“It’s likely some jobs will be impacted by this [cost-cutting] process, but it’s premature to talk about details,” said Sprint spokesman David Tovar in a telephone interview on Friday.
In addition to 31,000 workers, the company also employs about 30,000 contractor employees, he said. Sprint, with 57.7 million customers, fell to the nation’s fourth largest wireless carrier in August, behind T-Mobile.
The cost-cutting plan of $2 billion to $2.5 billion was described in an internal memo to employees, sent by new chief financial officer Tarek Robbiati. “We just want to make sure employees know what’s happening,” he said.
Robbiati’s memo was first reported by The Wall Street Journal last week.
The memo was distributed a few days after Sprint said it would not participate in an auction of low-frequency wireless spectrum. But Tovar contended that the two announcements are not connected with any sudden changes in Sprint’s long-term restructuring plan, which CEO Marcelo Claure has described many times since taking over a year ago.
“We have plenty of spectrum, the most of any other U.S. company, and we don’t need to participate in the auction,” Tovar added. “We’re going full speed ahead on our network plan and the decision not to participate in the auction has nothing to do with what you’re hearing about cost reductions.”
GE, in partnership with The Slate Group’s podcast network Panoply, is running “The Message,” a fictional eight-episode podcast that will follow the decoding of a 70 year-old message from outer space. The cryptologists decoding the message turn to a real ultrasound technology developed by GE to decode the messages.
“It’s science fiction meets real science,” said Andy Goldberg, GE’s global creative director.
The idea for the series stemmed from the company’s historic “GE Theater” television series, which was hosted by Ronald Reagan, then an actor, in the 1950s.
GE is producing its own podcast series, rather than running ads on other podcasts because it specifically does not want the shows to come off as advertising, but rather as a way to raise brand awareness, Goldberg said. The 40-60 minute spots, which begin Oct. 4, will be advertisement-free and will be available for download for free. Goldberg declined to comment on how much GE is spending on the podcasts.
GE is among a number of firms whose interest in podcasts has increased since last year’s airing of “Serial,” the hit podcast chronicling a murder investigation.
“It flipped a switch for us that podcasting was no longer going to be informational pieces but could be entertainment,” Goldberg said.
Podcasts are a small, but growing part of the digital media marketplace. Seventeen percent of teens and adults listen to one podcast per month, up from 15 percent last year, according to Edison Research.
The medium has gotten so much initial interest, that the Interactive Advertising Bureau held its first “podcast upfronts,” for companies to promote their podcasts to advertisers in September.
While GE’s move is novel, it is likely that more advertisers will follow rather than just run ads during podcasts, said eMarketer analyst Paul Verna. It is like the next iteration of “native advertising,” where companies create sponsored content to promote their offerings, he said.
Microsoft has been pursuing a more collaborative approach under CEO Satya Nadella, engaging longtime rivals like Salesforce, VMware and Apple. There hasn’t been much love between Microsoft and Google, but an announcement on Wednesday points towards an easing of those tensions.
Google and Microsoft have reached a broad agreement on patent matters, with a legal settlement ending some 20 lawsuits between the companies in the U.S. and Germany. Financial terms weren’t disclosed, but the deal brings a laundry list of lawsuits to a close.
“Microsoft and Google are pleased to announce an agreement on patent issues,” they said in a joint statement. “As part of the agreement, the companies will dismiss all pending patent infringement litigation between them, including cases related to Motorola Mobility.”
They also agreed to collaborate on patent matters and work together “to benefit our customers.”
The suits that have been settled include those related to mobile phones, video encoding and Wi-Fi technologies. That doesn’t mean Microsoft has given up its campaign to collect royalties from Android device makers for the mobile operating system’s alleged infringement of Microsoft patents.
It’s not clear from the statement what patent matters the companies will be working on together in the future, but changes have already begun. The two companies agreed earlier this month to work together (alongside other firms like Netflix and Mozilla) on a royalty-free video codec.
It remains to be seen if the settlement will lead to more work between Microsoft and Google in other areas. A major sticking point for consumers has been the lack of a Google-made YouTube app for smartphones and tablets running Windows.
The vulnerabilities can lead to remote code execution on almost all devices that run Android, starting with version 1.0 of the OS released in 2008 to the latest 5.1.1, researchers from mobile security firm Zimperium said in a report published Thursday.
The flaws are in the way Android processes the metadata of MP3 audio files and MP4 video files, and they can be exploited when the Android system or another app that relies on Android’s media libraries previews such files.
The Zimperium researchers found similar multimedia processing flaws earlier this year in an Android library called Stagefright that could have been exploited by simply sending Android devices a maliciously crafted MMS message.
Those flaws triggered a coordinated patching effort from device manufacturers that Android’s lead security engineer, Adrian Ludwig, called the “single largest unified software update in the world.” It also contributed to Google, Samsung and LG committing to monthly security updates going forward.
One of the flaws newly discovered by Zimperium is located in a core Android library called libutils and affects almost all devices running Android versions older than 5.0 (Lollipop). The vulnerability can also be exploited in Android Lollipop (5.0 – 5.1.1) by combining it with another bug found in the Stagefright library.
The Zimperium researchers refer to the new attack as Stagefright 2.0 and believe that it affects more than 1 billion devices.
Since the previous attack vector of MMS was closed in newer versions of Google Hangouts and other messaging apps after the previous Stagefright flaws were found, the most straight-forward exploitation method for the latest vulnerabilities is through Web browsers, the Zimperium researchers said.
Zimperium reported the flaws to Google on Aug. 15 and plans to release proof-of-concept exploit code once a fix is released.
That fix will come on Oct. 5 as part of the new scheduled monthly Android security update, a Google representative said.
Put your Android whatever back in its sand bucket. It is facing another threat. This one is spooky sounding and has been dubbed Ghost Push by Yang Yang and Jordan Pan of the Trend Micro security labs outfit.
The threat presents itself to people who download things from untrusted third-party stores, which is not everyone, and seems to behave in a way that is sophisticated – unlike perhaps people who download things from untrusted sites. Ghost Push is not new and neither is this method of infection.
“Halloween is still a month from now yet Android users are already being haunted by the previously reported Ghost Push malware, which roots devices and makes them download unwanted ads and apps. The malware is usually packaged with apps that users may download from third-party app stores,” said Yang and Pan.
“Further investigation of Ghost Push revealed more recent variants which, unlike older ones, employ routines that make them harder to remove and detect.”
Pan and Yang said that there are some 20 variants of Ghost Push in the wild, and that the threat has been active since April. It has ramped itself up during September and is presenting the worst side of itself in India and Indonesia, where 32 and 24 percent of infected devices can be found.
Trend does not think that this ghost theme is related to the XcodeGhost malware that bothers iOS users, but it does think that someone quite sophisticated is behind the attacks.
“It is likely that a team of cyber criminals are behind Ghost Push and they are not exactly new to the malware creation industry,” the researchers wrote.
“This group has already published 658 different malicious applications (1,259 different versions) in third-party app stores unrelated to Ghost Push. One of these apps has infected more than 100,000 devices, two more than 10,000 and seven more than 1,000.”
Third-party download sites are the reason for most of the affected devices and applications, but Yang and Pan said that a couple made it through to the official Google Play store.
“We also found two legitimate apps unrelated to Ghost Push that the same creators published on Google Play, which have since been removed,” they said, explaining that these apps accumulated some 10,000 downloads before being pulled.
“These show that this group possesses ample technical knowledge to effectively victimise thousands of devices and evade detection,” Yang and Pan said.
Once a device is infected the malware can launch other applications and services and steal personal information.
Facebook has been looking to improve and ease its mobile profile experience as it makes more of its $10 billion-plus in annual ad revenue off of phones. The updates also come during New York City’s 12th Advertising Week, where Facebook is courting the world’s largest advertisers and companies.
Among the new features are profile videos, or a short looping video clip that users can create in place of a static profile picture. The feature is similar to Vine, a video sharing app owned by Twitter Inc.
Users can also set a temporary profile picture that reverts to their old picture at a specified time. Those who want to support a sports team or charitable cause for a specific week, for example, can choose a picture to display for a short time period.
Facebook also introduced more ways to control privacy settings so that users can curate what pieces of information are public and which are only viewable to “friends,” or people that they have allowed to view profiles.
The launch of the phones, the Nexus 6P and the Nexus 5X, comes a day after Apple Inc reported record first-weekend sales of its new iPhones.
The Nexus 5X 16 GB model will be priced at $379, while the Nexus 6P 32 GB will cost $499, Google said at an event live-streamed on YouTube.
Apple’s 6s and 6s Plus start at $199 and $299, respectively, with a two-year service-provider contract.
Nexus devices, which typically do not sell as much as iPhones or iPads, are a way for the tech giant to showcase its latest advancements in mobile hardware and software.
Google also unveiled a tablet built entirely by the company based on its Android operating system.
The latest version of Android, dubbed Marshmallow, will be available to existing Nexus customers from next week.
The Android mobile platform is a key element in Google’s strategy to maintain revenue from online advertising as people switch from Web browser searches to smartphone apps.
The Nexus 5X is made by South Korea’s LG Electronics Inc and the Nexus 6P by China’s Huawei Technologies Co Ltd . Both phones feature Google’s new fingerprint sensor, Nexus Imprint, which is located on the back.
The fingerprint sensors will help quickly authorize purchases made through Android Pay, the one-touch payment app on Android devices that competes with Apple Pay.
The phones are available for pre-order on the Google Store from a number of countries including the United States, the United Kingdom, Ireland and Japan.
The Pixel C tablet will cost $499 for the 32 GB model and can be bought with a detachable keyboard, which will cost $149.
The tablet will be available in time for the holiday season on the Google Store.
Over the last few years, competitive gaming has made huge strides, building a massive fanbase, supporting the rise of entire genres of games and attracting vast prize pots for the discipline’s very best. Almost across the board, the phenomenon has also seen its revenues gaining, as new sponsors come on board, including some major household names. Sustaining the rapidity of the growth of eSports is going to be key to its long term success, maintaining momentum and pushing it ever further into the public consciousness.
In order to do that, according to Newzoo, eSports need to learn some lessons from their more traditional athletic counterparts. Right now, the research firm puts a pin in eSports revenues of $2.40 per enthusiast per year, a number which is expected to bring the total revenue for the industry to $275 million for 2015 – a 43 per cent increase on last year. By 2018, the firm expects that per user number to almost double, reaching $4.63.
That’s a decent number, representing very rapid growth, but it pales in comparison to Newzoo’s estimates on the average earning per fan for a sport like Basketball, which represents a $14 per fan revenue – rising to $19 where only the major league NBA is a factor. To catch up to numbers like this is going to take some time, but Newzoo’s research has listed five factors it considers vital to achieving that aim.
Right now, MOBAs are undeniably the king of the eSports scene, and one of the biggest genres in gaming. The king of MOBAs, League of Legends, is the highest earning game in the world, whilst others like Valve’s DOTA 2 are also represent huge audiences and revenues, including the prestigious annual International tournament. Shooters are also still big business here, with Activision Blizzard recently announcing the formation of a new Call of Duty League.
Nonetheless, MOBAs are still the mainstay and if you don’t like them, you’re not going to get too deeply into competitive gaming as a fan. Although their popularity with the athletes is going to make them a difficult genre to shift, Newzoo says that broadening the slate is a key factor to growth.
The major tournaments bring players, and audiences, from all over the world, but it’s often only the very top tier of players who can find themselves a foothold in regular competition. Major territories like the US, South Korea and Europe have some local structure, but again League of Legends stands almost alone in its provision of local infrastructure. By expanding a network of regular leagues and competitions to more countries, eSports stands a much better chance of building a grassroots movement and capturing more fans.
Already a problem very much on the radar of official bodies and players around the world, the introduction of regulation is always a tough transition for any industry. However, when you’re putting up millions of dollars in prize money, you can’t have any grey areas around doping, match fixing and player behaviour at events. These young players are frequently thrust into a very rapid acceleration of lifestyle, fame and responsibility – a heady mixture which can prove to be a damaging influence on many. Just like in other sports, stars need protecting and nurturing – and the competitions careful monitoring – in order for growth to occur without scandal and harm to its stars.
Dishing out the rights to broadcast, promote and profit from eSports is a complex issue. Whilst games like football are worldwide concerns, with media rights a hotly contested and constantly shifting field, nobody owns the games themselves. With eSports, every single aspect of the games being played is a trademark in itself, with its owners understandably keen to protect them. However, with fan promotion such a key part of the sport’s growth, and services like Twitch a massive factor in organic promotion, governing the rights of distribution is only going to become a murkier and more complex business as time goes on. With major TV networks, well used to exclusivity, now starting to show an interest, expect this to become a hot topic.
Conflict between new and old media
That clash of worlds, between the fresh and agile formats of digital user-sourced broadcasting and the old network model is also going to be source of many of its own problems. One or the other, or even both, is going to have to adapt fast for there to be a convivial agreement which betters the industry as a whole. There’s currently considerable pushback from established media against the idea of eSports becoming accepted as a mainstream activity, fuelled in no small part by their audiences themselves, so a lo of attitudes need to change. Add to that the links between these media giants and many of the world’s richest advertisers and you can start to see the problem.
The offer, however, does excludes devices sold or running on the AT&T network. But it does apparently apply to a lease or installment plan from T-Mobile, Sprint, Verizon Wireless or US Cellular. The devices that are eligible are the Galaxy S6, Galaxy S6 Edge, Galaxy Note 5 and the Galaxy S6 Edge Plus.
In one example, a Galaxy S6 through Verizon would require a $24 monthly payment for 24 months to pay off the device. Samsung’s offer covers those payments up to $120. The redemption period ends Oct. 9, according to online conditions.
For smartphone users switching to Galaxy from the iPhone, the $100 award will come in the form of a $100 Google Play gift card.
This isn’t the first time Samsung has attempted to lure iPhone customers. In August, Samsung offered U.S. iPhone users a 30-day test drive of a Galaxy phone for $1.
Samsung has been hot on the tail of Apple for years, and is expected to set up its own leasing program; Apple announced the iPhone Upgrade Program on Sept. 9. “If Apple does it, then it must be good enough for Samsung,” said Roger Entner, an analyst at Recon Analytics.
Chipmaker Qualcomm is spending a fortune to set up shop in India by making itself the friend of the Indian government.
Qualcomm said it would invest up to $150 million in Indian startups via a venture fund. The announcement coincides with the visit of Prime Minister Narendra Modi to Silicon Valley. Modi is keen to make India a technology hub with lots of mobile resources to help the country grow.
Qualcomm wants to move into India as the China market starts to dry up and it falls foul of regulators.
Executive chairman Paul Jacobs met the Indian prime minister at the Digital Economy event in San Jose and said the venture fund was in support of the government’s Digital India and Make-in-India initiatives.
Jacobs said that Qualcomm shared Modi’s vision to transform India into a digitally empowered society and knowledge economy.
“India is at the cusp of a technology revolution and mobile technologies will lay the foundation for Digital India. We are committed to providing local innovative start-ups with the support needed to help India’s IOE ecosystem grow, increasing consumer choice and availability,” he said.
.The new venture fund, which will be advised by Qualcomm Ventures — an investment arm of the group — is expected to fuel innovation and foster promising Indian startups which are contributing to the Mobile and Internet of Everything ecosystem. It will also aim to provide startups with financial, marketing, technology and business support to help propel them forward in the competitive Indian market.
The advertising options, most of which will also be available on Facebook-owned Instagram, are designed to take advantage of the social network’s strengths on mobile devices. It has the world’s most popular smartphone app and generates more than three-quarters of its $10 billion-plus in annual ad revenue on phones.
Facebook is trying to convince advertisers, especially those who use video, that their dollars will be better spent on mobile platforms rather than on TV as users, especially millennials, spend more time on their phones than watching television. The rollout of the new products come ahead of New York City’s 12th Advertising Week, which runs from Monday to Friday and gathers the world’s largest advertisers and companies. Facebook also announced on Sunday that it has 2.5 million active advertisers in total, up from 2 million in February.
Digital video advertising spending is growing rapidly, projected to increase 13 percent to nearly $15 billion by 2019, according to eMarketer. Television ad spending, by comparison, is expected to grow 2 percent in the same time period to $78 billion. “Facebook is listening to the ad community and giving them what they are looking for,” said Debra Aho Williamson, social media marketing analyst with eMarketer. “Does Facebook want video ad dollars? Yes.”
On television, advertisers can buy ads based on how many people they will reach, an approach Facebook has adopted to ease the transition between television spending and digital spending.
In addition, it can target highly specific audiences, such as women aged 18 to 35 years old who have shopped on a specific website, which TV cannot do.
Oculus and Samsung had a few milestone announcements to make at yesterday’s keynote for the Connect 2 developer event. Gear VR got an update and halved in price. Oculus signed a few important content partnerships.
Samsung Gear VR, the wearable accessory that allows you to strap a compatible Samsung phone to your face and see the virtual worlds within, got a new version that now costs only $99. That’s without the phone of course, so you will have to BYOD.
Oculus, on the other hand, is bringing some much needed expansion to the content side of the equation. There’s games, movies, TV shows, streaming video, all becoming available in the next few months. This is widely expected by our tech journalist colleagues to finally bring VR into many more homes. We tend to agree that that’s a very real possibility.
Among the more important content partnerships are that with Fox, who’s bringing over 100 of its movies to the Oculus VR Cinema, and Lionsgate. But what’s really expected to bring VR into your average Internet-connected living room is the fact that Netflix follows suit, as will vimeo and Hulu in the fall.
Kids will be able to stare like zombies for hours on end into a VR version of their favourite gamers’ video feeds via Twitch. Hooray!
Facebook also announced 360 degree videos that will become available on the news feed. Disney, Vice, GoPro, Saturday Night Live and others have already been signed up to produce content.
We expect a version of VR goggles to come out soon enough with an Intel Realsense or similar technology, so we’ll be able to tune into someone’s surroundings in realtime. Microsoft’s Hololens seems like a perfect tool for such scenarios.
It’s without a doubt exciting times in the area of VR. Now, whether it will falter like 3D TV has, or live on to see another “day”, it’s too soon to tell. We will be following the developments closely.
“We are happy to announce that our new acoustic models are now used for voice searches and commands in the Google app (on Android and iOS), and for dictation on Android devices,” Google’s Speech Team wrote in a recent blog post . “In addition to requiring much lower computational resources, the new models are more accurate, robust to noise, and faster to respond to voice search queries.”
In 2013, Google brought the same voice recognition tools that had been working in Google Now to Google Search.
Along with being able to find information on the Internet, Google Voice Search also was able to find information for users in their Gmail, Google Calendar and Google+ accounts.
At the 2013 Google I/O developers conference, Amit Singhai, today a senior vice president and Google Fellow, said the future of search is in voice. For Google, he said, future searches will be more like conversations with your computer or device, which also will be able to give you information before you even ask for it.
The company went on to make it clear that it would continue to focus on voice search.
And this week’s announcement backs that up.
Google explained in its blog post that it has updated the neural network it’s using for voice search. A neural network is a computer system based on the way the human brain and nervous system work. It generally uses many processors operating in parallel.
The improved neural network is able to consume the incoming audio in larger chunks than conventional models without performing as many calculations.
“With this, we drastically reduced computations and made the recognizer much faster,” the team wrote. “We also added artificial noise and reverberation to the training data, making the recognizer more robust to ambient noise.”
The phone, called Priv, will also include BlackBerry security and productivity tools, Chairman and CEO John Chen told investors last week.
The move suggests that Chen still can’t decide whether BlackBerry should focus on the more profitable enterprise mobile device and application management software sector, or remain a loss-making phone maker with one foot still in the cut-throat consumer electronics market.
On Friday, BlackBerry reported revenue of $490 million for the three months to Aug. 29, down from $916 million a year earlier. The company scraped up a net income of $51 million with an accounting manipulation, revaluing debentures to the tune of $228 million. Gross margin was down, however, while fixed selling costs remained largely unchanged from a year earlier.
Software licensing revenue jumped 33 percent, however, suggesting that BlackBerry’s mobile device and application management business, supplemented after the quarter ended with the $425-million acquisition of Good Technology, is on the up.
The company added 2,400 enterprise software licensees during the quarter, but 60 percent of these were cross-platform licenses, meaning that BlackBerry’s software will be used to manage the security of phones from other vendors.
Sales of its own phones dropped precipitously: It recognized revenue from shipment of just 800,000 phones running BlackBerry OS in the quarter, down from 2.1 million a year earlier.
Mobile payment provider Square Inc plans to file for an “imminent” initial public offering, according to a source familiar with the situation, potentially putting it an a position to be a public company by the end-of-year holiday season.
Square, which has pioneered the use of instant payments over smartphones, is one of the most richly valued companies in Silicon Valley, worth an estimated $6 billion based on its most recent round of funding.
Fortune reported that Square would file for an IPO in the next two weeks. A spokesman for Square declined comment.
Market turmoil of the type seen in August, when the Dow Jones Industrial Average closed down 588 points in a single day, could derail IPO plans.
Square has become one of the most scrutinized start-ups in Silicon Valley. Many venture capitalists have privately questioned whether it is really worth the $6 billion valuation. The doubters have cited heavy competition and tight margins in the payments business.
An IPO will provide a quick answer to that question, as well as guidance for many of the other private start-up companies dubbed “unicorns,” meaning their valuation is $1 billion or more. CB Insights, a venture-capital tracker, says more than 130 such companies now exist.
Overall, the climate for venture-backed IPOs has weakened this year, with just 44 venture-backed companies listing on public markets in the first half of the year, according to the National Venture Capital Association. That compares with 66 in the first half of 2014.
Earlier this year, Square had filed for a “confidential” IPO, which lets companies with under $1 billion in annual revenue file registration documents and go through a Securities and Exchange Commission review without public scrutiny. After the review, if the company wishes to continue with an IPO, it makes a public filing.
Goldman Sachs will serve as lead underwriter, with Morgan Stanley and JPMorgan Chase also participating, Fortune reported.