Nielsen Reports Major Jump in On-Demand Audio Streaming

According to Nielsen, on-demand audio streams — including music, podcasts and spoken word recordings — reached a new milestone for the U.S. market when the figure reached 7.5 billion during the week ending March 9. In its latest mid-year report, the measurement firm indicates that 184 billion on-demand audio streams this year mark a significant 62.4 percent increase over the same period last year. In addition, there has been more than 284 billion on-demand audio and video streams combined this year, a 36.4 percent jump over the same period in 2016. Continue reading Nielsen Reports Major Jump in On-Demand Audio Streaming

Ticketmaster Teams With LISNR For Smart Tone Technology

Ticketmaster has partnered with LISNR, a data-over-audio company, to use an ultrasonic sound technology on users’ smartphones to admit them to live events and track their movements. The technology, dubbed “smart tones,” transmits information between devices, and was recently used by Jaguar Land Rover so that mobile devices in different vehicles could communicate with one another. Ticketmaster is launching a new e-ticketing system called Presence, powered by LISNR tech, that it hopes will reduce entry wait times at live events. Continue reading Ticketmaster Teams With LISNR For Smart Tone Technology

Digital Cinema Camera Maker RED to Release VR/AR Phone

Camera manufacturer RED Digital Cinema plans to release a smartphone, dubbed Hydrogen One, that the company is calling “the world’s first holographic media machine.” Due to ship in the first quarter of 2018, Hydrogen has been introduced with a limited number of specifications. RED is marketing the camera as ready for virtual reality, augmented reality and mixed reality, with a 5.7-inch “professional holographic display” featuring nanotechnology that switches between 2D, 3D and holographic content. Continue reading Digital Cinema Camera Maker RED to Release VR/AR Phone

VR World NYC Offers an Open Buffet of 50+ VR Experiences

Kent Bye covers location-based VR operations, pricing structures, crowd management and throughput, and reaching the mass audience in this 30-minute Voices of VR podcast interview with the founders of VR World NYC. The new midtown Manhattan portal, which opened June 24th, features over 50 VR experiences spread over three floors in a 20,000 square foot space near the Empire State Building. Visitors pay $39 in the afternoon and $49 in the evening for unlimited stay and play. Continue reading VR World NYC Offers an Open Buffet of 50+ VR Experiences

Samsung and Alibaba Join the Digital Assistant Speaker Race

According to sources, Samsung Electronics is integrating its digital assistant Bixby into a voice-activated speaker, in a project dubbed “Vega” that has been ongoing for more than a year. Competition is stiff in the voice-powered speaker market, with popular options from a variety of tech leaders. Digital assistants — including Apple’s Siri, Amazon’s Alexa, Microsoft’s Cortana and now Samsung’s Bixby — use artificial intelligence to “learn” over time. New speakers are joining the race later this year, and China’s Alibaba Group is currently debuting an inexpensive version, Tmall Genie. Continue reading Samsung and Alibaba Join the Digital Assistant Speaker Race

Mall Owners Reinvent Their Properties in Online Shopping Era

As a number of retailers go bankrupt due to the consumer migration to online shopping, mall owners are adjusting strategies to make their real estate and facilities more appealing. These changes have included turning malls into destinations, with everything from rock-climbing gyms and mini-golf courses to restaurants and bars. The major remodels will mean higher rents for new tenants but, even so, say the experts, it’s uncertain that the mall owners are taking into account the increased expenses of running large customized spaces. Continue reading Mall Owners Reinvent Their Properties in Online Shopping Era

QVC to Purchase HSN in All-Stock Deal Valued at $2.1 Billion

Cable TV rivals QVC and the Home Shopping Network announced they plan to merge through an all-stock transaction valued around $2.1 billion. QVC chief exec Mike George will run the combined company and 17 cable channels. As impulse buying and video watching increasingly go mobile, the TV-based retailers have been facing increased competition from Amazon. “QVC’s sales in the U.S. have declined in each of the last three quarters,” reports The Wall Street Journal. “Revenue at HSN has declined for six straight quarters, and the company has been searching for a new CEO.” Continue reading QVC to Purchase HSN in All-Stock Deal Valued at $2.1 Billion

Netflix Fans Watch More Monthly, Hulu Leads in Daily Viewing

In April, we reported that Netflix held the top spot among streaming services in U.S. household penetration. Last month, Leichtman Research released figures suggesting that Netflix had doubled its subscription base over five years and, for the first time, surpassed cable TV in number of total subscribers. Now, comScore data indicates that cord cutters are spending more time watching content via Netflix per month than they are on Amazon Video, Hulu and YouTube combined. Interestingly, the data also shows that Hulu users watch more content on a daily basis. Continue reading Netflix Fans Watch More Monthly, Hulu Leads in Daily Viewing

Unity’s Cinemachine Designed for Animation, Games, Movies

At the Unite Europe conference in Amsterdam, more than 1,400 game developers examined tools and innovations from game engine company Unity. Among those was the virtual camera system Cinemachine, which makes it easier for even neophyte content creators to get creative with animation, games, eSports, cinematics and movie pre-visualization. Unity’s Asset Store offers free 3D models and environments, including the Adam character from last year’s impressive tech demo. The engine also offers generic animations that can be applied to characters. Continue reading Unity’s Cinemachine Designed for Animation, Games, Movies

Apple 3D Sensor to Power Face Scanning, Replace Touch ID

According to sources close to the project, Apple is in development on a feature that will let users unlock their iPhones with facial recognition, to be released with the iPhone to go on sale later in 2017. Powered by a 3D sensor, the new security system will let users do a variety of tasks, including logging in, authenticating payments and launching security apps via face scanning. The 3D sensor is said to be able to unlock the iPhone within a few hundred milliseconds. Apple is also reportedly testing eye scanning technology. Continue reading Apple 3D Sensor to Power Face Scanning, Replace Touch ID

Some Men Are Working Less and Playing More Video Games

A paper from economists Erik Hurst, Mark Aguiar, Mark Bils and Kerwin Charles at the National Bureau of Economic Research posits that video games are the reason that younger men are working fewer hours. The idea first gained attention last year when Hurst’s graduation speech at the University of Chicago revealed some preliminary findings. That report, says Hurst, is now ready for public consumption. Among the findings was that, by 2015, American men ages 31 to 55 worked 163 fewer hours a year than the same age group in 2000. Continue reading Some Men Are Working Less and Playing More Video Games

Hulu Is Latest SVOD Service to Back AOMedia Video Codec

Hulu has joined the Alliance for Open Media (AOMedia) to help promote the AV1 AOMedia Video codec. The alliance’s video compression standard “strives to deliver improved compression efficiency over the current cutting-edge video compression standards HEVC/H.265 and VP9, in addition to providing the industry with an open source, royalty-free, interoperable video format,” wrote Hulu CTO Tian Lim. “Hulu joins other streaming media industry leaders in pursuit of a common goal — to accelerate development and facilitate friction-free adoption of new media technologies that benefit the streaming media industry and our viewers.” Continue reading Hulu Is Latest SVOD Service to Back AOMedia Video Codec

Charter and CenturyLink to Debut Streaming Skinny Bundles

Charter Communications and CenturyLink are the latest operators to introduce streaming skinny-bundle options for consumers looking for alternatives to conventional pay TV. The new services join a crowded field as an increasing number of companies face the challenges involved with attracting cord cutters and new customers. Charter will test its $20 per month Spectrum Stream that offers local broadcast and cable channels, VOD titles and optional premium channels. Meanwhile, CenturyLink Stream has introduced bundles that range from $15 per month to the Ultimate 45+ channel package for $45 per month. Continue reading Charter and CenturyLink to Debut Streaming Skinny Bundles

Facebook Announces its ‘Find Wi-Fi’ Feature Is Going Global

Facebook wants to help mobile consumers locate accessible Wi-Fi networks by expanding its “Find Wi-Fi” option, initially launched last year on iOS in select countries. Facebook announced that the feature would be made available worldwide on both iOS and Android devices to help users find public Wi-Fi networks, useful when traveling or in areas where cellular data is scarce. This could help Facebook’s “2 billion monthly users stay connected to the network and spend more time in its app — something that directly impacts Facebook’s bottom line,” notes TechCrunch, and “the tool also serves as another way to discover local businesses” as a possible alternative to Google Maps. The feature can be found under the “More” tab in the Facebook app. Continue reading Facebook Announces its ‘Find Wi-Fi’ Feature Is Going Global

‘Pokémon Go’ Is Still Popular: Passes $1.2 Billion in Revenue

According to the latest figures from Apptopia, mobile AR game sensation “Pokémon Go” has reached 752 million downloads and has earned more than $1.2 billion in revenue. The freemium game supports in-app purchases; total revenues for last year topped $950 million. The game “had about 60 million monthly players in June, with 20 percent of them opening the game at least once a day,” reports VentureBeat. “While that’s down from the app’s peak last August, which was at 100 million monthly users, it’s still a huge number.” Apptopia breaks down the game’s players: 57.4 percent are male, 38 percent are millennials (ages 19-34), and 32.5 percent are 18 or younger. Continue reading ‘Pokémon Go’ Is Still Popular: Passes $1.2 Billion in Revenue