State and local officials in Ohio are attempting to woo Amazon.com Inc with tax breaks and other perks to convince the No. 1 U.S. online retailer to build a $1.1 billion data center in central Ohio and create 120 jobs, according to public records.
The records offer a rare look at the typically tight-lipped company’s growth plans for its popular cloud computing division, Amazon Web Services, founded in 2006. There are 10 AWS data centers, called regions within the company, around the world, including four in the United States, AWS said.
“We are constantly evaluating a long list of additional target countries and U.S. locations,” AWS said in a statement.
In late August, the Ohio Tax Credit Authority extended an estimated $81 million in tax breaks to an Amazon subsidiary called Vadata Inc, according to state filings.
In exchange for the tax deal, Amazon has committed to invest at least $1.1 billion over the next three years to build a data center. It will also create 120 jobs with an average salary of $80,208 by the end of 2018, according to the filing.
Separately, city officials in Dublin, Ohio, are also looking to transfer 68.7 acres of city-owned land to the company from 2015 until 2024 – worth $6.75 million – among other perks, according to city documents posted online.
The Columbus Dispatch newspaper reported that Dublin city officials are expected to vote on whether to proceed with the Amazon offer on Sept. 22.
The company said demand had outstripped supply of the new iPhone 6 and iPhone 6 Plus, which feature larger screens and longer battery life. Deliveries of pre-orders will begin on Friday and will continue through October.
Bumper first-day pre-orders point to first-weekend sales of up to 10 million units, analysts estimated.
“Assuming preorders are similar to the 40 percent of first weekend sales for the iPhone 5, this would imply iPhone 6/6Plus first weekend sales could be around 10 million,” Wells Fargo Securities analysts wrote in a note.
About 2 million pre-orders were received for the iPhone 5 in the first 24 hours after it went on sale in September 2012. Apple sold 5 million of these phones in the first weekend.
Apple sold 9 million iPhone 5Ss and 5Cs, which were launched last year, in the first three days in stores. The company did not reveal pre-order numbers for these phones.
Raymond James analysts said they expect sales of iPhone 6 and iPhone 6 Plus to top 9 million in the first weekend.
“Apple will be selling every iPhone it can make, at least through October. Because of this, the first weekend sales are typically more indicative of supply than demand,” they said.
The company routinely grapples with iPhone supply constraints, particularly in years that involve a smartphone re-design.
Apple’s website showed last week that the larger 5.5-inch “Plus” models displayed a wait time of up to a month. The 4.7-inch version was available for delivery on Sept. 19.
Janney Capital Markets analysts said the large number of pre-orders was due to “pent-up demand” for bigger iPhone screens.
The brokerage raised its sales estimate for the latest iPhones to 37.4 million units for the current quarter and 60 million for the quarter ended December.
A Stanford engineering team has built a radio, equipped with sensors, computational units and antennas one-tenth the size of Wi-Fi antennas, that is able to gain all the power it needs from the same electromagnetic waves that carry signals to its receiving antenna. No batteries are required.
These radios, which are designed to compute, execute and relay commands, could be the key to linking gadgets together in the increasingly popular idea of the Internet of Things.
Today’s radios generally are the size of a quarter, according to Amin Arbabian, assistant professor of electrical engineering at Stanford and a researcher on the radio project. These new radios are much smaller. They’re 3.7 x 1.2 millimeters.
Radios that small could be added to everything from $100 bills to medical gauze, Band-Aids and home appliances. At just pennies per radio, that means a myriad of products could easily and cheaply become part of a linked network.
“This could be very important,” Arbabian told Computerworld. “When you think about the Internet of Things, you’re talking about needing a thousand radios per person. That counts all the radios and devices you’d need around you in your home and office environments. With 300 million people in the U.S., we’d have 300 billion radios.”
A Bluetooth-type radio works fine for smartphones but is too big and expensive to connect most of the objects in users’ lives.
“We needed the cost and size to go down, and you need scale,” said Arbabian, who began working on the project in 2011. “Do you want to put something the size of a Bluetooth radio on a Band-Aid? It’s too big. It costs a lot. The technology we have today for radios doesn’t meet any of these requirements.”
He explained that a tiny radio with a temperature sensor could be put on a bandage or piece of adhesive that’s applied to every patient that enters a hospital. The radio and its sensor would enable the medical staff to continuously track every patient’s temperature, a key health indicator, effortlessly and cheaply.
Sensors also could be used to measure air quality, to track medications from the manufacturer to the end user and to even keep track of tools and supplies in an operating room. For instance, Arbabian noted that a radio, encased in bio-safe material, could be attached to gauze or medical tools. With them, everything in an operating room could be tracked to ensure that nothing is left inside the patient at the end of surgery.
The radios also could be attached to every day products inside the home, including appliances, doors and windows.
The MEMS-IGZO display, being developed under a 2012 tie-up with Qualcomm subsidiary Pixtronix, could be used in smartphones and tablets as well as larger displays.
Compared to current LCDs, MEMS-IGZO technology can operate without blurring the image in temperatures as low as -30 C (-32 F), offers better color purity and gamut, and has ultra-low power consumption.
Depending on usage, devices could run for twice as long using the new displays instead of LCD, said Pixtronix President Greg Heinzinger.
The “programmable display” can change power usage depending on whether the user is looking at a video or an e-book, for instance, Heinzinger said, adding that most display technologies use the same power regardless of the content. Color gamut, depth and fidelity can also be modified depending on use.
Power efficiency will become a crucial feature of next-generation displays because resolution has basically reached the limits of perception of the human eye, Sharp Devices Group Chief Officer Norikazu Hohshi told the briefing.
The company is licensing MEMS (microelectromechanical systems) technology from Pixtronix. Qualcomm has long been trying to make the technology popular, and commercialized its related Mirasol low-power display in its Toq smartwatch last year.
MEMS displays work in a fundamentally different way than LCDs. Thousands of miniature shutters, as tiny as one per pixel, modulate light emitted from RGB LEDs to produce different colors. It takes only 100 microseconds for the shutters to move and the system has a faster reaction time than LCD pixels, which are each paired with a color filter to allow either red, blue or green light to pass.
IGZO (indium gallium zinc oxide) refers to Sharp’s semiconductor technology used with the MEMS shutters. The MEMS-IGZO displays can be built using existing LCD manufacturing infrastructure, which would be a cost benefit.
Google Inc rolled out in India on Monday the first smartphones under its Android One project, pricing them at around 6,399 rupees ($105) to capture the low-cost segment of the world’s fastest growing smartphone market.
The Mountain View-Based company tied up with Indian mobile players Micromax, Karbonn and Spice Mobiles to launch the affordable phones, which are powered by its operating system and aimed at emerging markets.
After launching in India, Google said it plans to expand Android One to Indonesia, Philippines and other South Asian countries by the end of 2014 and in more countries in 2015.
Google outlined the pricing and expansion details in a marketing document seen by Reuters. The company is due to host an official media event later on Monday.
India is seen as a lucrative market for low-cost smartphones because many people are buying the devices for the first time. Just 10 percent of the India’s population currently owns a smartphone, brokerage Nomura said in a recent research note, and that figure is likely to double over the next four years.
Google, however, is not the only company jostling for a share of the Indian market.
There are at least 80 smartphone brands in India and analysts say the Android One phones must offer customers more than just affordability if it wants to compete with similarly priced devices made by Samsung Electronics Co Ltd, Motorola and China’s Xiaomi.
“The initial pricing never sticks but it’ll be tough for them to compete if they don’t come down further,” said Neil Shah, research director for devices and ecosystems at Hong Kong-based technology research agency Counterpoint Research.
In June, Google had announced the launch of the Android One project, which aims to boost demand for low-end Android smartphones by vastly improving their quality.
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.
That’s the logic behind Ericsson’s planned $95 million acquisition of Fabrix Systems, which sells a cloud-based platform for delivering DVR (digital video recorder), video on demand and other services.
The acquisition is intended to help service providers deliver what Ericsson calls TV Anywhere, for viewing on multiple devices with high-quality and relevant content for each user. Cable operators, telecommunications carriers and other service providers are seeing rapid growth in video streaming and want to reach consumers on multiple screens. That content increasingly is hosted in cloud data centers and delivered via Internet Protocol networks.
Fabrix, which has 103 employees in the U.S. and Israel, sells an integrated platform for media storage, processing and delivery. Ericsson said the acquisition will make new services possible on Ericsson MediaFirst and Mediaroom as well as other TV platforms.
Stockholm-based Ericsson expects the deal to close in the fourth quarter. Fabrix Systems will become part of Ericsson’s Business Unit Support Solutions.
Other players usually associated with data networks are also moving into the once-specialized realm of TV. At last year’s CES, Cisco Systems introduced Videoscape Unity, a system for providing unified video services across multiple screens, and at this year’s show it unveiled Videoscape Cloud, an OpenStack-based video delivery platform that can be run on service providers’ cloud infrastructure instead of on specialized hardware.
Intel has announced that it is sampling its Xeon D 14nm processor family, a system on chip (SoC) optimized to deliver Intel Xeon processor performance for hyperscale workloads.
Announcing the news on stage during a keynote at IDF in San Francisco, Intel SVP and GM of the Data Centre Group, Diane Bryant, said that the Intel Xeon processor D, which initially was announced in June, will be based on 14nm process technology and be aimed at mid-range communications.
“We’re pleased to announce that we’re sampling the third generation of the high density [data center system on a chip] product line, but this one is actually based on the Xeon processor, called Xeon D,” Bryant announced. “It’s 14nm and the power levels go down to as low as 15 Watts, so very high density and high performance.”
Intel believes that its Xeon D will serve the needs of high density, optimized servers as that market develops, and for networking it will serve mid-range routers as well as other network appliances, while it will also serve entry and mid-range storage. So, Intel claimed, you will get all of the benefits of Xeon-class reliability and performance, but you will also get a very small footprint and high integration of SoC capability.
This first generation Xeon D chip will also showcase high levels of I/O integrations, including 10Gb Ethernet, and will scale Intel Xeon processor performance, features and reliability to lower power design points, according to Intel.
The Intel Xeon processor D product family will also include data centre processor features such as error correcting code (ECC).
“With high levels of I/O integration and energy efficiency, we expect the Intel Xeon processor D product family to deliver very competitive TCO to our customers,” Bryant said. “The Intel Xeon processor D product family will also be targeted toward hyperscale storage for cloud and mid-range communications market.”
Bryant said that the product is not yet available, but it is being sampled, and the firm will release more details later this year.
This announcement comes just days after Intel launched its Xeon E5 v2 processor family for servers and workstations.
Finally, Ubisoft has a release date for the Wii U version of Watch Dogs. While we don’t know if that many people are waiting for the Wii U version, when it does release it could very well end up being one of the last M rated titles for the Wii U console.
The release date for the Wii U version of Watch Dogs appears to be November 18th in North America and November 21st in Europe. This ends the original release delay that Ubisoft announced for the Wii U version as resources were moved to prepare the other versions of the game for release.
Ubisoft has been one of the strongest supports of software for the Wii U, but recently it announced that it was done producing titles like Assassins Creed and Watch Dogs for the Wii U because the sales of these M rated titles are just not there on the Wii U platform. It did indicate that it would focus on some of its other Wii U titles that continue to be popular on the console.
The news is good that they are getting Watch Dogs, but it looks like we will not see many more games like this on the Wii U.
Customers may have to wait three to four weeks to get their hands on Apple Inc’s iPhone 6 Plus, after a record number of orders for the company’s latest smartphones put a huge dent in the available supply.
The new iPhone 6 goes on sale on Sept. 19 in the United States but the company began taking online orders on Thursday. While the larger 5.5-inch “Plus” models now display a wait time of up to a month, the 4.7-inch version remains available for delivery on Sept. 19, Apple’s website showed.
Verizon Wireless, AT&T and Sprint Corp, also showed shipment delays of up to six weeks on their respective websites. Apple said the pace of orders has so far outstripped any of its previous iPhones.
“Response to iPhone 6 and iPhone 6 Plus has been incredible, with a record number of pre-orders overnight. Pre-orders are currently available online or through the Apple Store App,” spokeswoman Trudy Muller said.
Apple routinely grapples with iPhone supply constraints, particularly in years that involve a smartphone re-design. The latest iPhones come with larger screens and some analysts had anticipated that production issues may keep a lid on initial runs.
Its suppliers had scrambled to get enough screens ready because the need to redesign a key component had disrupted panel production, supply chain sources told Reuters last month.
It was unclear whether the hiccup could limit the number of phones available to consumers, the sources said at the time. Apple declined to comment on supply chain issues.
In addition, Chinese customers may also have to wait until the year-end before they can buy the iPhone 6. Apple is yet to set a release date for China, the world’s biggest smartphone market.
The company unveiled its latest iPhones along with a watch and a mobile payments service last Tuesday.
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.
The acquisition of Movirtu helps BlackBerry ramp up its portfolio of services to cater to the needs of its core base of corporate and government clients. Terms of the transaction were not disclosed.
Movirtu’s virtual SIM technology allows an individual to have both a personal and business number on a single mobile device, with separate billing for voice, data and messaging usage on each number.
This allows employees to switch between work and personal profiles easily without carrying multiple devices or SIM cards.
“Clearly this fits nicely within the strategy we have so far articulated. We are building recurring revenue streams in value-added services and providing more value to enterprises,” the head of BlackBerry’s enterprise unit John Sims said in an interview.
Sims said Movirtu’s technology would allow IT administrators for example to restrict calls and emails to a work number after a particular time, without blocking personal calls or emails to the same device.
BlackBerry, which dominated the smartphone market in its infancy, has been reshaping itself over the course of the last year as its devices have lost ground to Apple’s iPhone and a slew of rival devices powered by Google’s Android operating system.
Under the leadership of its new chief executive John Chen, the company has moved rapidly to stabilize itself by selling certain assets, partnering to make its manufacturing and supply chain more efficient, and raising cash via the sale of its real estate holdings.
Chen, a well-regarded turnaround artist in the tech sector, intends to remain a competitor in the smartphone arena, but is focused on reshaping the company to build on its core strengths in areas like mobile data security and mobile device management.
The company has been making small acquisitions in the last few months, as it looks to build out its offerings for so-called enterprise clients made up primarily by large corporations and government agencies that are in many cases still major users of Blackberry devices.
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.
Twitter is trying out a new way for its users to purchase digital music and other products through the social networking application, with the goal of making mobile shopping easier, the company said in a blog post.
A “small percentage” of U.S. Twitter users will soon begin to see tweets that will include a “buy” button from some of the company’s partners, group product manager Tarun Jain wrote in the blog post published Monday. The percentage of Twitter users seeing the marketing tweets will grow over time, Jain wrote.
“This is an early step in our building functionality into Twitter to make shopping from mobile phones convenient and easy, hopefully even fun,” Jain wrote.
Twitter’s partners in the e-commerce effort include digital marketing companies Musictoday, Gumroad, Fancy and Stripe, Jain said.
The e-commerce test will include products from several musicians, including Brad Paisley, Eminem, Keith Urban, Megadeth, Pharrell Williams and Soundgarden. Other organizations featured will including Burberry, the Home Depot, the Nature Conservancy and DonorsChoose.