Ryzen 5 lineup in just under a week, but today we have additional information about an entry-level Ryzen 3 SKU, the Ryzen 3 1200.
Scheduled to launch sometime in the second half of this year, the Ryzen 3 lineup will compete well against Intel’s Core i3 dual-core lineup. It is still not clear if AMD will include dual-core SKUs in its Ryzen 3 lineup, but it is most likely that all will be quad-core SKUs with and without SMT-enabled. Earlier rumors also suggest that there will be a Ryzen 3 1200X SKU that should be similar but with support for XFR (eXtended Frequency Range) technology, which may give it a further overclocking boost.
According to details leaked by ASRock’s support page and originally spotted by Computerbase.de, the Ryzen 3 1200 SKU works at 3.1GHz frequency (most likely 3.4GHz Turbo) and has a 65W TDP.
A report from Reuters shows that Comcast is gearing up to relaunch its IPTV streaming service under a new name that will be available to all Comcast internet subscribers across the US.
The company originally launched a streaming TV service in a few select cities in July 2015 under the name Stream that allowed Xfinity customers to pay $15 a month on top of their internet bill to watch shows from a dozen networks on tablets, laptops and smartphones. The relaunched TV streaming service will be called Xfinity Instant TV and will start at the same monthly price for major channels including ABC, NBC, ESPN and others, but could go up to $40 per month based on additional channel packages.
The initial rollout will be somewhat limited to a collection of cities within five states, including Illinois, Indiana, Massachusetts, Michigan, and New Hampshire. In addition, Comcast plans to make the rollout only available to households already paying for its own internet service. Some reports have argued that this requirement is grounds for violating basic net neutrality principles, as the service would be getting preferred treatment compared to other internet traffic. Back in 2015 under the Stream name, a Comcast representative commented that the service is delivered over the company’s “managed network,” which essentially means that it will not count towards a Comcast subscriber’s monthly Internet data caps.
Comcast has rebutted this claim by stating that its streaming TV service is not an internet service, but is “functionally equivalent” to a streaming TV service. The requirement of having an existing Xfinity home broadband connection underscores any arguments of a violation of net neutrality, as the service is passed from a broadband modem and is delivered to phones, tablets and PCs. Although the service would not count against a customer’s data caps, it would still favor the company’s own streaming service over anything else.
Recently, the incoming FCC administration has dropped inquiries related to services that allow customers to stream music and video without counting toward a data plan limit, also known as “zero-rating”. Some notable names involved in this scheme include AT&T’s Sponsored Data and Data Perks programs, Verizon’s FreeBee Data 360 program, and Comcast’s Stream TV service. Net neutrality advocates have stated that such programs harm competition by “unfairly marginalizing” other competing services. Though in the case of Comcast, it is only allowing current subscribers access to IPTV streaming service at home and only with service originating from a connected broadband modem.
Comcast’s Xfinity Instant TV service has not yet been announced, though it is likely going to be rolled out into more markets across the US by the end of 2017. Under the company’s zero-rating policy using home broadband modems, it is not difficult to envision a broader internet landscape in the US characterized by a theoretical lack of net neutrality that still bends in favor of one terrestrial ISP option over another.
In a move which will get the Nvidia fanboys jolly cross, AMD has said that its new Vega line-up will actually compete with their favourite chip maker in the notebook market.
Nvidia is not used to competition and has been jacking up prices lately for somewhat disappointing chips, but AMD is saying that it thinks its new offerings can force Nvidia to pull its finger out.
At the AMD Tech Summit in Beijing this weekend, AMD vice president Scott Herkelman took the stage to discuss the upcoming Vega-powered graphics cards. He didn’t give anyone a release date but said that AMD’s plans were to put a bit of competition in the notebook GPU market.
AMD plans to decrease the overall footprint of the upcoming mobile GPUs by stacking VRAM dies and freeing up more internal space without sacrificing performance. Size is an important consideration for notebook manufacturers, but this announcement was light on details.
Sadly it was not clear if he was talking about rolling out Vega to discrete mobile or if it will be included in AMD’s “APUs” — a CPU/GPU combo that delivers a smaller overall footprint but a lot less graphical performance.
Herkelman said Vega-powered mobile chips will provide notebook manufacturers with the horsepower they’ll need for their products to drive virtual reality and “the latest and greatest AAA games.” This hints at discrete GPUs powered by the new Vega architecture.
AMD’s previous architecture, code-named “Fiji,” never made much impact in the notebook market, in part due to its power demands. However this could not have been the only reason. Nvidia did well bringing its 10-series GPUs to notebooks despite causing the city lights to dim when anyone plugged it in.
AMD’s Vega-powered GPUs will be available in 4GB and 8GB options, on account of the way the new chips will stack memory. Herkelman told Beijing throngs that Vega-powered chips were “just around the corner.”
TSMC is currently manufacturing the MediaTek 10nm, deca core based Helio X30 and it looks like in 2018, TSMC might be ready for 7nm and twelve core SoCs from the same house.
Samsung and Qualcomm are already pumping out millions of 10nm SoCs as we speak, and it all looks ready for the March 29 date, ot shall we say today’s introduction of the Samsung Galaxy S8 phone. Samsung’s usual strategy is to ship the phone in the following month making the actual shipping happening at the beginning of Q2 2017. Samsung’s Galaxy S8 and S8+ are just the first of many 10nm based phones to come. Samsung uses both the Snapdagon 835 and the Exynos 8895 both 10nm SoCs for its phones.
MediaTek, on the other hand, is getting ready to start shipping its Helio X30 10nm deca-core and we saw prototype devices at the Mobile World Congress 2017. The SoC looks like it’s much improved compared to last year’s flagship Helio X20.
Recent information implies that the new SoC planned for next year might be the 7nm twelve core and it remains to be seen what the core configuration will be. MediaTek had a hard time fighting the Samsung’s Exynos 8890, the Huawei Kirin 955 / 960 and the Snapdragon 820 last year. The upcoming Exynos 8895 and Snapdragon 835 in 10nm look like very solid performers too. For MediaTek, it remains to be seen if the additional two cores and twelve core design can make a difference. It seems that everyone else in the spectrum stops at eight cores but MediaTek decides that more is better. Just remember, MediaTek was the first company to push the industry from the usual four cores to now a standard eight cores, so it had some good vision at the right time.
The mobile industry managed to get ahead of the rest of the chip industry, at least when it comes to the transition to new manufacturing processes. Snapdragon 835 is the world’s first 10nm SoC developed by the Samsung’s fab while Samsung and MediaTek took their time and only officially announced their 10nm offering roughly a month ago.
Time will tell if it will be realistic to expect 7nm SoC ready in 1H 2018 for the next generation refresh. With Xiaomi making its own, codenamed Pinecone, a Surge S1 branded core and possibly even a higher end core, the pressure will be on manufacturers like MediaTek which relies on China based phone manufacturers. Huawei has been manufacturing a few varieties of Kirin for a while now and sells a lot of phones. There are still a few big names in China including Oppo and Vivo which don’t have their own in house SoC.
Xiaomi wants to compete with some big names such as Huawei, as the big players have their own chips. But regardless of the fact that Xiaomi did a great job appealingto a world population with Hugo Bara’s hire, Oppo is the company which is using mostly Qualcomm and some MediaTek and it remains the number one in China market.
US, Europe and most other developed markets will embrace the big players including Apple, Samsung, Qualcomm and Huawei’s SoC solutions, with little space for the rest of the SoC competition. It will be tough to compete in the future but it will definitely bring some much needed innovation.
It is expecting to make 50 million of the chips before July, according to the Chinese-language Economic Daily News.
For those who came in late the “A11” chips is what is going to be powering the next iPhone which will be launched in September. If you believe the Tame Apple Press the chip and the phone are going to be super, game changing and exciting. Those hacks who have not sold their press credibility are saying that the chip will probably be the only thing that Apple has changed since the iPhone 6.
The chip will will be built on a 10nm FinFET process. TSMC has been making these since the middle of last year and has been shipping them to other customers in the first calendar quarter of 2017.
According to the unreliable Tame Apple Press TSMC is to deliver 100 million “A11” chips before the end of 2017. This figure is important because it slightly ahead of what was delivered by the end of 2017 for the A10 Fusion. This all implies that Apple is expecting to sell more iPhone 8s than iPhone 7s. At this point, we find it extremely doubtful.
Analyst at IDC have added up some numbers and divided them by their shoe size and reached the conclusion that global shipments of augmented and virtual reality headset devices are expected to reach 99.4 million units in 2021.
To put this number into perspective that would be a 10-fold increase from the 10.1 million units shipped in 2016.
The shipment value of AR headsets during the forecast period will grow from $209 million in 2016 to $48.7 billion in 2021. Meanwhile, VR headsets will expand from $2.1 billion in 2016 to $18.6 billion in 2021, IDC tells us.
Most AR headsets are expected to cost well over $1000 which means that the tech is far less accessible to consumers initially, though that’s probably for the best as the AR ecosystem and wide social acceptance are still a few years away, IDC added.
Of all the various innovations we’ve seen in this console generation, it may be the business model changes that have the most lasting impact on the games industry. Though originally introduced in the back half of the previous generation, the notion of giving consumers “free” games on a monthly basis for continuing their subscription to console online services has become a standard part of the model in this hardware generation.
The degree to which this is expected, and to which the perceived quality of each month’s offerings is hotly debated, is a clear signal of how the value relationship between consumers and game software is changing. Now, within the next few months, both Microsoft and Sony will evolve that relationship even further, with services which aim to give consumers access to current-gen game software through a very different transaction model.
Microsoft was first out of the blocks with its announcement, revealing at the end of last month that a large library of software for the Xbox One will be made available for a $9.99 recurring monthly subscription. Sony’s version of the concept is similar in business terms, if dramatically different technologically; it’s going to start adding PS4 titles to PS Now, a game-streaming service which currently offers a huge library of PS3 games for a $20 recurring subscription (or $45 for three months, which gets it a little closer to Microsoft’s pricing).
The goal being pursued by both firms is fairly obvious; paying monthly rather than buying titles outright is the model which has become dominant for both music and video, so it stands to reason that games will follow down the same path, at least to some extent. There’s certainly some appeal to the idea of a “Netflix / Spotify For Games”. From a business perspective, getting $120 (or $180) from consumers in flat monthly fees for games is probably actually a revenue boost if the service is primarily picked up by the kind of consumers who don’t buy a lot of new games – either predominantly buying pre-owned, waiting for titles to hit bargain basement prices, or borrowing games from friends, for example.
On the other hand, there’s an abundance of consumers out there who buy far, far more than the two new games a year that you’d get for that $120 fee – so any of those who stop buying new games in favour of a subscription service will represent a major revenue loss to the industry. Many people will be worried about that possibility, no doubt, but the reality is that there’s plenty of precedent to suggest that a subscription service won’t harm sales of new games.
New titles won’t go directly onto a subscription service; there’ll undoubtedly be a lengthy exclusivity period for people who pay for a physical or digital copy of the game, with titles only appearing for subscribers once their revenue potential in direct sales is already all-but exhausted. Subscription revenue therefore becomes a second bite at the cherry – a way of boosting the industry’s often rather ratty-looking “long tail”.
From a consumer perspective, that’s actually not all that different from the way things are now. If you’re not bothered about playing a game in its first few months on the market, then you’re probably going to end up buying a second-hand copy – or getting it from the bargain bin, or borrowing it from a friend, or perhaps even just waiting for it to pop up on PlayStation Plus at some point.
Game software generally loses value dramatically after the first few months on the market; lots of options exist for picking it up cheap, but decades of experience shows that this doesn’t dissuade fans from buying new games they really care about. Games are a “zeitgeisty” medium; people want to be playing the game everyone else is playing right now (as anyone who’s had to put up with their social media feeds being filled to the brim with Zelda chat while every electronics store in the city remains out of stock of Switch can tell you – not that I’m bitter, of course).
For the industry, however, most of these options aren’t very appealing. Second-hand software sales enrich GameStop, and just about nobody else; there’s an argument that second-hand sales boost new software sales by providing trade-in value, but it’s hard to balance the effects of that against the simple revenue loss game creators suffer from the repeated recycling of second-hand stock through stores that often deliberately push consumers towards used games instead of new ones. Borrowing the game from a friend is arguably preferable to the industry; no money is changing hands at all, so at least potential revenue hasn’t been sucked out by a third party.
Given, then, that we’re already talking about consumers who have a range of options for accessing software which provide no revenue to game creators, something like a Netflix-esque subscription service starts to make a lot of sense. How the revenue works in the back-end will, no doubt, be subject to endless negotiation and dispute, but the point is that at least the revenue exists; games on the service will continue to generate cash for their creators as long as they’re being played, and every cent they receive is a cent they’d never have seen in the currently dominant second-hand models. Moreover, the existence of subscription services could be a net boost for the games industry as a whole; the ability to access a large library of software for an affordable monthly subscription fee is something that will appeal to a lot of consumers, potentially bringing them into the console ecosystem.
If the business case for these services is very clear, however, the question of which technical approach will succeed is rather less so. For now, I think that Microsoft’s model – allowing consumers to download and play locally the software on its subscription service – is comfortably superior to the PS Now streaming system.
Game streaming over the Internet remains a technology that’s arguably ahead of its time; there are question marks over the business case (since the provider needs to pay for racks and racks of hardware which every consumer using the service already possesses in their own home, a duplication of functionality that makes little sense, especially since PS Now recently dropped support for “thin client” platforms like Bravia TVs), but more importantly, a huge number of consumers simply won’t be able to make use of the service because their broadband connections are not up to the standard required for high-quality, real-time gameplay. The demands of real-time game streaming are very different from the demands of watching live streams of video, because you can’t buffer a real-time game stream; when it works, it’s impressive, but the reality is that for a great many consumers it either doesn’t work at all or only works at time when the network isn’t congested.
Given the limitations of PS Now (and I think the dropping of support on Bravia TVs, mobile phones and so on is an ominous sign for the future of the service), Microsoft’s native software approach seems far more likely to be a hit with its consumers – indeed, the company may be hoping to recapture some of the magic of the Xbox 360 era, when its enormous advantage over Sony in online services helped it to maintain a lead over the PS3 for several years.
For Sony’s part, the desire to try to boost PS Now may be its undoing, at least in the short term; but an enhanced version of PS Plus (PS Plus… Plus?) with a library subscription built-in seems like a no-brainer in the medium term. It’s a win-win situation for platform holders and game creators alike. The only really big loser in all of this will be heavily pre-owned reliant retailers like GameStop; if game subscription services truly take off this year, they’ll have to scramble to find a new model before it’s too late.
A Chinese court has ruled in favor of Apple in design patent lawsuit between the Cupertino, California company and a domestic phone-maker, overturning a ban on selling iPhone 6 and iPhone 6 Plus phones in China, Xinhua news agency reported.
Last May, a Beijing patent regulator ordered Apple’s Chinese subsidiary and a local retailer Zoomflight to stop selling the iPhones after Shenzhen Baili Marketing Services lodged a complaint, claiming that the patent for the design of its mobile phone 100c was being infringed by the iPhone sales.
Apple and Zoomflight took the Beijing Intellectual Property Office’s ban to court.
The Beijing Intellectual Property Court has revoked the ban, saying Apple and Zoomflight did not violate Shenzhen Baili’s design patent for 100c phones.
The court ruled that the regulator did not follow due procedures in ordering the ban while there was no sufficient proof to claim the designs constituted a violation of intellectual property rights.
Representatives of Beijing Intellectual Property Office and Shenzhen Baili said they would take time to decide whether to appeal the ruling, according to Xinhua.
In a related ruling, the same court denied a request by Apple to demand stripping Shenzhen Baili of its design patent for 100c phones.
Apple first filed the request to the Patent Reexamination Board of State Intellectual Property Office. The board rejected the request, but Apple lodged a lawsuit against the rejection.
The Beijing Intellectual Property Court on Friday ruled to maintain the board’s decision. It is unclear if Apple will appeal.
It has been quite some time since Qualcomm announced Snapdragon X16, the world’s first Gigabit LTE modem. The same GigabitLTE Snapdragon X16 modem is now part of the Snapdragon 835 – a 10nm SoC that is about to debut in a dozen high end phones.
Many people who are not close to the matter are having a hard time to understand why it’s important to get faster modems in an everyday device. Many moan that the speeds they are getting from their carriers are not even touching the Cat 4 maximum speed of 150 Mbps on a download but they are forgetting that these are the best case scenario speeds for Cat 4. What happens is that the average speed increases with new technology as most carriers are now using the Cat 6 300 Mbps maximum speed network.
Today, Telstra in Australia, Sprint in the USA, EE in the UK and a few others have announced or have already deployed their versions of the Cat 16 category GigabitLTE capable of sub 1 Gbps speeds.
It’s a typical technology cat and mouse game. We need faster phones to get the faster internet from carriers. What many people need to understand is that they won’t really get 1 Gbps download speeds as this is a maximum, but the average speed might increase for many.
If you are getting – let’s say – 30 to 60 Mbps today with Cat 6, a Gigabit LTE could increase your speeds to 60 Mbps to 120 Mbps. In our case, in Vienna Austria, we see around 80 Mbps to 100 Mbps, and GigabitLTE could double the speed to 160 Mbps to 200 Mbps. You would need a GigabitLTE phone as well as a GigabitLTE capable network to get to the GigabitLTE speeds. There are two options – the Snapdragon 835 powered phone or the Samsung Exynos 8895. They both support GigabitLTE speeds and the launch of GigabitLTE phones will speed up the deployment of this technology worldwide.
Don’t forget that Samsung Galaxy S8 is likely to ship with both Exynos 8895 and Snapdragon 835, both supporting GigabitLTE speeds.
With the mass introduction of the Snapdragon 835 and Exynos 8895 phones starting with the Samsung Galaxy S8, followed by GigabitLTE deployment by the carriers, we expect that the average download and upload speed will increase, enabling the next generation of content and applications. It looks likely that AT&T, T-Mobile and Sprint are already committed to the GigabitLTE, likely coming this year. Worldwide, there are 15 companies who plan to launch GigabitLTE this year.
If you are one of the skeptical ones that say we don’t need faster internet on the phone, I can remember one very rich man that goes by the name of Bill Gates who wasn’t convinced in the success of the internet. That definitely doesn’t mean that he was right about it, as now even Gates and the rest of the world have the capability of 100s of Mbps speeds on a smartphone device, something that didn’t really exist just a decade ago.
The same performance delta can be associated with internet speed as 3G stopped at 3.6 Mbps / 7.2Mbps. Speed eventually got to 21.6 Mbps with HSPA+. That was some ten years ago and today it is normal to have a Cat 6 LTE 4K network capable of 300 Mbps and, in some cases, advanced carriers get to 600 Mbps, and in the case of Telstra, it even gets to 1Gbps speeds. Qualcomm is planning to ship Snapdragon X20 with 1.2 Gbps maximum speeds in early 2018 and it is already sampling a modem that exceeds GigabitLTE’x magical number.
GigabitLTE with 1Gbps speed is just an introduction to 5G speeds, and it can be viewed as a gateway to 5G. 5G is a new communication technology that will enable a huge technology leap. One of the things that may become a reality is 4K or even 4K 360 video as the default. This will push the need for more and higher resolution VR capable Head Mounted Devices (HMD) and enable new games and applications that we cannot even imagine today.
Think about Facebook live with 360 VR capabilities? We don’t think that this is far off.
A broad coalition of advertising trade groups, ad buyers and sellers from Western Europe and the United States are pushing the industry to stop using annoying online marketing formats that have given rise to use of ad-blockers.
The types of ads the coalition has identified as falling below standard include pop-up advertisements, auto-play video ads with sound, flashing animated ads and full-screen ads that mask underlying content from readers or viewers.
The explosion of ad-blocking tools has launched a prolonged debate within the advertising industry over whether to rein in abusive ad practices or simply freeze out consumers who use ad blocker and still expect access to premium content.
The Coalition for Better Ads said on Wednesday it was publishing the voluntary standards after a study in which more than 25,000 web surfers and mobile phone users rated ads.
They identified six types of desktop web ads and 12 types of mobile ads as falling beneath a threshold of consumer acceptability and called on advertisers to avoid them.
Matti Littunen, research analyst at Enders Analysis focusing on digital media, said the ad formats identified by the coalition “have already been discouraged for years by these bodies and yet are still commonplace.”
The coalition is made up of major advertising associations from Britain, France, Germany and the United States, online ad platforms Google and Facebook, advertisers such as Procter & Gamble and Unilever and news publishers including News Corp, Washington Post and Thomson Reuters, the corporate parent of Reuters News.
“This is an opportunity, with the breadth of our participation, to actually not only capture what the consumer doesn’t want but also to really educate and take action to make that a reality in the online experience,” said Chuck Curran, a lawyer for the coalition, on a call with reporters.
“It’s that measurement of the point where the consumer is not just dissatisfied with the ad experience but actually more likely to use ad blockers and this is what we capture with the better ads standards.”
Ad-blocking, which has surged steadily since 2013, covered 615 million computer or mobile devices in 2016, up 30 percent from a year ago, according to estimates from Dublin-based PageFair, a firm that helps advertisers find ways to overcome blockers. That’s 11 percent of the world’s online populatio
Washington D.C. intends to become the home of eSports in the United States, with a strategy that includes sponsorship of the NRG Esports team and the construction of a $65 million stadium.
The city’s plans, which were revealed to Mashable, will be executed by Events D.C., the District of Columbia’s convention and sports authority. The deal with NRG Esports is among the first instances of a city sponsoring a pro gaming organisation, and Washington D.C. will now have its logo and branding on NRG teams’ uniforms, livestreams and websites.
NRG, which has teams competing in Overwatch, Counter-Strike: GO, Hearthstone and Rocket League, has roots in the world of traditional sports. It was founded by Andy Miller and Mark Mastrov, the co-owners of the NBA’s Sacramento Kings, and counts the basketball player Shaquille O’Neal and the baseball stars Alex Rodriguez and Jimmy Rollins among its investors.
“This is just another prong in our strategic approach to continue to make D.C. a great place to live and work and play,” Events D.C. chairman Max Brown told Mashable, highlighting the number of students attending the city’s many universities.
“There are lots of younger kids who are here and are coming here every year through our universities, so we think it makes a lot of sense for us as a city to plant a flag [for eSports], and ultimately be the capital of eSports like we’re the capital of the United States.”
There are other “prongs” to the city’s strategy, the most notable being the construction of a new stadium. The arena will be used by the WNBA team the Washington Mystics, as well as other events, but it is being built “with eSports in mind.”
“A $65 million 4,200-seat, state-of-the-art arena,” Brown added. “[It will] come online in late-2018, early-2019. Fully tailored and wired for esports.”