Samsung Merges Mobile and Consumer Electronics Divisions

Samsung Electronics Co. is streamlining its corporate structure, merging its mobile and consumer electronics units and paring down to two CEOs to simplify its structure and focus on the logic chip business. Promoted to vice chairman and CEO, TV research and development expert Jong-Hee (“JH”) Han will continue to head Visual Display while also leading the merged SET Division, combining mobile and consumer electronics. Kye-Hyun Kyung has also been named CEO, running Device Solutions, a B-to-B components division led by chips. The former head of Samsung Electro-Mechanics brings experience in flash memory and processor design. Continue reading Samsung Merges Mobile and Consumer Electronics Divisions

Samsung Plans to Construct a $17 Billion Chip Plant in Texas

Samsung has announced plans to build a $17 billion chip plant in Taylor, Texas. The news comes on the heels of a government push to jump-start more U.S. semiconductor manufacturing and Senate approval of $52 billion in industry subsidies for new processor factories. The South Korea-based electronics giant already operates a chip fabrication plant in Austin, Texas, opened in 1997 and expanded in 2007. The Taylor facility will create new sourcing for chips, which have become precious amidst a global shortage, although the new factory is not expected to become operational until 2024. Continue reading Samsung Plans to Construct a $17 Billion Chip Plant in Texas

Intel Ramps Up Efforts to Reclaim Top Position in Chip Market

Supply chain woes have underscored a global shortage in high-end computer chips. Taiwan Semiconductor Manufacturing Company’s claim of 53 percent of the world market is practically a political crisis, as China eyes Taiwan. Now, California-based Intel plans to reclaim its once preeminent title in chip manufacturing and design. Under new CEO Pat Gelsinger, the company has doubled its number of chips in development, abandoning the “fabless” future some envisioned for it, selling off factories and joining the likes of Nvidia, AMD and Qualcomm, which build on wafers supplied by foundries. Continue reading Intel Ramps Up Efforts to Reclaim Top Position in Chip Market

AI Is Still a Work in Progress When It Comes to Auto-Dubbing

Auto-dubbing, which uses artificial intelligence to translate content into different languages, is a technology on which the global entertainment industry has increasingly come to rely in finding audiences among the planet’s 7.2 billion people, speaking more than 7,000 languages in roughly 200 countries. Companies like Flawless, Deepdub and Papercup use different approaches to offload to computers much of the labor required to fill that distribution pipeline. Another company, Spherex, emphasizes cultural awareness and the need for heightened sensitivity in pursuit of hits that travel across borders. Continue reading AI Is Still a Work in Progress When It Comes to Auto-Dubbing

Netflix Updates Measurement Charts to Include Viewing Hours

Netflix has changed its audience measurement system to reflect the total number of hours viewed. The streaming service had previously ranked viewership based on users who watched at least two minutes of a program. The company has also switched to a weekly schedule of releasing viewer data rather than quarterly. The Korean drama “Squid Game” remains Netflix’s No. 1 show of all time, having accrued a massive 1.65 billion hours of viewing in the 28 days following its September 17 premiere. That’s about 2.6 times the viewership of No. 2 “Bridgerton,” with 625 million hours. Continue reading Netflix Updates Measurement Charts to Include Viewing Hours

Strong Q3 Sees Spotify Gain Slim Lead Over Apple Podcasts

Spotify has announced that for the first time its podcast service has overtaken Apple Podcasts in U.S. listenership. Speaking on the company’s Q3 2021 earnings call, the company cited Edison Research and internal tracking to proclaim Spotify the No. 1 podcast platform in the nation, surpassing Apple in monthly listeners. While the company didn’t break-out numbers for its podcast listeners, it said monthly active users for Spotify overall were up 19 percent year-over-year, totaling 381 million for the quarter. Spotify Premium subscriptions also increased 19 percent, to 172 million, up from 165 million in 2020. Continue reading Strong Q3 Sees Spotify Gain Slim Lead Over Apple Podcasts

New Apple Guidelines Permit Payment Outside of App Store

Following an announcement in August that it had settled a class action lawsuit, Apple has introduced new App Store Review Guidelines. Specifically, Apple now permits its registered developers to communicate to customers how they may pay for iOS apps using payment means outside iOS and Apple’s App Store. The guidelines now explain developers may request customer information, including name and email, but must permit customers to provide that information at their discretion. The third change is how to use a new Apple feature called in-app events that Apple says is unrelated to litigation. Continue reading New Apple Guidelines Permit Payment Outside of App Store

‘Squid Game’ Propels Netflix to Strong Q3 Subscriber Boost

Netflix added 4.4 million subscribers for the third quarter, beating by 20 percent its forecast of 3.5 million. The company attributed the strong performance of new hits including “Squid Game.” Netflix now boasts a total paid global subscriber base of 213.6 million. Last year, Netflix added only 2.2 million memberships in the third quarter, underperforming expectations. South Korean export “Squid Game,” a dystopian 9-episode drama series, debuted on Netflix in September, becoming a global phenomenon. TikTok videos of people replicating the games went viral, while retailers began stocking show-themed Halloween costumes. Continue reading ‘Squid Game’ Propels Netflix to Strong Q3 Subscriber Boost

Social App Spending Projected to Hit $17.2B Globally in 2025

Global consumer social app spending is expected to hit $17.2 billion by 2025, up from $6.78 billion in 2021, according to a study by San Francisco-based mobile analytics firm App Annie. That’s a 29 percent compound annual growth rate (CAGR) over five years — a brisk pace credited mainly to live streaming. By 2025, the lifetime total spend on social apps is expected to reach $78 billion, according to App Annie. Meanwhile, time spent using social media the globe over totaled a whopping 740 billion hours for the first half of 2021, with 548 billion hours devoted to live streaming. Continue reading Social App Spending Projected to Hit $17.2B Globally in 2025

Government Reveals U.S. Agencies Using Facial Recognition

The federal Government Accountability Office (GAO) revealed that, out of 24 U.S. government agencies surveyed, 19 of them are using facial recognition, including the Department of Defense, the Department of Homeland Security (DHS) and numerous other smaller agencies. The GAO report added that as use of facial recognition “continues to expand … members of Congress, academics, and advocacy organizations have highlighted the importance of developing a comprehensive understanding of how it is used by federal agencies.” Continue reading Government Reveals U.S. Agencies Using Facial Recognition

South Korea to Let Consumers Select App Payment Provider

South Korea is on the verge of becoming the first country to initiate legislation that would provide consumers with the choice of which app payment provider to use. The Telecommunications Business Act, which is “almost certain” to pass a vote in the assembly, could end the “effective duopoly” of Apple and Google. It would also enable companies like Epic Games to transact directly with users and avoid hefty commissions charged by those two companies. In the U.S., Apple and Google face legislative actions and an Epic Games lawsuit. Continue reading South Korea to Let Consumers Select App Payment Provider

Twitter to Study Misinformation by Letting Users Flag Tweets

Twitter is testing a new feature in a few markets that will allow users to flag posts that contain misinformation, similar to how they can already report spam or abuse. The company — which doesn’t have a strong fact-checking unit — plans to use the feature to study misinformation on the platform rather than review the user-identified tweets for legitimacy or respond to the reporting user with updates. Currently, Twitter only fact-checks tweets on elections, COVID-19 and other “select categories.” Continue reading Twitter to Study Misinformation by Letting Users Flag Tweets

Intel Chief Promotes Chipmaking Plan to U.S., Global Leaders

Intel chief executive Pat Gelsinger and board members met with the Biden administration to promote his company’s plan to build more semiconductor factories with subsidies from the U.S. government. Currently, Asian-owned chip factories, which receive hefty incentives, dominate chip production. There’s also an “unprecedented” global shortage of chips, which is impacting the auto and consumer appliance industries. Gelsinger was hired this year to improve the fortunes of the beleaguered Intel. Continue reading Intel Chief Promotes Chipmaking Plan to U.S., Global Leaders

Korean Virtual Production Stage Features Samsung’s The Wall

Samsung has partnered with CJ ENM, a major Korean entertainment media production company to build a virtual production facility in South Korea. CJ ENM, which previously inked a deal with Epic Games to use its Unreal Game engine, will rely on Samsung’s next-generation MicroLED display, also known as “The Wall.” The facility will open later this year in Paju, Gyeonggi Province. Because of the savings offered to film and television via virtual production, the Göteborg Film Festival predicted it will be the norm in filmmaking in five years. Continue reading Korean Virtual Production Stage Features Samsung’s The Wall

Esports and VR Games Expected to Benefit from 5G Speeds

Video game competitions played before live and online audiences, known as eSports, has become a booming market, and 5G is poised to ramp up its popularity. Among Big Tech companies, Intel and Ericsson stated that 5G will increase the realism of game imagery and action and potentially allow more players from different venues to compete in a single event. Virtual reality games will also benefit from 5G’s dramatically increased speeds and will permit lighter form-factors than today’s bulky backpacks stuffed with computers. Continue reading Esports and VR Games Expected to Benefit from 5G Speeds