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Most gamers may not view Apple as a games company to the same degree that they see Sony with PlayStation or Microsoft with Xbox, but the iPhone-maker continues to uniformly drive the industry with decisions made in the Apple App Store.
The company made the news a couple times late this week for App Store approvals. Once for denying a gaming app, and the other for approving one.
The denial was Microsoft’s xCloud gaming app, something the Xbox folks weren’t too psyched about. Microsoft xCloud is one of the Xbox’s most substantial software platform plays in quite some time, allowing gamers to live-stream titles from the cloud and play console-quality games across a number of devices. It’s a huge effort that’s been in preview for a bit, but is likely going to officially launch next month. The app had been in a Testflight preview for iOS, but as Microsoft looked to push it to primetime, Apple said not so fast.
The app that was approved was the Facebook Gaming app which Facebook has been trying to shove through the App Store for months to no avail. It was at last approved Friday after the company stripped one of its two central features, a library of playable mobile games. In a curt statement to The New York Times, Facebook COO Sheryl Sandberg said, “Unfortunately, we had to remove gameplay functionality entirely in order to get Apple’s approval on the stand-alone Facebook Gaming app.”
Microsoft’s Xbox team also took the unusually aggressive step of calling out Apple in a statement that reads, in-part, “Apple stands alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass. And it consistently treats gaming apps differently, applying more lenient rules to non-gaming apps even when they include interactive content.”
Microsoft is still a $1.61 trillion company so don’t think I’m busting out the violin for them, but iOS is the world’s largest gaming platform, something CEO Tim Cook proudly proclaimed when the company launched its own game subscription platform, Apple Arcade, last year. Apple likes to play at its own pace, and all of these game-streaming platforms popping up at the same time seem poised to overwhelm them.
Image Credits: Microsoft
There are a few things about cloud gaming apps that seem at odds with some of the App Store’s rules, yet these rules are, of course, just guidelines written by Apple. For Apple’s part, they basically said (full statement later) that the App Store had curators for a reason and that approving apps like these means they can’t individually review the apps which compromises the App Store experience.
To say that’s “the reason” seems disingenuous because the company has long approved platforms to operate on the App Store without stamping approval on the individual pieces of content that can be accessed. With “Games” representing the App Store’s most popular category, Apple likely cares much more about keeping their own money straight.
Analysis from CNBC pinned Apple’s 2019 App Store total revenue at $50 billion.
When these cloud gaming platforms like xCloud scale with zero iOS support, millions of Apple customers, myself included, are actually going to be pissed that their iPhone can’t do something that their friend’s phone can. Playing console-class titles on the iPhone would be a substantial feature upgrade for consumers. There are about 90 million Xbox Live users out there, a substantial number of which are iPhone owners I would imagine. The games industry is steadily rallying around game subscription networks and cloud gaming as a move to encourage consumers to sample more titles and discover more indie hits.
I’ve seen enough of these sagas to realize that sometimes parties will kick off these fights purely as a tactic to get their way in negotiations and avoid workarounds, but it’s a tactic that really only works when consumers have a reason to care. Most of the bigger App Store developer spats have played in the background and come to light later, but at this point the Xbox team undoubtedly sees that Apple isn’t positioned all that well to wage an App Store war in the midst of increased antitrust attention over a cause that seems wholly focused on maintaining their edge in monetizing the games consumers play on Apple screens.
CEO Tim Cook spent an awful lot of time in his Congressional Zoom room answering question about perceived anticompetitiveness on the company’s application storefront.
The big point of tension I could see happening behind closed doors is that plenty of these titles offer in-game transactions and just because that in-app purchase framework is being live-streamed from a cloud computer doesn’t mean that a user isn’t still using experiencing that content on an Apple device. I’m not sure whether this is actually the point of contention, but it seems like it would be a major threat to Apple’s ecosystem-wide in-app purchase raking.
The App Store does not currently support cloud gaming on Nvidia’s GeForce platform or Google’s Stadia which are also both available on Android phones. Both of these platforms are more limited in scope than Microsoft’s offering which is expected to launch with wider support and pick up wider adoption.
While I can understand Apple’s desire to not have gaming titles ship that might not function properly on an iPhone because of system constraints, that argument doesn’t apply so well to the cloud gaming world where apps are translating button presses to the cloud and the cloud is sending them back the next engine-rendered frames of their game. Apple is being forced to get pretty particular about what media types of apps fall under the “reader” designation. The inherent interactivity of a cloud gaming platform seems to be the differentiation Apple is pushing here — as well as the interfaces that allows gamers to directly launch titles with an interface that’s far more specialized than some generic remote desktop app.
All of these platforms arrive after the company already launched Apple Arcade, a non-cloud gaming product made in the image of what Apple would like to think are the values it fosters in the gaming world: family friendly indie titles with no intrusive ads, no bothersome micro-transactions and Apple’s watchful review.
Apple’s driver’s seat position in the gaming world has been far from a wholly positive influence for the industry. Apple has acted as a gatekeeper, but the fact is plenty of the “innovations” pushed through as a result of App Store policies have been great for Apple but questionable for the development of a gamer-friendly games industry.
Apple facilitated the advent of free-to-play games by pushing in-app purchases which have been abused recklessly over the years as studios have been irresistibly pushed to structure their titles around principles of addiction. Mobile gaming has been one of the more insane areas of Wild West startup growth over the past decade and Apple’s mechanics for fueling quick transactions inside these titles has moved fast and broken things.

Take a look at the 200 top grossing games in the App Store (data via Sensor Tower) and you’ll see that all 199 of them rely solely on in-app micro-transaction to reach that status — Microsoft’s Minecraft, ranked 50th costs $6.99 to download, though it also offers in-app purchases.
In 2013, the company settled a class-action lawsuit that kicked off after parents sued Apple for making it too easy for kids to make in-app purchases. In 2014, Apple settled a case with the FTC over the same mechanism for $32 million. This year, a lawsuit filed against Apple questioned the legality of “loot box” in-app purchases which gave gamers randomized digital awards.
“Through the games it sells and offers for free to consumers through its AppStore, Apple engages in predatory practices enticing consumers, including children to engage in gambling and similar addictive conduct in violation of this and other laws designed to protect consumers and to prohibit such practices,” read that most recent lawsuit filing.
This is, of course, not how Apple sees its role in the gaming industry. In a statement to Business Insider responding to the company’s denial of Microsoft’s xCloud, Apple laid out its messaging.
The App Store was created to be a safe and trusted place for customers to discover and download apps, and a great business opportunity for all developers. Before they go on our store, all apps are reviewed against the same set of guidelines that are intended to protect customers and provide a fair and level playing field to developers.
Our customers enjoy great apps and games from millions of developers, and gaming services can absolutely launch on the App Store as long as they follow the same set of guidelines applicable to all developers, including submitting games individually for review, and appearing in charts and search. In addition to the App Store, developers can choose to reach all iPhone and iPad users over the web through Safari and other browsers on the App Store.
The impact has — quite obviously — not been uniformly negative, but Apple has played fast and loose with industry changes when they benefit the mothership. I won’t act like plenty of Sony and Microsoft’s actions over the years haven’t offered similar affronts to gamers, but Apple exercises the industry-wide sway it holds, operating the world’s largest gaming platform, too often and gamers should be cautious in trusting the App Store owner to make decisions that have their best interests at heart.
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The first wave of AR startups offering smart glasses is now over, with a few exceptions.
Google acquired North this week for an undisclosed sum. The Canadian company had raised nearly $200 million, but the release of its Focals 2.0 smart glasses has been cancelled, a bittersweet end for its soft landing.
Many AR startups before North made huge promises and raised huge amounts of capital before flaring out in a similarly dramatic fashion.
The technology was almost there in a lot of cases, but the real issue was that the stakes to beat the major players to market were so high that many entrants pushed out boring, general consumer products. In a race to be everything for everybody, the industry relied on nascent developer platforms to do the dirty work of building their early use cases, which contributed heavily to nonexistent user adoption.
A key error of this batch was thinking that an AR glasses company was hardware-first, when the reality is that the missing value is almost entirely centered on missing first-party software experiences. To succeed, the next generation of consumer AR glasses will have to nail this.
Image Credits: ODG
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The UK has given up building a centralized coronavirus contacts-tracing app and will instead switch to a decentralized app architecture, the BBC has reported. This suggests its any future app will be capable of plugging into the joint ‘exposure notification’ API which has been developed in recent weeks by Apple and Google.
The UK’s decision to abandon a bespoke app architecture comes more than a month after ministers had been reported to be eyeing such a switch. They went on to award a contract to an IT supplier to develop a decentralized tracing app in parallel as a backup — while continuing to test the centralized app, which is called NHS COVID-19.
At the same time, a number of European countries have now successfully launched contracts-tracing apps with a decentralized app architecture that’s able to plug into the ‘Gapple’ API — including Denmark, Germany, Italy, Latvia and Switzerland. Several more such apps remain in testing. While EU Member States just agreed on a technical framework to enable cross-border interoperability of apps based on the same architecture.
Germany — which launched the decentralized ‘Corona Warning App’ this week — announced its software had been downloaded 6.5M times in the first 24 hours. The country had initially appeared to favor a centralized approach but switched to a decentralized model back in April in the face of pushback from privacy and security experts.
The UK’s NHS COVID-19 app, meanwhile, has not progressed past field tests, after facing a plethora of technical barriers and privacy challenges — as a direct consequence of the government’s decision to opt for a proprietary system which uploads proximity data to a central server, rather than processing exposure notifications locally on device.
Apple and Google’s API, which is being used by all Europe’s decentralized apps, does not support centralized app architectures — meaning the UK app faced technical hurdles related to accessing Bluetooth in the background. The centralized choice also raised big questions around cross-border interoperability, as we’ve explained before. Questions had also been raised over the risk of mission creep and a lack of transparency and legal certainty over what would be done with people’s data.
So the UK’s move to abandon the approach and adopt a decentralized model is hardly surprising — although the time it’s taken the government to arrive at the obvious conclusion does raise some major questions over its competence at handling technology projects.
Michael Veale, a lecturer in digital rights and regulation at UCL — who has been involved in the development of the DP3T decentralized contacts-tracing standard, which influenced Apple and Google’s choice of API — welcomed the UK’s decision to ditch a centralized app architecture but questioned why the government has wasted so much time.
“This is a welcome, if a heavily and unnecessarily delayed, move by NHSX,” Veale told TechCrunch. “The Google -Apple system in a way is home-grown: Originating with research at a large consortium of universities led by Switzerland and including UCL in the UK. NHSX has no end of options and no reasonable excuse to not get the app out quickly now. Germany and Switzerland both have high quality open source code that can be easily adapted. The NHS England app will now be compatible with Northern Ireland, the Republic of Ireland, and also the many destinations for holidaymakers in and out of the UK.”
Perhaps unsurprisingly, UK ministers are now heavily de-emphasizing the importance of having an app in the fight against the coronavirus at all.
The Department for Health and Social Care’s, Lord Bethell, told the Science and Technology Committee yesterday the app will not now be ready until the winter. “We’re seeking to get something going for the winter, but it isn’t a priority for us,” he said.
Yet the centralized version of the NHS COVID-19 app has been in testing in a limited geographical pilot on the Isle of Wight since early May — and up until the middle of last month health minister, Matt Hancock, had said it would be rolled out nationally in mid May.
Of course that timeframe came and went without launch. And now the prospect of the UK having an app at all is being booted right into the back end of the year.
Compare and contrast that with government messaging at its daily coronavirus briefings back in May — when Hancock made “download the app” one of the key slogans — and the word ‘omnishambles‘ springs to mind…
NHSX relayed our request for comment on the switch to a decentralized system and the new timeframe for an app launch to the Department of Health and Social Care (DHSC) — but the department had not responded to us at the time of publication.
Earlier this week the BBC reported that a former Apple executive, Simon Thompson, was taking charge of the delayed app project — while the two lead managers, the NHSX’s Matthew Gould and Geraint Lewis — were reported to be stepping back.
Back in April, Gould told the Science and Technology Committee the app would “technically” be ready to launch in 2-3 weeks’ time, though he also said any national launch would depend on the preparedness of a wider government program of coronavirus testing and manual contacts tracing. He also emphasized the need for a major PR campaign to educate the public on downloading and using the app.
Government briefings to the press today have included suggestions that app testers on the Isle of Wight told it they were not comfortable receiving COVID-19 notifications via text message — and that the human touch of a phone call is preferred.
However none of the European countries that have already deployed contacts-tracing apps has promoted the software as a one-stop panacea for tackling COVID-19. Rather tracing apps are intended to supplement manual contacts-tracing methods — the latter involving the use of trained humans making phone calls to people who have been diagnosed with COVID-19 to ask who they might have been in contact with over the infectious period.
Even with major resource put into manual contacts-tracing, apps — which use Bluetooth signals to estimate proximity between smartphone users in order to calculate virus expose risk — could still play an important role by, for example, being able to trace strangers who are sat near an infected person on public transport.
Update: The DHSC has now issued a statement addressing reports of the switch of app architecture for the NHS COVID-19 app — in which it confirms, in between reams of blame-shifting spin, that it’s testing a new app that is able to plug into the Apple and Google API — and which it says it may go on to launch nationally, but without providing any time frame.
It also claims it’s working with Apple and Google to try to enhance how their technology estimates the distance between smartphone users.
“Through the systematic testing, a number of technical challenges were identified — including the reliability of detecting contacts on specific operating systems — which cannot be resolved in isolation with the app in its current form,” DHSC writes of the centralized NHS COVID-19 app.
“While it does not yet present a viable solution, at this stage an app based on the Google / Apple API appears most likely to address some of the specific limitations identified through our field testing. However, there is still more work to do on the Google / Apple solution which does not currently estimate distance in the way required.”
“Based on this, the focus of work will shift from the current app design and to work instead with Google and Apple to understand how using their solution can meet the specific needs of the public,” it adds.
We reached out to Apple and Google for comment. Apple declined to comment.
According to one source, the UK has been pressing for the tech giants’ API to include device model and RSSI info alongside the ephemeral IDs which devices that come into proximity exchange with each other — presumably to try to improve distance calculations via a better understanding of the specific hardware involved.
However introducing additional, fixed pieces of device-linked data would have the effect of undermining the privacy protections baked into the decentralized system — which uses ephemeral, rotating IDs in order to prevent third party tracking of app users. Any fixed data-points being exchanged would risk unpicking the whole anti-tracking approach.
Norway, another European country which opted for a centralized approach for coronavirus contacts tracing — but got an app launched in mid April — made the decision to suspend its operation this week, after an intervention by the national privacy watchdog. In that case the app was collecting both GPS and Bluetooth — posing a massive privacy risk. The watchdog warned the public health agency the tool was no longer a proportionate intervention — owing to what are now low levels of coronavirus risk in the country.
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Apple is under formal investigation by antitrust regulators in European Union — following a number of complaints related to how it operates the iOS App Store and also its payment offering, Apple Pay.
The Commission said today that it has concerns that conditions and restrictions applied by the tech giant may be distorting competition in a number of areas, following a preliminary probe of the issues.
Back in March 2019, European music streaming service Spotify filed an antitrust complaint against Apple — railing very publicly against what it dubbed an “Apple tax”; aka the 30% tariff the tech giant applies on accepting payments in apps on its App Store. Spotify also accused Apple of impeding its business by applying arbitrary rules — such as making it harder to offer its own users discounts.
The Commission confirmed today that it’s looking formally into whether Apple’s rules for app developers on the distribution of apps via the App Store violate EU competition rules. It said the probe focuses on Apple’s mandatory requirement that app developers use its own proprietary in-app purchase system, as well as restrictions applied on the ability of developers to inform iPhone and iPad users of alternative cheaper purchasing possibilities outside of apps.
As well as the very public complaint from Spotify, the Commission has received a similar complaint from an unnamed e-book/audiobook distributor related to the impact of the App Store rules on competition.
Two specific restrictions imposed by Apple in its agreements with companies that wish to distribute apps to users of Apple devices will be investigated, per the Commission — namely [emphasis its]:
(i) The mandatory use of Apple’s own proprietary in-app purchase system “IAP” for the distribution of paid digital content. Apple charges app developers a 30% commission on all subscription fees through IAP.
(ii) Restrictions on the ability of developers to inform users of alternative purchasing possibilities outside of apps. While Apple allows users to consume content such as music, e-books and audiobooks purchased elsewhere (e.g. on the website of the app developer) also in the app, its rules prevent developers from informing users about such purchasing possibilities, which are usually cheaper.
“Following a preliminary investigation the Commission has concerns that Apple’s restrictions may distort competition for music streaming services on Apple’s devices,” it writes in a press release. “Apple’s competitors have either decided to disable the in-app subscription possibility altogether or have raised their subscription prices in the app and passed on Apple’s fee to consumers.
“In both cases, they were not allowed to inform users about alternative subscription possibilities outside of the app. The IAP obligation also appears to give Apple full control over the relationship with customers of its competitors subscribing in the app, thus dis-intermediating its competitors from important customer data while Apple may obtain valuable data about the activities and offers of its competitors.”
Commenting in a statement, Commission EVP Margrethe Vestager — who heads up competition policy for the bloc — added: “Mobile applications have fundamentally changed the way we access content. Apple sets the rules for the distribution of apps to users of iPhones and iPads. It appears that Apple obtained a ‘gatekeeper’ role when it comes to the distribution of apps and content to users of Apple’s popular devices. We need to ensure that Apple’s rules do not distort competition in markets where Apple is competing with other app developers, for example with its music streaming service Apple Music or with Apple Books. I have therefore decided to take a close look at Apple’s App Store rules and their compliance with EU competition rules.”
Vestager’s reference to a “gatekeeper” role has specific significance as the Commission is currently consulting on updating regulations for digital platforms — including floating the possibility of ex ante regulation for platforms deemed to be gatekeepers vis-a-vis other suppliers. (In parallel, the Commission is consulting on updates to competition law that may allow it to intervene more swiftly in future, in instances where it suspects digital markets have ‘tipped’.)
Spotify welcomed the Commission’s action, writing in a statement:
Today is a good day for consumers, Spotify and other app developers across Europe and around the world. Apple’s anticompetitive behavior has intentionally disadvantaged competitors, created an unlevel playing field, and deprived consumers of meaningful choice for far too long. We welcome the European Commission’s decision to formally investigate Apple, and hope they’ll act with urgency to ensure fair competition on the iOS platform for all participants in the digital economy.
On Apple Pay, the Commission said a formal investigation of how it operates the payment tech will look at the “terms, conditions and other measures” Apple applies for integrating the payment solution in merchant apps and websites on iPhones and iPads; Apple’s limitation of access to the NFC functionality on iPhones for payments in stores; and allegations of “refusals of access to Apple Pay”.
Following a preliminary probe, the Commission said it is concerned Apple’s processes “may distort competition and reduce choice and innovation”.
It also notes that Apple Pay is the only mobile payment solution that is allowed to access NFC technology on iOS devices for making payments in stores.
“The investigation will also focus on alleged restrictions of access to Apple Pay for specific products of rivals on iOS and iPadOS smart mobile devices,” it added.
The Commission said it will carry out the investigations “as a matter of priority”, but there’s no set timeframe for how long this process might take.
EU antitrust investigations have tended to take a number of years from an announcement of a formal probe to a decision being reached. (Although, in an ongoing investigation against Broadcom, Vestager recently dusted off a tool to accelerate regulatory intervention — but as yet there’s no formal ‘statement of objections’ against Apple so it remains to be seen how this case will proceed, and whether regulators may seek to speed up any intervention.)
Reached for comment on the Commission’s announcement of the two antitrust investigations, Apple dubbed the complaints “baseless” — choosing to throw shade on the complainants by claiming these companies are after “a free ride, and don’t want to play by the same rules as everyone else”.
Here’s Apple’s statement on the two investigations in full:
Throughout our history, Apple has created groundbreaking new products and services in some of the most fiercely competitive markets in the world. We follow the law in everything we do and we embrace competition at every stage because we believe it pushes us to deliver even better results.
We developed the App Store with two goals in mind: that it be a safe and trusted place for customers to discover and download apps, and a great business opportunity for entrepreneurs and developers. We’re deeply proud of the countless developers who’ve innovated and found success through our platform. And as we’ve grown together, we’ve continued to deliver innovative new services — like Apple Pay — that provide the very best customer experience while meeting industry-leading standards for privacy and security.
It’s disappointing the European Commission is advancing baseless complaints from a handful of companies who simply want a free ride, and don’t want to play by the same rules as everyone else. We don’t think that’s right — we want to maintain a level playing field where anyone with determination and a great idea can succeed.
At the end of the day, our goal is simple: for our customers to have access to the best app or service of their choice, in a safe and secure environment. We welcome the opportunity to show the European Commission all we’ve done to make that goal a reality.
Apple has had a number of run-ins with EU regulators over the years — including a probe of its acquisition of Shazam (which was later cleared); a major investigation of ebook pricing; and a probe of tax benefits in Ireland which saw it on the hook for $15BN.
French competition regulators also recently fined the tech giant $1.2BN for anti-competitive sales tactics. It’s also been fined $27M by French regulators this year for throttling old iPhones.
This report was updated with comment from Spotify
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The UK may be rethinking its decision to shun Apple and Google’s API for its national coronavirus contacts tracing app, according to the Financial Times, which reported yesterday that the government is paying an IT supplier to investigate whether it can integrate the tech giants’ approach after all.
As we’ve reported before coronavirus contacts tracing apps are a new technology which aims to repurpose smartphones’ Bluetooth signals and device proximity to try to estimate individuals’ infection risk.
The UK’s forthcoming app, called NHS COVID-19, has faced controversy because it’s being designed to use a centralized app architecture. This means developers are having to come up with workarounds for platform limitations on background access to Bluetooth as the Apple-Google cross-platform API only works with decentralized systems.
The choice of a centralized app architecture has also raised concerns about the impact of such an unprecedented state data grab on citizens’ privacy and human rights, and the risk of state ‘mission creep‘.
The UK also looks increasingly isolated in its choice in Europe after the German government opted to switch to a decentralized model, joining several other European countries that have said they will opt for a p2p approach, including Estonia, Ireland and Switzerland.
In the region, France remains the other major backer of a centralized system for its forthcoming coronavirus contacts tracing app, StopCovid.
Apple and Google, meanwhile, are collaborating on a so-called “exposure notification” API for national coronavirus contacts tracing apps. The API is slated to launch this month and is designed to remove restrictions that could interfere with how contact events are logged. However it’s only available for apps that don’t hold users’ personal data on central servers and prohibits location tracking, with the pair emphasizing that their system is designed to put privacy at the core.
Yesterday the FT reported that NHSX, the digital transformation branch of UK’s National Health Service, has awarded a £3.8M contract to the London office of Zuhlke Engineering, a Switzerland-based IT development firm which was involved in developing the initial version of the NHS COVID-19 app.
The contract includes a requirement to “investigate the complexity, performance and feasibility of implementing native Apple and Google contact tracing APIs within the existing proximity mobile application and platform”, per the newspaper’s report.
The work is also described as a “two week timeboxed technical spike”, which the FT suggests means it’s still at a preliminary phase — thought it also notes the contract includes a deadline of mid-May.
The contracted work was due to begin yesterday, per the report.
We’ve reached out to Zuhlke for comment. Its website describes the company as “a strong solutions partner” that’s focused on projects related to digital product delivery; cloud migration; scaling digital platforms; and the Internet of Things.
We also put questions arising from the FT report to NHSX.
At the time of writing the unit had not responded but yesterday a spokesperson told the newspaper: “We’ve been working with Apple and Google throughout the app’s development and it’s quite right and normal to continue to refine the app.”
The specific technical issue that appears to be causing concern relates to a workaround the developers have devised to try to circumvent platform limitations on Bluetooth that’s intended to wake up phones when the app itself is not being actively used in order that the proximity handshakes can still be carried out (and contacts events properly logged).
Thing is, if any of the devices fail to wake up and emit their identifiers so other nearby devices can log their presence there will be gaps in the data. Which, in plainer language, means the app might miss some close encounters between users — and therefore fail to notify some people of potential infection risk.
Recent reports have suggested the NHSX workaround has a particular problem with iPhones not being able to wake up other iPhones. And while Google’s Android OS is the more dominant platform in the UK (running on circa ~60% of smartphones, per Kantar) there will still be plenty of instances of two or more iPhone users passing near each other. So if their apps fail to wake up they won’t exchange data and those encounters won’t be logged.
On this, the FT quotes one person familiar with the NHS testing process who told it the app was able to work in the background in most cases, except when two iPhones were locked and left unused for around 30 minutes, and without any Android devices coming within 60m of the devices. The source also told it that bringing an Android device running the app close to the iPhone would “wake up” its Bluetooth connection.
Clearly, the government having to tell everyone in the UK to use an Android smartphone not an iPhone wouldn’t be a particularly palatable political message.
This is effectively a form of Android Herd Immunity: for the good of Britain, vaccinate your friends by giving them Androids!
— Michael Veale (@mikarv) May 5, 2020
One source with information about the NHSX testing process told us the unit has this week been asking IT suppliers for facilities or input on testing environments with “50-100 Bluetooth devices of mixed origin”, to help with challenges in testing the Bluetooth exchanges — which raises questions about how extensively this core functionality has been tested up to now. (Again, we’ve put questions to the NHSX about testing and will update this report with any response.)
Work on planning and developing the NHS COVID-19 app began March 7, according to evidence given to a UK parliamentary committee by the NHSX CEO’s, Matthew Gould, last month.
Gould has also previously suggested that the app could be “technically” ready to launch in as little as two or three weeks time from now. While a limited geographical trial of the app kicked off this week in the Isle of Wight. Prior to that, an alpha version of the app was tested at an RAF base involving staff carrying out simulations of people going shopping, per a BBC report last month.
Gould faced questions over the choice of centralized vs decentralized app architecture from the human rights committee earlier this week. He suggested then that the government is not “locked” to the choice — telling the committee: “We are constantly reassessing which approach is the right one — and if it becomes clear that the balance of advantage lies in a different approach then we will take that different approach. We’re not irredeemably wedded to one approach; if we need to shift then we will… It’s a very pragmatic decision about what approach is likely to get the results that we need to get.”
However it’s unclear how quickly such a major change to app architecture could be implemented, given centralized vs decentralized systems work in very different ways.
Additionally, such a big shift — more than two months into the NHSX’s project — seems, at such a late stage, as if it would be more closely characterized as a rebuild, rather than a little finessing (as suggested by the NHSX spokesperson’s remark to the FT vis-a-vis ‘refining’ the app).
In related news today, Reuters reports that Colombia has pulled its own coronavirus contacts tracing app after experiencing glitches and inaccuracies. The app had used alternative technology to power contacts logging via Bluetooth and wi-fi. A government official told the news agency it aims to rebuild the system and may now use the Apple-Google API.
Australia has also reported Bluetooth related problems with its national coronavirus app. And has also been reported to be moving towards adopting the Apple-Google API.
While, Singapore, the first country to launch a Bluetooth app for coronavirus contacts tracing, was also the first to run into technical hitches related to platform limits on background access — likely contributing to low download rates for the app (reportedly below 20%).
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AT&T is getting a new boss, the first piece of Apple and Google’s COVID-19 contact tracing program should be available soon and Snap is looking to raise more debt.
Here’s your Daily Crunch for April 24, 2020.
1. Randall Stephenson to step down as AT&T chief, succeeded by COO John Stankey
A big changing of the guard is underway at one of the world’s biggest names in telecoms and media. The change is effective on June 1, and while Stephenson is retiring, he will stay on as executive chairman of AT&T until January 2021.
Stankey has held other roles at AT&T, including CEO of WarnerMedia and CEO of the AT&T Entertainment Group. His promotion suggests a continuing emphasis on the media side of the business.
2. First version of Apple and Google’s contact tracing API should be available to developers next week
The first version of Apple and Google’s jointly developed, cross-platform contact tracing API should be available to developers as of next week, according to a conversation between Apple CEO Tim Cook and European Commissioner for internal market Thierry Breton.
3. Snap looks to load up on cash in sizable debt offering
Snap’s Q1 earnings impressed investors but the company is still losing plenty of cash and it’s clear that the full impact of the digital ad market’s downturn won’t be seen until the company’s Q2 earnings. The company is now looking to raise looking to raise $750 million.
4. Google ditched tipping feature for donating money to sites
Leaked images obtained by TechCrunch reveal that Google considered and designed a feature that would let people donate money to websites to help support news publishers, bloggers and musicians. But the company ultimately scrapped the idea.
5. Seven VCs look into the future of fintech
Although it looks like the COVID-19 pandemic has clipped the tails of many unicorns, this era won’t last forever. Investors expect the domestic and global economy to recover, perhaps as soon as late 2020 or early 2021. (Extra Crunch membership required.)
6. House passes COVID-19 relief package to replenish PPP loan funding
The interim legislation will allocate $310 billion to replenish the SBA’s Paycheck Protection Program (PPP), $75 billion for hospitals and $25 billion for COVID-19 testing. President Trump previously expressed his approval of the bill, as well as his intention to sign it and make the funds available as quickly as possible.
7. After 160,000 accounts are compromised, Nintendo shuts down NNID logins
Nintendo confirmed earlier reports of account breaches dating back over the past few weeks. The gaming giant issued an update (via Nintendo Japan) noting that around 160,000 Nintendo Accounts were impacted, with accounts being used to purchase digital items without the owner’s consent.
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If you find voice assistants frustratingly dumb, you’re hardly alone. The much-hyped promise of AI-driven vocal convenience very quickly falls through the cracks of robotic pedantry.
A smart AI that has to come back again (and sometimes again) to ask for extra input to execute your request can seem especially dumb — when, for example, it doesn’t get that the most likely repair shop you’re asking about is not any one of them but the one you’re parked outside of right now.
Researchers at the Human-Computer Interaction Institute at Carnegie Mellon University, working with Gierad Laput, a machine learning engineer at Apple, have devised a demo software add-on for voice assistants that lets smartphone users boost the savvy of an on-device AI by giving it a helping hand — or rather a helping head.
The prototype system makes simultaneous use of a smartphone’s front and rear cameras to be able to locate the user’s head in physical space, and more specifically within the immediate surroundings — which are parsed to identify objects in the vicinity using computer vision technology.
The user is then able to use their head as a pointer to direct their gaze at whatever they’re talking about — i.e. “that garage” — wordlessly filling in contextual gaps in the AI’s understanding in a way the researchers contend is more natural.
So, instead of needing to talk like a robot in order to tap the utility of a voice AI, you can sound a bit more, well, human. Asking stuff like “‘Siri, when does that Starbucks close?” Or — in a retail setting — “are there other color options for that sofa?” Or asking for an instant price comparison between “this chair and that one.” Or for a lamp to be added to your wish-list.
In a home/office scenario, the system could also let the user remotely control a variety of devices within their field of vision — without needing to be hyper-specific about it. Instead they could just look toward the smart TV or thermostat and speak the required volume/temperature adjustment.
The team has put together a demo video (below) showing the prototype — which they’ve called WorldGaze — in action. “We use the iPhone’s front-facing camera to track the head in 3D, including its direction vector. Because the geometry of the front and back cameras are known, we can raycast the head vector into the world as seen by the rear-facing camera,” they explain in the video.
“This allows the user to intuitively define an object or region of interest using the head gaze. Voice assistants can then use this contextual information to make enquiries that are more precise and natural.”
In a research paper presenting the prototype they also suggest it could be used to “help to socialize mobile AR experiences, currently typified by people walking down the street looking down at their devices.”
Asked to expand on this, CMU researcher Chris Harrison told TechCrunch: “People are always walking and looking down at their phones, which isn’t very social. They aren’t engaging with other people, or even looking at the beautiful world around them. With something like WorldGaze, people can look out into the world, but still ask questions to their smartphone. If I’m walking down the street, I can inquire and listen about restaurant reviews or add things to my shopping list without having to look down at my phone. But the phone still has all the smarts. I don’t have to buy something extra or special.”
In the paper they note there is a long body of research related to tracking users’ gaze for interactive purposes — but a key aim of their work here was to develop “a functional, real-time prototype, constraining ourselves to hardware found on commodity smartphones.” (Although the rear camera’s field of view is one potential limitation they discuss, including suggesting a partial workaround for any hardware that falls short.)
“Although WorldGaze could be launched as a standalone application, we believe it is more likely for WorldGaze to be integrated as a background service that wakes upon a voice assistant trigger (e.g., ‘Hey Siri’),” they also write. “Although opening both cameras and performing computer vision processing is energy consumptive, the duty cycle would be so low as to not significantly impact battery life of today’s smartphones. It may even be that only a single frame is needed from both cameras, after which they can turn back off (WorldGaze startup time is 7 sec). Using bench equipment, we estimated power consumption at ~0.1 mWh per inquiry.”
Of course there’s still something a bit awkward about a human holding a screen up in front of their face and talking to it — but Harrison confirms the software could work just as easily hands-free on a pair of smart spectacles.
“Both are possible,” he told us. “We choose to focus on smartphones simply because everyone has one (and WorldGaze could literally be a software update), while almost no one has AR glasses (yet). But the premise of using where you are looking to supercharge voice assistants applies to both.”
“Increasingly, AR glasses include sensors to track gaze location (e.g., Magic Leap, which uses it for focusing reasons), so in that case, one only needs outwards facing cameras,” he added.
Taking a further leap it’s possible to imagine such a system being combined with facial recognition technology — to allow a smart spec-wearer to quietly tip their head and ask “who’s that?” — assuming the necessary facial data was legally available in the AI’s memory banks.
Features such as “add to contacts” or “when did we last meet” could then be unlocked to augment a networking or socializing experience. Although, at this point, the privacy implications of unleashing such a system into the real world look rather more challenging than stitching together the engineering. (See, for example, Apple banning Clearview AI’s app for violating its rules.)
“There would have to be a level of security and permissions to go along with this, and it’s not something we are contemplating right now, but it’s an interesting (and potentially scary idea),” agrees Harrison when we ask about such a possibility.
The team was due to present the research at ACM CHI — but the conference was canceled due to the coronavirus.
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Apple Inc. has agreed to pay a settlement of up to $500 million, following a lawsuit accusing the company of intentionally slowing down the performance of older phones to encourage customers to buy newer models or fresh batteries.
The preliminary proposed class action lawsuit was disclosed Friday night and would see Apple pay consumers $25 per phone, as reported by Reuters.
Any settlement needs to be approved by U.S. District Judge Edward Davila, who oversaw the case brought in San Jose, Calif.
For consumers, the $25 payout may seem a little low, as a new iPhone can cost anywhere from $649 to $849 (for a lower-end model). The cost may be varied depending on how many people sue, and the company is set to pay at least $310 million under the terms of the settlement.
For its part, Apple is denying wrongdoing in the case and said it was only agreeing to avoid the cost and burden associated with the lawsuit.
Any U.S. owner of the iPhone 6, 6 Plus, 6s, 6s Plus, 7 Plus or SE that ran on iOS 10.2.1 or any of the later operating systems are covered by the settlement. Users of the iPhone 7 and 7 Plus which ran iOS 11.2 or later before Dec. 21, 2017 are also covered by the settlement.
Apple customers said their phone performance slowed down after they installed Apple software updates. The customers contend that Apple’s software updates intentionally degraded the performance of older models to encourage customers to unnecessarily upgrade to newer models or install new batteries.
Lawyers for Apple said that the problems were mainly due to high usage, temperature changes and other issues and that its engineers tried to address the problems as quickly as possible.
In February, Apple was fined $27 million by the French government for the same issue.
As we reported at the time:
A couple of years ago, Apple released an iOS update (10.2.1 and 11.2) that introduced a new feature for older devices. If your battery is getting old, iOS would cap peak performances as your battery might not be able to handle quick peaks of power draw. The result of those peaks is that your iPhone might shut down abruptly.
While that feature is technically fine, Apple failed to inform users that it was capping performances on some devices. The company apologized and introduced a new software feature called “Battery Health,” which lets you check the maximum capacity of your battery and if your iPhone can reach peak performance.
And that’s the issue here. Many users may have noticed that their phone would get slower when they play a game, for instance. But they didn’t know that replacing the battery would fix that. Some users may have bought new phones even though their existing phone was working fine.
Shares of Apple were up more than 9% today in a general market rally.
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The European parliament has voted overwhelmingly for tougher action to reduce e-waste, calling for the Commission to come up with beefed up rules by July 2020.
Specifically, the parliament wants the Commission to adopt the delegated act foreseen in the 2014 Radio Equipment Directive by that deadline — or else table a legislative measure by the same date, at the latest.
The resolution, which was approved by 582 votes to 40, points out that MEPs have been calling for a single charger for mobile devices for more than a decade now. But the Commission has repeatedly postponed taking steps to force an industry-wide shift. Subtext: We’re tired of the ongoing charging cable nightmare.
The parliament says there is now “an urgent need” for EU regulatory action on the issue — to shrink e-waste, empower consumers to make sustainable choices, and allow EU citizens to “fully participate in an efficient and well-functioning internal market”.
The resolution notes that around 50 million metric tons of e-waste is generated globally per year, with an average of more than 6 kg per person.
While, in Europe in 2016, the figure for total e-waste generated was 12.3 million metric tonnes, equivalent to 16.6 kg on average per inhabitant — with the parliament asserting this represents “an unnecessary environmental footprint that can be reduced”.
To date, the Commission’s approach to the charger e-waste issue has been to lean on industry to take voluntary steps to reduce unnecessary variety. Which has resulted in a reduction of the number of charger types on the market — down from 30+ in 2009 to just three today — but still no universal charger which works across brands and device types (phones, tablets, e-readers etc).
Most notably, Apple continues to use its own Lightning port charger standard — while other device makers have switched to USB-based charging (such as the newest, USB-C standard).
When news emerged earlier this month of the parliament’s intention to vote on tougher measures to standardize mobile chargers Apple attacked the plan — arguing that regulation would ‘stifle innovation’.
But the tech giant has had plenty of years to chew over clever ways to switch from the proprietary charging port only it uses to one of two USB standards used by everyone else. So the ‘innovation’ argument seems a pretty stale one.
Meanwhile Apple has worked around previous EU attempts to push device makers to standardize charging on Micro USB by expanding its revenue-generating dongle collection — and selling Europeans a Lighting to Micro USB adaptor. Thereby necessitating even more e-waste.
Perhaps picking up on Apple’s ‘innovation’ framing sidestep, i.e. to try to duck the e-waste issue, the parliament also writes:
… that the Commission, without hampering innovation, should ensure that the legislative framework for a common charger will be scrutinised regularly in order to take into account technical progress; reiterates the importance of research and innovation in this domain to improve existing technologies and come up with new ones;
It also wants the Commission to grapple with the issue of wireless chargers — and take steps to ensure interoperability there too, so that wireless chargers aren’t locked to only one brand or device type.
Consumers should not be obliged to buy new chargers with each new device, per the resolution, with the parliament calling on the Commission to introduce strategies to decouple the purchase of chargers from a new device alongside a common charger solution — while making sure any decoupling measures do not result in higher prices for consumers.
It also wants the Commission to look at legislative options for increasing the volume of cables and chargers that are collected and recycled in EU member states.
We’ve reached out to the Commission for comment.
Per Reuters, officials in the executive are in agreement that the voluntary approach is not working and have said they plan to introduce legislation for a common charger this year.
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Apple Arcade seems purpose-built to make room in the market for beautiful, sad, weird, moving, slow, clever and heartfelt. All things that the action, shooter and MOBA-driven major market of games has done nothing to foster over the last decade.
I had a chance to play a bunch of the titles coming to Apple Arcade, which launched today in a surprise move for some early testers of iOS 13. Nearly every game I played was fun, all were gorgeous and some were really, really great.
A few I really enjoyed, in no particular order:

Where Cards Fall — A Snowman game from Sam Rosenthal. A beautiful game with a clever card-based mechanic that allows room for story moments and a ramping difficulty level that should be fantastic for short play sessions. Shades of Monument Valley, of course, in its puzzle + story interleave and in its willingness to get super emotional about things right away. More of this in gaming! Super satisfying gameplay and crisp animations abound.

Overland — Finji — Overland is one of my most anticipated games from the bunch, I’ve been following the development of this game from the Night in the Woods and Canabalt creators for a long time. It does not disappoint, with a stylized but somehow hyper-realized post apocalyptic turn-based system that transmits urgency through economy of movement. Every act you take counts. Given that it’s a roguelike, the story is told through the world rather than through an individual character’s narrative and the world does a great job of it.

Oceanhorn 2 — Cornfox & Brothers — The closest to a native Zelda you’ll get on iOS — this plays great on a controller. Do yourself a favor and try it that way.

Spek — RAC7 — One of those puzzle games people will plow through, it makes the mechanics simple to understand, then begins to really push and prod at your mastery of them over time. The AR component of the app seems like it will be a better party game than solo experience, but the effects used here are great and it really plays with distance and perspective in a way that an AR game should. A good totem for the genre going forward.
I was able to play several of the games across all three platforms, including Apple TV with an Xbox controller, iPhone and iPad. While some favored controller (Skate City) and others touch controls (Super Impossible Road), all felt like I could play them either way without much difficulty.
There are also some surprises in the initial batch of games, like Lego Brawls — a Smash Brothers clone that will be a big hit for car rides and get-togethers, I think.
My hope is that the Apple Arcade advantage, an aggressive $4.99 price and prime placement in the App Store, may help create an umbrella of sorts for games that don’t fit the “big opening weekend” revenue mold, and I hope Apple leans into that. I know that there may be action-oriented and big-name titles in the package now and in the future, and that’s fine. But there are many kinds of games out there that are fantastic, but “minor” in the grand scheme of things, and having a place that could create sustainability in the market for these gems is a great thing.
The financial terms were not disclosed by Apple, but many of the developers appear to have gotten upfront money to make games for the platform and, doubtless, there is a rev share on some sort of basis, probably usage or installs. Whatever it is, I hope the focus is on sustainability, but the people responsible for Arcade inside Apple are making all the right noises about that, so I have hope.
I am especially glad that Apple is being aggressive with the pricing and with the restrictions it has set for the store, including no in-app purchases or ads. This creates an environment where a parent (ratings permitting) can be confident that a kid playing games from the Arcade tab will not be besieged with casino ads in the middle of their puzzle game.
There is, however, a general irony in the fact that Apple had to create Apple Arcade because of the proliferation of loot box/currency/in-app purchase revenue models. An economy driven by the App Store’s overall depressive effect on the price of games and the decade long acclimation people have had to spending less and less, down to free, for games and apps on the store.
By bundling them into a subscription, Apple sidesteps the individual purchase barrier that it has had a big hand in creating in the first place. While I don’t think it is fully to blame — plenty of other platforms aggressively promote loot box mechanics — a big chunk of the responsibility to fix this distortion does rest on Apple. Apple Arcade is a great stab at that and I hope that the early titles are an indicator of the overall variety and quality that we can expect.
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