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Monday, January 20, 2014
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IBM is putting a massive amount of resources into Watson, which has the capability to dramatically improve the quality of our decisions. I thought it would be interesting to emulate how it might think when tied to a topical subject. As the U.S. approaches its next election circus, two candidates have jumped to the top as both frontrunners and targets. Given how accurate predictions have been in the past at this phase of the election process, it's likely that one or both of these folks won't even make it to the primaries, let alone get elected.


5:09 AM

IBM is putting a massive amount of resources into Watson, which has the capability to dramatically improve the quality of our decisions. I...

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Stardoll

Online gaming continues to be attacked on two fronts: the over saturation of casual titles and “me-too” offerings coupled with an increasingly savvy but fickle user base, and the rapid transition to mobile. The has led to major challenges right across the industry, from the likes of Zynga’s Wall Street woes, and Zattikka’s financial problems, to a refocus on quality and “differentiation” by Europe’s Bigpoint. It seems that no online games company has been left unscathed.


It is in this climate that late last year rumours were swirling around that Stockholm-headquartered Stardoll, the fashion-oriented virtual world for “tween” and teenage girls backed by Index Ventures and Sequoia Capital, had shuttered its London and L.A. ad sales offices. As part of the reorganisation, we’d heard that ad sales in the UK were being transferred to Venatus, the boutique ad sales house that targets the gaming industry — something that Stardoll has now confirmed to TechCrunch.


In parallel, Stardoll tells us that U.S. ad sales are now being handled by Roblox, the massively multi-player 3D world that lets users build things, which is particularly popular with teenage boys. This is actually a bit of a role reversal. Two years ago, Stardoll began selling ads on behalf of Roblox in the UK and U.S., so in many ways this is a continuation of that arrangement, albeit structured in reverse.


Thus, UK and U.S. ad sales have now been effectively outsourced, where they were previously brought in-house, leaving Stardoll to focus on its core business of building various virtual world and gaming experiences based on the Stardoll IP.


Under both arrangements, Stardoll’s ad sales teams — based in London in the UK, and L.A. and New York in the U.S. — have been transferred to Venatus, and Roblox respectively. However, my understanding is the company’s London-based 8 person ad team were quite taken aback by the change in ad-sales strategy and four employees have chosen not to take up that offer, while two of the team are relocating to work out of Stardoll’s Stockholm HQ.


Contrary to rumours, Stardoll says that only one member of its ad team hasn’t been offered a job elsewhere.


So, why the change in ad sales strategy? A change in strategy that effectively sees ad sales come full circle.


In a phone call with TechCrunch, Stardoll CEO Mattias Miksche explained that back in 2007, when the company decided to supplement revenue based on selling virtual in-game currency with advertising, very few advertisers “got” the concept of a virtual world. Using generic ad networks produced very low CPMs, leaving Stardoll no choice but to bring ad sales in-house and recruit its own specialist sales team.


However, fast-forward a few years, says Miksche, and the market has evolved significantly with the advent of free-to-play online and (now) mobile games. “Does it really make sense to have our own sales team in a changing market?,” he asks somewhat rhetorically. Clearly, in the case of Stardoll, Miksche believes the answer is a resounding “no”.


This, it could be argued, frees up the company to plough more resources into tackling its biggest challenge to date: the transition from Web to Mobile. “Everything is about managing this shift,” says Miksche. “Mobile is by far the most important for us as a company”.


The shift from Web to Mobile shouldn’t be underestimated (and is industry-wide). Various third-party measurement services point to a downwards trend for Stardoll.com, while the company’s own official metrics claim 1.8 million unique users in the U.S. for December 2013 versus 2.2 million in December 2012. Globally, however, Stardoll says it’s seeing 15 million uniques/month overall.


To-date Stardoll has launched 8 mobile apps/games.







4:39 AM

Online gaming continues to be attacked on two fronts: the over saturation of casual titles and “ me-too ” offerings coupled with an increasi...

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Baidu Translate 1

Baidu, the company best known for making China’s top Internet search engine, just made its translation app available for iOS. The descriptions for the iPhone and Android versions are in Chinese (search for “Baidu Translate” in the stores), as are its intro/instruction screens, but don’t worry–the app’s user interface is mostly in English.


One of Baidu Translate’s key features is voice translation for English, Mandarin and Cantonese, which I found to be very accurate. But that’s not the cool part. I am having the most fun with Baidu Translate’s image recognition feature, which lets you take a picture of something and circle it. The app then attempts to identify the object and tell you what it is in Chinese and English.


The image translator’s accuracy is currently hit-and-miss, with often hilarious mistakes. It correctly identified a picture of my kitten (though it called her a Norwegian Forest Cat, when she is actually a Taiwanese Alley Cat), an Xbox 360 controller (but not by brand–Baidu Translate just described it in English as a “wireless handle”), a tin wind-up toy, a mug, a pen, and a chair. But the app thought my Homer Simpson Pez dispenser was a “cartoon duck” (to be fair, he does look like a yellow rubber ducky) and it described an image of Harry Potter as a “braised carp head.”

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Shortcomings aside, Baidu Translate is the best time I’ve ever had with a translation app (I can’t believe I just typed that sentence). Google Goggles can also be used for translations, but the process of getting results in another language is more complicated and it often does not recognize images (or even attempt to tell you what it is, like Baidu Translate).


Baidu, which is often referred to as “China’s Google,” employs many talented data scientists, so I expect the app’s image recognition feature to improve quickly as more people use it. Kaiser Kuo, Baidu’s director of international communications, told me that the company’s Silicon Valley-based Institute of Deep Learning, which focuses on artificial intelligence, will continue to work on all its features.


“We don’t have release dates fixed yet for future iterations but we’ll continue to improve all aspects of it: OCR, voice recognition, and of course image recognition accuracy. Image recognition is of course extremely tricky: You don’t always know from a flat image the size of an object, and variation in lighting, in shading, in angle and so forth for a three-dimensional object will make this challenging for some time to come, but we’re very proud of what we’ve managed so far,” Kuo said in an email.


That means there will be less amusing mistakes, but hopefully updates will turn Baidu Translate into an increasingly awesome addition to all the great language learning and translation apps that have been released over the last couple of years.







3:24 AM

Baidu , the company best known for making China’s top Internet search engine, just made its translation app available for iOS . The descript...

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Arkcharger

ARK is one of the latest portable wireless device chargers for people who are tired of having to tether their smartphone or tablet to an outlet when it runs out of juice. The small, block-like base uses Qi, an interoperable standard developed by the Wireless Power Consortium and is currently raising funds on Kickstarter.


ARK was created by a Los Angeles-based startup called BEZALEL, and is compatible with all Qi-certified devices, including the iPhone 4 and later, the Nokia Lumia series, and Samsung Galaxy S3/S4, and Nexus 4.


It’s important to note, however, that iPhones need a charging case to work with ARK, which will be shipped with the base (though a case for the iPhone 5c is still being developed). Samsung Galaxy devices, meanwhile, must use a patch that attaches to their batteries. ARK can be used directly with devices that are Qi-wireless charging capable.


Despite those drawbacks, ARK seeks to differentiate from its competitors in a couple ways. Based on tests with the iPhone 5s, ARK’s creators claim it can charge phones 20% faster than other wireless chargers and 5% faster than cable-charging from battery packs. The base’s battery can hold up to three full charges and it also has a USB port to allow for dual charging, which is handy if you carry around a tablet and smartphone. (The Energizer Qi-Enabled 3 Position Inductive Charger also charges multiple devices at one time, but it is much larger and less portable than ARK).


Other wireless chargers include the iQi Mobile, which recently raised $161,681 on Indiegogo, blowing past its $30,000 goal. The iQi Mobile uses a ribbon-like Lightning adaptor to charge iPhones, which makes it much more attractive for people who prefer to use their own cases. All Qi devices are up against the Duracell Powermat system, which has gained traction through installations at high traffic venues like airports and coffee shops, as well as integration with certain vehicles in the 2013 Chevrolet Volt line.


(Then there is Cota by Ossia, which debuted at TechCrunch Disrupt in September. Consumer versions won’t be available until 2015, but once they are, they’ll let users charge their smartphones automatically whenever they are within range of Cota’s base. Created by physicist Hatem Zeine, Ossia’s technology lets the Cota deliver power wirelessly to devices over distances of around 10 feet using the same unlicensed spectrum as Wi-Fi, Bluetooth and other communication standards.)


But though ARK competes with several wireless chargers, there’s still plenty of demand for the device. It has already raised $26,616 of its $35,000 goal on Kickstarter, and with 39 days left to go, ARK has a very good chance of reaching its goal. Remaining pledges start at $63, with an estimated delivery date in March.







12:24 AM

ARK is one of the latest portable wireless device chargers for people who are tired of having to tether their smartphone or tablet to an o...

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Sunday, January 19, 2014
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perfect-setup

Others with gadget addictions will know these feels: Most of my life is spent questing for the Perfect Setup. That means different things at different times to different people, of course, and especially when it comes to tech, the goal posts keep moving. But it can still happen, and when it does, it can make the whole frustrating journey seem worth it.


Recently, I achieved a kind of overarching, macro-level Perfect Setup, marking the first (and likely last) time I’ve ever done so. That means that it’s not just my office that’s ideally outfitted: the whole house, my car, everything about my tech life is exactly how I need it to accomplish everything I want to get done.


Hitting that kind of perfection is an odd thing – in many ways I’d come to accept that my quest was quixotic, and couldn’t actually culminate in anything resembling satisfaction. The gadget over will know that there’s a process of looking for product reviews on Amazon, The Wirecutter, and everywhere else on the web that arises for each new component or ingredient you find you need for your setup, and that new needs arise based on satisfying old ones, as each new piece of the puzzle opens up a new possibility tree with branches that themselves multiply when addressed and so on.


At least for a given person at a given time, however, I realized that it’s possible to answer all needs and not have any new ones, and at first of course it felt deflating: Pursuit of ever-better gadgets isn’t a quest taken lightly, and generally at best achieving perfection in one area (aka home office) just means refocusing on another (aka portable office). Also, it’s possible that the standards of the quester in this case changed, making perfection more achievable. But whatever the case, after the momentary panic of boredom, I took stock and found nothing lacking


It won’t last. Anything could upset the balance – a new product launch, a slight shift in job description and requirements, an unpleasant experience with some portion of my current setup. I’m okay with that, since the quest itself has been kind of the point for a long time. But I’m also increasingly comfortable with this new thing called satisfaction: Here’s hoping it sticks around for a while.







7:09 PM

Others with gadget addictions will know these feels: Most of my life is spent questing for the Perfect Setup. That means different things at...

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3dsystems-sense2

If you followed along with this year’s CES coverage, you know that one trend that emerged over the past couple years is here to stay. If you haven’t made your peace with the 3D printing revolution, you should.


One company that’s taking the 3D-printed bull by the horns is 3D Systems, an incumbent in the space. The company revealed the Sense, a hand-held 3D scanner in November that is meant to compete with Makerbot’s Digitizer and Occipital’s Mobile Structure Sensor.


The Sense, which is about as big as a staple gun, can scan objects with your help. Unlike other scanners, the Sense is meant to be held and circle the object its scanning. This means that it can be difficult to get a perfectly accurate reading, since human error becomes more of a factor.


However, the price point ($399) is pretty amazing for what it does, and when used properly, it’s incredibly accurate.


John’s impressed. I’m impressed. What do you guys think?







5:09 PM

If you followed along with this year’s CES coverage , you know that one trend that emerged over the past couple years is here to stay. If y...

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Screen Shot 2014-01-19 at 4.37.34 PM

Virtual Reality is coming. As in, actual, good, user-friendly virtual reality. The stuff sci-fi has promised us for decades.


Don’t take my word for it. Valve — easily one of the most revered and admired companies in gaming — has gone deep on virtual reality R&D, and they believe that amazing, consumer-friendly virtual reality is but a couple of years away.


If you’re looking for an excellent weekend read, check out this slide-by-slide transcript of a Steam Developer Day talk given by Valve’s own Michael Abrash. Abrash, an industry vet with code in everything from Windows to Quake, now works for Valve (after Valve’s Gabe Newell spent years convincing him to join) on their Virtual Reality research team.


No time to read the whole thing? You should still find time — it’s really a great read into the mindset of people who are aiming to change the face of gaming. But if you can’t, Here are but a few of the most interesting bits gleaned from the presentation:



  • Abrash estimates that “compelling, consumer-priced” Virtual Reality headsets will be on the market within 2 years. (The Oculus Rift is well on its way, but it’s still very much a developer-centric product. Oculus isn’t rushing to get these things to market, and that’s for the better.)

  • The biggest challenges to solve, according to Abrash: display resolution is too low (“1080p works, [but] more is better.), it needs to be wireless, and head tracking still isn’t good enough. Also, current headsets require uses to manually and physically adjust parts of the headset, and it’s too difficult.

  • Abrash: ”I’m sure you’re all familiar with the Oculus Rift DK1, and I’d guess that most of you think it’s just an interesting curiosity at this point. That’s a reasonable take right now, but we think you should pay close attention, because VR is likely to have a big impact much sooner than you think”

  • Valve has built their own prototype headsets (pictured below), but they aren’t focusing on competing with Oculus (which Abrash calls “the obvious candidate” for the first succesful, mainstream headset)


valve headset


Valve’s prototype virtual reality headset


If you’ve been paying attention, Valve is by no means the only industry pillar that’s already all aboard the Virtual Reality train. Industry legend John Carmack (as in, the creator of Doom), quit his gig at the company he founded (iD) to be the CTO at Oculus.


Having already spent a fair amount of time with the Oculus Rift, I’m already quite convinced that it’s amazing. It’ll only go truly “huge” once the technology starts playing friendly with consoles – but as Abrash notes, the PC is the best platform in these early days as it’s better for prototyping and rapid development.


Check out a video of our own Anthony Ha taking a spin with the latest-and-greatest Rift prototype below:








4:39 PM

Virtual Reality is coming. As in, actual, good, user-friendly virtual reality. The stuff sci-fi has promised us for decades. Don’t take my w...

Read more »
 
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