The No. 1 U.S. online retailer also revamped its basic Kindle e-reader to include a touch screen. It will cost $79, about 15 percent more than the current basic model.
Other new devices unveiled on Wednesday are a $99 Kindle Fire HD tablet, which includes a smaller, six-inch screen as well as a tablet designed for kids that starts at $149. Amazon also upgraded its 7-inch and 8.9 inch Fire tablets.
All the upgraded and new devices start shipping in October.
The expanding Kindle lineup underscores Chief Executive Jeff Bezos’ commitment to developing devices as a way to retain users and bolster its core business of retail and shopping.
This year alone, Amazon has launched a set-top box, a grocery ordering wand and a Fire smart phone, which debuted in July to lackluster reviews.
Amazon, which entered the hardware sector with the 2007 launch of the Kindle, has adopted a strategy of selling the devices at cost, and it profits when users buy content or goods.
It has been investing heavily in content, inking a deal this year to stream some HBO shows including “The Sopranos” and “The Wire” to members of its Prime subscription program.
“The vast majority of people are still using the tablets,” David Limp, vice president of devices for Amazon, said during a briefing with reporters in New York.
Executives touted the Kindle Voyage as the thinnest device Amazon has ever made. The company hopes heavy readers might adopt the device, which more closely mimic a paper book.
The company has asked the Federal Communications Commission for permission to use two blocks of frequencies for the tests, which are scheduled to last about six months and begin in October. They will be conducted above an area of more than 1,400 square kilometers in the center of New Mexico to the east of Albuquerque.
“Google recently acquired Titan Aerospace, a firm that specializes in developing solar and electric unmanned aerial systems for high altitude, long endurance flights,” Google said in its application. “These systems may eventually be used to provide Internet connections in remote areas or help monitor environmental damage, such as oil spills or deforestation.”
Google said its application for temporary permission to make the transmissions was needed “for demonstration and testing of [REDACTED] in a carefully controlled environment.”
The FCC allows companies to redact certain portions of their applications when they might provide too much information to competitors.
In the application, Google said it wants to use two blocks of frequencies, one between 910MHz and 927MHz and one between 2.4GHz and 2.414GHz. Both are so-called “industrial, scientific and medical” (ISM) bands typically used for unlicensed operations.
The application has not yet been approved.
It’s the latest in a series of moves by the company to trial Internet delivery from the skies.
The company unveiled its ambitious Project Loon last year, which uses a series of high-altitude balloons that float in winds at about 20 kilometers (65,000 feet) above the Earth. The first experiments with Loon involved using a transmission system based on WiFi, but earlier this year the company began experimenting with LTE cellular transmissions in a test site in Nevada.
Google acquired Titan Aerospace in April this year for an undisclosed price.
EA is considering developing games for wearables. The company already has two teams on the job, looking for ways to make wearable games. Their efforts are focused on the Apple Watch for now.
EA told CNET that the company has quite a relationship with Apple and Frank Gibeau, head of EA’s mobile gaming arm, said he is impressed with the new Apple A8 SoC. Gibeau added that Apple’s decision to include 128GB storage in flagship models is more good news for gamers, as it raises the bar for developers and gives them more room to play around with.
Gibeau said EA’s mobile division is “intrigued” by the prospect of gaming on wearables. He said wearables are eventually going to offer more performance and capability, thus enabling new gaming experiences. However, he cautioned that “it’s very early days” for wearable gaming.
“In fact, we have two teams prototyping wearable experiences that are not only standalone, but also some ideas where you can actually use the fitness component in the watch that can unlock capabilities in the game that might be on your iPhone. Or you could do crafting or some other auction trading on your watch that goes back into your tablet game that you might check out later when you get home,” he told CNET.
The new offering, called Wi-Fi Un-leashed, is open to all subscribers to the carrier’s Simple Choice plans. It could vastly expand the places those customers can exchange calls and text messages.
In addition to domestic use, it will allow calls into the U.S. from any Wi-Fi network outside the country, using the subscriber’s regular T-Mobile number and no additional apps. Starting Sept. 17, Wi-Fi Un-leashed also extends to flights on U.S. airlines — minus the voice calls — with unlimited text, picture messaging and visual voicemail through a partnership with in-flight Wi-Fi provider Gogo.
Wi-Fi plays a growing role in mobile operator networks, bringing in extra capacity without sapping their expensive licensed spectrum, because Wi-Fi runs over unlicensed bands. Hotspots have been a key part of T-Mobile’s infrastructure for years, but the services unveiled on Wednesday go further than any major U.S. carrier to date. It’s the latest strategy by the nation’s fourth-largest carrier to grab market share from its larger rivals through unconventional plans.
The Wi-Fi calling feature lets users make high-definition calls over wireless LANs and keep those calls going as they switch over to T-Mobile’s LTE and 3G networks, CTO Neville Ray wrote in a blog post on Wednesday. T-Mobile introduced HD calling across its LTE network earlier this year using VoLTE (voice-over-LTE) technology.
Wi-Fi voice and text essentially extends T-Mobile’s coverage and network capacity without additional network deployments, and the company wants to help its subscribers make that possible. On Wednesday it introduced the T-Mobile Personal CellSpot, an access point that users can plug in anywhere they have a broadband connection, T-Mobile said. The Personal CellSpot will prioritize T-Mobile voice calls over other traffic going over the broadband link, Ray said. Starting Sept. 17, any Simple Choice subscriber with a Wi-Fi voice handset can get a Personal CellSpot free with a $25 deposit.
Intel has released its Edison chip for wearables at its Intel developer conference (IDF) in California today. The tiny computer is a dual-core Quark system on chip (SoC) Pentium-class x86 processor made using the 22nm process.
The Edison device runs Linux and has built-in WiFi and Bluetooth modules. The chip can also connect to its own app store, and has 40 I/Os via a 70-pin connector that lets users do many things without going through a custom board. Intel CEO Brian Krzanich Intel said that the module, which has the footprint of an SD card, was to encourage developers to build the next generation of wearable and connected devices now that it is shipping.
All IDF attendees went home with a free Edison developer kit and it will be on sale for $50 retail cost. Like the Galileo board it will be open source so developers can develop it.
“I really hope to see an explosion of innovation around this part, it has everything a person needs and an extension capability to build just about anything you can think of,” he said.
Edison has been developed by Intel to be a simple low-power development platform for people to develop software easily, thus to usher in the next generation of Internet of Things (IoT) and wearable devices.
You can’t accuse eSports League CEO Ralf Reichert of always telling people what they want to hear. At last month’s FanExpo Canada in Toronto, Ontario, just a few blocks away from the Hockey Hall of Fame, Reichert told GamesIndustry.biz that he saw competitive gaming overtaking the local pastime.
“Our honest belief is it’s going to be a top 5 sport in the world,” Reichert said. “If you compare it to the NHL, to ice hockey, that’s not a first row sport, but a very good second-row sport. [eSports] should be ahead of that… It’s already huge, it’s already comparable to these traditional sports. Not the Super Bowl, but the NHL [Stanley Cup Finals].”
Each game of this year’s Stanley Cup Finals averaged 5 million viewers on NBC and the NBC Sports Network. The finals of the ESL Intel Extreme Masters’ eighth season, held in March in Katowice, Poland, drew 1 million peak concurrent viewers, and 10 million unique viewers over the course of the weekend. That’s comparing the US audience for hockey to a global audience for the IEM series, but Reichert said the events are getting larger all the time.
As for how eSports have grown in recent years, the executive characterized it as a mostly organic process, and one that sometimes happens in spite of the major players. One mistake he’s seen eSports promoters make time and again is trying to be too far ahead of the curve.
“There have been numerous attempts to do celebrity leagues as a way to grow eSports, to make it more accessible,” Reichert said. “And rather than focusing on the core of eSports, the Starcrafts and League of Legends of the world, people tried to use easy games, put celebrities on it, and make a classic TV format out of it.”
One such effort, DirecTV’s Championship Gaming Series, held an “inaugural draft” at the Playboy Mansion in Beverly Hills and featured traditional eSports staples like Counter-Strike: Source alongside arguably more accessible fare like Dead or Alive 4, FIFA 07, and Project Gotham Racing 3.
“They put in tens of millions of dollars in trying to build up a simplified eSports league, and it was just doomed because they tried to simplify it rather than embrace the beauty of the apparent complexity.”
Complexity is what gives established sports their longevity, Reichert said. And while he dismisses the idea that eSports are any more complex than American football or baseball, he also acknowledged there is a learning curve involved, and it’s steep enough that ESL isn’t worrying about bringing new people on board.
“It’s tough for generations who didn’t grow up with gaming to get what Starcraft is,” Reichert said. “They need to spend 2-10 hours with it, in terms of watching it, getting it explained, and getting educated around it, or else they still might have that opinion. Our focus is more to have the generations who grew up with it as true fans, rather than trying to educate people who are outside of this conglomerate… There have been numerous attempts to make European soccer easier to approach, or American football, or baseball, but they all kill the soul of the actual sport. Every attempt to do that is just doomed.”
Authenticity is what keeps the core of the audience engaged, Reichert said. And even though there will always be purists who fuss over every change–Reichert said changing competitive maps in Starcraft could spark a debate like instant replay in baseball–being true to the core of the original sport has been key for snowboarding, mixed martial arts, and every other successful upstart sport of the last 15 years.
“Like with every new sport, the biggest obstacle has been people not believing in it,” Reichert said. “And it goes across media, sponsorships, game developers, press, everyone. The acceptance of eSports was a hard fought battle over a long, long time, and there’s a tipping point where it goes beyond people looking at it like ‘what the hell is this?’ And to reach that point was the big battle for eSports… The thing is, once we started to fill these stadiums, everyone looking at the space instantly gets it. Games, stadiums, this is a sport. It’s such a simple messaging that no one denies it anymore who knows about the facts.”
That’s not to say everybody is convinced. ESPN president John Skipper recently dismissed eSports as “not a sport,” even though his network streamed coverage of Valve’s signature Dota 2 tournament earlier this year. Reichert admitted that mainstream institutions seem to be lagging behind when it comes to acceptance, particularly with sponsors. While companies within the game industry are sold on eSports, non-endemic advertisers are only beginning to get it.
“The very, let’s say progressive ones, like Red Bull, are already involved,” Reichert said. “But to get it into the T-Mobiles and other companies as a strategy piece, that will still take some time. The market in terms of the size and quality of events is still ahead of the sponsorship, but that’s very typical.”
Toronto was the second stop for ESL’s IEM Season 9 after launching in Shenzhen July 16. The league is placing an international emphasis on this year’s competition, with additional stops planned in the US, Europe, and Southeast Asia.
Dubbed My Intelligent Communication Accessory, or MICA, has glamorous looks as well as 3G cellular connectivity. It doesn’t need to be tethered to a smartphone.
Designed by Humberto Leon and Carol Lim of fashion house Opening Ceremony, MICA is a cuff-style accessory covered with snakeskin as well as semiprecious stones such as obsidian and lapis, which were important stones in Ancient Egyptian tombs.
It will be available in two styles, one with white snakeskin and the other with black snakeskin, each with different stones.
The 1.6-inch sapphire-glass touchscreen can display SMS messages relayed through the bracelet’s Intel XMM6321 3G cellular radio. It can also display calendar alerts.
No world on price yet, but if you have to ask you can’t afford it. It will be sold through some Barneys and Opening Ceremony stores by the December holiday season.
The MICA bracelet also follows Intel’s acquisition of health-tracking wristband maker Basis Science in March.
You’re sitting at home, watching one of the major E3 presentations. A brand-new AAA video game has just been revealed and the teaser trailer actually makes it look pretty hot. You’re halfway through watching the trailer, interest piqued, and now you’re wondering, “When’s this coming out?” Now you see it; it’s slated for the holiday season… of the following year. You’re going to be waiting a solid 18 months, and that’s assuming the project doesn’t encounter delays.
Such is the way of the modern AAA console and PC business, but it wasn’t always like this. While the industry never really saw Apple-like announcements when you could practically buy the product immediately after, recent history shows that game announcements used to happen more regularly around six months prior to shipping.
“Back in the PS2 days…if it was shipping in the fall, you usually would see it for the first time at E3. That’s if everything went according to plan. The running joke was if you saw it for two E3s, development was a problem,” noted industry veteran and consultant Christian Svensson.
So what happened? With the success of the PS2 and the continued boom in the industry, retail became increasingly more important, and pre-orders started driving everything. And naturally, more time before release meant more time for marketing and more time to drive pre-sales.
“Around the time that Xbox 360 and PS3 came to market, the investments and risks were so high you had to do everything you can to build awareness earlier,” Svensson said. “You had to build in more beats for your PR earlier, you had more shows to attend to drive hands-on and media exposure, and all of that was ultimately in the name of driving up your pre-order numbers… everyone was trying to lock down the day one consumer. That drove all of that mania where you had to announce 18 months to two years out.”
While pre-orders were a primary factor in the ever-lengthening lead time to a launch, there were other factors as well. Svensson pointed out that companies have always worried about early leaks twisting their messaging. “If we announced it first, at least we controlled the message. Announcing it early lets you prep all of your partners earlier without fear that there are leaks out there,” he said.
Beyond that, development cycles on big budget titles just grew longer and longer. Announcing earlier enabled teams to adequately judge and react to feedback.
Warren Spector (Deus Ex, Epic Mickey), Director of the Denius-Sams Gaming Academy at the University of Texas at Austin, remarked, “Talking about a game early is a double-edged sword, no doubt about it. On the one hand, it can lead to unrealistic expectations about ‘promised’ features that ultimately fail to make the shipping game (as inevitably happens). And there’s no doubt, public clamor can amp up the pressure on a team On the flip side, seeing public excitement about what you’re doing can get a team ’psyched and cranking’ as we used to say. It’s nice when people express enthusiasm for what you’re doing. Also, early reveals can help you gauge public opinion, which can be useful in weeding out undesirable features as well as ones you might want to focus on more. Early reveals cut both ways.”
Dominic Matthews, product development manager for Ninja Theory, added, “The risk with announcing too early is that you make a first impression that is very, very hard to change. You can say as many times as you like that the game is very early in development, or this isn’t finished or is work in progress, but players understandably don’t hear it. They just see what you’re showing and take it as representative of the finished game. Personally, I would have kept all of the games I worked on under wraps for longer.”
That said, Matthews acknowledges that most developers are very excited to be able to discuss their projects usually. “It’s actually a really positive thing for a developer to be able to share their work outside of the studio. The announcement of the game allows everyone in the team to be able to share what they are doing with friends, family and industry peers. It can be frustrating having to say ‘I’m working on something really cool, but I just can’t talk about it yet’,” he said.
There’s also the very tangible benefit that by announcing earlier, teams should have an easier time adding talent to make a project go more smoothly.
Gearbox Software boss Randy Pitchford commented, “It’s not merely about attracting future customers, but communicating about the effort to the industry itself. When your in-development project is known, some activities including recruiting or attracting business partners or other activities becomes much easier than when you’re silent under the radar.”
Svensson agreed: “[If] you’ve created some assets, you think you know what you’re going to build, but you still need some very key roles to be filled and/or just body count to do the work, when it’s known that a particular studio is working on that franchise then recruitment becomes an easier task than, ‘hey we’d like to call you in but we can’t tell you what we’re working on’.”
Of course, there’s another benefit to announcing early that some developers would be very keen on: once a project is revealed there’s a better chance it won’t be canceled. “One of the things people forget is that not every game put in development always ships. A reason a lot of teams would want to announce earlier is that it’s harder to kill a product that’s been announced because it’s very public and for it to not come out after it’s been announced is a difficult thing for a company to suffer. It raises questions about if the company knows what it’s doing,” pointed out Svensson.
Once the announcement gets out there, the pressure definitely ramps up on a development team. But that’s not necessarily a terrible thing. After all, it takes an intense amount of pressure to create a diamond.
“Sometimes pressure is a good thing on the development process,” said Pitchford. “The best amongst us game makers exist to try to entertain people and whenever we have a deadline we work crazy hard to do the best job we can as we know that once the deadline is up, there’s no more time to do any better.”
“In my experience a lot of that magic that just sort of works out is the result of trying to adapt to some kind pressure on the situation. It often turns out that the pressure forces some of these things to happen that ultimately make games not only better, but shippable. The point is that while pressure always feels stressful, there are often a lot of positive aspects to pressure from a development point of view.”
Pitchford also noted that some of that pressure should be alleviated by a good publisher: “I think the only really negative consequence is about expectation management and that’s where the best publishers are really worth their value. The best publishers have a knack for managing customer expectations positively while projects unfold during the development and marketing phases of a project and that’s where you get the best feelings and results from a project.”
So if you’re planning a big budget game right now, when’s the right time to announce? How much lead time do you really need?
“I think it varies from product to product as far as what’s appropriate. An enormous AAA game that is new IP aimed at a monster retail release, a longer lead time, certainly north of a year, is still warranted,” advised Svensson. “When you start to get into north of 18 months, you get diminishing returns, even on something like that… When people have short attention spans, it’s hard to stay on people’s radar at a high level. I think the industry went too far for a period of time on that front and I think the economics of it are changing.”
Pitchford agrees that if you’re looking to sell something new, having that extra lead time is beneficial. “I’ve worked on games that have gone a long time in silence before being announced and I’ve worked on games that have had public announcements that were way too early. I think both approaches can be made to work, but both also bring their own set of challenges. My preference on which way to go depends on the game. The more inventive the game is and the more education required to communicate what is being promised, the more time is useful to master that communication before going wide,” he said.
It’s a fluid process, however, and the marketing teams have to be ready to adapt. Pitchford continued, “Part of the value of the early marketing campaign is to actually learn how to market the title to a wider audience. You’ll notice if you look at campaigns from start to finish that everything from logo designs to key messaging points to front-of-box and key art content evolves and iterates over the course of a project. This is a very tangible manifestation of the marketing team actually learning how to sell the thing they are selling through a careful process of testing and iterating.”
While early reveals can certainly be beneficial for both the marketing side and development side, it’s clear that the digital revolution is having an impact, noted Ninja Theory’s Matthews.
“I think the transition into digital gaming will shorten the window between announcement and release. There won’t be such pressure to drive pre-orders as there is in the retail space,” he said.
Another wrinkle in the digital space is the rise of self-publishing. Under that scenario, announcing earlier remains quite valuable.
“Ordinarily I would say that you should wait to announce as long as you can to make sure you have the best possible assets to make a first impression with: An amazing trailer or a rock-solid gameplay demo. Having said that, we’ve just announced our new game Hellblade at the very beginning of development – in other words incredibly early. We’ve done this because we’re self-publishing and actually want to build a community behind the game by sharing the development process,” Matthews continued. “By announcing now, we can share development right from the start. If we waited, we’d be retrospectively looking back at development which would feel less real, less here and now. This type of approach, or funding a game through crowdfunding, or Steam Greenlight might result in more games actually being announced even earlier.”
“The digital share of sales is climbing up and the need for that pre-order drive is slipping a little bit in the sense that you don’t have to have this crescendo to launch to necessarily find success with the right product, especially when you have live teams creating content post-launch; it’s not the put everything in the box and ship it mentality anymore,” he explained. “It is the, ‘hey we’re going to create a minimum viable product (MVP) and we’re going to bring it to market and support it’ … In some cases you might not even really ramp the marketing until you feel you’ve got a good product to promote.
“To some degree, I think the pressure to announce early across the industry as a whole is being reduced because of the proliferation of digital, the adoption of games as service, and quite frankly, the other part of it is it’s really fucking expensive to have an 18-month or two-year marketing cycle for a game. It’s really hard to do, and not every game has the right kind of content to support that longevity. You can’t go dark, otherwise you lose people’s attention, you have to have a consistent set of beats all the way through from announcement to launch, otherwise why announce early? You’ve lost that benefit. It’s hard on production teams because they have to create assets to support these beats, it’s hard on marketing teams because it’s a long, hard slog.”
And with the rise of indies and smaller games published on platforms like Xbox Live and PlayStation Network, huge lead times make even less sense. For smaller digital projects, three months might be more than enough time to spread the word.
“One of the things we’ve learned doing digital products, announcing more than three months out to build awareness just really doesn’t make a lot of sense. A lot of those titles are smaller, they don’t necessarily have a lot of features to drive a six-month or nine-month campaign… They’re focused. The level of touch is very high in a short period, and I’d love to see the business get back to a lot more of that,” Svensson said.
“What I do think we’re going to see is a lot of normalization again for the average product probably around six to nine months again, kind of where we were in ’99 and 2000. And I don’t think that’s bad.”
Samsung Electronics and LG announced their upcoming smartwatches, the Gear S and G Watch R, last week in advance of the show.
Samsung’s Gear S is a 3G smartwatch that doesn’t need a smartphone to function. It’s powered by an unspecified dual-core 1GHz processor and has a curved 2-inch Super AMOLED screen with a 480 by 360 pixel resolution.
After using Android Wear on the Gear Live, Samsung is back to using the Tizen operating system on its latest model. Getting developers to customize apps for smartwatches will be a challenge for any company, particularly Samsung since Tizen doesn’t have the fan base that Android and iOS have.
To help make up for the lack of apps, Samsung has teamed up with Nike on a running app and Nokia for maps.
The Gear S also has 4GB of integrated storage, 512MB of RAM and a 300mAh lithium-ion battery that lasts two days with typical use, according to Samsung. Pricing hasn’t been announced, but the Gear S will start shipping worldwide in October.
Samsung has now announced five smartwatches in 12 months — the first model, the Galaxy Gear, was launched at IFA last year. The company’s aim is clearly to consolidate its leading market position in smartwatches, particularly given relentless rumors about Apple’s possible entry into the wearables market, research company CCS Insight wrote in its IFA preview.
The tactic is similar to what Samsung has done in the past — try out a number of different ideas and see what sticks. Given this approach, it’s somewhat surprising the company hasn’t put out a smartwatch with a round face, which LG and Motorola Mobility are expected to do soon.
Motorola’s round Moto 360 has been a long time coming. It was announced along with Android Wear in March and will finally be introduced this week. Motorola has promised the smartwatch would ship in the summer and since it’s already September the company has to deliver in the next few weeks to fulfill that pledge.
The Moto 360 is also a good looking device and is expected to have a 1.5-inch screen, be water and dust resistant, and have an integrated heart-rate monitor.
It will compete with LG’s Android Wear-based G Watch R, which has a 1.3-inch screen and is powered by a 1.2GHz Snapdragon 400 processor. It has 4GB of integrated storage, 512MB of RAM and a 410mAh battery. It too has a heart-rate monitor and is water and dust resistant.
Sony is also expected to launch a new smartwatch at IFA. The company is a veteran in the field, so far using its own version of Android. But given Android Wear’s strong momentum, it’s likely that Sony will use the Google platform on the new device, according to CCS Insight.
The smartwatch sector is still in its infancy, with products that have a lot of room for improvement. Wearable sales are still dominated by armbands from vendors such as Fitbit and Jawbone, which have more than a two-thirds market share.
Samsung Electronics Co Ltd on Thursday debuted what it said was the first smartwatch capable of making and receiving calls without a mobile phone nearby, in the South Korean firm’s latest effort to find a new growth driver.
The world’s biggest smartphone maker has been pushing hard to develop the wearable devices market as it looks to counter slowing earnings in its mobile division, which led to weaker-than-expected second-quarter earnings.
Samsung is hardly alone in pushing wearables, which have yet to catch on with consumers. Rival Apple Inc is expected to launch its own device this year and LG Electronics Inc on Thursday announced its new G Watch R smartwatch featuring a circular plastic OLED screen, a stainless steel frame and leather strap.
Samsung’s new smartwatch, called the Gear S, differs from its predecessors with a bigger 2-inch (5 cm) curved display and offers features like WiFi connectivity, pedestrian navigation and a built-in GPS. This device will run on Samsung’s nascent Tizen operating system.
Samsung said the Gear S will start selling from October. It did not give details on pricing or where it will be available.
LG said its G Watch R will launch in key markets in the fourth quarter, without indicating a price.
Electric carmaker Tesla Motors is searching for security researchers to hack its vehicles. The Silicon Valley based high-tech auto maker will hire up to 30 full-time hackers whose job will be to identify and resolve vulnerabilities in the sophisticated firmware that controls its cars.
“Our security team is focused on advancing technology to secure connected cars,” a company spokesman said via email. The focus is on “setting new standards for security and creating new capabilities for connected cars that don’t currently exist in the automotive industry. The positions are full time, and we will have internship opportunities as well.”
Tesla’s cars are among the most digitally connected vehicles in the industry with the battery, transmission, engine systems, climate control, door locks and entertainment systems remotely accessible via the Internet.
So the company has a lot at stake in ensuring that the connectivity that allows its vehicles to be remotely managed doesn’t also provide a gateway for malicious hackers.
Security researchers have already shown how malicious attackers can break into a car’s electronic control unit and take control of vital functions including navigation, braking and acceleration.
In 2013, two researchers at the Defense Advanced Research Projects Agency (DARPA) showed how they could take control of a vehicle through the controller area network (CAN) used by devices in a car to communicate with each other. The researchers showed how attackers could send different commands to a car and cause it to brake or accelerate suddenly or jerk its steering wheel in different directions.
In that study, the researchers needed physical access to the CAN bus to carry out the attack. However, researchers have noted that similar attacks can be carried out wirelessly by accessing the CAN bus through Bluetooth connections, compromised Android smartphones and vehicle tracking and navigation systems like OnStar.
Such concerns have begun gaining wider attention with the federal government’s plans to require all vehicle manufacturers in the U.S. to incorporate vehicle-to-vehicle (V2V) communications capabilities in all light vehicles over the next few years.
The goal is to have a standard in place that would allow vehicles to automatically exchange information, such as speed and location data, with each other, with a view to avoiding collisions.
Tesla has been among the most proactive carmakers in addressing potential security threats. It was the only automaker to attend the recent Def Con security conference in Las Vegas, where a security executive took the opportunity to promote the company’s responsible vulnerability reporting program and to recruit new team members.
At present, that applies to the Unity Test Tools and the engine’s new graphical user interface system, which was demonstrated in the opening keynote of Unite 2014. The features will be available under the MIT/X11 license, giving users the freedom to “control, customise and extend” their functionality.
The source code for the components will be hosted on BitBucket, and Unity has prepared a guide for any interested open source contributors. The source for the Unity Test Tools is already available, with the GUI to follow.
“Beyond that, we don’t have a concrete plan, but we have a lot of things in the pipeline,” the company said in a statement. “These components will all be isolated from Unity in such a way that you can modify them and use your own modified version with the official public Unity release.
“Although Unity Technologies has been active in the open-source community for quite some time, this is the first time we’ll be opening the source to components of Unity itself.
“We’re excited to see what you do with it.”
Sources are suggesting that Activision is planning to launch an entertainment division that would be responsible for creating movies and TV shows based on Activision intellectual properties. The move might leave many scratching their heads if true since so many others have failed at trying to turn video game IP into gold.
Word is that CEO Bobby Kotick is taking to folks in an effort to secure the right talent to make this happen. Kotick has to be aware that this has not gone well for its competitors, but he apparently thinks that Activision IP is different and they will have no problem giving the people want they want.
Our take on this is that we will wait and see what happens, but it will not be easy to be successful, regardless of the IP that you have in your stable. The bigger question might be is it really worth the money and effort to try and make it work?
According to DFC, 92 per cent of PC game sales in 2013 were digital and it thinks this trend will continue and rise in 2014.
Gamers are starting to favour digital downloads over physical copies of the game, which is not really surprising given that who actually wants to own boxes and DVDs and manuals when all you really need is the game.
DFC Intelligence goes on to add that PC games outsold console games in terms of revenue so it means that channel is not the way gamers are playing. But then again the specs of consoles are well below PCs.
The National Highway Traffic Safety Administration (NHTSA) is seeking input about a possible federal standard for vehicle-to-vehicle (V2V) technology, which would allow cars to automatically exchange information, such as whether they’re close to each other. The agency will accept comments from the public and industry for 60 days from when the advance notice of proposed rulemaking (ANPRM) is published in the Federal Register.
V2V would let cars do some of the work of driving or even accomplish things humans can’t, such as virtually “seeing” into blind intersections before entering them. It may be one step on the path to self-driving cars.
On Monday, the NHTSA published a research report on V2V and issued an ANPRM in hopes of collecting a lot of feedback before issuing a full NPRM in 2016. In the report, it estimated the safety benefits of just two possible applications of V2V, called Left Turn Assist and Intersection Movement Assist. Together, they could prevent as many as 592,000 crashes and save 1,083 lives per year, the agency said.
Neither system would necessarily take control of a car. Left Turn Assist would warn drivers not to turn left into the path of an oncoming car, and Intersection Movement Assist would warn them not to enter an intersection when there’s a high probability of crashing into other vehicles there. The two technologies could help drivers avoid more than half of those types of crashes, the agency said. Other V2V systems could include blind spot, do not pass, and forward collision warnings, as well as stop light and stop sign warnings.
“V2V technology represents the next great advance in saving lives,” U.S. Transportation Secretary Anthony Foxx said in a press release.
In addition to improving safety, V2V might smooth the flow of traffic and improve cars’ fuel economy, the NHTSA said.
V2V would run over wireless networks using the IEEE 802.11p specification, a variant of the standard used for Wi-Fi, on a band of spectrum between 5.85GHz and 5.925GHz. That’s crucial to making the technology work between vehicles from different manufacturers, NHTSA said. V2V doesn’t identify individual vehicles, nor does it collect or share personal information about drivers, and it would have layers of security and privacy technology to protect users, the agency said.