Showing posts with label launches. Show all posts
Showing posts with label launches. Show all posts

Wednesday, October 15, 2014

Estimote Launches Indoor Location Service Using iBeacon Tech

Estimote, maker of hardware beacon devices and a platform for managing software that uses beacon connections, such as Apple’s iBeacon system, has just launched its Indoor Location features. The Indoor Location system that Estimote provides works with the company’s existing beacons, and its updated iOS app. Setup is simple, Estimote says, and requires simply arranging a minimum of four of its devices in a room to define a space.

The Indoor Location feature uses beacons placed around a room to map a space using a quick orientation process using the app, with directions provided by the software itself. Once you’ve spent a few minutes setting up the relative location positioning, it’ll let you generate a code snippet that you can then inject in other apps to give them indoor location awareness. If you’re setting up a gallery exhibit, for instance, you could incorporate Estimote Indoor Location to give your visitors precise, step-by-step instructions about navigating the various installations as they walk around your space.

Estimote had previously offered proximity-gate functionality, meaning that a beacon could be made aware of your device once it was within range, and start some behavior accordingly, with varied proximity distances available depending on a developer’s needs. What they couldn’t do, was give precise indoor location; proximity was more of an on/off flag, with variable distance, rather than a pinpoint measurement system, which Indoor Location can actually provide.

Of course, aside from offering consumer-facing features like detailed indoor guidance, Estimote’s new features can provide businesses with more granular info about shopper or visitor behavior. Tracking a visitor’s path through an establishment can provide literal path analysis, especially if a business is using other Estimote features to track engagement with certain displays, purchase conversion and more.

Estimote is trying to own the beacon hardware/platform space, and this is another step towards that goal. Launch partners include Cisco and other big name players, so they appear to be doing something right for now.


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Wednesday, October 8, 2014

The “Oculus Platform” Marketplace For Virtual Reality App Launches This Fall

Oculus announced the “Oculus Platform” store for developers to distribute their virtual reality apps and experiences today at the Oculus Connect conference. Starting this fall on the Samsung Gear VR made by Oculus, this revamp of the Oculus Share marketplace will let users browse the Oculus Platform within virtual reality and download apps, games, and entertainment experiences.

Eventually, there will be versions of the Oculus Platform for the Rift, iOS, Android, Windows Phone, Chrome, Firefox, Safari, and Internet Explorer. Oculus Platform could become one of the first ways for developers to sell the VR experiences they build, and by creating this marketplace, Oculus could rally the ecosystem to its mobile and PC-based VR headsets.

VP of Product Nate Mitchell debuted Oculus Platform at the Connect conference just after CEO Brendan Iribe revealed the new Crescent Bay feature prototype — the successor to the DK2. You can check out all the news, features, and our hands-on with the Crescent Bay here.

Nate Mitchell_2

The Oculus Platform sits you in a blue holodeck-style space with floating tiles of different games you can play. You can look around and use your gaze to select an app or experience, then tap on the Gear VR’s touchpad to enter it. By turning your head around, you can see different sets of tiles for games, art apps, social, and other types of VR experiences.

Oculus will release some of its own apps in the Platform, including the Oculus Cinema and Oculus 360 Photos and Videos where users can watch films, and check out images and video clips shot for VR. Oculus will also open source these apps to help developers learn how to build for the marketplace. Platform will act as sort of a launcher for Oculus headsets, allowing people to quickly jump around and try different experiences.

[Update 4:35pm PST: After sitting down with Oculus co-founder and VP of Product Nate Mitchell, we've got new details on the future of the Oculus Platform. First, the goal is to eventually give VR developers a way to make money. Mitchell tells me the top question Oculus gets from VR app developers is when they'll be able to sell their experiences. He believes this will create "a cycle that improves the ecosystem. If they if they can be super successful (making money), they can reinvest in development, and that’s the best thing." Creating a great marketplace for developers is largely why Oculus hired Jason Holtman, who turned Valve's Steam online game store into a favorite in the gaming comunity, as its Head Of Platform.

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However, when Oculus Platform debuts as the Oculus homescreen of the Samsung Gear VR this fall, it will not allow for payments. Instead, developers will only be allowed to "give things away for free", says Mitchell. "We want to offer developers a way to get feedback on their content as soon as possible." This way, by the time Oculus is ready to have them sell their games for money, they'll be worthy of the consumer's dollar.

One open question, though, is how that will happen on iOS. While Mitchell announced that a native Oculus Platform app would be coming to iOS, he said that news is a bit premature as Oculus doesn't know quite what Apple will allow. Tim Cook's company has historically restricted app stores within apps, which is exactly how Oculus Platform will work on Android for the Samsung Galaxy Note 4. Ideally, Oculus Platform would be able to sell apps that users can download to their iPhones and then play by slipping their phone into a VR headset as the screen, like it will on Samsung Gear VR. But Apple might not allow that. Instead, the iOS Oculus Platform app might be more of a social portal, where you could ping friends to play VR games with you or discover new VR apps to download another way.]

As we saw with Apple’s early smartphone App Store, congregating a critical mass of developers for a new type of devices can pay off big time in the longrun. By building both the top headset with Crescent Bay and the running the Platform marketplace for apps, today Oculus made a strong bid to become the iPhone, iOS, and App Store of VR.


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Friday, September 26, 2014

500 Startups Launches Its First Two 500 Women Syndicate Companies

500 Startups has launched FameBit and Wanderable, the first two companies out of its female founders 500 Women Syndicate. 500 Startups created the program earlier this year to support more women founders and encourage angel investors to invest in women-led companies.

The first 500 Women company, FameBit, is a platform to find, hire and work with YouTube Influencers. It has achieved a $5 million run rate in just under seven months, according to the company. It has also produced over 1,000 videos since July and now works with top brands, such as L’Oreal, JustFab, ShoeDazzle, eSalon, and Dollar Shave Club to sponsor YouTube content creators.

“I attribute a great deal of FameBit’s quick success to 500,” says FameBit co-founder Agnes Kozera. “This type of support is necessary for driving innovation and inspiring women to build awesome companies.”

The second company, Wanderable, helps couples create and fund their honeymoon registries both online and through a mobile app. Wanderable says it has helped 21,000 couples create their dream registries so far. The company is now focused on building strategic partnerships and creating premium experiences, such as private yacht cruises with a personal chef or viewings of the Crown Jewels in London. The founders say Wanderables is on a $14 million run rate of orders processed so far.


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Saturday, August 9, 2014

Google Launches A Preview SDK For Its Fitness And Health Tracking Service

Earlier this year, at its IO developer conference, Google announced Fit, its service for bringing health and fitness tracking to the Android ecosystem. It’s essentially Google’s version of Apple’s HealthKit service and will launch with the release of Android L later this year. Today, however, the company announced the Preview SDK for Fit so that developers can now start building their own apps for the service before it becomes widely available.

arch-genCurrently, the SDK gives developers access to three different APIs. Developers will be able to use raw sensor data from connected apps and devices through the Sensor API. Using these APIs, a running app could register with a heart rate monitor, for example, to get its data every five seconds so it can display this info and give feedback to a runner.

The Recording API is somewhat similar, but instead of direct access to the data, it allows apps to register for cloud-synced background data collection. The Sensor API doesn’t store this data automatically, so you need the Recording API if you want to use any of this data later on. Google says an app could use this to store a user’s location during a run so it can show a map based on this data after a run is over. Right now, the cloud backend isn’t actually available yet, but Google says it’s coming “soon.”

fit_192x192With the help of the History API, developers can also get access to a user’s fitness history and use this data in their own apps. It allows developers to import batch data to Fit and read information that was recorded using other apps.

It’s worth noting that the SDK neither includes support for the promised REST API for web developers who want to use Fit data nor any specific APIs for Android Wear.

To get started, developers will have to install a special version of the Android L Developer Preview on either a Nexus 5 phone or a second-generation Nexus 7 WiFi tablet. Google has always said that it wants to create an open ecosystem around Fit, so while the Preview SDK only works for a limited number of devices, the overall idea is to allow fitness apps to work with data from almost any wearable or sensor.

Monday, August 4, 2014

MakerBot Launches A European Branch

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MakerBot wants to take over the world, but you can’t take over the world without leaving home base.

This morning, MakerBot announced that they’re formally launching a European arm of their company. It’s called… wait for it… MakerBot Europe.

Rather than start from scratch, MakerBot acquired the assets of one of their largest European resale partners, Germany’s Hafner’s Büro. Hafner’s Büro president Alexander Hafner will manage the new European division. Terms of the deal weren’t disclosed.

As of this morning, the old Hafner’s Büro URL>/a> already forwards visitors to a European version of MakerBot’s site.

For the curious: MakerBot’s stuff seems to be quite a bit pricier in Europe, at least for the time being. The MakerBot Replicator Mini, for example, goes for $1,375 in the states, but will set you back $2,148 (€1,599) through their European wing. The massive MakerBot Z18, meanwhile, goes for $6,499 on this side of the Ocean, but $9,385 (€6.990,00) over there. A $48 spool of filament goes for closer to $80 (€59.)

Hopefully those prices can come down a bit in time, now that they’ve started cutting out the middle man.

Tuesday, July 22, 2014

Visa Launches PayPal-Like ‘Checkout’ Widget For Third-Party Websites

Visa wants to make the process of paying for goods on your phone or iPad as easy as swiping your credit or debit card at an offline retailer.

To do so, it’s adapting to Internet retail with the launch of Visa Checkout, a new payment option that will allow users to speed through the online checkout process in just a few steps.

Visa is introducing a username and password system for making payments, which would eliminate the need to enter a 16-digit credit card number.

“Merchants want to sell, they want to convert cardholders to sales,” said Sam Shrauger, Visa’s senior vice president of digital solutions, at an event announcing the launch. “People want to buy, people want to enjoy what they’re buying. What they don’t want to spend their time doing is paying.”

Visa isn’t the first to do this, of course. PayPal has offered a similar payment option for years, and more recently Amazon launched a competing payment button.

But Visa was careful to make it sound like it wasn’t competing with PayPal for these payments. CEO Charles Scharf called PayPal an “important partner” to Visa because many PayPal transactions are also paid for on Visa cards.

“We like those transactions,” he said. “But we shouldn’t have to rely on anyone else.”

Shrauger said the current arduous process often deters users from making purchases on small phone screens, with 86 percent of users abandoning shopping carts on mobile devices.

With Checkout, users simply select the Visa Checkout button on the merchandise page and enter a username password and select their card. Visa then automatically fills the payment form with their credit card and shipping information. Initially the service will be available at retailers like Neiman Marcus, Pizza Hut, Staples and United Airlines in the United States, Canada and Australia.

This isn’t the company’s first attempt at a faster online payment system. In 2011 Visa launched V.me, the company’s digital wallet. However Shrauger emphasized that Checkout differed from a wallet, offering customers a faster way to get through the checkout process rather than using a variety of payment sources like V.me.

“Customers don’t want a wallet,” Shrauger said. “They want to be able to pay and be done with the experience.”

The product launched at an event at the company’s new San Francisco headquarters, where attendees tested the service with partners the company has already acquired, like Neiman Marcus. Visa also launched a mobile SDK, which developers can implement as they build apps for iOS and Android. At the event, Visa showed how this could be implemented with a bike share app.

IMAGE BY Courtesy of Visa (IMAGE HAS BEEN MODIFIED)

Sunday, June 29, 2014

Google Launches Full Android Wear SDK, Lets Developers Create Custom UIs And Access Sensors

At its annual developer conference, Google today announced the launch of a full SDK for Android Wear. After a short preview period that mostly allowed developers to push notifications to Android Wear smartwatches, the full SDK will now allow developers to create their own custom apps.

This means they will be able to write their own custom user interfaces. The company demoed an app from Eat24, for example, which would allow you to order a pizza from the watch within 30 seconds and just a few taps.

With the SDK, developers will also be able to get access to sensors and tap into voice actions. As Google noted during the keynote today, voice recognition is one of the main interfaces for all of its platforms.

In addition, the SDK will allow developers to send data back and forth between a phone or tablet and the watch.

Tuesday, June 24, 2014

Google launches Explorer Programme to bring Google Glass to the UK

Google launches Explorer Programme to bring Google Glass to the UK Are you ready to become an explorer?

If you've been waiting patiently in line to get your hands (ears and nose) on Google Glass (short of selling a kidney), that wait is now over.

That's right: so long as you're over 18 and own a credit card, you can join Google's UK Explorer Program, which will bag you the prototype headset for the bargainous sum of £1,000 - or around half a kidney.

Some say that's overpriced for something that's said to cause headaches, makes you look freaky and weird and won't even let you live out your wildest spy fantasies, but if you're willing to shell out a grand, you're probably already aware of the device's pitfalls.

To accompany its UK launch, Google has announced new hardware partners in the form of the Guardian, Star Chart, Zombies Run and Goal.com.

To take the dip and become a fully-fledged Glasshole, click here.