Apple Reveals a Number of Changes to Its App Store Rules

In response to complaints from developers, Apple tweaked rules surrounding in-app purchases for iPhone and iPad games that stream directly from the Internet. The company is not changing the 15 to 30 percent fees for app downloads, in-app purchases and subscriptions — a major bone of contention for many developers — but is applying the fees to fewer situations. This change and several others, however, does not impact the existing legal battle between Apple and Epic Games, and Epic chief executive Tim Sweeney criticized Apple’s latest move. Continue reading Apple Reveals a Number of Changes to Its App Store Rules

Microsoft Cloud Service Revenues Skyrocket Past $50 Billion

Microsoft reported that sales rose 13 percent to $38 billion in its fiscal Q4, for a net profit of $11.2 billion. Largely due to continued demand for its Azure cloud-computing services, both figures exceeded Wall Street expectations. Microsoft’s revenue from the commercial cloud division “surpassed $50 billion for the first time ever in the latest fiscal year.” The company is also the target of a complaint Slack filed with the European Commission, accusing it of using its market power to crush rivals. Continue reading Microsoft Cloud Service Revenues Skyrocket Past $50 Billion

Apple Planning Mac Computers With Own ‘Kalamata’ Chips

Two years ago, Apple stated plans to sell Mac computers with its own chips, and now announced it will roll them out in 2021. The company is developing three Mac-specific chips using the 5-nanometer process it will debut this year. The chips, which are expected to be faster than those found in the iPhone and iPad, won’t be able to initially surpass Intel’s performance for Apple’s high-end MacBook Pros, iMacs and Mac Pro. For that reason, Apple will likely first debut a laptop. Apple has used Intel chips since 2005. Continue reading Apple Planning Mac Computers With Own ‘Kalamata’ Chips

AI-Powered App Enables Improved Virtual Apparel Try-Ons

Researchers from Adobe, the Indian Institute of Technology and Stanford University teamed up to create SieveNet, an AI-powered technology that allows a user to virtually try on clothing. The “image-based virtual try-on” maps the item to the virtual body, retaining its characteristics without creating blurry or bleeding textures. According to banking company Klarna, 29 percent of shoppers want to virtually try on apparel, accessories and cosmetics and 49 percent would like solutions that take their measurements into account. Continue reading AI-Powered App Enables Improved Virtual Apparel Try-Ons

Oculus Reveals its Upcoming PC-Connected Rift S Headset

Oculus unveiled a new version of its Rift VR headset at GDC 2019 yesterday. The $399 Rift S, available this spring, will feature a new design, higher resolution display (up to 1280×1440 per eye), two updated Oculus Touch controllers, and embedded sensors for tracking (rather than cameras). The current $349 Rift relies on an array of external webcams to sense the environment. The new Rift S will require a PC in order to power its high-res graphics, while the wireless Oculus Quest, also available this spring for $399 will not need additional power. Continue reading Oculus Reveals its Upcoming PC-Connected Rift S Headset

Apple Could Push Wearables, EU Okays Shazam Acquisition

Apple, which has evolved from a PC company to an iPhone company, is searching for its “next big thing.” One WSJ journalist believes a clue to what it might be came from chief executive Tim Cook’s revelation that the Apple Watch and AirPods generated $10 billion in revenue over the last four quarters. The company’s wearables sales are growing, even as smartphone and PC sales level off, and IDC said Apple is the wearables market leader, with 17 percent of the global market. Meanwhile, the European Union has approved Apple’s purchase of Shazam, which should fortify the company’s music ambitions. Continue reading Apple Could Push Wearables, EU Okays Shazam Acquisition

Nielsen: U.S. Adults Average 6 Hours per Day Watching Video

According to a new report from Nielsen covering Q1 2018, adult consumers in the U.S. are spending an average of 5 hours and 57 minutes per day watching video content (Americans average 11 hours per day interacting with all media). Nielsen’s research includes live and time-shifted television as well as video watched on a computer, via mobile apps and websites on smartphones or tablets, over Internet devices like Roku, and through connected devices such as Blu-ray players and game consoles. Continue reading Nielsen: U.S. Adults Average 6 Hours per Day Watching Video

Pirated Software Dips 37 Percent, But Is Still Commonly Used

The Software Alliance (BSA) published “Global Software Survey,” the latest edition of its report on pirated software, which reveals that the use of pirated PC software declined 37 percent in 2017, down from 39 percent two years ago. The report also states that the value of pirated software dropped 8 percent to $46.3 billion worldwide. BSA, which supports Adobe, Microsoft, Symantec and other software companies via legal action and lobbying, said that piracy is still widespread in some countries. Continue reading Pirated Software Dips 37 Percent, But Is Still Commonly Used

Multiplayer Games Led by ‘Fortnite’ Are Driving Headset Sales

According to NPD Group, Epic Games’ survival shooter game “Fortnite” and other PlayStation, Xbox and PC multiplayer games are driving sales of headsets to gamers who like to talk to other gamers while they play. NPD, which tracks the $36 billion U.S. videogame industry, added that sales of game accessories and gift cards have now risen to $372 million. This record-breaking sales number is due to the popularity of multiplayer games, said NPD analyst Mat Piscatella, who pointed to “Fortnite,” which has become a smash hit. Continue reading Multiplayer Games Led by ‘Fortnite’ Are Driving Headset Sales

Microsoft Shifting Its Focus From Windows to Cloud Computing

Microsoft is reportedly downgrading the scope of its Windows franchise to “reorganize its business around its growing Azure cloud-computing operations and its stalwart Office productivity business,” reports The Wall Street Journal. “The move is designed to focus Microsoft on its biggest areas of growth. In its latest quarter Azure revenue jumped 98 percent while Office 365 grew 41 percent … In the same period, the More Personal Computing unit, which includes Windows, gained 2 percent to $12.17 billion.” Continue reading Microsoft Shifting Its Focus From Windows to Cloud Computing

Facebook Plans to Be Next Home to Online Content Creators

Facebook wants to be the next home for online content creators, aiming to displace YouTube, Patreon and others with additions to its Creator app, which launched in November on iOS and will be available on Android soon. The social media giant is currently testing ways Creator users can make more money and connect with their fans. One such way would allow monthly subscribers to gain access to exclusive content from their favorite creators and allow them to earn fan badges similar to those used on Patreon.

Continue reading Facebook Plans to Be Next Home to Online Content Creators

Amazon Debuts Cross-Platform Competitive Gaming Platform

Amazon has launched an AWS-powered competitive gaming platform called Amazon GameOn, which allows third-party developers to add eSports-like competitive elements such as tournaments and leaderboards to mobile, PC and console games. Gamers can also win Amazon prizes (perhaps an Echo Dot, for example) in real-time, which effectively adds another layer of competitive gaming between professional eSports players and amateur gamers. According to market research from Newzoo, eSports could grow into a $1.5 billion business by the year 2020.

Continue reading Amazon Debuts Cross-Platform Competitive Gaming Platform

NBCUniversal, Intel, Microsoft, Unity Launch Gaming Contest

NBCUniversal is inviting developers to create games leveraging its popular television and film properties such as “Battlestar Galactica,” “Back to the Future” and “Jaws.” Through the Universal GameDev Challenge — co-sponsored by Universal, Unity Technologies, Intel, and Microsoft — Unity game engine developers can submit pitches to be selected to build out their full vision in PC game form. Winner and runner-up win a consulting contract with Universal, Microsoft and Unity, along with a combined $250,000.

Continue reading NBCUniversal, Intel, Microsoft, Unity Launch Gaming Contest

Mobile Gaming Tops PCs and Consoles to Take Market Lead

Prior to 2014, home game consoles and PCs ruled the gaming roost, but since then, mobile gaming has gained steady ground. New 2017 numbers indicate that mobile gaming’s market lead is widening, with users spending 2.3 times more on mobile than on PC and Mac games and spending 3.6 more than on home game consoles, according to an annual report released from App Annie and IDC. In total, mobile games generated $70 billion in 2017; Mac games generated $34 billion and game consoles generated $22 billion.

Continue reading Mobile Gaming Tops PCs and Consoles to Take Market Lead

Artec 3D Demonstrates Fast and Accurate 3D Scanning at CES

Artec 3D is a Luxembourg-based manufacturer of 3D scanning hardware and software with offices in Moscow and Santa Clara, California. At CES 2018, the company demonstrated its $25,800 professional 3D scanner dubbed Artec Leo. With the handheld scanner’s built-in processor, there is no need for an external computer, “making 3D scanning as easy as taking a video.” The company claims that its 80 fps 3D reconstruction rate makes its device “the fastest professional handheld 3D scanner on the market.” The Leo offers a large field of view for accurately scanning and processing large scenes and objects. Continue reading Artec 3D Demonstrates Fast and Accurate 3D Scanning at CES

Page 1 of 1612345678910...»