OTOY Uses Blockchain Tech for Distributed Cloud Rendering

The technology underlying Bitcoin is now under development to render 3D visual effects. Los Angeles-based OTOY, which provides a GPU-based software system to create a cloud-based pipeline for 3D content, is hoping to raise as much as $134 million to develop RNDR, distributed cloud rendering for VR and other content, via blockchain technology. HBO and Discovery have invested in OTOY, which has also partnered with Facebook and Mattel. Relying on cloud-based GPUs for rendering is a much less expensive solution than supercomputers. Continue reading OTOY Uses Blockchain Tech for Distributed Cloud Rendering

Pew: 67 Percent of Americans Turn to Social Media for News

According to new data from Pew Research Center, 67 percent of American adults “get at least some of their news on social media,” up from 62 percent in 2016. Facebook is most popular for news, followed by YouTube and Twitter. While percentages did not significantly change year-over-year for platforms such as Facebook, Instagram, Reddit and Tumblr, an increasing number of adults are turning to Twitter, YouTube and Snapchat. Interestingly, millennials do not represent all new social media news consumers. The research found that 55 percent of today’s Americans age 50 or older say they get news on social media sites, a 10 percent increase over last year. Continue reading Pew: 67 Percent of Americans Turn to Social Media for News

Facebook Paying for Music While Building its New ID System

Facebook has focused on an increase in video on its site, but with the growth of video has come a contentious music rights issue. Many of those uploaded videos include music to which Facebook doesn’t have the rights, and the involved rights owners have to ask Facebook to take down the infringing content. After many months of negotiation with music rights owners, Facebook vowed to build a system to identify music that infringes copyrights. While that system is being constructed, say sources, Facebook has begun paying rights holders. Continue reading Facebook Paying for Music While Building its New ID System

Facebook Testing Business Messaging Tools via WhatsApp

Facebook, which bought WhatsApp for $22 billion in 2014, is now testing two free business tools on the messaging service. WhatsApp Business lets small businesses answer customer questions and send updates; larger businesses can avail themselves of another free tool that plugs in to the WhatsApp platform. Facebook is also debuting verified profiles for businesses on WhatsApp, to distinguish them from individuals. Businesses in Brazil, Europe, India and Indonesia, including KLM Royal Dutch Airlines, are testing the new tools. Continue reading Facebook Testing Business Messaging Tools via WhatsApp

Amazon Now Spends More on R&D Than Other Companies

Despite an overall slowdown in U.S. productivity, tech companies currently lead the charge in overall spending on research and development, a key factor in measuring productivity of an economy. According to data about companies in the S&P 500 collected by analytic software firm FactSet, Amazon spends more on R&D than any other company in the U.S., followed by Alphabet, Intel, Microsoft and Apple. Other tech companies on the Top 20 list include Oracle, Cisco, Facebook, IBM and Qualcomm. Continue reading Amazon Now Spends More on R&D Than Other Companies

Fox Sports Plans to Air Six-Second Ads During NFL Games

Short video ads are common on Snapchat, Facebook, YouTube and other online platforms, whereas 15-second and 30-second ads dominate on broadcast TV. Fox Sports is now bringing the six-second TV commercial to NFL games and other programming. After testing it during its August broadcast of the Teen Choice Awards, Fox now hopes to make the six-second ad an industry standard. The reason is that the younger demographic, more accustomed to abbreviated video ads on social media, is pushing back against broadcast TV’s long ad breaks. Continue reading Fox Sports Plans to Air Six-Second Ads During NFL Games

Facebook Uses Mapping Tech in Effort to Connect the World

Facebook developed mapping technology that has allowed it to create a data map of the human population in 23 countries so far. The map can zero in on any man-made structure as close as five meters, in any country on earth. Facebook says it is using the data to understand how humans are distributed around the planet, and thus be able to determine the best way to provide them with Internet access, via land, air or space. The goal is to create a “multi-pronged” Internet network to serve under-connected populations. Continue reading Facebook Uses Mapping Tech in Effort to Connect the World

Startup Develops Technology to Identify Counterfeit Products

One year ago, New York startup Entrupy introduced a technology based on a handheld microscope camera and mobile app to spot counterfeit fashion accessories. Since then, the company says it has improved accuracy to 98 percent for handbags from 11 luxury brands, including Chanel, Gucci and Louis Vuitton. The tech has also been tested on CE products. Fashion brands have thus far used holographic tags, microprinting and, more recently, radio beacons woven into fabric to protect their products against counterfeiting. Internet shopping and second-hand retailers have made it more challenging. Continue reading Startup Develops Technology to Identify Counterfeit Products

Internet Firms Now Describe Themselves as Content Leaders

Google and other members of tech trade groups have gone up against the entertainment industry’s chief lobbying organizations in recent years, but now the tech firms are describing themselves in a new light. “We are the new faces of the American content industry, winning Emmys and Oscars, providing distribution for streaming-only Grammy winners, while creating services that address the challenge of piracy by allowing consumers to legally access content globally,” states a letter sent to U.S. Trade Representative Robert Lighthizer, which details concerns regarding the North American Free Trade Agreement. Continue reading Internet Firms Now Describe Themselves as Content Leaders

Incoming MPAA Chief Faces Industry Shifts, New Challenges

Entertainment industry veteran Charles Rivkin is replacing Christopher Dodd this week as the MPAA chief. While the position has historically faced numerous challenges, such as managing consensus among the six major Hollywood studios, Rivkin takes the helm as the industry contends with a growing list of new hurdles: the MPAA has yet to take a stance on the debate over net neutrality rules, Silicon Valley is a growing force in Washington, digital platforms and changes in consumer behavior are impacting theater attendance and traditional distribution models, and media continues to battle global piracy. Continue reading Incoming MPAA Chief Faces Industry Shifts, New Challenges

Instagram Looks to Expand its Global Audience With Stories

As part of its larger strategy to attract international users who may face inconsistent or costly mobile Internet service, Facebook-owned Instagram has been ramping up the web version of its photo- and video-sharing application. The latest upgrade brings Stories, “one of Instagram’s most popular features, copied from Snapchat, which lets people post videos and photos that disappear after 24 hours,” reports Bloomberg. “The number of people accessing Instagram through the web, instead of an app, is growing, the company said. More than 80 percent of its users are outside the U.S.” Continue reading Instagram Looks to Expand its Global Audience With Stories

Google Debuts Software Tools for AR App, Web Developers

Google just released ARCore, software to enable developers to more easily create augmented reality apps. The company took its first step into augmented reality in 2014, when it introduced Tango, its 3D mapping system. But it had a hard time getting Android phone makers to make the necessary hardware upgrades to foster widespread AR adoption. Google now hopes that, rather than expensive hardware upgrades, developers will be more enticed by its software solution for allowing apps and sites to track physical objects and overlay them with virtual images. Continue reading Google Debuts Software Tools for AR App, Web Developers

Vevo Brings New Live Talk Show Format to Social Platforms

Vevo is launching a live talk show format that streams across Facebook, Twitter, YouTube, Vevo.com and Vevo’s mobile apps. Vevo Live includes artist interviews, a studio audience, and interaction with streaming viewers via text chat. The concept evolved from the Vevo Party app, developed during an internal company hackathon last year to enable users to chat while watching the same videos, and eventually became Watch Party. After initial success with its audience, and interest by artists who began hosting their own Watch Parties, the company created Vevo Live. Last week, a Fifth Harmony Vevo Live show attracted more than 3 million viewers across social platforms. Continue reading Vevo Brings New Live Talk Show Format to Social Platforms

Facebook and Google Take the Lead in Popular Mobile Apps

According to comScore’s annual U.S. Mobile Apps Report, consumers spend 57 percent of their digital media time on smartphones and tablets using apps. The figure is roughly the same as the previous year, suggesting that the shift to mobile has reached a point of leveling out. The report also notes that Facebook and Google own eight of the top 10 apps. Among the most popular mobile apps today are Facebook (top app for all age groups except 18- to 24-year-olds), YouTube (No. 2 overall and No. 1 with 18- to 24-year-olds), Facebook Messenger, Google Search, Google Maps, Instagram, Snapchat, Google Play, Gmail and Pandora. Continue reading Facebook and Google Take the Lead in Popular Mobile Apps

Startup Debuts Prototype of Game Controlled by Brainwaves

Neurable, a Boston-based startup founded by engineer/neuroscientist Ramses Alcaide, is showing a prototype of a game, with the working title “Awakening,” that allows users to break out of a virtual room by issuing mental commands. The prototype, said to be a few years away from commercial introduction, includes an HTC virtual reality headset and seven sensors that read brainwaves. The user selects objects by looking in the general direction of the object she wishes to select, thus narrowing the number of items to be considered. Continue reading Startup Debuts Prototype of Game Controlled by Brainwaves