The U.S. Federal Aviation Administration this week is expected to unveil rules for the commercial use of drones, but the new regulations will limit their flights to daytime and to within the line of sight of operators.
The specifics of the rules, which will allow drones weighing about 50 pounds, could come at some point today, The Wall Street Journal reported, quoting industry officials. But they are unlikely to please some proposed commercial operations of drones, which would like the aircraft to be allowed to operate at night and outside the operator’s line of sight.
The FAA in February 2015 proposed draft rules, which would allow commercial drones, also known as unmanned aircraft systems, to operate, though under restrictions such as a maximum weight of 55 pounds (25 kilograms), flight altitude of a maximum of 500 feet (152 meters) above ground level, and rules that limit flights to daylight and to the visual line of sight of the operators.
FAA Administrator Michael Huerta said in January that the much-delayed rules would be finalized by late spring. “By late spring, we plan to finalize Part 107, our small UAS rule, which will allow for routine commercial drone operations,” Huerta said at an event in May, reiterating the proposed timeline.
But Amazon.com told the FAA last year that the rules as proposed would not allow its Prime Air package delivery service to take off. Pointing out that its drones require minimal human intervention, Amazon recommended that the rules “specifically permit the operation of multiple small UAS by a single UAS operator when demonstrated that this can be done safely.”
The FAA said in May it was setting up a long-term advisory committee, led by Intel CEO Brian Krzanich, to guide it on the integration of unmanned aircraft systems in the national airspace. The FAA has already been permitting as exemptions some experimental uses of drones.
New safety rules in the Federal Aviation Administration Reauthorization Act of 2016, passed by the U.S. Senate in April, propose a pilot program to develop and test technologies to intercept or shut down drones when they are near airports. To avoid conflict between the variety of laws enacted by the states and federal regulations on drones, the bill has proposed that the FAA rules on drones get preemption over local and state laws. But some legislators are expected to oppose the rule that will prevent the states from making laws on drones as the bill goes to the U.S. House of Representatives.
Yahoo Inc has hired boutique investment bank Black Stone IP LLC to aid in the selling of nearly 3,000 of the internet company’s patents, the Wall Street Journal reported, citing people familiar with the matter.
The company has sent letters to a number of potential buyers for the patents, which date back to when the company was founded in 1996 and also include its original search technology, the report said.
The deadline for bids for the patents has been set for mid-June by Yahoo, according to the Wall Street Journal.
In March, Yahoo said it would explore the sale of $1 billion to $3 billion of patents, property and “non-core assets”.
Yahoo and Black Stone IP were not immediately available for comment.
Verizon Communications Inc is gearing up to submit a second-round bid of around $3 billion for Yahoo Inc’s core internet business, the Wall Street Journal reported, citing people familiar with the matter.
Private-equity firm TPG was also expected to submit a second round bid for the assets, the newspaper reported.
Reuters reported last month that Verizon had added Bank of America to its roster of investment banks, as it looked to gain an edge over other bidders for Yahoo’s core assets.
Yahoo is expected to hold at least one more round of bidding, and the offers could change by the final round, the paper reported.
Yahoo did not comment on the report, while Verizon declined to comment.
While some publishers establish their own eSports divisions and appoint chief competition officers, Take-Two is approaching the competitive gaming trend with a bit more caution. Speaking with GamesIndustry.biz in advance of the company’s financial earnings report today, CEO and chairman Strauss Zelnick said the field was promising, but still unproven.
“eSports we find very interesting,” Zelnick said. “It is, however, still more a promotional tool than anything else. And most people see eSports as an opportunity to increase consumer engagement in their titles, and depending on the title, to increase consumer spending within the title.”
To date, Take-Two’s biggest eSports endeavor has been an NBA 2K tournament with 92,000 teams competing for a $250,000 prize. The final 16 teams are set to compete in a single-elimination tournament this weekend, with the finals taking place during the NBA Finals next month.
“It’s just the beginning for us,” Zelnick said of the tournament. “It’s very gratifying so far, but we have yet to see it as a stand-alone profitable business. We see it more as an adjunct to consumer engagement in our titles.”
Zelnick also addressed the company’s digital revenues, which for the first time made up more than half of its revenues for the year. While the industry has shifted heavily toward digital in recent years, Zelnick doesn’t see this as some sort of tipping point or a harbinger that physical goods are in for declines from here on out.
“This year was a little different because we had a very significant portion of this year’s revenue through digital distribution,” Zelnick said. “And that’s a reflection of the power of titles like Grand Theft Auto Online as well as PC titles, 90 percent of which are digitally delivered. With frontline console releases, your numbers are more like 20 percent from digital distribution. So physical distribution remains the lion’s share of our revenue.”
While Zelnick acknowledged the growth of digital distribution is a good thing for Take-Two, he specified that it wasn’t a strategy for the company because it’s ultimately out of his hands.
“We want to be where the consumer is, and we’re not really the ones who vote,” Zelnick said.
Almost every sci-fi telivision program has tablets and monitors which are transparent and it seems that Samsung has finally build them. The only problem is that they are not that great to use.
Samsung unveiled the first commercial installation of its cutting-edge mirror display at an upscale hair salon in Seoul, South Korea. The 55-inch display units act as a mirror while playing media over the mirrored image.
The display represents a (90%) transparent layer over an underlying mirror, and is a genuinely transparent display. The Planar LookThru OLED Series offered something similar but cost too much for the great unwashed to use.
Using Intel 3-D camera technology, Samsung’s displays can also show customers in different hair styles, colors and trends, allowing the hairdressers at the Leekaja Hairbis’ Jamsil salon to provide customized, interactive consultations with their clients. Samsung expects mirror displays to be used in retail, interior design, furniture and fashion markets in the future. Similar 55-inch Samsung mirror displays will be available for purchase worldwide in fall 2016.
The Samsung mirror display ML55E provides 90 per cent transparency and 55 per cent reflectivity, designed to minimize visual distraction and provide clarity, both in the reflective mirror surface and in the media content overlays. It has been suggested that the technology could be a money spinner – one study shows the market for plastic and flexible OLED displays is expected to rise to $16 billion by 2020, with TV and industrial/professional use to make up half of the market share.
But the tech is still pretty expensive. One unbranded transparent OLED screen will set you back $1190.00. But there is another problem. Transparent OLED displays might work in sci-fi movie directors, but that is because they allow the camera to interact better with actors in a hard to film situation. Practically though see-through displays which have no touch capability are all really only useful in the exhibition sector.
The new brands with names like Happy Belly, Wickedly Prime and Mama Bear will include nuts, spices, tea, coffee, baby food and vitamins, as well as household items such as diapers and laundry detergents, the newspaper reported.
Amazon will only offer these labels to its Prime subscribers, the Journal reported, adding the first of the brands could begin appearing at the end of May or early June.
“We don’t comment on rumors or speculations,” a company spokeswoman said in an email.
Last week, Amazon launched Amazon Video Direct for users to post videos and earn royalties with them, setting it up directly against Alphabet Inc’s YouTube.
EA is telling the world that it wants into the third-person action market with an open world game, but it does not appear to be happening any time soon.
EA Studios VP Patrick Söderlund told us in 2015 that EA wanted to expand its portfolio into gigantic action games like Assassin’s Creed or Batman or GTA and CFO Blake Jorgensen said something similar.
“We feel like there’s a huge opportunity for us to continue to invest in new areas of the business like the action genre where we haven’t competed historically. There’s a very ripe opportunity for us to invest in and we’ve been able to bring great talent in to build out that part of the business.”
But according to Game Radar it is not going to happen any time soon. Blake is quoted as saying that the outfit was building an action genre product that’s probably will appear in three or four years.
We can expect something new from EA next year which has not been announced, Blake said. But this will not be anything like the big games which have captured popular attention.
Twitter has prohibited a data-mining firm from providing analytics of real-time tweets to U.S. intelligence agencies, according to a Wall Street Journal report, quoting a person familiar with the matter.
Twitter, which provides Dataminr with real-time access to public tweets, seems to be trying to distance itself from appearing to aid government surveillance, a controversial issue after former National Security Agency contractor Edward Snowden revealed that the government was collecting information on users through Internet and telecommunications companies.
Executives of Dataminr told intelligence agencies recently that Twitter, which holds around 5 percent of the equity in the startup and provides the data feed, did not want the company to continue providing the service to the agencies.
Twitter’s move appears to be in line with its policy on the use of its tweet data by external companies.
“Dataminr uses public Tweets to sell breaking news alerts to companies such as Wall Street Journal parent Dow Jones and government agencies such as the World Health Organization, for non-surveillance purposes,” Twitter said in a statement Sunday. “We have never authorized Dataminr or any third party to sell data to a government or intelligence agency for surveillance purposes.”
U.S. intelligence agencies gained access to Dataminr’s service after In-Q-Tel, aventure capital organization backed by U.S. intelligence agencies, put money in the firm, the WSJ said, quoting a person familiar with the matter. Twitter is said to have conveyed to Dataminr that it didn’t want to continue the relationship with intelligence agencies at the end of a pilot by the data analysis firm arranged by In-Q-Tel. Dataminr does not figure in the list of In-Q-Tel portfolio companies on its website.
The smartphone market has hit a bit of a lull. Sure, they’ve got bigger and faster (that’s what she said) but it’s been hard to get really excited about new phones recently beyond the fact that, well, they’re new.
The iPhone 7 may – or may not – change this, but it’s more likely to be a new design, a slightly faster processor and maybe a new iOS version.
But what if we look further into the future, say 2020 or 2021, and devices like the iPhone 9 or Galaxy S9? What will hit the market then to get excited about? Mind-control text capabilities? Full 360-degree video filming? Bendable screens? Week-long battery life?
Well, let’s start with the battery. Sadly, week-long battery life on a smartphone seems unlikely even by 2020, as Dr Kevin Curran, reader in Computer Science at Ulster University and a senior member of the IEEE, explained to the INQUIRER.
“On average, we only see improvements in capacity of six per cent per annum. So by 2020 we can only really expect a 25 per cent improvement in battery life,” he said.
However, while 25 per cent may sound good, Curran warned that these improvements tend to be offset by the fact the battery has to work harder as devices get more powerful and have higher density pixel displays.
Headlines proclaim major breakthroughs with battery technology, but Curran believes it’s unlikely that battery life will improve significantly, although there is work being done to change this.
“There are promising breakthroughs with regards to lithium-sulphur, supercapacitors, hydrogen fuel cells, solid state batteries and others, but history should tell us to be cautious about any new dramatic claims in having solved the problem of packing energy into a battery,” he said.
OK, so forget battery life. Surely there must be other new and exciting features to look forward to? Well, one technology is thermal imaging.
This was actually unveiled recently on the Cat S60 (pictured below), and Curran believes that other manufacturers will add this to their phones in time.
“This allows for a multitude of use cases, including detecting heat loss around windows and doors, spotting moisture and missing insulation, identifying over-heating electrical appliances and circuitry, and seeing in complete darkness,” he explained.
“This additional sensor allows much better control and depth in the photos you can take,” Curran added.
Meanwhile, analyst house CCS Insight has predicted that wireless charging will be standard by 2020, given that Apple is likely to include this technology in the iPhone 7. That should save scrabbling around for charging points.
Vevo might be the new MTV for millennials, who might not know MTV that played music a few decades ago. Vevo CEO Erik Huggers had an interview at a Hunter Walk blog talking about YouTube, subscription base and the future.
Vevo CEO, ex Intel and ex BBC executive Erik Huggers mentioned that the Vevo will get a subscription based service but for the time being the company will stay with add supported content. Huggers first worked first on the iBBC player and later at Intel OnCue, then Verizon before getting the Vevo CEO.
The company has announced a new Apple TV, iOS and Android applications for people who like to watch the content on the TV console or their tablets and phones. Huggers mentioned that Vevo was getting 17 billion unique views per month. He said that if you are musician you will prefer Spotify for audio streaming and Vevo to YouTube, and here is why.
Peter Mensch, the manager of bands including Metallica, Red Hot Chili Peppers and Muse told a BBC Radio 4 documentary on the music business:
“YouTube, they’re the devil. We don’t get paid at all.”
The BBC quoted him saying that YouTube was killing the record industry.
There is now way you can say it better than this, Mensch obviously knows what he is talking about. When we dug a bit deeper into the issue, bands have issues with complete albums being uploaded to YouTube. The big bands don’t get paid at all, at least according to Peter Mensch.
Vevo might turn its back to YouTube, despite its current business model where the company uses YouTube to distribute its videos. We see a big change coming. Artists are obviously not happy as people are ripping their stuff and not paying.
Online publishing was an area where big mistakes were made 20 + years ago. Online magazines usually rely on marketing, same as YouTube, but it seems that YouTube, Facebook and other big social based website make a lot of money and giving YouTubers and artists pennies.
Huggers believes Vevo can offer a tailored experience which is personalised for individuals who love music videos via various channels including Apple TV or mobile applications. Imagine if Vevo starts offering exclusive concert footage of your favourite bands, this would probably be worth of a few bucks a month, wouldn’t it?
The give-away will run until May 1, or while supplies last, Microsoft said on its e-store.
Last week, Microsoft told Wall Street that sales of its Lumia devices — virtually the only smartphones powered by Windows 10 Mobile — plummeted 73% in the March quarter compared to the year before, falling from 8.8 million in 2015 to 2.3 million in 2016. Revenue from its phone division fell 47%, to $662 million, in the first three months of this year.
More to the point of the two-for-one sale, on Thursday, Microsoft’s chief financial officer, Amy Hood, said, “Sell-through of our Lumia products was weak, and we exited the quarter with relatively high channel inventory.” Simply put, poor sales left more than the expected number of devices in stores and warehouses.
The buy-one-get-one-free deal may be Microsoft’s way of flushing out the current overstock.
Buyers in the U.S., Canada and Puerto Rico will receive a $549 unlocked Lumia 950 when they purchase an unlocked Lumia 950 XL. The latter is Microsoft’s top-of-the-line Windows 10 Mobile smartphone, which went on sale in November 2015.
The offer is limited to two Lumia pairs per customer.
Microsoft’s smartphone business continued to drag down the Redmond, Wash. firm’s overall revenue outlook. While Hood did not pin a dollar amount to Lumia’s impact on the June quarter, Microsoft’s final in its 2016 fiscal year, she acknowledged that, “We expect year-over-year revenue declines to steepen in Q4 as we work through our Lumia channel position.”
Google is pulling the plug on Google Compare, its U.S. comparison-shopping site for auto insurance, credit cards and mortgages after one year, the Wall Street Journal reported on Monday, citing people familiar with the matter.
The quick reversal is a setback to the Alphabet unit’s efforts to use its enormous reach to provide consumers with niche shopping services and financial-services tools, the Journal said.
The company said in an email to its partners on Monday that Google Compare’s U.S. and U.K. services would start winding down this month and terminate on March 23, according to the Journal.
Google said the service didn’t meet its expectations and that the company will now focus on AdWords and future innovations, the paper reported citing the email.
Google could not immediately be reached for comment outside U.S. business hours.
Yahoo Inc Chief Executive Marissa Mayer announced cost-cutting measures that include slashing 15 percent of the company’s workforce, or roughly 1,600 jobs, and closing several business units, according to a report by the Wall Street Journal.
The plans were announced after Yahoo’s fourth-quarter results on Tuesday, the Journal reported, citing people familiar with the matter. It did not specify which business units might be closed.
A Yahoo spokeswoman said the company could not comment during its quiet period before releasing earnings.
Activist investors have pressed Yahoo to sell its core business rather than spin it off, even though a sale would likely incur more taxes.
It is unclear whether the plan Mayer is expected to announce would satisfy their demands, but cutting costs could make Yahoo more attractive to buyers.
Verizon has said it is interested in acquiring Yahoo if it were up for sale. Other potential buyers would include media and private equity firms, analysts said.
Yahoo had about 11,000 employees as of June 30, according to its website, down from a Dec. 31, 2014 total of about 12,500 full-time employees and what it called fixed term contractors.
Separately, a former Yahoo employee filed a lawsuit against the company Monday challenging its “quarterly performance review” process, on grounds it assigned numerical ratings to workers that in some cases were used to fire those at the bottom of the scale.
The lawsuit, filed in federal court in San Jose, California, said the plaintiff was terminated in 2014, despite being previously praised, as a result of the QPR process.
The filing said Yahoo’s use of the QPR process to terminate large numbers of employees violates federal and California laws that require employers to disclose mass layoffs above a certain threshold.
According to Newzoo’s 2016 Global eSports Market Report, this year is expected to be a “pivotal” one for the eSports sector. The firm said that last year’s tally for worldwide eSports revenues came to $325 million, and this year the full eSports economy should grow 43 percent to $463 million; Newzoo said this correlates with an audience of 131 million eSports enthusiasts and another 125 million “occasional viewers who tune in mainly for the big international events.” Overall, Newzoo’s report states that global and local eSports markets should jointly generate $1.1 billion in 2019.
Looking a bit deeper, Newzoo found that investment into and advertising associated with eSports continue to grow at a rapid clip. “This year has been dominated by the amount of investors getting involved in eSports. An increasing amount of traditional media companies have become aware of the value of the eSports sphere and have launched their first eSports initiatives. With these parties getting involved, there will be an increased focus on content and media rights. All major publishers have increased their investment into the space, realizing that convergence of video, live events and the game itself are providing consumers the cross-screen entertainment they desire from their favorite franchises,” Newzoo commented.
Online advertising in particular is the fastest growing revenue segment within eSports, jumping up 99.6 percent on a global scale compared to 2014. North America is expected to lead the charge worldwide.
“In 2016, North America will strengthen its lead in terms of revenues with an anticipated $175 million generated through merchandise, event tickets, sponsorships, online advertising and media rights. A significant part of these revenues flows back to the game publisher, but across all publishers, more money is invested into the eSports economy than is directly recouped by their eSports activities,” said Newzoo’s eSports Analyst, Pieter van den Heuvel.
“China and Korea together will represent 23 percent of global esports revenues, totalling $106 million in 2016. Audience-wise, the situation is different, with Asia contributing 44 percent of global eSports enthusiasts. Growth in this region is, for a large part, fuelled by an explosive uptake in Southeast Asia.”
While eSports is certainly on a good path for growth, game companies would be wise to not get too caught up by the hype. The average annual revenue per eSports enthusiast was $2.83 in 2015 and is expected to grow to $3.53 this year, Newzoo said, but that’s still a factor four lower than a mainstream sport such as basketball, which generates revenues of $15 per fan per year.
Peter Warman, CEO at Newzoo added, “The initial buzz will settle down and the way forward on several key factors, such as regulations, content rights and involvement of traditional media, will become more clear. The collapse of MLG was a reminder that this market still has a long road to maturity and we need to be realistic about the opportunities it provides. In that respect, it is in nobody’s interest that current market estimates differ so strongly. Luckily, when zooming in on the highest market estimates of more than $700 million, the difference is explainable by an in-depth look. This estimate only differs in the revenues generated in Asia (Korea in particular), and by taking betting revenues into account. At Newzoo, we believe betting on eSports should not be mixed into direct eSports revenues as the money does not flow into the eSports economy. Similarly, sports betting is not reported in sports market reports.”
On February 16, Street Fighter V will launch on PlayStation 4 and PC. It will not be launching to Xbox One thanks to an exclusivity deal signed with Sony. And as Capcom director of brand marketing and eSports Matt Dahlgren told GamesIndustry.biz recently, there are a few reasons for that.
Dahlgren called the deal “the largest strategic partnership that fighting games have ever seen,” and said it addressed several problems the publisher has had surrounding its fighting games for years.
“Basically every SKU of a game we released had its own segmented community,” he said. “No one was really able to play together and online leaderboards were always segmented, so it was very difficult to find out who would be the best online and compare everybody across the board.”
Street Fighter V should alleviate that problem as it’s only on two platforms, and gamers on each will be able to play with those on the other. Dahlgren said it will also help salt away problems that stemmed from differences between platforms. For example, the Xbox 360 version of Street Fighter IV had less input lag than the PS3 version. That fraction of a second difference between button press and action on-screen might have been unnoticeable to most casual players, but it was felt by high-level players who know the game down to the last frame of animation.
“There were varying degrees of input lag, so when those players ended up playing each other, it wasn’t necessarily on an equal playing field,” Dahlgren said. “This time around, by standardizing the platform and making everyone play together, there will be a tournament standard and everyone is on an equal playing field.”
Finally, Dahlgren said the deal with Sony will help take Street Fighter to the next level when it comes to eSports. In some ways, it’s a wonder it’s not there already.
“I think fighting games are one of the purest forms of 1v1 competition,” Dahlgren said. “A lot of the other eSports games out there are team-based, and while there’s an appeal to those, there’s something about having a single champion and having that 1v1 showdown that’s just inherently easy for people to understand.”
Street Fighter has a competitive gaming legacy longer than League of Legends or DOTA, but isn’t mentioned in the same breath as those hits on the eSports scene. In some ways, that legacy might have stymied the franchise’s growth in eSports.
“A lot of our community was really built by the fans themselves,” Dahlgren said. “Our tournament scene was built by grassroots tournament organizers, really without the help of Capcom throughout the years. And I would say a lot of those fans have been somewhat defensive [about expanding the game's appeal to new audiences]. It hasn’t been as inclusive as it could have been. With that said, I do definitely feel a shift in our community. There’s always been a talking point with our hardcore fans as to whether or not Street Fighter is an eSport, and what eSports could do for the scene. Could it potentially hurt it? There’s been all this controversy behind it.”
Even Capcom has shifted stances on how to handle Street Fighter as an eSport.
“In the past, we were actually against partnering up with any sort of corporations or companies out there that were treating eSports more like a business,” Dahlgren said. “And that has to do out of respect for some of our long-term tournament organizers… Our fear was that if we go out and partner up with companies concerned more about making a profit off the scene instead of the values that drive the community, then it could end up stomping out all these tournament organizers who are very passionate and have done so much for our franchise.”
“In the past, we were actually against partnering up with any sort of corporations or companies out there that were treating eSports more like a business.”
So instead of teaming with the MLGs or ESLs of the world, Capcom teamed with Twitch and formed its own Pro Tour in 2014. Local tournament organizers handle the logistics of the shows and retain the rights to their brands, while Capcom provides marketing support and helps with production values.
“I can’t say Capcom wouldn’t partner up with some of the other, more established eSports leagues out there,” Dahlgren said. “I do think there’s a way to make both of them exist, but our priority in the beginning was paying homage to our hardcore fans that helped build the scene, protecting them and allowing them to still have the entrepreneurial spirit to grow their own events. That comes first, before partnering with larger organizations.”
Just as Capcom’s stance toward tournaments has changed to better suit Street Fighter’s growth as an eSport, so too has the business model behind the game. The company has clearly looked at the success of many free-to-play eSports favorites and incorporated elements of them (except the whole “free-to-play” thing) into Street Fighter V. Previously, Capcom would release a core Street Fighter game, followed by annual or bi-annual updates with a handful of new fighters and balancing tweaks. Street Fighter V will have no such “Super” versions, with all new content and tweaks made to the game on a rolling basis.
“We are treating the game now more as a platform and a service, and are going to be continually adding new content post-launch,” Dahlgren said. “This is the first time we’re actually having our own in-game economy and in-game currency. So the more you play the game online, you’re going to generate fight money, and then you can use that fight money to earn DLC content post-launch free of charge, which is a first in our franchise. So essentially we’re looking at an approach that takes the best of both worlds. It’s not too far away from what our players really expect from a SF game, yet we get some of the benefits of continually releasing content post-launch and giving fans more of what they want to increase engagement long-term.”
Even if it’s not quite free-to-play, Street Fighter V may at least be cheaper to play. Dahlgren said that pricey arcade stick peripherals are not as essential for dedicated players as they might have seemed in the past.
“Since Street Fighter comes from an arcade heritage, a lot of people have this general belief that arcade sticks are the premier way of playing,” Dahlgren said. “I think now that the platform choice has moved more towards consoles, pad play has definitely become much more prevalent. I would believe that at launch you’re probably going to have more pad players than you actually have stick players. And in the competitive scene, we’ve seen the rise of a lot of very impressive pad players, which has pretty much shown that Street Fighter is a game that’s not necessarily dictated by the controller you play with; it’s the strategies and tactics you employ. And both of them are essentially on equal playing ground.”