Facebook Develops Prototype Camera to Encourage Sharing

Facebook, concerned about the slowdown in users sharing videos, photos and updates, is developing a standalone camera app. Facebook’s “friend-sharing” team has created a prototype that, similar to Snapchat, opens to a camera that also allows users to live stream video. But people familiar with the project say it may never come to fruition. Facebook has built other sharing apps: Slingshot let users trade photos and videos that disappeared in 24 hours; Camera was a photo-editing/sharing app. Neither caught on and were dropped. Continue reading Facebook Develops Prototype Camera to Encourage Sharing

Facebook Credits Mobile Ad Growth for Major Revenue Jump

Following last week’s reports that online advertising revenue in the U.S. reached a record $59.6 billion in 2015, and that Google and Facebook claimed the largest share of the digital advertising pie, social giant Facebook announced yesterday that its ad revenue increased 57 percent in the first quarter to $5.2 billion. Notably, mobile ads represented about four-fifths of the network’s revenue. Facebook’s news countered announcements from other tech companies — including Alphabet, Apple and Twitter — all of which released disappointing first quarter figures. Continue reading Facebook Credits Mobile Ad Growth for Major Revenue Jump

Twitter Hopes to Prove Live-Streaming Value with NFL Games

Twitter reported revenue of $595 million for Q1 2016, below Wall Street expectations, adding to its growing list of woes. User growth, an area of concern since its 2013 IPO, remains modest, with an average 310 million monthly users in Q1 2016, up from 305 in Q4 2015. But most of the growth came from outside the U.S., where markets are less mature and therefore less lucrative. One ray of hope is Twitter’s deal with the NFL to live-stream Thursday Night Football games, which has drawn interest from other sports leagues. Continue reading Twitter Hopes to Prove Live-Streaming Value with NFL Games

Sean Parker’s Airtime Returns as an App for Virtual Viewing

Napster co-founder Sean Parker has relaunched a product that first debuted in 2012 and was almost an immediate flop. Airtime is now an app, for Android and iOS, that lets users gather in a “room” to chat, text and watch YouTube and Vimeo videos together or listen to songs and podcasts from Spotify and SoundCloud. Parker, also an early investor in Facebook, says he created — and now recreated — Airtime to offer an alternative to the “certain loneliness” of the “fast superficial interactions” that form the basis of Facebook. Continue reading Sean Parker’s Airtime Returns as an App for Virtual Viewing

Disney to Produce More VR Content with Nokia OZO Camera

Nokia and Disney announced a partnership whereby Disney filmmakers and marketing teams will use Nokia’s 360-degree OZO virtual reality cameras to create VR content across all the studio’s brands. The studio has already used the OZO for two promotional pieces for “The Jungle Book,” one of them a 360-degree roundtable interview with director Jon Favreau and the cast, the second a red carpet experience at the film’s Los Angeles premiere. Other Disney brands that could use the OZO are Marvel and Lucasfilm. Continue reading Disney to Produce More VR Content with Nokia OZO Camera

Applications Being Accepted for HTC VR Accelerator Program

HTC has allocated $100 million to fund a ‘Vive X’ accelerator program with the goal to “help cultivate, and grow the global VR ecosystem by supporting startups and providing them with expertise, special access to advanced VR technology, financial investment, mentorship and unmatched go-to-market support.” The fund will support a wide range of startups. This differentiates it from the Oculus fund, which is one-tenth the amount and has an emphasis on the game industry, explains Road to VR. The program is open to companies that are creating content and tools that enrich the VR ecosystem and end-user experience. The global accelerator will initially open offices in Beijing, Taipei and San Francisco. Continue reading Applications Being Accepted for HTC VR Accelerator Program

AT&T Winning Race to Gigabit Internet, Passing Google Fiber

Google’s super-fast broadband service, Google Fiber, has only debuted in four cities serving fewer than 100,000 people. But its very existence spurred Comcast and AT&T to up their game, offering the same 1-gigabit Internet speed. Now, the leader, AT&T, offers its GigaPower service in 20 urban areas, and Comcast, which tested cable-based gigabit in Atlanta, has plans to roll it out in Nashville, Chicago, Detroit and Miami later this year. That probably suits Google just fine, since its end game is to sell ads requiring that speed. Continue reading AT&T Winning Race to Gigabit Internet, Passing Google Fiber

Vox Media to Launch Circuit Breaker Gadget Site on Facebook

Vox Media, parent company of politics site Vox, sports sites SB Nation, and technology site The Verge, is about to launch Circuit Breaker, a blog about gadgets. Circuit Breaker will publish news and gossip about technology products and primarily live as a Facebook page, not a separate website, says The Verge’s editor Nilay Patel. The idea of a blog devoted to gadgets is a throwback to sites like Engadget and Gizmodo that, in the early 2000s, focused on smartphones and then broadened to become culture sites. Continue reading Vox Media to Launch Circuit Breaker Gadget Site on Facebook

Regulators Set Conditions for Approval of Charter-TWC Deal

While federal regulators are closer to approving the Charter Communications acquisitions of both Time Warner Cable and Bright House Networks, the FCC and Justice Department have introduced conditions designed to protect streaming video companies and help provide affordable broadband services for low income households. The $71+ billion deal would make Charter the second-largest broadband service provider in the U.S. with about 19.4 million subscribers, and the nation’s third-largest cable TV provider with 17.4 million customers. Continue reading Regulators Set Conditions for Approval of Charter-TWC Deal

Expanding Internet Access May Be Key to Facebook’s Growth

In its attempts to triple the size of Facebook, now at 1.6 billion members, chief executive Mark Zuckerberg has embraced technology based on open source (freely shared code) and is building wireless antennas. The goal is to make the Internet accessible and affordable to those who don’t yet have it, mainly rural and developing nations. In doing so, Facebook is treading into territory so far dominated by companies such as Cisco Systems and Ericsson, potentially impacting their bottom line. Continue reading Expanding Internet Access May Be Key to Facebook’s Growth

Netflix Considers Offering Downloads, Unveils its HDR Plans

Downloading content appears to be on the table at Netflix. For some time, the company executives have insisted that downloads would not be “a compelling proposition,” because they add complexity to the system and, due to more widespread speed connectivity, are unnecessary. Now, chief executive Reed Hastings says the company should “keep an open mind” on the topic. This takes place at the same time that Netflix plans to introduce more than 150 hours of HDR content to the roster by end of year. Continue reading Netflix Considers Offering Downloads, Unveils its HDR Plans

TV Globo Brazil Debuts OTT Simulcast, VOD, 4K in the Cloud

At NAB 2016, Globo Play TV program manager Marcos Rayol described that the Brazilian broadcaster’s OTT effort, Globo Play, offers simulcast, VOD and 4K in the cloud. Developing the concept was the most difficult part. “We spent a lot of time developing interfaces,” he said. “Once we began coding it, it was very straightforward.” Brazil has 115 million people with Internet access, 38 percent of whom have broadband connections. Of the 80 million with smartphones, only 34 percent accessed video in 2015. Continue reading TV Globo Brazil Debuts OTT Simulcast, VOD, 4K in the Cloud

NAB 2016: Sphericam and Liquid Cinema Look to Advance VR

Two companies at last week’s NAB Show, Sphericam and Liquid Cinema, are making interesting contributions to the advancement of VR Cinema. Sphericam is preparing to launch a 6-sensor, 4-microphone spherical camera the size of a baseball into the prosumer market. The camera can internally stitch at 30 fps and, with an attached PC, output 60 fps live video. Liquid Cinema has developed a comprehensive yet simple-to-use software package for editing VR footage, adding effects, and, most interestingly, re-establishing the director’s intent for where viewers should look at cut-points within the video. Continue reading NAB 2016: Sphericam and Liquid Cinema Look to Advance VR

ETC’s Virtual Reality Summit Dives Into the Business of VR

In a panel on the business of VR during ETC’s Virtual Reality Summit at NAB 2016, moderator Scott Lenet, president of Touchdown Ventures, asked panelists what will determine critical mass for VR. “All these new industries start with a lot of confusion over the right business model and technology,” said Reality Lab chief executive Halsey Minor, who is also chair/co-founder of Voxelus. “VR is right in the middle of that early confusing stage. But I do believe that this wave will move faster than any before it — by a longshot.” Continue reading ETC’s Virtual Reality Summit Dives Into the Business of VR

Cloud Conference: Moving From Local to Cloud Infrastructure

ConductorIO VP of business development and operations Monique Bradshaw talked about the paradigm change from local, on-premise infrastructure to the cloud. “The paradigm shift means a fundamental change in approach of underlying assumption,” she said during an ETC Cloud Innovation Conference keynote at NAB. “We’re seeing a big change in the ways that companies are looking at their rendering.” In five years, she noted, 90 percent of respondents to a survey think they’ll have at least some of their rendering in the cloud, up from close to 60 percent today. Continue reading Cloud Conference: Moving From Local to Cloud Infrastructure