By
Debra KaufmanAugust 25, 2015
When Facebook launched ThreatExchange in February, the idea was to create a platform where companies could share information on potential cyberattacks, malware and other malicious hazards. Now, the Silicon Valley company says that the number of companies on the platform has reached 90, after 23 joined last week when the application process became easier. Facebook, which isn’t alone in offering a platform for centralized cyberthreats, is continuing its work to integrate these other information-sharing platforms. Continue reading Companies Share Cyberthreat Info on New Facebook Platform
By
Rob ScottAugust 25, 2015
A recent Check Point Software survey determined that enterprise network vulnerabilities often result from the ease in which company employees can now connect their mobile devices to insecure wireless networks. The study suggests that the threat level increases with larger organizations. For example, companies that use 2,000 or more devices experience a 50 percent chance that at least six devices have become infected with malware (something to consider since 82 percent of companies now have a BYOD plan in place). Continue reading Mobile Devices Now the Largest Threat to Enterprise Security
By
Debra KaufmanAugust 25, 2015
Two years ago, venture investor Aileen Lee coined the term “unicorn” for what was then a fairly rare commodity: a startup company that investors valued at $1 billion. In the current market, at least 131 startups are valued at a total of $485 billion, says research firm CB Insights, making the designation “unicorn” — a mythical beast — less accurate. Apparently, unicorns not only exist, but only half of the current crop hail from their birthplace in Silicon Valley. And they now focus on a wide variety of industries. Continue reading Over 131 Startups Now Valued at $1 Billion, Says CB Insights
By
Debra KaufmanAugust 25, 2015
The new crowdfunding platform Fig just launched with a new way to finance computer games. Its debut is a campaign to raise $125,000 for “Outer Wilds,” an unfinished game already honored with the 2015 Independent Games Festival Awards’ Grand Prize. Fig, which plans to debut one major studio title and one independent release each month, differs from a more general crowdfunding platform like Kickstarter in two ways: it is meticulously curated and offers rewards and equity to investors. Continue reading Fig: New Game Crowdfunding Site Offers Equity to Investors
By
Rob ScottAugust 24, 2015
Cord cutting continues to impact the pay TV industry. According to a new report from Strategy Analytics, the top 20 cable and satellite TV providers lost 479,000 subscribers in the U.S. between April and June, while operators in Canada lost 53,000 customers, marking the highest rate of decline experienced thus far in North America. The report comes after the first net drop of pay TV subscribers for the first three months of a year, following a disappointing Q1. Additionally, digital IPTV subscriptions fell by 62,000 in the U.S. and 9,000 in Canada. Continue reading Pay TV Industry Loses 532,000 Subscribers in North America
By
Debra KaufmanAugust 24, 2015
Twitter is taking a page from Facebook’s playbook by opening its mobile ad network to a larger group of marketers. Whereas Twitter’s service was formerly restricted to a small group of clients that could buy ad campaigns running on its own service and third party apps in its MoPub mobile advertising exchange, now all advertisers with dedicated Twitter account managers can widen their campaigns beyond Twitter. Newly renamed “Twitter Audience Platform,” the product will also feature more video ads. Continue reading Twitter Pushes Video for Newly Expanded Mobile Ad Network
By
Debra KaufmanAugust 24, 2015
Instagram just turned on its API (application programming interface) for ads, and some experts are calling it the next step in advertising’s digital evolution. Before, advertising on Facebook-owned Instagram was a complex process. Now, any potential advertiser can simply buy an ad on Instagram using online ad-buying tools from Instagram partners. What makes this new process interesting to advertisers is an estimated 44 percent of Instagram’s 300 million users are in the coveted 18-29 year old demographic. Continue reading Instagram’s New API Could Spark Major Change in Digital Ads
By
Debra KaufmanAugust 24, 2015
As part of a beta release of GeForce Experience, Nvidia is introducing GameStream co-op, which allows two gamers to play with a single copy by one streaming the game to another PC. The co-op feature, which resembles Sony’s Share Play feature on PlayStation 4, allows for three different modes of play. It is based on the same technology found in Nvidia’s GameStream service, which lets users stream a game from their PC, over a local network, to another device, such as a Shield tablet. Continue reading Nvidia Debuts GeForce Experience Feature for Game Sharing
By
Debra KaufmanAugust 21, 2015
The use of ad-blocking software is increasing to the point that some advertisers say it could be perilous to the Internet’s economic model. And it’s about to get worse for them. Whereas, now, ad-blocking software is limited to desktop computers, Apple iOS 9 will extend ad-blocking to mobile phones as well. But there could be a solution, say some experts. Advertisers are going to have to create simpler, less intrusive ads to survive. The other option — begging for customers to disable ad-blocking — hasn’t seen much success. Continue reading Advertisers Face an Increase in Ad-Blocking, Search for Fixes
By
Debra KaufmanAugust 21, 2015
In an unprecedented move, Google revealed the details of how it developed and improved software-defined networking (SDN). In a paper presented at the ACM SIGCOMM 2015 conference in London, Google described the steps taken over a ten-year period, moving from third party vendor switches in 2004 to, a year later, building its own hardware and shuttling data among servers in its own data centers. The company is describing its network in part to share its experiences and seek assistance from the academic community. Continue reading Google Details Network Challenges, Seeks Academic Feedback
By
Debra KaufmanAugust 21, 2015
For those who want a more social TV viewing experience, Showgoers is a new and interesting solution. The Chrome extension enables far-flung friends to watch the same movie or TV show featured on Netflix and play, pause or seek specific segments, simultaneously. Not surprisingly, the idea was born out of a long-distance relationship; the developer created Showgoers to create another experience that the couple could share. Although Showgoers can’t get around geographical blocking, it is simple to set up — and free. Continue reading Showgoers: Chrome Plugin Powers Shared Viewing for Netflix
By
Rob ScottAugust 21, 2015
According to the new “Mobile Messaging and Social Media” report from the Pew Research Center, Facebook is now more than three times as popular as Twitter among adults in the U.S. The report notes that 72 percent of adult Internet users are on Facebook, while 31 percent use Pinterest, 28 percent use Facebook-owned Instagram, 25 percent use LinkedIn, and about 23 percent use Twitter. The figures represent slight increases over 2014 for Facebook, Instagram and Pinterest; no change for Twitter from the previous year; and a 3 percent decrease for LinkedIn. Continue reading Facebook Three Times as Popular as Twitter with Adult Users
By
Debra KaufmanAugust 20, 2015
Hollywood director Randal Kleiser (“The Blue Lagoon,” “Grease”) just debuted “Defrost,” a four-minute narrative virtual reality film that he hopes is the first in a series of VR films. That’s exactly what the 50 cablecasters that comprise the membership of CableLabs hope for. The industry’s non-profit R&D facility, CableLabs has been studying VR and suggests consumer excitement is strong, but that the lack of content could be a major stumbling block for cable companies interested in providing VR programming. Continue reading CableNet Explores VR, Additional Content Could Drive Adoption
By
Debra KaufmanAugust 20, 2015
At SIGGRAPH 2015, Autodesk executives David Morin and Ben Guthrie described virtual production, its relationship with virtual reality and some newly released tools from their company to aid in the process. Virtual production began with Peter Jackson’s “Lord of the Rings,” got a bump of recognition with “Avatar,” and has been used on many films since. According to Morin and Guthrie, the process, which lets filmmakers create virtual worlds in-camera and composite CG and live action on set, is achieving momentum. Continue reading SIGGRAPH 2015: Virtual Production, Cousin of Virtual Reality
By
Debra KaufmanAugust 20, 2015
Much has been written about the more obvious issues in viewing virtual reality. Top of the list is the motion sickness that some people get, a result of the mismatch between what they see and what they feel. But there’s another issue — an eye-focusing problem dubbed “vergence-accommodation conflict” — that is specific to virtual reality and is much more difficult to overcome than motion sickness. At SIGGRAPH 2015, scientists from Stanford and UC Berkeley described potential solutions. Continue reading SIGGRAPH: Scientists Tackle Neuroscience Obstacles to VR