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Happy anniversary, Android

22:30 | 23 September

It’s been 10 years since Google took the wraps off the G1, the first Android phone. Since that time the OS has grown from buggy, nerdy iPhone alternative to arguably the most popular (or at least populous) computing platform in the world. But it sure as heck didn’t get there without hitting a few bumps along the road.

Join us for a brief retrospective on the last decade of Android devices: the good, the bad, and the Nexus Q.

HTC G1 (2008)

This is the one that started it all, and I have a soft spot in my heart for the old thing. Also known as the HTC Dream — this was back when we had an HTC, you see — the G1 was about as inauspicious a debut as you can imagine. Its full keyboard, trackball, slightly janky slide-up screen (crooked even in official photos), and considerable girth marked it from the outset as a phone only a real geek could love. Compared to the iPhone, it was like a poorly dressed whale.

But in time its half-baked software matured and its idiosyncrasies became apparent for the smart touches they were. To this day I occasionally long for a trackball or full keyboard, and while the G1 wasn’t pretty, it was tough as hell.

Moto Droid (2009)

Of course, most people didn’t give Android a second look until Moto came out with the Droid, a slicker, thinner device from the maker of the famed RAZR. In retrospect, the Droid wasn’t that much better or different than the G1, but it was thinner, had a better screen, and had the benefit of an enormous marketing push from Motorola and Verizon. (Disclosure: Verizon owns Oath, which owns TechCrunch, but this doesn’t affect our coverage in any way.)

For many, the Droid and its immediate descendants were the first Android phones they had — something new and interesting that blew the likes of Palm out of the water, but also happened to be a lot cheaper than an iPhone.

HTC/Google Nexus One (2010)

This was the fruit of the continued collaboration between Google and HTC, and the first phone Google branded and sold itself. The Nexus One was meant to be the slick, high-quality device that would finally compete toe-to-toe with the iPhone. It ditched the keyboard, got a cool new OLED screen, and had a lovely smooth design. Unfortunately it ran into two problems.

First, the Android ecosystem was beginning to get crowded. People had lots of choices and could pick up phones for cheap that would do the basics. Why lay the cash out for a fancy new one? And second, Apple would shortly release the iPhone 4, which — and I was an Android fanboy at the time — objectively blew the Nexus One and everything else out of the water. Apple had brought a gun to a knife fight.

HTC Evo 4G (2010)

Another HTC? Well, this was prime time for the now-defunct company. They were taking risks no one else would, and the Evo 4G was no exception. It was, for the time, huge: the iPhone had a 3.5-inch screen, and most Android devices weren’t much bigger, if they weren’t smaller.

The Evo 4G somehow survived our criticism (our alarm now seems extremely quaint, given the size of the average phone now) and was a reasonably popular phone, but ultimately is notable not for breaking sales records but breaking the seal on the idea that a phone could be big and still make sense. (Honorable mention goes to the Droid X.)

Samsung Galaxy S (2010)

Samsung’s big debut made a hell of a splash, with custom versions of the phone appearing in the stores of practically every carrier, each with their own name and design: the AT&T Captivate, T-Mobile Vibrant, Verizon Fascinate, and Sprint Epic 4G. As if the Android lineup wasn’t confusing enough already at the time!

Though the S was a solid phone, it wasn’t without its flaws, and the iPhone 4 made for very tough competition. But strong sales reinforced Samsung’s commitment to the platform, and the Galaxy series is still going strong today.

Motorola Xoom (2011)

This was an era in which Android devices were responding to Apple, and not vice versa as we find today. So it’s no surprise that hot on the heels of the original iPad we found Google pushing a tablet-focused version of Android with its partner Motorola, which volunteered to be the guinea pig with its short-lived Xoom tablet.

Although there are still Android tablets on sale today, the Xoom represented a dead end in development — an attempt to carve a piece out of a market Apple had essentially invented and soon dominated. Android tablets from Motorola, HTC, Samsung and others were rarely anything more than adequate, though they sold well enough for a while. This illustrated the impossibility of “leading from behind” and prompted device makers to specialize rather than participate in a commodity hardware melee.

Amazon Kindle Fire (2011)

And who better to illustrate than Amazon? Its contribution to the Android world was the Fire series of tablets, which differentiated themselves from the rest by being extremely cheap and directly focused on consuming digital media. Just $200 at launch and far less later, the Fire devices catered to the regular Amazon customer whose kids were pestering them about getting a tablet on which to play Fruit Ninja or Angry Birds, but who didn’t want to shell out for an iPad.

Turns out this was a wise strategy, and of course one Amazon was uniquely positioned to do with its huge presence in online retail and the ability to subsidize the price out of the reach of competition. Fire tablets were never particularly good, but they were good enough, and for the price you paid, that was kind of a miracle.

Xperia Play (2011)

Sony has always had a hard time with Android. Its Xperia line of phones for years were considered competent — I owned a few myself — and arguably industry-leading in the camera department. But no one bought them. And the one they bought the least of, or at least proportional to the hype it got, has to be the Xperia Play. This thing was supposed to be a mobile gaming platform, and the idea of a slide-out keyboard is great — but the whole thing basically cratered.

What Sony had illustrated was that you couldn’t just piggyback on the popularity and diversity of Android and launch whatever the hell you wanted. Phones didn’t sell themselves, and although the idea of playing Playstation games on your phone might have sounded cool to a few nerds, it was never going to be enough to make it a million-seller. And increasingly that’s what phones needed to be.

Samsung Galaxy Note (2012)

As a sort of natural climax to the swelling phone trend, Samsung went all out with the first true “phablet,” and despite groans of protest the phone not only sold well but became a staple of the Galaxy series. In fact, it wouldn’t be long before Apple would follow on and produce a Plus-sized phone of its own.

The Note also represented a step towards using a phone for serious productivity, not just everyday smartphone stuff. It wasn’t entirely successful — Android just wasn’t ready to be highly productive — but in retrospect it was forward thinking of Samsung to make a go at it and begin to establish productivity as a core competence of the Galaxy series.

Google Nexus Q (2012)

This abortive effort by Google to spread Android out into a platform was part of a number of ill-considered choices at the time. No one really knew, apparently at Google or anywhere elsewhere in the world, what this thing was supposed to do. I still don’t. As we wrote at the time:

Here’s the problem with the Nexus Q:  it’s a stunningly beautiful piece of hardware that’s being let down by the software that’s supposed to control it.

It was made, or rather nearly made in the USA, though, so it had that going for it.

HTC First — “The Facebook Phone” (2013)

The First got dealt a bad hand. The phone itself was a lovely piece of hardware with an understated design and bold colors that stuck out. But its default launcher, the doomed Facebook Home, was hopelessly bad.

How bad? Announced in April, discontinued in May. I remember visiting an AT&T store during that brief period and even then the staff had been instructed in how to disable Facebook’s launcher and reveal the perfectly good phone beneath. The good news was that there were so few of these phones sold new that the entire stock started selling for peanuts on Ebay and the like. I bought two and used them for my early experiments in ROMs. No regrets.

HTC One/M8 (2014)

This was the beginning of the end for HTC, but their last few years saw them update their design language to something that actually rivaled Apple. The One and its successors were good phones, though HTC oversold the “Ultrapixel” camera, which turned out to not be that good, let alone iPhone-beating.

As Samsung increasingly dominated, Sony plugged away, and LG and Chinese companies increasingly entered the fray, HTC was under assault and even a solid phone series like the One couldn’t compete. 2014 was a transition period with old manufacturers dying out and the dominant ones taking over, eventually leading to the market we have today.

Google/LG Nexus 5S and 6P (2015)

This was the line that brought Google into the hardware race in earnest. After the bungled Nexus Q launch, Google needed to come out swinging, and they did that by marrying their more pedestrian hardware with some software that truly zinged. Android 5 was a dream to use, Marshmallow had features that we loved … and the phones became objects that we adored.

We called the 6P “the crown jewel of Android devices”. This was when Google took its phones to the next level and never looked back.

Pixel

If the Nexus was, in earnest, the starting gun for Google’s entry into the hardware race, the Pixel line could be its victory lap. It’s an honest-to-god competitor to the Apple phone.

Gone are the days when Google is playing catch-up on features to Apple, instead, Google’s a contender in its own right. The phone’s camera is amazing. The software works relatively seamlessly (bring back guest mode!), and phone’s size and power are everything anyone could ask for. The sticker price, like Apple’s newest iPhones, is still a bit of a shock, but this phone is the teleological endpoint in the Android quest to rival its famous, fruitful, contender.

Let’s see what the next ten years bring.

 


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Instagram denies it’s building Regramming. Here’s why it’d be a disaster

21:05 | 21 September

Instagram tells me Regramming, or the ability to instantly repost someone else’s feed post to your followers like a retweet, is “not happening”, not being built, and not being tested. And that’s good news for all Instagrammers. The denial comes after it initially issued a “no comment” to The Verge’s Casey Newton, who published that he’d seen screenshots of a native Instagram resharing sent to him by a source.

Regramming would be a fundamental shift in how Instagram works, not necessarily in terms of functionality, but in terms of the accepted norms of what and how to post. You could always screenshot, cite the original creator, and post. But the Instagram has always about sharing your window to the world — what you’ve lived and seen. Regramming would legitimize suddenly assuming someone else’s eyes.

And the result would be that users couldn’t trust that when they follow someone, that’s whose vision would appear in their feed. Instagram would feel a lot more random and unpredictable. And it’d become more like its big brother Facebook whose News Feed has waned in popularity – Susceptible to viral clickbait bullshit, vulnerable to foreign misinformation campaigns, and worst of all, impersonal.

Photographer: Andrew Harrer/Bloomberg via Getty Images

Newton’s report suggested a Instagram reposts would appear under the profile picture of the original sharer, and could regrams could be regrammed once more in turn, showing a stack of both profile thumbnails of who previously shared it. That would at least prevent massive chains of reposts turning posts into all-consuming feed bombs. It could certainly widen what appears in your feed, which some might consider more interesting. It could spur growth by creating a much easier way for users to share in feed, especially if they don’t live a glamorous life themself. And Instagram’s algorithm could hide the least engaging regrams.

These benefits are why Instagram has internally considered building regramming for years. CEO Kevin Systrom told Wired last year “We debate the re-share thing a lot . . . But really that decision is about keeping your feed focused on the people you know rather than the people you know finding other stuff for you to see. And I think that is more of a testament of our focus on authenticity”.

See, right now, Instagram profiles are cohesive. You can easily get a feel for what someone posts and make an educated decision about whether to follow them from a quick glance at their grid. What they share reflects on them, so they’re cautious and deliberate. Everyone is putting on a show for Likes, so maybe it’s not quite ‘authentic’, but at least the content is personal. Regramming would make it impossible to tell what someone would post next, and put your feed at the mercy of their impulses without the requisite accountability. If they regram something lame, ugly, or annoying, it’s the original author who’d be blamed.

Instagram already offers a demand release valve in the form of re-sharing posts to your Story as stickers

Instagram already has a release valve for demand for regramming in the form of the ability to turn people’s public feed posts into Stickers you can paste into your Story. Launched in May, you can add your commentary, complimenting on dunking on the author. There, regrams are ephemeral, and your followers have to pull them out of their Stories tray rather than having them force fed to them via the feed. Effectively, you can reshare others’ content, but not make it a central facet of Instagram or emblem of your identity. And if you want to just make sure a few friends see something awesome you’ve discovered, you can send them people’s feed posts as Direct messages.

Making it much easier to repost to feed instead of sharing something original could turn Instagram into an echo chamber. It’d turn Instagram even more into a popularity contest, with users jockeying for viral distribution and a chance to plug their SoundCloud mixtapes like on Twitter. Personal self-expression would be overshadowed even further by people playing to the peanut gallery. If you want to discover something new and unexpected, there’s a whole Explore page full of it.

Newton is a great reporter, and I suspect the screenshots he saw were real, but I think Instagram should have given him the firm denial right away. My guess is that it wanted to give its standard no comment because if it always outright denies inaccurate rumors and speculation, that means journalists can assume they’re right when it does ‘no comment’.

But once Newton published his report, backlash quickly mounted about how regramming could ruin Instagram. Rather than leaving users worried, confused, and constantly asking when the feature would launch and how it would work, the company decided to issue firm denials after the fact. It became worth diverging from its PR playbook. Maybe it had already chosen to scrap its regramming prototype, maybe the screenshots were just of an early mock-up never meant to be seriously considered, or maybe it hadn’t actually finalized that decision to abort until the public weighed in against the feature yesterday.

In any case, introducing regramming would risk an unforced error. The elemental switch from chronological to the algorithmic feed, while criticized, was critical to Instagram being able to show the best of the massive influx of content. Instagram would eventually break without it. There’s no corresponding urgency fix what ain’t broke when it comes to not allowing regramming.

Instagram is already growing like crazy. It just hit a billion monthly users. Stories now has 400 million daily users and that feature is growing six times faster than Snapchat as a whole. The app is utterly dominant in the photo and short video sharing world. Regramming would be an unnecessary gamble.

 


0

Instagram may divide hashtags from captions to end overhashing

18:47 | 20 September

Geofenced sharing, Quiz stickers, Stories Highlight stickers, and a separate interface for adding hashtags to posts are amongst a slew of new features Instagram has prototyped or is now testing. The last one could finally #cure #the #hashtag #madness that’s infected many of Instagram’s 1 billion users, causing them desperately fill up their captions with tagged words that make the feed tough to read in hopes of scoring a few extra views or followers.

The pace of iteration at Instagram is staggering, and helping it to leave Snapchat in the dust. With Facebook’s deep pockets funding its product, design, and engineering teams, Instagram is able to keep its app full of fresh toys to play with. Here’s a look at three prototypes, one test, and one confirmed roll out from Instagram

Hashtag Selector

The feature isn’t released or even necessarily testing yet, and Instagram refused to comment on it. But frequent TechCrunch tipster and mobile researcher Jane Manchun Wong was able to dig the designated hashtag selector prototype out of the Instagram Android app’s code. It shows a dedicated “Add Hashtags” option underneath the caption composer and people tagger. Similar past discoveries by Wong have led to TechCrunch scoops about the eventual launch of Instagram video calling, name tags, music stickers, and more.

Disambiguating hashtags from captions could make adding them to posts less invasive and distracting, and thereby get more users doing it. That could in turn help Instagram tune its feed algorithm to show you more posts with hashtags you seem to care about, get more users following hashtags, allow it to better sort the Explore page with its new topic channels like Sports, Beauty, and Shopping. But perhaps most importantly, it could just make Instagram less annoying. Everyone has that friend that slaps on so many hashtags that their captions become an incoherent mess.

Geofenced Posts

Wong also dug out a powerful new feature that could help social media managers, businesses, and pro creators reach the right audience. Instagram has prototyped a “Choose Locations” option for posts that lets you select from a list of countries where you want your post to be visible. Instagram declined to comment.

The geofencing feature might enable Instagrammers to design different content and captions for different countries and languages. Facebook has offered geofencing for posts for many years, and Instagram already offers ad targeting down to the zip code or mile radius. But if this location chooser launches for everyone’s posts, it could let people and professional accounts express their prismatic identity differently across the globe.

Stories Highlight Stickers

Instagram gave me a confirmation that this final find by Wong is officially in testing. It allows users to turn someone else’s Stories Highlight from their profile into a sticker to overlay on their own Story. It’s an extension of the Quote-tweet style feature Instagram started testing in March that lets you turn people’s public feed posts into Stories stickers so you can add your commentary — or dunk on someone dumb. Stories Highlight Stickers could create a new path to virality for start creators who could convince their followers to re-share their Highlights and turn their friends into fellow fans.

Quiz Stickers

This prototype discovered by WABetaInfo‘s Twitter account allows users to ask a question in their Story and designate a correct answer. The Quiz sticker functions similarly to Instagram’s recently added Poll and Question stickers, but instead of tallying the results or letting you re-post someone’s answer, they’ll immediately see whether they guessed the right answer to your test. This ties into Instagram’s strategy to crush Snapchat by making its own Stories more interactive and turning the connection between fans and followers into a two-way street.

Video Tagging

Instagram did confirm the launch of one new feature, tagging people in videos. TechCrunch spotted thIS last week and Instagram said it was testing, but upon our inquiry told us that it’s now fully rolled out. Video tagging could generate extra visits for Instagram as few people have the willpower to ignore a notification that they were named in a new piece of content. The feature could also help Instagram figure out who to show the videos too by allowing it to place them high in the feed of the best friends of people tagged.

Combined, this flurry of new and potential features proves Instagram isn’t allowing its dominance to diminish its shipping schedule. It also demonstrates that Instagram VP of product Kevin Weil’s move to Facebook’s blockchain team his replacement by former News Feed VP Adam Mosseri hasn’t disrupted the app’s brisk pace of innovation.

The jury is still out about whether Instagram’s biggest new initiatives will take off. IGTV is off to a slow start, but will need time to build a long-form video archive to rival YouTube. And we’ll have to wait and see if users grow addicted to Instagram Explore’s new Shopping channel. But constantly updating the app takes pressure off of any one feature to carry the weight of a billion people’s eyes. Who wants to build a direct competitor to something evolving this fast?

 


0

Ghostery revamps its privacy-focused mobile browsers

17:52 | 19 September

Ghostery is launching new versions of its browsers for iOS and Android. In fact, Director of Product Jeremy Tillman said this is the first big update to Ghostery’s mobile browsers in several years.

It’s not that mobile wasn’t a priority for the team before this, but Tillman said, “In our previous company, we didn’t have a ton of resources — we always had to choose which thing to work on.” Apparently that changed last year with Ghostery’s acquisition by German browser company Cliqz.

The first big launch after the acquisition was Ghostery 8, the latest version of the team’s privacy-focused extension for desktop browsers. Next up: Bringing those features over to mobile.

Tillman said the goal was to create “a browser that can go toe-to-toe with Chrome” while also incorporating Ghostery’s privacy protection capabilities. Those capabilities include the ability to block different kinds of ad tracking by category (tracking for advertising, adult advertising and site analytics are turned on by default).

There’s also a built-in ad blocker, and Ghost Search, a privacy-focused search engine based on Cliqz technology that does not store any personally identifiable information. (If you’re not satisfied with the Ghost Search results, you can also see results from other search engines.) The presentation is different from a standard search engine, with three “dynamic result cards” that surface content as soon as you start entering search terms. And there’s Ghostery Tab, a home screen that highlights your favorite or most visited sites, as well as the latest news stories.

The Android version includes additional features, including AI-powered anti-tracking and “smart blocking” that’s supposed to improve page performance.

Tillman described the result as “a cleaner, faster, safer mobile browsing experience.” He also said that moving forward, Ghostery will be working to provide “an ecosystem of products” that “protect our users wherever they’re interacting with the Internet.”

The launch comes as the big Internet platforms face growing scrutiny over how they handle user data. Tillman argued that by simply giving consumers a more privacy-friendly alternative, “We’re sort of collectively negotiating a better Internet for them” — and he’s hoping Ghostery can be more involved as publishers try to find alternatives to advertising.

“Our goal isn’t to, say, topple Google and Facebook, but to provide that alternative to those that want it — both for content creators but also for users themselves,” he said.

 


0

The Punkt MP02 inches closer to what a minimalist phone ought to be

01:38 | 19 September

There’s an empty space in my heart for a minimalist phone with only the most basic functions. Bad for my heart, but good for a handful of companies putting out devices aiming to fill it. Punkt’s latest, the MP02, goes a little ways to making the device I desire, but it isn’t quite there yet.

Punkt’s first device included just texting and calling, which would likely have worked as intended if not for the inconvenient choice to have it connect only to 2G networks. These networks are being shut down and replaced all over the world, so you would have ended up with a phone that was even more limited than you expected.

The MP02 is the sequel, and it adds a couple useful features. It runs on 4G LTE networks, which should keep it connected for years to come, and it has gained both threaded texting (rather than a single inbox and outbox — remember those?) and Blackberry encryption for those sensitive communications.

It has nice physical buttons you can press multiple times to select a letter in ye olde T9 fashion, and also lets you take notes, consult a calendar, and calculate things. The battery has 12 days of standby, and with its tiny monochrome display and limited data options, it’ll probably stay alive for nearly that even with regular use.

Its most immediate competition is probably the Light Phone, which also has a second iteration underway that, if I’m honest, looks considerably more practical.

Now, I like the MP02. I like its chunky design (though it is perhaps a mite too thick), I like its round buttons and layout, I like its deliberate limitations. But it and other would-be minimal phones, in my opinion, are too slavish in their imitations of devices from years past. What we want is minimalism, not (just) nostalgia. We want the most basic useful features of a phone without all the junk that comes with them.

The Light Phone 2 and its nice e-ink screen.

For me, that means including a couple things that these devices tend to eschew.

One is modern messaging. SMS is bad for a lot of reasons. Why not include a thin client to pass text to a messaging service like WhatsApp or Messenger? Of course iMessage is off limits — thanks, Apple — but we could at least get a couple of the cross-platform apps on board. It doesn’t hurt the minimalist nature of the phone, in my opinion, if it connects to a modern messaging infrastructure. No need for images or gifs or anything — just text is fine.

Two is maps. We sure as hell didn’t have maps on our featurephones back in the day, but you better believe we wanted them. Basic mapping is one of the things we rely on our phones for every day. Whatever’s on this minimal phone doesn’t have to be a full-stack affair with recommendations, live traffic, and so on — just location and streets, and maybe an address or lat/long lookup, like you’d see on an old monochrome GPS unit. I don’t need my phone to tell me where to eat — just keep me from getting lost.

Three, and this is just me, I’d like some kind of synchronizing note app or the ability to put articles from Pocket or whatever on there. The e-ink screen on the Light Phone is a great opportunity for this very specific type of consumption. Neither of the companies here seems likely to add this feature, but that doesn’t change the fact that it’s one of the few things I regularly use my phone for.

Light Phone 2 is possibly getting music, weather, and voice commands, none of which really screams “minimal” to me, nor do they seem trivial to add. Ride-share stuff is a maybe, but it’d probably be a pain.

I have no problem with my phone doing just what a pocketable device needs to do and leaving the more sophisticated stuff to another device. But that pocketable device can’t be that dumb. Fortunately I do believe we’re moving closer to days when there will be meaningfully different choices available to weird people like myself. We’re not there yet, but I can wait.

 


0

Kayak’s new AR feature will tell you if your carry-on bag fits the overhead bin

22:16 | 18 September

Popular travel app Kayak has put augmented reality to clever use with a new feature that lets you measure the size of your carry-on bag using just your smartphone. Its updated iOS app now takes advantage of Apple’s ARKit technology to introduce a new Bag Measurement tool that will help you calculate your bag’s size so you can find out if it fits in the overhead bin – you know, before your trip.

The tool is handy because the dimensions of permitted carry-on luggage can differ from airline to airline, Kayak explains, so it’s not as simple these days to figure out if your bag will fit.

In the new Kayak iOS app, you can access the measurement tool through the Flight Search feature.

The app will first prompt you to scan the floor in order to calibrate the measurements. You then move your phone around the bag to capture its size. Kayak’s app will do the math and return the bag’s size, in terms of length, width, and height.

And it will tell you if the bag “looks good” or not to meet the carry-on size requirements.

Plus, the company says it compares all the airlines’ baggage size requirements in one place, so you’ll know for sure if it will be allowed by the airline you’re flying.

Augmented reality applications, so far, have been a mixed bag. (Sorry).

Some applications can be fairly useful  – like visualizing furniture placed in a room or trying on new makeup colors. (Yes, really. I’m serious). But others are more questionable – like some AR gaming apps, perhaps. (For example, how long would you play that AR slingshot game?)

But one area where AR has held up better is in helping you measure stuff with your phone – so much so that even Apple threw in its own AR measuring tape with iOS 12.

Kayak’s tool, also timed with the release of iOS 12, is among those more practical applications.

The company says the AR feature is currently only live on updated iOS devices.

 


0

Answering its critics, Google loosens reins on AMP project

20:13 | 18 September

Accelerated Mobile Pages, or AMP, has been a controversial project since its debut. The need for the framework has been clear: the payloads of mobile pages can be just insane, what with layers and layers of images, Javascript, ad networks, and more slowing down page rendering time and costing users serious bandwidth on metered plans.

Yet, the framework has been aggressively foisted on the community by Google, which has backed the project not just with technical talent, but also by making algorithmic changes to its search results that have essentially mandated that pages comply with the AMP project’s terms — or else lose their ranking on mobile searches.

Even more controversially, as part of making pages faster, the AMP project uses caches of pages on CDNs — which are hosted by Google (and also Cloudflare now). That meant that Google’s search results would direct a user to an AMP page hosted by Google, effectively cutting out the owner of the content in the process.

The project has been led by Malte Ubl, a senior staff engineer working on Google’s Javascript infrastructure projects, who has until now held effective unilateral control over the project.

In the wake of all of this criticism, the AMP project announced today that it would reform its governance, replacing Ubl as the exclusive tech lead with a technical steering committee comprised of companies invested in the success in the project. Notably, the project’s intention has an “…end goal of not having any company sit on more than a third of the seats.” In addition, the project will create an advisory board and working groups to shepherd the project’s work.

The project is also expected to move to a foundation in the future. These days, there are a number of places such a project could potentially reside, including the Apache Software Foundation and the Mozilla Foundation.

While the project has clearly had its detractors, the performance improvements that AMP has been fighting for are certainly meritorious. With this more open governance model, the project may get deeper support from other browser makers like Apple, Mozilla, and Microsoft, as well as the broader open source community.

And while Google has certainly been the major force behind the project, it has also been popular among open source software developers. Since the project’s launch, there have been 710 contributors to the project according to its statistics, and the project (attempting to empathize its non-Google monopoly) notes that more than three quarters of those contributors don’t work at Google.

Nonetheless, more transparency and community involvement should help to accelerate Accelerated Mobile Pages. The project will host its contributor summit next week at Google’s headquarters in Mountain View, where these governance changes as well as the technical and design roadmaps for the project will be top of mind for attendees.

 


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YouTube to shut down standalone Gaming app, as gaming gets a new home on YouTube

19:30 | 18 September

YouTube will no longer maintain a separate app targeting gaming and live game streaming, the company announced today. The YouTube Gaming app, which first arrived in 2015, will be sunset sometime next spring as its host of features make their way over to YouTube’s main site.

Over the years, the YouTube Gaming app has been a place where YouTube experimented with features catering to game creators and viewers who like to watch live and recorded esports. Here, it tested things like Game Pages to make games more discoverable, Super Chat, and Channel Memberships – features which the Amazon-owned game streaming site Twitch had also popularized among the game community.

Some of YouTube Gaming’s features became so well-received that the company brought them to YouTube. For example, this June YouTube introduced channel memberships to its main site. And before that, it had brought Super Chat – a way for creators to make money from live streams – to its broader community, as well.

But while gaming remains one of YouTube’s top verticals, no one was really using the standalone YouTube Gaming app, the company says.

“We have 200 million people that are logged in, watching gaming content every single day,” Ryan Wyatt, YouTube’s Director of Gaming Content and Partnerships, tells TechCrunch. “And the majority of them, quite frankly, are just not using the YouTube Gaming app for their gaming experiences,” he says.

However, data from Sensor Tower shows the app had over 11 million installs across iOS and Android, and those installs have remained consistent over time. That indicates a large number of people were at least willing to try the app. But the firm also found that its daily users were a “tiny fraction” of Twitch’s on iOS, which confirms Wyatt’s point about lack of usage.

Instead, gamers are logging into YouTube to watch gaming, Wyatt explains.

They watch a lot of gaming, too – over the last twelve months, fans streamed more than 50 billion hours of gaming content, and YouTube has over 500,000 quarterly active live gaming streamers.

In other words, YouTube’s decision to sunset the standalone app should not be seen as an admission that it’s ceding this space to Twitch – rather, that it’s now deciding to use the power of YouTube’s flagship app to better compete.

On that front, the company is today launching a new YouTube Gaming destination at youtube.com/gaming. The destination is first available in the U.S., and will roll out globally in the months ahead.

A link to the new vertical will appear in the left-side navigation bar, where you find other top-level sections like Trending and Subscriptions.

The Gaming destination will feature personalized content at the top of the page, based on what you like to watch, along with top live games, the latest gaming videos from your subscriptions, and dedicated shelves for live streams and trending videos.

Another feature, “gaming creator on the rise,” will highlight up-and-coming gaming creators who are still trying to build an audience. That’s something that many say is still an issue on Amazon-owned Twitch – often, their early days are spent streaming to no one. They soon find that they need the blessing of an existing influencer to bring more viewers to their channel.

Wyatt points out, too, that YouTube Gaming won’t be all about live streams.

“The other thing that we learned through this process was that the gaming app, and the narrative around it, was very heavily live-focused. Everybody always talked about all the live streaming and live gaming,” he says. “But what that did was underserve the vast gaming

business. So by moving it over to YouTube main, you have this beautiful combination of both the living gaming streams that are continuing to grow massively on YouTube, as well as all the other VOD content on the platform.”

There are several things that YouTube’s new Gaming destination still lacks, however. Most notably, the ability to live stream gameplay right from your phone.

That’s why the YouTube Gaming app won’t immediately disappear. Instead, it will stick around until March or maybe even April 2019, while YouTube works on porting the experience over to its main site and app.

“We’re still working through that,” Wyatt admits, when asked how the live streaming component will come to YouTube proper. “We haven’t made a decision on if [live game streaming] will be in there by March, but we do need to have a solution for easy mobile capture from the phone,” he says.

The YouTube Gaming app was never a global release, as it was only live in select markets, we should note. YouTube’s Gaming vertical will eventually be launched worldwide. That could make it more of a challenge to Twitch, as it taps into the eyeballs of YouTube’s 1.8 billion users, while also expanding to take advantage of other new YouTube features like Premieres or Merchandise.

“It’s a great opportunity to use those features,” Wyatt notes, regarding the shift from YouTube Gaming to YouTube proper. “And we’re going to keep creating more features that will that will really lend themselves to live, but ultimately we’ll be thinking about really unique ways to apply them to VOD as well,” he says.

 

 

 


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Google’s parental control software Family Link expands to teens

17:47 | 18 September

Google’s parental control software for mobile devices, Family Link, will now help parents of teenagers, too. The company announced this morning the addition of new features aimed at parents of children over the age of 13. Perhaps the most controversial choice Google has made with this expansion is that teens can choose to turn off supervision via the software. While this does send an alert to parents, it’s a decidedly odd choice.

After all, if parents are planning on controlling smartphone use through Family Link – which lets them do things like manage and track screen time, view the location of the device, or control which apps are able to be installed, for example – it seems that parent and child would have already had a conversation about the topic.

And while it’s a nice gesture to ask teens to give consent to monitoring, it’s a hollow one – teens, after all, are still children, and parents likely bought them their device and are paying the phone bill. Parents at this point should have already established that using a phone is a privilege, not a right, and that there are ground rules, as well as what those rules are.

Parents should have had the conversation about how usage and location is tracked, and discussed what sort of content should or should not be viewed and shared on the teens’ phone. Allowing the kid to just “opt out” should not be how that conversation starts.

Plus, you can’t really argue that teens could somehow be surreptitiously monitored by parents, given that parents are approving their app downloads and setting screen time limits, among other things, if on Family Link. They must have some awareness there’s a control mechanism in place.

The software’s support for teens rolls out this week worldwide, Google says, as part of Family Link’s global expansion. The applicable age for a teen varies by country, but in the U.S. it’s 13. The app will also be available for Chromebook devices. And soon, parents will be able to manage Family Link devices through Google Assistant voice commands, too.

 

 

 

 


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Whill raises $45M to help people with disabilities get around airports and other large venues

02:00 | 18 September

Whill, the startup known for creating sleek, high-tech personal mobility devices, announced today that it has closed a $45 million Series C. The funding will be used on expanding into new international markets, as well as developing new products for large venues, including airports, and “last-mile” sidewalk transportation. The round’s lead investors were SBI Investment, Daiwa Securities Group and WHIZ Partners, with participation from returning investors INCJ, Eight Road Ventures, MSIVC, Nippon Venture Capital, DG Incubation and Mizuho Capital.

This brings Whill’s total funding so far to about $80 million. Founded in Tokyo in 2012, Whill plans on opening a branch in the European Union and entering ten new European countries. It also plans to start working with partners on developing autonomous capabilities for its mobility devices, senior marketing manager Jeff Yoshioka told TechCrunch. The company will build its own sensors and cameras to use in its “mobility as a service” program, which allows users to control vehicles and call customer service through a mobile app.

One of Whill’s biggest projects is developing an autonomous personal mobility device system for airports. Yoshioka says that an estimated 20 million people request wheelchairs in U.S. airports each year. This means they need to wait for an airline employee to bring a wheelchair to them and then push them from check in to their gates. At the same time, it doesn’t give users a lot of flexibility.

The system that Whill has in mind, on the other hand, would allow individuals to use an app to summon a mobility device over to them. Then they can go wherever they want—coffee shops, restrooms, shops—before heading to the gate without an assistant. Once they are done with the device, it will return to a docking station on its own. Whill has already begun testing a similar program at Tokyo International Airport in partnership with Panasonic.

Yoshioka says Whill will most likely pursue distribution partnerships with U.S. airlines, which are responsible for supplying and maintaining the wheelchair systems in American airports, and airports to build the necessary infrastructure.

Along with airports, Whill wants to bring its technology to other large venues, including shopping malls and sports arenas, as well as create a system for last-mile transportation. Yoshioka notes that “there are already a lot of companies out there like LimeBike and MoBike that offer bikes and electric scooters, but there’s nothing out there for people with disabilities who can’t use those devices.”

Instead, many rely on Ubers or public transportation even for short distances. Like the airport system, Whill’s last-mile sidewalk system will use autonomous electric vehicles that can be called to users with an app. It faces unique challenges, however, because Whill’s devices are larger and more expensive than bikes or electric scooters, so the company needs to find safe places to dock them that are still accessible to people with limited mobility. Yoshioka says Whill will likely focus on partnering with commercial properties to create indoor docking stations.

Whill’s largest market is still Japan, where it has between 4,000 to 5,000 resellers. In its home market, Whill’s devices are subsidized by the government and also available for rent. In the U.S., however, many customers need to purchase devices out-of-pocket. To make their products more accessible, Whill launched the less expensive Model Ci (called the Model C in Europe and Japan) earlier this year. While there is still plenty of room for innovation in the wheelchair market, the Model Ci and other Whill products compete with devices like the iBot, which can climb stairs, and the Trackchair, designed for off-road use. Whill’s current products can’t climb stairs, but they do have the advantage of being designed for both indoor and outdoor use, giving users more flexibility, says Yoshioka.

The company also expects demand for its products to grow thanks to a rapidly aging world population, citing statistics that show there are expected to be more than 2.1 billion people over the age of 60 by 2050, up from about 900 million last year.

“We don’t necessarily see [the other companies] as direct competitors. They definitely do impact sales, because people might want something that climbs stairs instead of having better outdoor capabilities, but I think overall it’s very beneficial for the industry,” Yoshioka adds. “As a company that’s trying to disrupt the industry, it’s nice to have them around because it pushes the industry forward and opens eyes for other manufacturers.”

 


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