mobile devices

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Autify raises $2.5M seed round for its no-code software testing platform

Autify, a platform that makes testing web application as easy as clicking a few buttons, has raised a $2.5 million seed round from Global Brain, Salesforce Ventures, Archetype Ventures and several angels. The company, which recently graduated from the Alchemist accelerator program for enterprise startups, splits its base between the U.S., where it keeps an office, and Japan, where co-founders Ryo Chikazawa (CEO) and Sam Yamashita got their start as software engineers.

The main idea here is that Autify, which was founded in 2016, allows teams to write tests by simply recording their interactions with the app with the help of a Chrome extension, then having Autify run these tests automatically on a variety of other browsers and mobile devices. Typically, these kinds of tests are very brittle and quickly start to fail whenever a developer makes changes to the design of the application.

Autify gets around this by using some machine learning smarts that give it the ability to know that a given button or form is still the same, no matter where it is on the page. Users can currently test their applications using IE, Edge, Chrome and Firefox on macOS and Windows, as well as a range of iOS and Android devices.

Scenario Editor

Chikazawa tells me that the main idea of Autify is based on his own experience as a developer. He also noted that many enterprises are struggling to hire automation engineers who can write tests for them, using Selenium and similar frameworks. With Autify, any developer (and even non-developer) can create a test without having to know the specifics of the underlying testing framework. “You don’t really need technical knowledge,” explained Chikazawa. “You can just out of the box use Autify.”

There are obviously some other startups that are also tackling this space, including SpotQA, for example. Chikazawa, however, argues that Autify is different, given its focus on enterprises. “The audience is really different. We have competitors that are targeting engineers, but because we are saying that no coding [is required], we are selling to the companies that have been struggling with hiring automating engineers,” he told me. He also stressed that Autify is able to do cross-browser testing, something that’s also not a given among its competitors.

The company introduced its closed beta version in March and is currently testing the service with about a hundred companies. It integrates with development platforms like TestRail, Jenkins and CircleCI, as well as Slack.

Screen Shot 2019 10 01 at 2.04.24 AM

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CBS News is bringing a 60 Minutes-inspired news show to streaming service Quibi

Jeffrey Katzenberg’s streaming service Quibi, due to launch in April, has partnered with CBS News to modernize “60 Minutes”-style programming for the era of bite-sized video. Instead of an hour-long newsmagazine, CBS News will launch “60 in 6,” which will condense original news stories into six-minute episodes, designed for consumption on mobile devices.

The deal will see 60 Minutes producing one original story per week, as part of Quibi’s licensing agreement.

“This is a perfect opportunity to bring 60 Minutes’ style of storytelling, in-depth reporting, and investigative journalism to a new audience,” said 60 Minutes executive producer Bill Owens, in a statement. “We are excited to launch ’60 In 6,’ as our digital footprint is more important than ever,” he said.

CBS isn’t the first news partner coming to the upcoming streaming service. NBC will build out a full production team exclusively for its Quibi programming, which will include a six-minute morning and evening news show for the service. The BBC and Quibi, meanwhile, are developing an international news show for millennials that’s five minutes in length. And ESPN just agreed to do a sports highlights and news show.

“60 Minutes has been, is, and will continue to be the gold standard of storytelling news journalism,” added Jeffrey Katzenberg, Quibi founder and chairman of the board, in a statement. “Bringing their talent and resources to a new form of storytelling could not be more exciting for us at Quibi,” he said.

News programming is only one aspect to Quibi, which will also include a variety of entertainment offerings from big-name talent, like Sam Raimi, Guillermo del Toro, Antoine Fuqua and producer Jason Blum, among others. Quibi also will feature a show about Snapchat’s founding, an action-thriller starring Liam Hemsworth, a murder mystery comedy from SNL’s Lorne Michaels, a beauty docuseries from Tyra Banks, a Steven Spielberg horror show, a comedy from Thomas Lennon, a car-stunt series with Idris Elba, a comedy series from Trevor Noah, a drama with Queen Latifah, a thriller with Sophie Turner and more.

Quibi’s premise is taking premium content and chopping it up into “quick bites” (hence the name), and delivering it to mobile viewers in both horizontal and vertical formats. The idea, essentially, is to build a Netflix for the Snapchat generation. This is a risky endeavor, given that the targeted demographic — Gen’s Y and Z — is quite happy with their Netflix subscriptions for higher-production value entertainment, and with YouTube for more casual video viewing from the creator community.

Quibi also seems to ignore the fact that most subscription-based video is still watched on TVs, not mobile devices. Meanwhile, on users’ phones, Quibi will have to compete with a range of other apps and games — including the new titles from Apple Arcade — as well as other time fillers, like YouTube, Instagram, TikTok and Snapchat.

That said, having Katzenberg at the helm has brought a lot of industry support to Quibi. The company has raised $1 billion from Disney, WarnerMedia, 21st Century Fox and others, and was looking to raise more. It also said this summer it had booked $100 million in ad sales pre-launch.

Quibi will launch in April 2020, and “60 in 6” will be available at that time. The service will cost $5 per month, or $8 to go ad-free.

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HTC’s new CEO discusses the phonemaker’s future

On September 17, HTC announced that cofounder Cher Wang would be stepping down as CEO. In her place, Yves Maitre stepped into the role of Chief Executive, after more than a decade at French telecom giant, Orange.

It’s a tough job at an even tougher time. The move comes on the tail of five consecutive quarterly losses and major layoffs, including a quarter of the company’s staff, which were let go in July of last year.

It’s a far fall for a company that comprised roughly 11 percent of global smartphone sales, some eight years ago. These days, HTC is routinely relegated to the “other” column when these figures are published.

All of this is not to say that the company doesn’t have some interesting irons in the fire. With Vive, HTC has demonstrated its ability to offer a cutting edge VR platform, while Exodus has tapped into an interest in exploring the use of blockchain technologies for mobile devices.

Of course, neither of these examples show any sign of displacing HTC’s once-booming mobile device sales. And this January’s $1.1 billion sale of a significant portion of its hardware division to Google has left many wondering whether it has much gas left in the mobile tank.

With Wang initially scheduled to appear on stage at Disrupt this week, the company ultimately opted to have Maitre sit in on the panel instead. In preparation for the conversation, we sat down with the executive to discuss his new role and future of the struggling Taiwanese hardware company.

5G, XR and the future of the HTC brand

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Tibetans hit by the same mobile malware targeting Uyghurs

A recently revealed mobile malware campaign targeting Uyghur Muslims also ensnared a number of senior Tibetan officials and activists, according to new research.

Security researchers at the University of Toronto’s Citizen Lab say some of the Tibetan targets were sent specifically tailored malicious web links over WhatsApp, which, when opened, could have stealthily gained full access to their phone, installed spyware and silently stole private and sensitive information.

The exploits shared “technical overlaps” with a recently disclosed campaign targeting Uyghur Muslims, an oppressed minority in China’s Xinjiang state. Google last month disclosed the details of the campaign, which targeted iPhone users, but did not say who was targeted or who was behind the attack. Sources told TechCrunch that Beijing was to blame. Apple, which patched the vulnerabilities, later confirmed the exploits targeted Uyghurs.

Although Citizen Lab would not specify who was behind the latest round of attacks, the researchers said the same group targeting both Uyghurs and Tibetans also utilized Android exploits. Those exploits, recently disclosed and detailed by security firm Volexity, were used to steal text messages, contact lists and call logs, as well as watch and listen through the device’s camera and microphone.

It’s the latest move in a marked escalation of attacks on ethnic minority groups under surveillance and subjection by Beijing. China has long claimed rights to Tibet, but many Tibetans hold allegiance to the country’s spiritual leader, the Dalai Lama. Rights groups say China continues to oppress the Tibetan people, just as it does with Uyghurs.

A spokesperson for the Chinese consulate in New York did not return an email requesting comment, but China has long denied state-backed hacking efforts, despite a consistent stream of evidence to the contrary. Although China has recognized it has taken action against Uyghurs on the mainland, it instead categorizes its mass forced detentions of more than a million Chinese citizens as “re-education” efforts, a claim widely refuted by the west.

The hacking group, which Citizen Lab calls “Poison Carp,” uses the same exploits, spyware and infrastructure to target Tibetans as well as Uyghurs, including officials in the Dalai Lama’s office, parliamentarians and human rights groups.

Bill Marczak, a research fellow at Citizen Lab, said the campaign was a “major escalation” in efforts to access and sabotage these Tibetans groups.

In its new research out Tuesday and shared with TechCrunch, Citizen Lab said a number of Tibetan victims were targeted with malicious links sent in WhatsApp messages by individuals purporting to work for Amnesty International and The New York Times. The researchers obtained some of those WhatsApp messages from TibCERT, a Tibetan coalition for sharing threat intelligence, and found each message was designed to trick each target into clicking the link containing the exploit. The links were disguised using a link-shortening service, allowing the attackers to mask the full web address but also gain insight into how many people clicked on a link and when.

“The ruse was persuasive,” the researchers wrote. During a week-long period in November 2018, the targeted victims opened more than half of the attempted infections. Not all were infected, however; all of the targets were running non-vulnerable iPhone software.

One of the specific social engineering messages, pretending to be an Amnesty International aid worker, targeting Tibetan officials (Image: Citizen Lab/supplied)

The researchers said tapping on a malicious link targeting iPhones would trigger a chain of exploits designed to target a number of vulnerabilities, one after the other, in order to gain access to the underlying, typically off-limits, iPhone software.

The chain “ultimately executed a spyware payload designed to steal data from a range of applications and services,” said the report.

Once the exploitation had been achieved, a spyware implant would be installed, allowing the attackers to collect and send data to the attackers’ command and control server, including locations, contacts, call history, text messages and more. The implant also would exfiltrate data, like messages and content, from a hardcoded list of apps — most of which are popular with Asian users, like QQMail and Viber.

Apple had fixed the vulnerabilities months earlier (in July 2018); they were later confirmed as the same flaws found by Google earlier this month.

“Our customers’ data security is one of Apple’s highest priorities and we greatly value our collaboration with security researchers like Citizen Lab,” an Apple spokesperson told TechCrunch. “The iOS issue detailed in the report had already been discovered and patched by the security team at Apple. We always encourage customers to download the latest version of iOS for the best and most current security enhancements.”

Meanwhile, the researchers found that the Android-based attacks would detect which version of Chrome was running on the device and would serve a matching exploit. Those exploits had been disclosed and were “obviously copied” from previously released proof-of-concept code published by their finders on bug trackers, said Marczak. A successful exploitation would trick the device into opening Facebook’s in-app Chrome browser, which gives the spyware implant access to device data by taking advantage of Facebook’s vast number of device permissions.

The researchers said the code suggests the implant could be installed in a similar way using Facebook Messenger, and messaging apps WeChat and QQ, but failed to work in the researchers’ testing.

Once installed, the implant downloads plugins from the attacker’s server in order to collect contacts, messages, locations and access to the device’s camera and microphone.

When reached, Google did not comment. Facebook, which received Citizen Lab’s report on the exploit activity in November 2018, did not comment at the time of publication.

“From an adversary perspective what makes mobile an attractive spying target is obvious,” the researchers wrote. “It’s on mobile devices that we consolidate our online lives and for civil society that also means organizing and mobilizing social movements that a government may view as threatening.”

“A view inside a phone can give a view inside these movements,” they said.

The researchers also found another wave of links trying to trick a Tibetan parliamentarian into allowing a malicious app access to their Gmail account.

Citizen Lab said the threat from the mobile malware campaign was a “game changer.”

“These campaigns are the first documented cases of iOS exploits and spyware being used against these communities,” the researchers wrote. But attacks like Poison Carp show mobile threats “are not expected by the community,” as shown by the high click rates on the exploit links.

Gyatso Sither, TibCERT’s secretary, said the highly targeted nature of these attacks presents a “huge challenge” for the security of Tibetans.

“The only way to mitigate these threats is through collaborative sharing and awareness,” he said.

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Mobile gaming is a $68.5 billion global business, and investors are buying in

Omer Kaplan
Contributor

Omer Kaplan is CMO and co-founder at ironSource.
More posts by this contributor

By the end of 2019, the global gaming market is estimated to be worth $152 billion, with 45% of that, $68.5 billion, coming directly from mobile games. With this tremendous growth (10.2% YoY to be precise) has come a flurry of investments and acquisitions, everyone wanting a cut of the pie. In fact, over the last 18 months, the global gaming industry has seen $9.6 billion in investments and if investments continue at this current pace, the amount of investment generated in 2018-19 will be higher than the eight previous years combined.

What’s interesting is why everyone is talking about games, and who in the market is responding to this — and how.

The gaming phenomenon

Today, mobile games account for 33% of all app downloads, 74% of consumer spend and 10% of all time spent in-app. It’s predicted that in 2019, 2.4 billion people will play mobile games around the world — that’s almost one-third of the global population. In fact, 50% of mobile app users play games, making this app category as popular as music apps like Spotify and Apple Music, and second only to social media and communications apps in terms of time spent.

In the U.S., time spent on mobile devices has also officially outpaced that of television — with users spending eight more minutes per day on their mobile devices. By 2021, this number is predicted to increase to more than 30 minutes. Apps are the new prime time, and games have grabbed the lion’s share.

Accessibility is the highest it’s ever been as barriers to entry are virtually non-existent. From casual games to the recent rise of the wildly popular hyper-casual genre of games that are quick to download, easy to play and lend themselves to being played in short sessions throughout the day, games are played by almost every demographic stratum of society. Today, the average age of a mobile gamer is 36.3 (compared with 27.7 in 2014), the gender split is 51% female, 49% male, and one-third of all gamers are between the ages of 36-50 — a far cry from the traditional stereotype of a “gamer.”

With these demographic, geographic and consumption sea-changes in the mobile ecosystem and entertainment landscape, it’s no surprise that the game space is getting increased attention and investment, not just from within the industry, but more recently from traditional financial markets and even governments. Let’s look at how the markets have responded to the rise of gaming.

Image courtesy of David Maung/Bloomberg via Getty Images

Games on games

The first substantial investments in mobile gaming came from those who already had a stake in the industry. Tencent invested $90 million in Pocket Gems and$126 million in Glu Mobile (for a 14.6% stake), gaming powerhouse Supercell invested $5 million in mobile game studio Redemption Games, Boom Fantasy raised $2M million from ESPN and the MLB and Gamelynx raised $1.2 million from several investors — one of which was Riot Games. Most recently, Ubisoft acquired a 70% stake in Green Panda Games to bolster its foot in the hyper-casual gaming market.

Additionally, bigger gaming studios began to acquire smaller ones. Zynga bought Gram Games, Ubisoft acquired Ketchapp, Niantic purchased Seismic Games and Tencent bought Supercell (as well as a 40% stake in Epic Games). And the list goes on.

Wall Street wakes up

Beyond the flurry of investments and acquisitions from within the game industry, games are also generating huge amounts of revenue. Since launch, Pokémon GO has generated $2.3 billion in revenue and Fortnite has amassed some 250 million players. This is catching the attention of more traditional financial institutions, like private equity firms and VCs, which are now looking at a variety of investment options in gaming — not just of gaming studios, but all those who have a stake in or support the industry.

In May 2018, hyper-casual mobile gaming studio Voodoo announced a $200 million investment from Goldman Sachs’ private equity investment arm. For the first time ever, a mobile gaming studio attracted the attention of a venerable old financial institution. The explosion of the hyper-casual genre and the scale its titles are capable of achieving, together with the intensely iterative, data-driven business model afforded by the low production costs of games like this, were catching the attention of investors outside of the gaming world, looking for the next big growth opportunity.

The trend continued. In July 2018, private equity firm KKR bought a $400 million minority stake in AppLovin and now, exactly one year later, Blackstone announced their plan to acquire mobile ad-network Vungle for a reported $750 million. Not only is money going into gaming studios, but investments are being made into companies whose technology supports the mobile gaming space. Traditional investors are finally taking notice of the mobile gaming ecosystem as a whole and the explosive growth it has produced in recent years. This year alone mobile games are expected to generate $55 billion in revenue, so this new wave of investment interest should really come as no surprise.

A woman holds up her cell phone as she plays the Pokemon GO game in Lafayette Park in front of the White House in Washington, DC, July 12, 2016. (Photo: JIM WATSON/AFP/Getty Images)

Government intervention

Most recently, governments are realizing the potential and reach of the gaming industry and making their own investment moves. We’re seeing governments establish funds that support local gaming businesses — providing incentives for gaming studios to develop and retain their creatives, technology and employees locally — as well as programs that aim to attract foreign talent.

As uncertainty looms in England surrounding Brexit, France has jumped on the opportunity with “Join the Game.” They’re painting France as an international hub that is already home to many successful gaming studios, and they’re offering tax breaks and plenty of funding options — for everything from R&D to the production of community events. Their website even has an entire page dedicated to “getting settled in France,” in English, with a step-by-step guide on how game developers should prepare for their arrival.

The U.K. Department for International Trade used this year’s Game Developers Conference as a backdrop for the promotion of their games fund — calling the U.K. “one of the most flourishing game developing ecosystems in the world.” The U.K. Games Fund allows for both local and foreign-owned gaming companies with a presence in the U.K. to apply for tax breaks. And ever since France announced their fund, more and more people have begun encouraging the British government to expand their program, saying that the U.K. gaming ecosystem should be “retained and enhanced.” But, not only does the government take gaming seriously, the Queen does as well. In 2008, David Darling, the CEO of hyper-casual game studio Kwalee, was made a Commander of the Order of the British Empire (CBE) for his services to the games industry. CBE is the third-highest honor the Queen can bestow on a British citizen.

Over in Germany, and the government has allocated €50 million of its 2019 budget for the creation of a games fund. In Sweden, the Sweden Game Arena is a public-private partnership that helps students develop games using government-funded offices and equipment. It also links students and startups with established companies and investors. While these numbers dwarf the investment of more commercial or financial players, the sudden uptick in interest governments are paying to the game space indicate just how exciting and lucrative gaming has become.

Support is coming from all levels

The evolution of investment in the gaming space is indicative of the stratospheric growth, massive revenue, strong user engagement and extensive demographic and geographic reach of mobile gaming. With the global games industry projected to be worth a quarter of a trillion dollars by 2023, it comes as no surprise that the diverse players globally have finally realized its true potential and have embraced the gaming ecosystem as a whole.

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Couchbase’s mobile database gets built-in ML and enhanced synchronization features

Couchbase, the company behind the eponymous NoSQL database, announced a major update to its mobile database today that brings some machine learning smarts, as well as improved synchronization features and enhanced stats and logging support, to the software.

“We’ve led the innovation and data management at the edge since the release of our mobile database five years ago,” Couchbase’s VP of Engineering Wayne Carter told me. “And we’re excited that others are doing that now. We feel that it’s very, very important for businesses to be able to utilize these emerging technologies that do sit on the edge to drive their businesses forward, and both making their employees more effective and their customer experience better.”

The latter part is what drove a lot of today’s updates, Carter noted. He also believes that the database is the right place to do some machine learning. So with this release, the company is adding predictive queries to its mobile database. This new API allows mobile apps to take pre-trained machine learning models and run predictive queries against the data that is stored locally. This would allow a retailer to create a tool that can use a phone’s camera to figure out what part a customer is looking for.

To support these predictive queries, Couchbase mobile is also getting support for predictive indexes. “Predictive indexes allow you to create an index on prediction, enabling correlation of real-time predictions with application data in milliseconds,” Carter said. In many ways, that’s also the unique value proposition for bringing machine learning into the database. “What you really need to do is you need to utilize the unique values of a database to be able to deliver the answer to those real-time questions within milliseconds,” explained Carter.

The other major new feature in this release is delta synchronization, which allows businesses to push far smaller updates to the databases on their employees’ mobile devices. That’s because they only have to receive the information that changed instead of a full updated database. Carter says this was a highly requested feature, but until now, the company always had to prioritize work on other components of Couchbase.

This is an especially useful feature for the company’s retail customers, a vertical where it has been quite successful. These users need to keep their catalogs up to data and quite a few of them supply their employees with mobile devices to help shoppers. Rumor has it that Apple, too, is a Couchbase user.

The update also includes a few new features that will be more of interest to operators, including advanced stats reporting and enhanced logging support.

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Apple is rebuilding Maps from the ground up

I’m not sure if you’re aware, but the launch of Apple Maps went poorly. After a rough first impression, an apology from the CEO, several years of patching holes with data partnerships and some glimmers of light with long-awaited transit directions and improvements in business, parking and place data, Apple Maps is still not where it needs to be to be considered a world-class service.

Maps needs fixing.

Apple, it turns out, is aware of this, so it’s re-building the maps part of Maps.

It’s doing this by using first-party data gathered by iPhones with a privacy-first methodology and its own fleet of cars packed with sensors and cameras. The new product will launch in San Francisco and the Bay Area with the next iOS 12 beta and will cover Northern California by fall.

Every version of iOS will get the updated maps eventually, and they will be more responsive to changes in roadways and construction, more visually rich depending on the specific context they’re viewed in and feature more detailed ground cover, foliage, pools, pedestrian pathways and more.

This is nothing less than a full re-set of Maps and it’s been four years in the making, which is when Apple began to develop its new data-gathering systems. Eventually, Apple will no longer rely on third-party data to provide the basis for its maps, which has been one of its major pitfalls from the beginning.

“Since we introduced this six years ago — we won’t rehash all the issues we’ve had when we introduced it — we’ve done a huge investment in getting the map up to par,” says Apple SVP Eddy Cue, who now owns Maps, in an interview last week. “When we launched, a lot of it was all about directions and getting to a certain place. Finding the place and getting directions to that place. We’ve done a huge investment of making millions of changes, adding millions of locations, updating the map and changing the map more frequently. All of those things over the past six years.”

But, Cue says, Apple has room to improve on the quality of Maps, something that most users would agree on, even with recent advancements.

“We wanted to take this to the next level,” says Cue. “We have been working on trying to create what we hope is going to be the best map app in the world, taking it to the next step. That is building all of our own map data from the ground up.”

In addition to Cue, I spoke to Apple VP Patrice Gautier and more than a dozen Apple Maps team members at its mapping headquarters in California this week about its efforts to re-build Maps, and to do it in a way that aligned with Apple’s very public stance on user privacy.

If, like me, you’re wondering whether Apple thought of building its own maps from scratch before it launched Maps, the answer is yes. At the time, there was a choice to be made about whether or not it wanted to be in the business of maps at all. Given that the future of mobile devices was becoming very clear, it knew that mapping would be at the core of nearly every aspect of its devices, from photos to directions to location services provided to apps. Decision made, Apple plowed ahead, building a product that relied on a patchwork of data from partners like TomTom, OpenStreetMap and other geo data brokers. The result was underwhelming.

Almost immediately after Apple launched Maps, it realized that it was going to need help and it signed on a bunch of additional data providers to fill the gaps in location, base map, point-of-interest and business data.

It wasn’t enough.

“We decided to do this just over four years ago. We said, ‘Where do we want to take Maps? What are the things that we want to do in Maps?’ We realized that, given what we wanted to do and where we wanted to take it, we needed to do this ourselves,” says Cue.

Because Maps are so core to so many functions, success wasn’t tied to just one function. Maps needed to be great at transit, driving and walking — but also as a utility used by apps for location services and other functions.

Cue says that Apple needed to own all of the data that goes into making a map, and to control it from a quality as well as a privacy perspective.

There’s also the matter of corrections, updates and changes entering a long loop of submission to validation to update when you’re dealing with external partners. The Maps team would have to be able to correct roads, pathways and other updating features in days or less, not months. Not to mention the potential competitive advantages it could gain from building and updating traffic data from hundreds of millions of iPhones, rather than relying on partner data.

Cue points to the proliferation of devices running iOS, now over a billion, as a deciding factor to shift its process.

“We felt like because the shift to devices had happened — building a map today in the way that we were traditionally doing it, the way that it was being done — we could improve things significantly, and improve them in different ways,” he says. “One is more accuracy. Two is being able to update the map faster based on the data and the things that we’re seeing, as opposed to driving again or getting the information where the customer’s proactively telling us. What if we could actually see it before all of those things?”

I query him on the rapidity of Maps updates, and whether this new map philosophy means faster changes for users.

“The truth is that Maps needs to be [updated more], and even are today,” says Cue. “We’ll be doing this even more with our new maps, [with] the ability to change the map in real time and often. We do that every day today. This is expanding us to allow us to do it across everything in the map. Today, there’s certain things that take longer to change.

“For example, a road network is something that takes a much longer time to change currently. In the new map infrastructure, we can change that relatively quickly. If a new road opens up, immediately we can see that and make that change very, very quickly around it. It’s much, much more rapid to do changes in the new map environment.”

So a new effort was created to begin generating its own base maps, the very lowest building block of any really good mapping system. After that, Apple would begin layering on living location data, high-resolution satellite imagery and brand new intensely high-resolution image data gathered from its ground cars until it had what it felt was a “best in class” mapping product.

There is only really one big company on earth that owns an entire map stack from the ground up: Google .

Apple knew it needed to be the other one. Enter the vans.

Apple vans spotted

Though the overall project started earlier, the first glimpse most folks had of Apple’s renewed efforts to build the best Maps product was the vans that started appearing on the roads in 2015 with “Apple Maps” signs on the side. Capped with sensors and cameras, these vans popped up in various cities and sparked rampant discussion and speculation.

The new Apple Maps will be the first time the data collected by these vans is actually used to construct and inform its maps. This is their coming out party.

Some people have commented that Apple’s rigs look more robust than the simple GPS + Camera arrangements on other mapping vehicles — going so far as to say they look more along the lines of something that could be used in autonomous vehicle training.

Apple isn’t commenting on autonomous vehicles, but there’s a reason the arrays look more advanced: they are.

Earlier this week I took a ride in one of the vans as it ran a sample route to gather the kind of data that would go into building the new maps. Here’s what’s inside.

In addition to a beefed-up GPS rig on the roof, four LiDAR arrays mounted at the corners and eight cameras shooting overlapping high-resolution images, there’s also the standard physical measuring tool attached to a rear wheel that allows for precise tracking of distance and image capture. In the rear there is a surprising lack of bulky equipment. Instead, it’s a straightforward Mac Pro bolted to the floor, attached to an array of solid state drives for storage. A single USB cable routes up to the dashboard where the actual mapping-capture software runs on an iPad.

While mapping, a driver…drives, while an operator takes care of the route, ensuring that a coverage area that has been assigned is fully driven, as well as monitoring image capture. Each drive captures thousands of images as well as a full point cloud (a 3D map of space defined by dots that represent surfaces) and GPS data. I later got to view the raw data presented in 3D and it absolutely looks like the quality of data you would need to begin training autonomous vehicles.

More on why Apple needs this level of data detail later.

When the images and data are captured, they are then encrypted on the fly and recorded on to the SSDs. Once full, the SSDs are pulled out, replaced and packed into a case, which is delivered to Apple’s data center, where a suite of software eliminates from the images private information like faces, license plates and other info. From the moment of capture to the moment they’re sanitized, they are encrypted with one key in the van and the other key in the data center. Technicians and software that are part of its mapping efforts down the pipeline from there never see unsanitized data.

This is just one element of Apple’s focus on the privacy of the data it is utilizing in New Maps.

Probe data and privacy

Throughout every conversation I have with any member of the team throughout the day, privacy is brought up, emphasized. This is obviously by design, as Apple wants to impress upon me as a journalist that it’s taking this very seriously indeed, but it doesn’t change the fact that it’s evidently built in from the ground up and I could not find a false note in any of the technical claims or the conversations I had.

Indeed, from the data security folks to the people whose job it is to actually make the maps work well, the constant refrain is that Apple does not feel that it is being held back in any way by not hoovering every piece of customer-rich data it can, storing and parsing it.

The consistent message is that the team feels it can deliver a high-quality navigation, location and mapping product without the directly personal data used by other platforms.

“We specifically don’t collect data, even from point A to point B,” notes Cue. “We collect data — when we do it — in an anonymous fashion, in subsections of the whole, so we couldn’t even say that there is a person that went from point A to point B. We’re collecting the segments of it. As you can imagine, that’s always been a key part of doing this. Honestly, we don’t think it buys us anything [to collect more]. We’re not losing any features or capabilities by doing this.”

The segments that he is referring to are sliced out of any given person’s navigation session. Neither the beginning or the end of any trip is ever transmitted to Apple. Rotating identifiers, not personal information, are assigned to any data or requests sent to Apple and it augments the “ground truth” data provided by its own mapping vehicles with this “probe data” sent back from iPhones.

Because only random segments of any person’s drive is ever sent and that data is completely anonymized, there is never a way to tell if any trip was ever a single individual. The local system signs the IDs and only it knows to whom that ID refers. Apple is working very hard here to not know anything about its users. This kind of privacy can’t be added on at the end, it has to be woven in at the ground level.

Because Apple’s business model does not rely on it serving to you, say, an ad for a Chevron on your route, it doesn’t need to even tie advertising identifiers to users.

Any personalization or Siri requests are all handled on-board by the iOS device’s processor. So if you get a drive notification that tells you it’s time to leave for your commute, that’s learned, remembered and delivered locally, not from Apple’s servers.

That’s not new, but it’s important to note given the new thing to take away here: Apple is flipping on the power of having millions of iPhones passively and actively improving their mapping data in real time.

In short: Traffic, real-time road conditions, road systems, new construction and changes in pedestrian walkways are about to get a lot better in Apple Maps.

The secret sauce here is what Apple calls probe data. Essentially little slices of vector data that represent direction and speed transmitted back to Apple completely anonymized with no way to tie it to a specific user or even any given trip. It’s reaching in and sipping a tiny amount of data from millions of users instead, giving it a holistic, real-time picture without compromising user privacy.

If you’re driving, walking or cycling, your iPhone can already tell this. Now if it knows you’re driving, it also can send relevant traffic and routing data in these anonymous slivers to improve the entire service. This only happens if your Maps app has been active, say you check the map, look for directions, etc. If you’re actively using your GPS for walking or driving, then the updates are more precise and can help with walking improvements like charting new pedestrian paths through parks — building out the map’s overall quality.

All of this, of course, is governed by whether you opted into location services, and can be toggled off using the maps location toggle in the Privacy section of settings.

Apple says that this will have a near zero effect on battery life or data usage, because you’re already using the ‘maps’ features when any probe data is shared and it’s a fraction of what power is being drawn by those activities.

From the point cloud on up

But maps cannot live on ground truth and mobile data alone. Apple is also gathering new high-resolution satellite data to combine with its ground truth data for a solid base map. It’s then layering satellite imagery on top of that to better determine foliage, pathways, sports facilities, building shapes and pathways.

After the downstream data has been cleaned up of license plates and faces, it gets run through a bunch of computer vision programming to pull out addresses, street signs and other points of interest. These are cross referenced to publicly available data like addresses held by the city and new construction of neighborhoods or roadways that comes from city planning departments.

But one of the special sauce bits that Apple is adding to the mix of mapping tools is a full-on point cloud that maps in 3D the world around the mapping van. This allows them all kinds of opportunities to better understand what items are street signs (retro-reflective rectangular object about 15 feet off the ground? Probably a street sign) or stop signs or speed limit signs.

It seems like it also could enable positioning of navigation arrows in 3D space for AR navigation, but Apple declined to comment on “any future plans” for such things.

Apple also uses semantic segmentation and Deep Lambertian Networks to analyze the point cloud coupled with the image data captured by the car and from high-resolution satellites in sync. This allows 3D identification of objects, signs, lanes of traffic and buildings and separation into categories that can be highlighted for easy discovery.

The coupling of high-resolution image data from car and satellite, plus a 3D point cloud, results in Apple now being able to produce full orthogonal reconstructions of city streets with textures in place. This is massively higher-resolution and easier to see, visually. And it’s synchronized with the “panoramic” images from the car, the satellite view and the raw data. These techniques are used in self-driving applications because they provide a really holistic view of what’s going on around the car. But the ortho view can do even more for human viewers of the data by allowing them to “see” through brush or tree cover that would normally obscure roads, buildings and addresses.

This is hugely important when it comes to the next step in Apple’s battle for supremely accurate and useful Maps: human editors.

Apple has had a team of tool builders working specifically on a toolkit that can be used by human editors to vet and parse data, street by street. The editor’s suite includes tools that allow human editors to assign specific geometries to flyover buildings (think Salesforce tower’s unique ridged dome) that allow them to be instantly recognizable. It lets editors look at real images of street signs shot by the car right next to 3D reconstructions of the scene and computer vision detection of the same signs, instantly recognizing them as accurate or not.

Another tool corrects addresses, letting an editor quickly move an address to the center of a building, determine whether they’re misplaced and shift them around. It also allows for access points to be set, making Apple Maps smarter about the “last 50 feet” of your journey. You’ve made it to the building, but what street is the entrance actually on? And how do you get into the driveway? With a couple of clicks, an editor can make that permanently visible.

“When we take you to a business and that business exists, we think the precision of where we’re taking you to, from being in the right building,” says Cue. “When you look at places like San Francisco or big cities from that standpoint, you have addresses where the address name is a certain street, but really, the entrance in the building is on another street. They’ve done that because they want the better street name. Those are the kinds of things that our new Maps really is going to shine on. We’re going to make sure that we’re taking you to exactly the right place, not a place that might be really close by.”

Water, swimming pools (new to Maps entirely), sporting areas and vegetation are now more prominent and fleshed out thanks to new computer vision and satellite imagery applications. So Apple had to build editing tools for those, as well.

Many hundreds of editors will be using these tools, in addition to the thousands of employees Apple already has working on maps, but the tools had to be built first, now that Apple is no longer relying on third parties to vet and correct issues.

And the team also had to build computer vision and machine learning tools that allow it to determine whether there are issues to be found at all.

Anonymous probe data from iPhones, visualized, looks like thousands of dots, ebbing and flowing across a web of streets and walkways, like a luminescent web of color. At first, chaos. Then, patterns emerge. A street opens for business, and nearby vessels pump orange blood into the new artery. A flag is triggered and an editor looks to see if a new road needs a name assigned.

A new intersection is added to the web and an editor is flagged to make sure that the left turn lanes connect correctly across the overlapping layers of directional traffic. This has the added benefit of massively improved lane guidance in the new Apple Maps.

Apple is counting on this combination of human and AI flagging to allow editors to first craft base maps and then also maintain them as the ever-changing biomass wreaks havoc on roadways, addresses and the occasional park.

Here there be Helvetica

Apple’s new Maps, like many other digital maps, display vastly differently depending on scale. If you’re zoomed out, you get less detail. If you zoom in, you get more. But Apple has a team of cartographers on staff that work on more cultural, regional and artistic levels to ensure that its Maps are readable, recognizable and useful.

These teams have goals that are at once concrete and a bit out there — in the best traditions of Apple pursuits that intersect the technical with the artistic.

The maps need to be usable, but they also need to fulfill cognitive goals on cultural levels that go beyond what any given user might know they need. For instance, in the U.S., it is very common to have maps that have a relatively low level of detail even at a medium zoom. In Japan, however, the maps are absolutely packed with details at the same zoom, because that increased information density is what is expected by users.

This is the department of details. They’ve reconstructed replicas of hundreds of actual road signs to make sure that the shield on your navigation screen matches the one you’re seeing on the highway road sign. When it comes to public transport, Apple licensed all of the type faces that you see on your favorite subway systems, like Helvetica for NYC. And the line numbers are in the exact same order that you’re going to see them on the platform signs.

It’s all about reducing the cognitive load that it takes to translate the physical world you have to navigate into the digital world represented by Maps.

Bottom line

The new version of Apple Maps will be in preview next week with just the Bay Area of California going live. It will be stitched seamlessly into the “current” version of Maps, but the difference in quality level should be immediately visible based on what I’ve seen so far.

Better road networks, more pedestrian information, sports areas like baseball diamonds and basketball courts, more land cover, including grass and trees, represented on the map, as well as buildings, building shapes and sizes that are more accurate. A map that feels more like the real world you’re actually traveling through.

Search is also being revamped to make sure that you get more relevant results (on the correct continents) than ever before. Navigation, especially pedestrian guidance, also gets a big boost. Parking areas and building details to get you the last few feet to your destination are included, as well.

What you won’t see, for now, is a full visual redesign.

“You’re not going to see huge design changes on the maps,” says Cue. “We don’t want to combine those two things at the same time because it would cause a lot of confusion.”

Apple Maps is getting the long-awaited attention it really deserves. By taking ownership of the project fully, Apple is committing itself to actually creating the map that users expected of it from the beginning. It’s been a lingering shadow on iPhones, especially, where alternatives like Google Maps have offered more robust feature sets that are so easy to compare against the native app but impossible to access at the deep system level.

The argument has been made ad nauseam, but it’s worth saying again that if Apple thinks that mapping is important enough to own, it should own it. And that’s what it’s trying to do now.

“We don’t think there’s anybody doing this level of work that we’re doing,” adds Cue. “We haven’t announced this. We haven’t told anybody about this. It’s one of those things that we’ve been able to keep pretty much a secret. Nobody really knows about it. We’re excited to get it out there. Over the next year, we’ll be rolling it out, section by section in the U.S.”

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Meet Alchemist Accelerator’s latest demo day cohort

An IoT-enabled lab for cannabis farmers, a system for catching drones mid-flight and the Internet of Cows are a few of the 17 startups exhibiting today at Alchemist Accelerator’s 18th demo day. The event, which will be streamed live here, focuses on big data and AI startups with an enterprise bent.

The startups are showing their stuff at Juniper’s Aspiration Dome in Sunnyvale, California at 3pm today, but you can catch the whole event online if you want to see just what computers and cows have in common. Here are the startups pitching onstage.

Tarsier – Tarsier has built AI computer vision to detect drones. The founders discovered the need while getting their MBAs at Stanford, after one had completed a PhD in aeronautics. Drones are proliferating. And getting into places they shouldn’t — prisons, R&D centers, public spaces. Securing these spaces today requires antiquated military gear that’s clunky and expensive. Tarsier is all software. And cheap, allowing them to serve markets the others can’t touch.

Lightbox – Retail 3D is sexy — think virtual try-ons, VR immersion, ARKit stores. But creating these experiences means creating 3D models of thousands of products. Today, artists slog through this process, outputting a few models per day. Lightbox wants to eliminate the humans. This duo of recent UPenn and Stanford Computer Science grads claim their approach to 3D scanning is pixel perfect without needing artists. They have booked $40,000 to date and want to digitize all of the world’s products.

Vorga – Cannabis is big business — more than $7 billion in revenue today and growing fast. The crop’s quality — and a farmer’s income — is highly sensitive to a few chemicals in it. Farmers today test the chemical composition of their crops through outsourced labs. Vorga’s bringing the lab in-house to the cannabis farmer via their IoT platform. The CEO has a PhD in chemical physics, and formerly helped the Department of Defense keep weapons of mass destruction out of the hands of terrorists. She’s now helping cannabis farmers get high… revenue.

Neulogic – Neulogic is founded by a duo of Computer Science PhDs that led key parts of Walmart.com product search. They now want to solve two major problems facing the online apparel industry: the need to provide curated inspiration to shoppers and the need to offset rising customer acquisition costs by selling more per order. Their solution combines AI with a fashion knowledge graph to generate outfits on demand.

Intensivate – Life used to be simple. Enterprises would use servers primarily for function-driven applications like billing. Today, servers are all about big data, analytics and insight. Intensivate thinks servers need a new chip upgrade to reflect that change. They are building a new CPU they claim gets 12x the performance for the same cost. Hardware plays like this are hard to pull off, but this might be the team to do it. It includes the former co-founder and CEO of CPU startup QED, which was acquired for $2.3 billion, and a PhD in parallel computation who was on the design team for the Alpha CPU from DEC.

Integry – SaaS companies put a lot of effort into building out integrations. Integry provides app creators their own integrations marketplace with pre-boarded partners so they can have apps working with theirs from the get go. The vision is to enable app creators to mimic their own Slack app directory without spending the years or the millions. Because these integrations sit inside their app, Integry claims setup rates are significantly better and churn is reduced by as much as 40 percent.

Cattle Care – AI video analytics applied to cows! Cattle Care wants to increase dairy farmers’ revenue by more than $1 million per year and make cows healthier at the same time. The product identifies cows in the barn by their unique black and white patterns. Algorithms collect parameters such as walking distance, interactions with other cows, feeding patterns and other variables to detect diseases early. Then the system sends alerts to farm employees when they need to take action, and confirms the problem has been solved afterwards.

VadR – VR/AR is grappling with a lack of engaging content. VadR thinks the cause is a broken feedback loop of analytics to the creators. This trio of IIT-Delhi engineers has built machine learning algorithms that get smarter over time and deliver actionable insights on how to modify content to increase engagement.

Tika – This duo of ex-Googlers wants to help engineering managers manage their teams better. Managers use Tika as an AI-powered assistant over Slack to facilitate personalized conversations with engineering teams. The goal is to quickly uncover and resolve employee engagement issues, and prevent talent churn.

GridRaster – GridRaster wants to bring AR/VR to mobile devices. The problem? AR/VR is compute-intensive. Latency, bandwidth and poor load balancing kill AR/VR on mobile networks. The solution? For this trio of systems engineers from Broadcom, Qualcomm and Texas Instruments, it’s about starting with enterprise use cases and building edge clouds to offload the work. They have 12 patents.

AitoeLabs – Despite the buzz around AI video analytics for security, AitoeLabs claims solutions today are plagued with hundreds of thousands of false alarms, requiring lots of human involvement. The engineering trio founding team combines a secret sauce of contextual data with their own deep models to solve this problem. They claim a 6x reduction in human monitoring needs with their tech. They’re at $240,000 ARR with $1 million of LOIs.

Ubiquios – Companies building wireless IoT devices waste more than $1.8 billion because of inadequate embedded software options making products late to market and exposing them to security and interoperability issues. The Ubiquios wireless stack wants to simplify the development of wireless IoT devices. The company claims their stack results in up to 90 percent lower cost and up to 50 percent faster time to market. Qualcomm is a partner.

4me, Inc. – 4me helps companies organize and track their IT outsourcing projects. They have 16 employees, 92 customers and generate several million in revenue annually. Storm Ventures led a $1.65 million investment into the company.

TorchFi – You know the pop-up screen you see when you log into a Wi-Fi hotspot? TorchFi thinks it’s a digital gold mine in the waiting. Their goal is to convert that into a sales channel for hotspot owners. Their first product is a digital menu that transforms the login screen into a food ordering screen for hotels and restaurants. Cisco has selected them as one of 20 apps to be distributed on their Meraki hotspots.

Cogitai – This team of 16 PhDs wants to usher in a more powerful type of AI called continual learning. The founders are the fathers of the field — and include professors in computer science from UT Austin and U Michigan. Unlike what we commonly think of as AI, Cogitai’s AI is built to acquire new skills and knowledge from experience, much like a child does. They have closed $2 million in bookings this year, and have $5 million in funding.

LoadTap – On-demand trucking apps are in vogue. LoadTap explicitly calls out that it is not one. This team, which includes an Apple software architect and founder with a family background in trucking, is an enterprise SaaS-only solution for shippers who prefer to work with their pre-vetted trucking companies in a closed loop. LoadTap automates matching between the shippers and trucking companies using AI and predictive analytics. They’re at $90,000 ARR and growing revenue 50 percent month over month.

Ondaka – Ondaka has built a VR-like 3D platform to render industrial information visually, starting with the oil and gas industry. For these industrial customers, the platform provides a better way to understand real-time IoT data, operational and job site safety issues and how reliable their systems are. The product launched two months ago, they have closed three customers already and are projecting ARR in the six figures. They have raised $350,000 in funding.

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Mobile gaming is having a moment, and Apple has the reins

It’s moved beyond tradition and into the realm of meme that Apple manages to dominate the news cycle around major industry events, all while not actually participating in said events. CES rolls around and every story is about HomeKit or its competitors; another tech giant has a conference and the news is that Apple updated some random subsystem of its ever-larger ecosystem of devices and software .

This is, undoubtedly, planned by Apple in many instances. And why not? Why shouldn’t it own the cycle when it can — it’s only strategically sound.

This week, the 2018 Game Developers Conference is going on and there’s a bunch of news coverage about various aspects of the show. There are all of the pre-written embargo bits about big titles and high-profile indies, there are the trend pieces and, of course, there’s the traditional ennui-laden “who is this event even for” post that accompanies any industry event that achieves critical mass.

But the absolute biggest story of the event wasn’t even at the event. It was the launch of Fortnite and, shortly thereafter, PlayerUnknown’s Battlegrounds on mobile devices. Specifically, both were launched on iOS, and PUBG hit Android simultaneously.

The launch of Fortnite, especially, resonates across the larger gaming spectrum in several unique ways. It’s the full and complete game as present on consoles, it’s iOS-first and it supports cross-platform play with console and PC players.

This has, essentially, never happened before. There have been stabs at one or more of those conditions on experimental levels, but it really marks a watershed in the games industry that could serve to change the psychology around the platform discussion in major ways. 

For one, though the shape of GDC has changed over the years as it relates to mobile gaming, it’s only recently that the conference has become dominated by indie titles that are mobile centric. The big players and triple-A console titles still take up a lot of air, but the long tail is very long and mobile is not synonymous with “casual gamers” as it once was.

I remember the GDC before we launched Monument Valley,” says Dan Gray of Monument Valley 2 studio ustwo. “We were fortunate enough that Unity offered us a place on their stand. Nobody had heard of us or our game and we were begging journalists to come say hello, it’s crazy how things have changed in four years. We’ve now got three speakers at the conference this year, people stop you in the street (within a two-block radius) and we’re asked to be part of interviews like this about the future of mobile.”

Zach Gage, the creator of SpellTower, and my wife’s favorite game of all time, Flipflop Solitaire, says that things feel like they have calmed down a bit. “It seems like that might be boring, but actually I think it’s quite exciting, because a consequence of it is that playing games has become just a normal thing that everyone does… which frankly, is wild. Games have never had the cultural reach that they do now, and it’s largely because of the App Store and these magical devices that are in everyone’s pockets.”

Alto’s Odyssey is the followup to Snowman’s 2015 endless boarder Alto’s Adventure. If you look at these two titles, three years apart, you can see the encapsulation of the growth and maturity of gaming on iOS. The original game was fun, but the newer title is beyond fun and into a realm where you can see the form being elevated into art. And it’s happening blazingly fast.

“There’s a real and continually growing sense that mobile is a platform to launch compelling, artful experiences,” says Snowman’s Ryan Cash. “This has always been the sentiment among the really amazing community of developers we’ve been lucky enough to meet. What’s most exciting to me, now, though, is hearing this acknowledged by representatives of major console platforms. Having conversations with people about their favorite games from the past year, and seeing that many of them are titles tailor-made for mobile platforms, is really gratifying. I definitely don’t want to paint the picture that mobile gaming has ever been some sort of pariah, but there’s a definite sense that more people are realizing how unique an experience it is to play games on these deeply personal devices.”

Mobile gaming as a whole has fought since the beginning against the depiction that it was for wasting time only, not making “true art,” which was reserved for consoles or dedicated gaming platforms. Aside from the “casual” versus “hardcore” debate, which is more about mechanics, there was a general stigma that mobile gaming was a sidecar bet to the main functions of these devices, and that their depth would always reflect that. But the narratives and themes being tackled on the platform beyond just clever mechanics are really incredible.

Playing Monument Valley 2 together with my daughter really just blew my doors off, and I think it changed a lot of people’s minds in this regard. The interplay between the characters and environment and a surprisingly emotional undercurrent for a puzzle game made it a breakout that was also a breakthrough of sorts.

“There’s so many things about games that are so awesome that the average person on the street doesn’t even know about,” says Gray. “As small developers right now we have the chance to make somebody feel a range of emotions about a video game for the first time, it’s not often you’re in the right place at the right time for this and to do it with the most personal device that sits in your pocket is the perfect opportunity.”

The fact that so many of the highest-profile titles are launching on iOS first is a constant source of consternation for Android users, but it’s largely a function of addressable audience.

I spoke to Apple VP Greg Joswiak about Apple’s place in the industry. “Gaming has always been one of the most popular categories on the App Store,” he says. A recent relaunch of the App Store put gaming into its own section and introduced a Today tab that tells stories about the games and about their developers.

That redesign, he says, has been effective. “Traffic to the App Store is up significantly, and with higher traffic, of course, comes higher sales.”

“One thing I think smaller developers appreciate from this is the ability to show the people behind the games,” says ustwo’s Gray about the new gaming and Today sections in the App Store. “Previously customers would just see an icon and assume a corporation of 200 made the game, but now it’s great we can show this really is a labor of love for a small group of people who’re trying to make something special. Hopefully this leads to players seeing the value in paying up front for games in the future once they can see the craft that goes into something.”

Snowman’s Cash agrees. “It’s often hard to communicate the why behind the games you’re making — not just what your game is and does, but how much went into making it, and what it could mean to your players. The stories that now sit on the Today tab are a really exciting way to do this; as an example, when Alto’s Odyssey released for pre-order, we saw a really positive player response to the discussion of the game’s development. I think the variety that the new App Store encourages as well, through rotational stories and regularly refreshed sections, infuses a sense of variety that’s great for both players and developers. There’s a real sense I’m hearing that this setup is equipped to help apps and games surface, and stayed surfaced, in a longer term and more sustainable way.”

In addition, there are some technical advantages that keep Apple ahead of Android in this arena. Plenty of Android devices are very performant and capable in individual ways, but Apple has a deep holistic grasp of its hardware that allows it to push platform advantages in introducing new frameworks like ARKit. Google’s efforts in the area with ARCore are just getting started with the first batch of 1.0 apps coming online now, but Google will always be hamstrung by the platform fragmentation that forces developers to target a huge array of possible software and hardware limitations that their apps and games will run up against.

This makes shipping technically ambitious projects like Fortnite on Android as well as iOS a daunting task. “There’s a very wide range of Android devices that we want to support,” Epic Games’ Nick Chester told Forbes. “We want to make sure Android players have a great experience, so we’re taking more time to get it right.“

That wide range of devices includes an insane differential in GPU capability, processing power, Android version and update status.

“We bring a very homogenous customer base to developers where 90 percent of [devices] are on the current versions of iOS,” says Joswiak. Apple’s customers embrace those changes and updates quickly, he says, and this allows developers to target new features and the full capabilities of the devices more quickly.

Ryan Cash sees these launches on iOS of “full games” as they exist elsewhere as a touchstone of sorts that could legitimize the idea of mobile as a parity platform.

“We have a few die-hard Fortnite players on the team, and the mobile version has them extremely excited,” says Cash. “I think more than the completeness of these games (which is in and of itself a technical feat worth celebrating!), things like Epic’s dedication to cross-platform play are massive. Creating these linked ecosystems where players who prefer gaming on their iPhones can enjoy huge cultural touchstone titles like Fortnite alongside console players is massive. That brings us one step closer to an industry attitude which focuses more on accessibility, and less on siloing off experiences and separating them into tiers of perceived quality.”

“I think what is happening is people are starting to recognize that iOS devices are everywhere, and they are the primary computers of many people,” says Zach Gage. “When people watch a game on Twitch, they take their iPhone out of their pocket and download it. Not because they want to know if there’s a mobile version, but because they just want the game. It’s natural to assume that these games available for a computer or a PlayStation, and it’s now natural to assume that it would be available for your phone.”

Ustwo’s Gray says that it’s great that the big games are transitioning, but also cautions that there needs to be a sustainable environment for mid-priced games on iOS that specifically use the new capabilities of these devices.

“It’s great that such huge games are transitioning this way, but for me I’d really like to see more $30+ titles designed and developed specifically for iPhone and iPad as new IP, really taking advantage of how these devices are used,” he says. “It’s definitely going to benefit the App Store as a whole, but It does need to be acknowledged, however, that the way players interact with console/PC platforms and mobile are inherently different and should be designed accordingly. Session lengths and the interaction vocabulary of players are two of the main things to consider, but if a game manages to somehow satisfy the benefits of all those platforms then great, but I think it’s hard.”

Apple may not be an official sponsor of GDC, but it is hosting two sessions at the show, including an introduction to Metal 2, its rendering pipeline, and ARKit, its hope for the future of gaming on mobile. This presence is exciting for a number of reasons, as it shows a greater willingness by Apple to engage the community that has grown around its platforms, but also that the industry is becoming truly integrated, with mobile taking its rightful place alongside console and portable gaming as a viable target for the industry’s most capable and interesting talent.

“They’re bringing the current generation of console games to iOS,” Joswiak says, of launches like Fortnite and PUBG, and notes that he believes we’re at a tipping point when it comes to mobile gaming, because mobile platforms like the iPhone and iOS offer completely unique combinations of hardware and software features that are iterated on quickly.

“Every year we are able to amp up the tech that we bring to developers,” he says, comparing it to the 4-5 year cycle in console gaming hardware. “Before the industry knew it, we were blowing people away [with the tech]. The full gameplay of these titles has woken a lot of people up.”

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Nearpod raises $21 million to turn mobile devices into a teaching tool rather than classroom distraction

A teacher uses Nearpod to deliver digital curriculum to students' mobile devices, during class. Nearly 80% percent of American adults have smartphones these days, according to Pew Research. And the kids are catching up, studies from the Kaiser Family Foundation suggest. Now, an education tech startup called Nearpod has raised $21 million in venture funding to help teachers turn mobile devices into a positive force for learning in the classroom, rather than a distraction they must… Read More

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