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Thursday, December 31, 2020

Sony to launch PlayStation 5 in India on February 2

Sony said on Friday that it will launch the PlayStation 5 in India on February 2, suggesting improvements in the supply chain network that has been severely throttled by the coronavirus pandemic.

The Japanese firm said it will begin taking pre-order requests for the new gaming console in India, the world’s second largest internet market, on January 12. The console will be available for pre-order from a number of retailers including Amazon India, Flipkart, Croma, Reliance Digital, Games the Shop, Sony Center, and Vijay Sales, the company said.

The PlayStation 5 is priced at Indian rupees 49,990 ($685), while the digital edition of the console will sell at Indian rupees 39,990 ($550). Xbox Series X is priced at $685 in India, and Xbox Series S sells at $480. Like elsewhere in the world, Microsoft has been struggling to meet the demand for the new Xbox consoles in India. The Xbox Series X is facing so much shortage in the country that it’s not even easy to locate its page on Amazon India.

The announcement today should allay concerns of loyal PlayStation fans, some of whom — including, of course, yours truly — secured a unit from the gray market at a premium in recent months after India was not included in the first wave of nations for the PS5. Fans have also been frustrated at Sony and its affiliated partners for not offering clarification or providing conflicting accounts about the probable launch of the new gaming console in recent months.

In November, Sony suggested that it had delayed the launch of the PS5 in India due to local import regulations. Game news site The Mako Reactor reported earlier this week that Sony is unlikely to offer warranty and after-sales support for PlayStation 5 accessories in India — as has been the case for several previous generations.

India is not yet a big market for full-fledged gaming consoles yet. According to industry estimates, Sony and Microsoft sold only a few hundred thousand units of their previous generation consoles in the country. Thanks to the proliferation of affordable Android smartphones and world’s cheapest mobile data tariffs, tens of millions of Indians have embraced mobile gaming in recent years.



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Union Square Ventures and Learn Capital file paperwork indicating new funds

As 2020 comes to a long-awaited end, a series of filings indicate that venture capitalists are ending the year with fresh money. According to SEC paperwork, Learn Capital and USV have filed paperwork that shows the firms have raised new, multimillion-dollar funds.

If you’ve been paying attention to news this past year, it’s clear that much of venture capital isn’t just surviving 2020 – it’s flourishing through it. Zoom investing, it seems, is working just fine for cash-rich firms looking to double down on bets in categories from edtech to climate.

First up, New York-based USV submitted a pair of filings on late Thursday. The first filing shows that the firm has closed $151 million for USV Climate 2021, which one can assume is focused on climate-tech investments. As my colleague Jonathan Shieber has pointed out, climate tech.

The other, more nebulous filing, is the firm’s $22.4 million investment vehicle titled USV Bundled. It’s unclear what this is focused on, but a recent blog post suggests that the firm will continue to double down on its education investments.

Speaking of edtech, Learn Capital, an education-focused venture capital fund, filed paperwork indicating that it has closed $132 million in capital. It plans to raise a total of $250 million for this fund, which will be the firm’s fourth investment vehicle to date. The edtech category has obviously been booming with interest, which also fueled Owl Ventures to close $585 million in new capital in September.

Finally, I’ll give an honorable mention to Lattice CEO Jack Altman’s New Years Eve filing, which shows that the executive plans to raise $20 million for a new fund. It’s unclear if this filing indicates Apollo’s next step, a venture fund started by the Altman brothers. The trio, beyond Jack, includes Max and Sam, the former president of Y Combinator who currently serves as the CEO of OpenAI.

I reached out for comment to all three entities, but (unsurprisingly) haven’t heard back. It’s New Year’s Eve after all. So for now, back to the Champagne. See you all in the New Year.


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Bose’s latest sleep-centric earbuds mostly do the trick

It’s been a strange year for sleep. For me, levels have fluctuated between too little and too much, but have – more often than not – tended toward the former. 2020 gave most of us no shortage of excuses for sleep deprivation, from personal stresses to larger societal concerns.

And, thankfully, the past few years have seen no shortage of technological solutions to the problem of sleeplessness. Of course, the underpinning issues can be hard to isolate and even harder to treat. There’s no silver bullet. That’s the lesson I keep relearning at this job – no single piece of technology is going to cure all of my ills. (I’m sure it’s nothing that years of extensive and expensive therapy can’t fix.)

Sleep headphones are, in and of themselves, not an entirely new phenomenon. Bose got into the space in earnest back in mid-2018, offering one of the more polished (and pricey) approaches to the category. The company went in an entirely different direction than, say, Kokoon, which offers an over-ear solution.

The Sleepbuds are – as the name suggests – fully wireless earbuds. This second generation allows Bose to address some of the bigger issues with the original – include some major battery complaints. That was a pretty big strike against a $250 pair of headphones with, quite literally, one job.

The battery and connections complaints, I can state, off the bat, seem to have been addressed. The units I’ve been wearing to sleep off and on for a few weeks now haven’t had any major connection issues to speak of (assuming you keep your phone near your bed and all that entails), and the battery generally gets me through a full night bit a bit under 20% remaining. After you wake up, you toss them in the case and let them charge for the next several hours.

Image Credits: Bose

All told, the build is solid, as you’d expect/hope from the company name and accompanying price point. I really dig the design of these things, overall, from the illuminating metal charging case with its sliding lid to the earbuds themselves. As someone who finds the slightest irritants a major hurdle to falling asleep, I was pleasantly surprised by how unobtrusive the buds are. They slip on comfortably and stay flush with the ear, so nothing gets snagged. The soft and rubbery wings also do a great job keeping them in place.

The buds biggest limitation is actually by design. Like the originals, the Sleepbuds II only work with the included app. This is used to pair them, locate them and offers Bose’s library of music. The company generally does a good job curating its own sleep sounds, ranging from nature sounds like rain and wind to self-selected ambient tracks. I got in the habit of listening to the sounds of the ocean while reading Moby Dick each night. A pretty good way to fall asleep, all told.

I appreciate the decision to hamper the functionality to some degree – I suspect I would probably start listening to podcasts and TV shows on the thing, left to my own devices (so to speak). But I would love to see what the buds could do with, say, binaural beats or some other ambient selections. Ultimately, I think giving the consumer choice is ultimately a net positive.

That said, the headphones are well-tuned for their limited (but expanding) library of sounds. There’s no active noise canceling, but the passive cancelation of the buds themselves plus the on-board sound do a good job blocking out things like environmental noise or snoring. They’re probably no match for, say, construction noise, but do a good job with subtler barriers to sleep. They’ll also likely be a good choice for long flights, when we start doing those again.

There are a handful of headphones currently positioned for the sleep market, but Bose’s look to be the most polished package at the moment. The price will understandably be a barrier for many – and the limited sound library could be a dealbreaker for some. But if you have the money – and find getting and staying asleep tough – they’re well worth exploring.



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BadVR is using government grants to build a business that’s independent of venture capital

When the Los Angeles-based extended reality data visualization company, BadVR, first heard that one of its earliest benefactors, Magic Leap, was about to shed 1,000 jobs and was fighting for its life, the young startup was unfazed.

Despite the very public ties that BadVR had to Magic Leap, as one of the enterprise applications on the platform, the startup was more insulated than other businesses from the pivot away from consumer-focused apps.

The first step was finding money from the government’s Paycheck Protection Program to get more capital coming in and maintaining its headcount. Eventually, the company managed to land additional financing in the form of a $1 million grant from the National Science Foundation.

It’s the second grant that the company has taken from the NSF and is an example of how startups can turn to government funding for capital and avoid some of the pitfalls of fundraising from venture capital.

To be sure, even Magic Leap’s trip to the brink of collapse wouldn’t have been that bad for BadVR, which makes enterprise applications for extended reality devices.

What the Magic Leap story shows is that companies don’t need to take venture capital to make it. Indeed, as costs come down for equipment and remote work democratizes access to a country that’s still teeming with engineering talent, thrifty startups can get the capital they need from government sources and corporate innovation grants.

That’s how BadVR got most of its $3.5 million in financing. Some money came from a grant from BadVR, while at least $1.25 million has come from the government in the form of two National Science Foundation cooperative agreements through the Small Business Innovation Research financing mechanisms.

A headset capture of BadVR’s climate change application, built for the Magic Leap One headset. Image Credit: BadVR

BadVR uses virtual and augmented reality tools to visualize geospatial data for a range of government and commercial applications. The startup’s tech is already being used by big telecom companies to accelerate the planning and deployment of 5G networks. And, within the public safety sector, the company’s tech is used to improve situational awareness for first responders and to reduce training, staffing, and operational costs.

“Society has become aware of the power of data and the impact it has on our daily lives.  It’s critically important that we make the access of data easy to every organization, regardless of technical skill level or background,” said Suzanne Borders, the chief executive and founder of BadVR, in a statement. 

For Borders, the key to tapping government funding is all about proper advance planning. “Those take a long time,” Borders said. “When you get awarded them, you’re looking at a year’s worth of effort. [Our grant] was a testament to us planning for that about a year ago.”

These grants are typically milestone-based, so as long as BadVR was hitting its targets, it could be fairly assured that the money would be there.

“NSF is proud to support the technology of the future by thinking beyond incremental  developments and funding the most creative, impactful ideas across all markets and  areas of science and engineering,” said Andrea Belz, Division Director of the Division of  Industrial Innovation and Partnerships at NSF. “With the support of our research funds,  any deep technology startup or small business can guide basic science into meaningful  solutions that address tremendous needs.”  

Other government competitions are providing the company with additional non-dilutive cash and a chance to kcik the tires on new capabilities.

A capture from BadVR’s augmented reality geospatial data environment, which allows users to visualize multiple live and historical datasets via overlays relevant to their environment. Image Credit: BadVR

That has translated into traction for the company’s Augmented Reality Operations Center. The AROC is a new offering for the product that visualizes data for first responders. Through a challenge hosted by the National Institute of Standards and Technology, BadVR was able to work with the Eureka, Mo. Fire Department to develop a prototype for a specific emergency situation.

It’s an evolution of an early product the company had developed where enterprises can create digital twins of their factories or stores in virtual reality and do a walk-through to examine different conditions.

The visualization work that BadVR does isn’t necessarily all geo-spatial. The company can take all kinds of data and integrate that into an environment that makes the data easier to see. Borders sees the company’s services extending into creating all kinds of collaborative environments for companies.

“The system highlights things that are important to look at,” Borders said. “It’s virtualizing the data visualization experience and bringing it into an immersive environment — and building a more collaborative aspect to that experience.”

Since the COVID-19 pandemic has forced businesses across the country to operate virtually, Borders said the demand for the kinds of. products her company is building — with the government’s help — has only increased.

“That’s been due to increased demand for remote collaboration tools,” Borders said. “We’ve had increased interest in people across the board — but tools that have remote collaboration capabilities — and bring people together to one immersive data experience… those are taking off.”



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BadVR is using government grants to build a business that’s independent of venture capital

When the Los Angeles-based extended reality data visualization company, BadVR, first heard that one of its earliest benefactors, Magic Leap, was about to shed 1,000 jobs and was fighting for its life, the young startup was unfazed.

Despite the very public ties that BadVR had to Magic Leap, as one of the enterprise applications on the platform, the startup was more insulated than other businesses from the pivot away from consumer-focused apps.

The first step was finding money from the government’s Paycheck Protection Program to get more capital coming in and maintaining its headcount. Eventually, the company managed to land additional financing in the form of a $1 million grant from the National Science Foundation.

It’s the second grant that the company has taken from the NSF and is an example of how startups can turn to government funding for capital and avoid some of the pitfalls of fundraising from venture capital.

To be sure, even Magic Leap’s trip to the brink of collapse wouldn’t have been that bad for BadVR, which makes enterprise applications for extended reality devices.

What the Magic Leap story shows is that companies don’t need to take venture capital to make it. Indeed, as costs come down for equipment and remote work democratizes access to a country that’s still teeming with engineering talent, thrifty startups can get the capital they need from government sources and corporate innovation grants.

That’s how BadVR got most of its $3.5 million in financing. Some money came from a grant from BadVR, while at least $1.25 million has come from the government in the form of two National Science Foundation cooperative agreements through the Small Business Innovation Research financing mechanisms.

A headset capture of BadVR’s climate change application, built for the Magic Leap One headset. Image Credit: BadVR

BadVR uses virtual and augmented reality tools to visualize geospatial data for a range of government and commercial applications. The startup’s tech is already being used by big telecom companies to accelerate the planning and deployment of 5G networks. And, within the public safety sector, the company’s tech is used to improve situational awareness for first responders and to reduce training, staffing, and operational costs.

“Society has become aware of the power of data and the impact it has on our daily lives.  It’s critically important that we make the access of data easy to every organization, regardless of technical skill level or background,” said Suzanne Borders, the chief executive and founder of BadVR, in a statement. 

For Borders, the key to tapping government funding is all about proper advance planning. “Those take a long time,” Borders said. “When you get awarded them, you’re looking at a year’s worth of effort. [Our grant] was a testament to us planning for that about a year ago.”

These grants are typically milestone-based, so as long as BadVR was hitting its targets, it could be fairly assured that the money would be there.

“NSF is proud to support the technology of the future by thinking beyond incremental  developments and funding the most creative, impactful ideas across all markets and  areas of science and engineering,” said Andrea Belz, Division Director of the Division of  Industrial Innovation and Partnerships at NSF. “With the support of our research funds,  any deep technology startup or small business can guide basic science into meaningful  solutions that address tremendous needs.”  

Other government competitions are providing the company with additional non-dilutive cash and a chance to kcik the tires on new capabilities.

A capture from BadVR’s augmented reality geospatial data environment, which allows users to visualize multiple live and historical datasets via overlays relevant to their environment. Image Credit: BadVR

That has translated into traction for the company’s Augmented Reality Operations Center. The AROC is a new offering for the product that visualizes data for first responders. Through a challenge hosted by the National Institute of Standards and Technology, BadVR was able to work with the Eureka, Mo. Fire Department to develop a prototype for a specific emergency situation.

It’s an evolution of an early product the company had developed where enterprises can create digital twins of their factories or stores in virtual reality and do a walk-through to examine different conditions.

The visualization work that BadVR does isn’t necessarily all geo-spatial. The company can take all kinds of data and integrate that into an environment that makes the data easier to see. Borders sees the company’s services extending into creating all kinds of collaborative environments for companies.

“The system highlights things that are important to look at,” Borders said. “It’s virtualizing the data visualization experience and bringing it into an immersive environment — and building a more collaborative aspect to that experience.”

Since the COVID-19 pandemic has forced businesses across the country to operate virtually, Borders said the demand for the kinds of. products her company is building — with the government’s help — has only increased.

“That’s been due to increased demand for remote collaboration tools,” Borders said. “We’ve had increased interest in people across the board — but tools that have remote collaboration capabilities — and bring people together to one immersive data experience… those are taking off.”



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Goodbye Flash, goodbye FarmVille

While much of what made 2020 such an absolute nightmare will still be with us on January 1 (sorry!), we will really, truly be leaving Adobe Flash and FarmVille behind as we enter the new year.

The end of Flash has been a long time coming. The plugin, which was first released in 1996 and once supported a broad swath online content, has become increasingly irrelevant in a smartphone-centric world: iPhones never supported Flash, and it’s been just over 10 years since Apple’s then-CEO Steve Jobs published an open letter outlining the technology’s shortcomings.

Adobe has been planning for the end, announcing in 2017 that it would phase out Flash by the end of this year. Most web browsers have already stopped supporting Flash, and today is the official end date, with Adobe ending support itself — although there’s still one last “death of Flash” milestone on January 12, when the company will begin to block Flash content from playing.

In related news, Zynga announced recently that the end of Flash would also mean the end of FarmVille, since the game relies on the Flash plugin.

Like Flash, FarmVille feels like a remnant of a bygone internet era (a fact that makes me feel incredibly old, since I wrote plenty of words about both of them at the beginning of my career). Launched in 2009, FarmVille’s popularity paved the way for the ascendance of Zynga and of Facebook gaming, but both Zynga and gaming have largely moved on.

The company’s co-founder and former CEO Mark Pincus commemorated the occasion with a series of tweets outlining the game’s early development (spurred by the acquisition of startup MyMiniLife).

“FarmVille demonstrated that a game could be a living, always-on service that could deliver daily surprise and delight, similar to a favorite TV series,” Pincus wrote. “Games could also connect groups of people and bring them closer together.”

And just in case there are any FarmVille fans reading this story, don’t worry: you can still play FarmVille 2: Tropic Escape, FarmVille 2: Country Escape right now, and FarmVille 3 is still coming to mobile. Today is just the final day for the original game.



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NYC MTA’s contactless fare system completes rollout, will phase out MetroCard in 2023

On the last day of 2020, New York City’s Metro Transit Authority announced that it has finished its roll out of contactless payment systems. With the addition of a final stop in Brooklyn, every MTA subway station and bus in the five boroughs now sports the OMNY “Tap and Go” system.

We got an early demo of the Grand Central terminals when the project rollout began last May. The system involves a major infrastructure overhaul as the transit authority looks beyond the iconic Metro Card to mobile payment systems from vendors like Apple, Google, Samsung and Fitbit – allowing users to use smartphones and smartwatches to swipe their way through the turn style.

The MTA had expected to finish the project by October – though COVID-19 put the kibosh on those plans along with so much else. The goal was pushed back to December, and it appears it’s been met with no time to spare.

MetroCards are sticking around for the time being – though the MTA expects they will be phased out at some point in 2023. Part of the transition involves the arrival of the OMNY Card, which use the new technology but function similarly to MetroCard. A reduced far version of the card is set to arrive for riders who qualify at some point in 2021. The new readers are also coming to the Metro-North and Long Island Rail Road systems.



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Apple Vision Pro: Day One

It’s Friday, February 2, 2024. Today is the day. You’ve been eyeing the Vision Pro since Tim Cook stepped onstage with the product at last y...