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June 24, 2008

Nokia to take location-based social networking mainstream

(* Source: Steve O'Hear *)

 

Steve says...

Nokia to take location-based social networking mainstream

 

 

Location-based social networking could soon go mainstream with today’s news that Nokia, the world’s leading mobile cellphone manufacturer, has acquired Berlin-based Plazes.

Founded in 2005, Plazes lets “friends” update each other about what they are doing when and where, resulting in a Twitter-like activity stream but with integrated geo-tagging. Users can then subscribe to any of their friends’ activity streams or to groups of friends, as well as to specific locations known as “Plazes”. Updates can be done either on Plazes.com or by mobile phone (via text messaging) or using a number of third-party applications that utilize the Plazes’ publicly available API.

Now that Nokia has acquired the service, “if all goes well” we can expect Plazes to be “made available to millions of Nokia customers both online and on millions of mobile devices”, according to the official Plazes blog

A few key takeaways from the announcement…

  • It’s more evidence that Nokia is moving away from being purely a hardware manufacturer into a fully-fledged Web service company, with it’s consumer-facing Ovi brand.
  • Nokia is placing a massive bet on Location-based Services. The company now includes GPS functionality in almost all of its most recent handsets, and has been bundling its own mapping software (based on a previous acquisition of Gate5, another Berlin-based startup). Additionally, Nokia is in the process of acquiring NAVTEQ, the world’s largest data mapping company.
  • Plazes is still on track to release a native iPhone client, suggesting that Nokia understands the importance of network effects over platform exclusivity. No location-based social network will be able to go mainstream if it is limited to friends who use a particular handset or platform.

Moving forward, it’s clear that mobile, combined with location, represent the next social networking frontier. As evidence, Google’s Android developer contest is littered with location-based social applications, and the official iPhone SDK has already given birth to a number of location-aware social networking apps. What’s not clear yet, however, is whether the eventual winners will be established social networking services such as Facebook or Twitter that add location-based functionality or newer or specialized entrants who build in location and mobile from the get-go.

 

May 12, 2008

The iFund Has Competition: $150 Million Blackberry Fund To Be Announced Soon

(* Source: Erik Schonfeld *)

 

blackberry-9000-2.png

Erik says...

The platform wars are going mobile. Whether it’s the iPhone, Blackberry, Android or Windows Mobile, the mobile platform that will win in the end will be the one with the best and broadest collection of applications. To give developers a little extra financial motivation, funds are being set up to invest in them. Google announced a $10 million Android challenge back in November, and Kleiner Perkins announced its $100 million iFund for iPhone-only startups in March. Now, it looks like Research in Motion is about to announce its own $150 million Blackberry Partners Fund (site not up yet) to spur applications and services for its mobile device.

At least, that is what VentureBeat reports in an item that appeared in its feed, but has since been pulled from the site (see headline here).

 

 

April 30, 2008

When Platforms Collide: The Future of Mobile Music

(* Source: Paul Resnikoff  *)

 

Mobile phones are frequently viewed as a distinct media environment, separate from other platforms like PCs and television.  But as mobile devices increasingly assume computer-like characteristics and reach beyond carrier-provided signals, their status as a separate platform is starting to erode.  "The question is whether it makes sense anymore to license for a platform, or if we are now talking about a pervasive experience," said Ted Cohen, head of digital consultancy TAG Strategic, during an executive roundtable at MusEXPO in Los Angeles on Monday.

Cohen pointed to an oncoming generation of handhelds that include WiFi browsing and offer easy connectivity to PC-based collections.  Indeed, that future is already among us, and the emerging media consumer is clearly a cross-platform animal.  "It never made sense to license separately for mobile," said Ian Rogers, former head of Yahoo Music and current chief executive of Topspin.  "Mobile will eventually start to look more like the internet, and at that point, it stops making sense to view it as a completely different model."

Others etched a similar vision of convergence.  "It will be very difficult to tell the difference between a laptop on WiFi or WiMax and a mobile device, and you might make phone calls on both," said Chris Barton, strategic partnership development manager at Google.

But the ex-Yahoo Rogers touched upon the somewhat restrictive nature of the current mobile platform, one heavily controlled by carriers.  And that mostly defines today's landscape for mobile music and media, at least for those wanting to promote, sell, or acquire content on handhelds.

For carriers and major content owners, the present-day environment offers an easier mechanism for controlling customer billing relationships and extracting dollars from content.  "It really comes down to where the billing relationship is," explained David Pakman, chief executive of eMusic.  And that existing relationship makes its advantageous for carriers and other stakeholders to preserve the existing landscape.

But despite that carefully-crafted moneymaking machine, attendees continued to question the power of mobile platforms to deliver solid, independent revenue streams.  One pointed to a growing threat from tiny, flash-based storage cards, easily swappable among users.  Another pointed to side-loading among users, who predictably want to extend their massive, PC-based collections onto their devices.

Meanwhile, consumers are now getting ready for a beefed-up iPhone, perhaps the vanguard of a more sophisticated, powerful mobile device class that is stretching beyond carrier-imposed limitations.

 

Mobile TV Advertising Worth $2.44 Billion By 2012: Report

(* Source: James Quintana Pearce*)

 

The market for rich media advertising on mobile—in the form of TV, video, games, user-generated content (UGC) and music—will reach $2.79 billion by 2012 predicts Screen Digest. The bulk of this will come from mobile TV advertising, tapped to hit $2.44 billion globally by that time, a figure which is pretty close to that predicted by Juniper. This is predicted to be more than 20 percent of mobile TV revenues, although there are bigger opportunities in free-to-air markets like Japan and South Korea rather than subscription markets like North America and Europe. Screen Digest warns that without its own metrics mobile TV “will struggle to be considered a stand alone advertising channel”. Mobile video-on-demand will claim $336. million by 2012. The other forms of rich media content aren’t predicted to bring in a lot of revenue, but will “provide a valuable source of innovative marketing opportunities for brands aspiring to connect and interact with their customers”. By 2012 60 million ad-funded games will be downloaded annually, predicts SD. (release)

April 04, 2008

9 Great Games For The iPhone

(* Source: Sean P Aune *) 

 

Sean says...

While we all wait for firmware 2.0 for the iPhone an iPod Touch, there are still plenty of games out there help distract you from work. These nine represent but a fraction of what’s waiting out there; we’ve had some fun with ‘em, and hopefully you will, too.

    http://www.rogerkenny.com/battlefleet/

BattleFleet - The classic game of hunting for the enemy navy to sink it while hiding your own.

    http://yoav.org/dice/

D & D Roller - Why carry around a bag full of dice like the old days? Whip out your iPod Touch or iPhone, hit this site, and start rolling the dice for your games.

    http://www.headsyouwin.us

HeadsYouWin - In this modern day of credit cards, sometimes you simply don’t have a coin to flip, this iPhone/iPod Touch web application will solve the problem for you.

    http://mynumo.com/iphone/roulette/index.htm

Kenny Rogers Roulette - Not only is it roulette on your iPhone, but you get to see Kenny Rogers staring at you!

    http://www.kingdomgame.net

Kingdom Game - A real time strategy game where you control a kingdom, buy defenses, buy and sell goods in the market, build diplomatic relations through embassies and more.

    http://www.powapps.com/lightsoff/

Lights Off - Click a square to turn a light on or off and see what happens to th squares around it. The ultimate goal is to turn off all of the lights.

    http://www.digiwidge.com/Reversi/

Reversi - Also known as Othello, Reversi is a popular and old game, and now you can play quick games where ever you may be.

    http://iphone-tetris.com/

Tetris - It just wouldn’t be mobile gaming if there wasn’t some way to play Tetris on it.

    http://1337pwn.com/iptfriends.php

XBox Live Friends - Add your friends Gamertags to the app and you can check their online status and gamer card from anywhere.

 

April 02, 2008

What’s Holding Up Mobile Advertising?

(* Source: eMarketer *) 


Are mobile marketers moving ahead or merely spinning their wheels?

”2007 was not ‘the year of mobile marketing’ that it was advertised to be,” says John du Pre Gauntt, eMarketer Senior Analyst and author of the new report, Mobile Advertising: After the Growing Pains. “And 2008 won’t be either.”

Even though mobile marketing and advertising didn’t break into the mainstream during 2007, with events such as the iPhone launch and other under-the-hood improvements, mobile marketers did take strides to move past the experimental stage of development.

In fact, eMarketer forecasts that worldwide mobile advertising spending will reach $19 billion by 2012.

”The vast majority of the spending will be based on text-messaging campaigns,” says Mr. Gauntt, “with mobile display advertising and mobile search constituting the rest of the main market.”

However, compared to other interactive platforms, mobile still remains extremely small in overall spending.

”A basic problem facing mobile marketing and advertising is that, while the business proposition cuts across many industries—telecom, technology, media, marketing, retail—it affects the economics of each industry differently,” says Mr. Gauntt.

But that’s not all.

“A clear bone of contention involves customer information,” says Mr. Gauntt. “All parties agree that better targeting will happen, given the personal nature of mobile phones, but the question of how to use customer information to improve ad targeting while respecting privacy remains elusive.”

Assuming the sensitive issues surrounding customer data and location can be solved, there is still the matter of the true elephant in the room: the possibility of advertising revenue subsidizing basic mobile services such as voice, text or data.

Telephia, now a part of Nielsen Mobile, recently reported the range of direct monthly charges levied on US mobile customers for different applications on top of mobile data access.

”It’s not lost on mobile users that they still pay for almost everything on mobile,” says Mr. Gauntt.

Before mobile marketing can truly get moving, many obstacles will have to be overcome.

 

February 28, 2008

Skuair: Turning Images Into Barcodes for Your Mobile Phone

(* Source: Erik Schonfeld *) 

 

skeir.bmp

Erik reports... 

Daem Interactive has developed Skuair, new technology that it is calling the next generation of 2d code readers. Skuair isn’t limited to reading barcode lines and numbers but can read product logos or images. Skuair works with any mobile phone camera and is easy to operate. The user simply takes a picture of an advertisement or product logo and a low resolution image is sent to the recognition server and an associated URL is returned. The user can receive a variety of multimedia content from the company or person who owns the image

User generated tags will be launched later this year. A short demo of how Skuair works.

 

December 18, 2007

Paperless Boarding Passes

(* Source: Dan Neumann *)

 

Ah... it's good to see 2D black & white barcodes moving into the airline space in the US and Canada. Saving trees makes sense.  Colorzip, a company I consulted for late last year has 3D color barcodes that have launched in Singapore.  How are we doing, Andrew?

 

 


 
 
 Dan says...
 
Continental Airlines is now offering paperless boarding passes on several major routes. Air Canada has had a similar program in place since September.

Continental is the first US carrier to gain TSA approval for such a program. The agency cited enhanced security as the primary reason its timing of the approval.

The utility and convenience of electronic boarding passes will be clear to frequent travelers who already use advance check-in services to print their own passes. Expect to see paperless ticketing as an option on all major US airlines next year and donít be surprised if this creeps into other industries that use printed tickets. Think Fandango.

 

December 11, 2007

Microsoft MSN Mobile Portal: More Content, More Ads

(* Source: Kristen Nicole *) 

 

msn-mobile-logo.png

Microsoft has started to ramp up its MSN Mobile portal, rolling out ads and additional content for users. The portal already had search tools, quick access to various applications and mobile content for your phone. Now there are additional content like options for purchasing movie tickets, ringtones, wallpaper, games and video clips for mobile users.

The expanded portal will first launch in the U.S. and branch out from there. After the success of the FOX Sports Channel on MSN Mobile, it’s clear that more niche content will make the mobile portal more attractive to a wider range of users. This seems like a good opportunity for more integration of recently acquired MusiWave as well.

msn-mobile-s1.pngHaving added in more content, the mobile portal is now primed for advertisers. Banner and text ads are being rolled out on MSN Mobile. Initial advertisers include Paramount Pictures and Jaguar Cars. Microsoft isn’t the only one building out its mobile portal. Every other major player, from Yahoo to AOL to Google is doing the same. In terms of direct competition, AOL’s been heavily layering the ads as of late, and Google will probably have an even stronger push once Android is completed.

So Microsoft, which has a mobile platform as well, will also be able to hold initiatives on both fronts. Mobile advertising overall has been seeing a good amount of development as well, with AdMob playing up its device-specific programs and a renewed attention towards mobile content (games, etc.) that can be leveraged for advertising as well.

 

December 04, 2007

A Website Delicacy: Cellfish Media’s New Add-to-Phone

(* Source: John Kullman *) 

 


cellfish media.jpg

 

Cellfish Media, a mobile content provider, released “Add-to-Phone” yesterday. This free application is embedded in websites and allows users to download content from the web to their phones with one click of the mouse. Content can be sent to mobile phones as a download or as a stream.

Add-to-Phone works on any carrier in 100 countries and can be used on any WAP-enabled phone. Nothing has to be preinstalled on the handset. A site visitor only has to enter a mobile phone number and a SMS message is sent with a link to the content or news feed, which is formatted and rendered on-the-fly to fit the user’s specific device.

A so called locker is provided by Add-to-Phone. This allows users to organize all the sites and content clicked on and is accessible both on the web and on mobile phones.

Website publishers have two options to integrate Add-to-Phone on their website:
1- “Widget mode”: copy and paste the button code within their HTML editor
2- “API mode”: use the API to create their own tools using the “add to phone” functionality. For example, Cellfish.com is the first to offer a player with a built-in “add to phone” option.

Additionally, Cellfish recently released the “Add to Phone” application for Facebook, which includes an album navigator that allows users to download or share their profile pictures and their friends’ albums onto cell phones.

“Cellfish.com relies on a state-of-the-art technology platform that allows us to bridge the gap between web and mobile”, states Cellfish Media CEO Fabrice Sergent, “by launching “add to phone” widgets and API, we are making it available to the larger web community. Our goal is to make the transfer from web to phone as simple as downloading a file to your computer.”

Cellfish Media
Cellfish Video Highlighting Add-to-Phone

 

You Will Control 25% of Entertainment by 2012

(* Source: John Kullman *)  

 

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Nokia’s latest study, ‘A Glimpse of the Next Episode’, predicts that within five years a quarter of all entertainment will be created, edited and shared within peer groups rather than coming out of traditional media groups. Trend-setting consumers from 17 countries were asked about their digital behaviors and lifestyles. Nokia also used information gathered from its 900 million customers and views of leading industry figures to reach the conclusion that you will control 25% of the world’s entertainment by 2012.

“From our research we predict that up to a quarter of the entertainment being consumed in five years will be what we call ‘Circular’. The trends we are seeing show us that people will have a genuine desire not only to create and share their own content, but also to remix it, mash it up and pass it on within their peer groups - a form of collaborative social
media,” said Mark Selby, Vice President, Multimedia, Nokia.

Nokia also looked at four emerging trends that will make entertainment more collaborative and creative as we move towards Circular Entertainment. These trends are listed as, Immersive Living; Geek Culture; G Tech and Localism.

Immersive Living is the rise of lifestyles which blur the reality of being on and offline. Entertainment will no longer be segmented; people can access and create it wherever they are.

My favorite is Geek Culture. (I always wanted to be a Geek but I didn’t fit in.) This triumph marks a shift as consumers become hungry for more sophisticated entertainment. As Geek Culture rises, consumers will want to be recognized and rewarded - the boundaries between being commercial and creative will blur.

G Tech is an existing social force in Asia that will change the way entertainment will look. Forget pink and sparkly, it is about the feminization of technology that is currently underway. Entertainment will be more collaborative, democratic, emotional and customized - all of which are ‘female’ traits.

The report uncovered a locally-minded sprit emerging in entertainment consumption and Localism will become a key theme of future entertainment. Consumers will take pride in seeking out the local and home-grown.

The good news about this report is that much of the entertainment will be created and distributed on mobile phones. These are the perfect devices for capturing images and sounds on-the-fly and then editing the content with music and graphics. One person in a peer group may take the pictures, a second edit the sequence of pictures and a third add music before the production is sent to the group as entertainment.

 

November 06, 2007

Kylie Konnects with Fans on the Handset


(* Source : NextGreatThing *)

Allison says :

kylie.jpg

Artists and labels have been exploring different ways to market and monetize their music beyond MySpace. We just heard that Sony BMG is going to be selling J Lo’s latest album, Brave, on a fancy wooden flash drive (for $70!!) Meanwhile, artists are dropping their labels like bad habits. AmieStreet, MOG, Pure Volume, Indistr, Sellaband, Navio, Roadsound, iFanz, RCRDLBL, iMeem, Popfolio… These are just a few sites out of hundreds they can use to do promotion, distribution, and sales. In addition to the bands we mentioned last week, even the Oldies are going new media; the Eagles, Joni Mitchell and now Aretha Franklin have all dropped their labels to try the digital model.

The next frontier is the handset. Mozes has taken a step there by enabling bands to text fans updates and messages. The real application, though, will be mobile social networking sites, like the newly launched KylieKonnect for Australian singer Kylie Minogue. The dot mobi site (www.kyliekonnect.com redirects to ourtribe.mobi) lets fans blog, communicate with other users and upload images and video all via mobile phone. There is a Kylie’s own blog, a newsfeed and place to buy Monogued-up wallpapers and ringtones. The site, set up by New Visions Mobile, will allow Kylie’s fans to establish a closer connection with her (or the illusion of one), and she will likely profit off it through site sales. Unfortunately for fans, Mashable reports that you seem to need a European-based mobile number to register, just going to show that this sort of technology not as widely embraced (and developed) in the U.S. as it is in Europe, Australia, and Asia.

 

October 29, 2007

Video game giants slaughter the opposition


(* Source : Timesonline *)

Nigel Kendall says :

The video games industry was told yesterday: “Television used to be accused of corrupting the youth of today. Now you are.”

David Mitchell, the TV comedian, was talking to 750 representatives of the industry at the 25th Golden Joystick Awards, which are decided by public vote. In that quarter of a century, Mitchell observed, video games have gone from “being a few dots dancing around a TV screen to a full-on film that you are in”.

Generations of creative Britons who once dreamt of making films and cracking Hollywood are now just as likely to seek fame and fortune in the video games industry.

Tom Dowding, 25, is a graduate in computer science from Bristol University. He has been playing games since he was 10 and last year set up Mobile Pie, a developer of games for mobile phones. His efforts were rewarded at the Golden Joysticks with a prize of £2,500 and a work placement with Electronic Arts, one of the world’s biggest video game developers. Mr Dowding’s winning game is called Let It Grow.

“You install it on your mobile phone, then, using your phone camera, you nurture it and make it grow,” he said. “Then you post your growing flower on Facebook.” He has licensed the game to a distributor.

For many would-be developers, mobile phones offer a way of making games and minimising expense on programming. A leading game, such as the recent Halo 3, can cost $70 million (£34 million) to develop and a mobile game a fraction of that. The possible rewards are vast. Halo 3 outstripped many blockbuster films in the week that it went on the market, generating sales of $300 million.

Video games have quietly overtaken older entertainment forms such as films and popular music. According to the latest figures from Elspa, the industry body, game software sales in Britain for the first half of 2007 were £519 million, 17 per cent more than in the corresponding period of 2006.

More here 

 

October 17, 2007

MySpace, Skype announce partnership

(* Source : Rachel Konrad *)


myspaceskype

SAN FRANCISCO - News Corp.'s MySpace will offer members of its popular social network free Internet phone calls with a new feature based on eBay Inc.'s Skype service, the companies announced Tuesday.

Users with a Skype account will be able to click a single button in their MySpace profile to call the computer or telephone of another member, so they could reach people in their network even when they're not online. The service will be available in 20 countries starting in November.

MySpace, the largest social-networking site with 110 million members, will share revenue from the deal with Skype, which allows customers to place long-distance calls using their computers. Skype, the Luxembourg-based division of eBay, has 220 million registered users.

Standard PC-to-PC phone calls will be free, but users must pay for "premium" options such as their own personal phone number, voice mail, call forwarding, and the ability to make calls from a computer to land lines or cell phones.

Executives would not disclose other financial terms of the deal, which comes as both companies strive to expand membership amid growing competition.

One of MySpace's biggest rivals is fast-growing Facebook.com, which has more than 47 million active users — including at least 200,000 new registrations per day since January.

More here

 

October 16, 2007

fix8 Lands $3M for Webcam Avatars


(* Source : Kristen Nicole *)

Webcam avatar community fix8 has raised $3 million in a series a round of funding from Vickers Venture Group, which is a Singapore-based private equity firm. We first covered fix8 here.

You may remember that fix8 lets you create animated avatars with your webcam by reading your expressions and gestures. There are loads of tools that you can play around with, including fix8’s wide selection of avatars, and other accessories like voice manipulation, graphics and editing tools. These clips can then be embedded in your website or social networking profile, or use it for your instant messaging client like AOL, MSN, Skype or Yahoo Messenger.

fix8 has recently teamed up with Pringo for distribution purposes, Stickam , also Shanghai Media Group to create AuditionsTV, which makes interactive tv audiences able to participate during live or taped programs. Coming up, fix8 will be offering a mobile solution, which will surely extend the ways in which its avatar creation tool can be used for communicative purposes. See here for more avatar creation sites.

October 12, 2007

Virtual Worlds Conference: Ironstar's Joakim Achren Talks Mobile Virtual Worlds

(* Source : Worldsinmotion *)

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It seems that mobile connectivity to virtual worlds is right on the horizon. But what about a virtual world actually self-contained in a mobile phone? At the 2007 Virtual Worlds Conference, Ironstar Helsinki CEO Joakim Achren demonstrated and discussed MoiPal, his company's mobile virtual world that works on basic Java handsets.

"The idea was like, your friend in the phone," Achren said. "It’s an avatar that lives in your cellphone." The mobile pal is controlled like a Sim, or a Tamagotchi. Achren explained that he got the idea from thinking of how adults have facebook and kids and 'tweens have Club Penguin -- but what about teens?

"They are usually not at home, but they always have a mobile phone with them," Achren noted. "And they usually have the best phones. It is a means of self-expression, like ringtones. But self expression should be more than just ringtones."

Achren did say that, as it happens only during idle time, gaming and social networking on a mobile platform still have to integrate with a website, especially since mobile phones have such restrictive memory. "Concentrate on using the mobile to do something simple and realistic," he advised. "You can’t just take Second Life and put it on a mobile -- except for Japan, maybe,” he joked.

“It has to be a personality extension... and it has to be free,” Achren continued, noting it's not generally a good idea to aim a subscription-based service to kids, since they probably won't even try it. Incentivizing free content is a much better method, he said.

Moreover, there are a lot of possibilities for the mobile platform. Achren highlights simple 2 or 3-dimensional content items that can be created on a phone without challenging the memory restrictions. There's also social networking. "You’ve seen Facebook on a mobile. It works pretty well," Achren said.

More here 

 

October 09, 2007

Seeking Truly Mobile Music


(* Source : Jason Fry *)

New Efforts Try to Make It Easy

To Buy and Share Music Wirelessly

Last week Starbucks began testing a new service letting those with iTunes on their laptop, or carrying an iPhone, identify and download songs playing in the ubiquitous coffee bars.

In recent weeks we've heard Apple tout its new iTunes Wi-Fi Music Store. We've seen Microsoft show off improvements to its Zune music player, talk up the player's ability to share music, and unveil Zune Social, a new community site. Cellular-service providers such as Sprint Nextel, Verizon Wireless (a Verizon/Vodafone joint venture) and AT&T continue to sell songs over the air and experiment with various music-related offerings. And what about services that recommend and stream music, from Pandora to Rhapsody?

There's a flurry of activity around a common theme: making digital music truly mobile, instead of contained in music players that get topped up at desktop PCs. But what will be the effect of this newfound musical mobility? Could it mark a substantive change in the digital-music experience? Or will wireless buying and sharing remain mere offshoots of the familiar PC/MP3 player ecosystem?

Currently, both buying and sharing are largely restricted to the PC. Music players with wireless capabilities – such as Sandisk's Sansa Connect -- are fairly new. Meanwhile, the cellular-service providers' efforts have largely been stillborn -- because until fairly recently they wanted to charge as much as $2.50 for a download, despite the fact that iTunes had made $1 a de facto standard. Why the high prices? A number of reasons, from the record industry's desperation for an alternative to the iTunes model to infrastructure costs that cut into already razor-thin margins on downloads. Wireless carriers were stuck with a bad choice between a low-margin business or a low-volume one.

The carriers have accepted 99-cent downloads and tried to escape the low-margin trap by expanding their musical offerings to include access to streaming music, ringtones and ringbacks, music videos, the ability to "sideload" digital music from PCs to phones and even services that "listen" to snippets of music and identify the song.

More here 

October 01, 2007

MellaniuM Puts Second Life In Skype


(* Source : Caleb Booker *)

Today I met with Joe Rigby, co-owner of a very young startup called MellaniuM. His company is in the process of experimenting with two things: video streaming from 3D environments, and finding new ways to use custom virtual worlds for business applications. He's already had some impressive successes.

We started off in Skype voice chat, but then he met me in Second Life at the same time. Using tools his company haven't even named yet, he was able to broadcast video of our avatars meeting through Skype. (Click the picture for full-size.) They still consider it technology in the pre-alpha stage, and won't feel like it's ready for consumers until they have it running in much higher detail. Even at the low resolution, being "in" Second Life through Skype and, in addition, seeing myself through multiple camera angles at once was a pretty impressive experience.

This was, of course, just the beginning. He switched from Second Life to a custom environment they had built with the Unreal 2 engine and again, streamed it right through Skype. The great part about using an engine like this one was that they were able to import high-detail AutoCAD files and make them look extremely realistic. Soon I was watching a high-quality alien avatar from Mars Attacks! exploring the environment in real-time. Below is a video of the world he had walked me through that they apparently built over the course of a few days.

Recently Rigby showcased the technology at the Copper/Cobre Conference. All of the other presenters went up and showed PowerPoint presentations. Rather than show a series of AutoCAD sketches, he plugged his laptop into the projector and walked the crowd through a 3D rendering. A copper smelter in the U.S. retained him to create a "virtual furnace" that not only showed the schematics in high resolution, but had walls lined with photographs of how everything is supposed to look as you assemble the machine. Not only that, but you can actually enter the furnace itself and (through color coding) see how everything is supposed to fit together.

Even though his company has already been retained by a few engineering firms for more work, Rigby sees more applications for high-resolution custom worlds. He's currently in touch with several galleries in London to create scale models of the buildings with high resolution art renderings inside. People could download them for a token fee (maybe five dollars) and collect them over time as the gallery updates itself with new exhibits. Also, since "Unreal 2" is a server-based platform, you could walk around these little worlds with your friends.

MellaniuM has only been experimenting with the possibilities since September of last year and has already shown some great innovations. If they keep up this pace they'll be the ones to watch in the future.

 See Video

September 27, 2007

Zlango Launches Web Play


(* Source : Techcrunch*)

Roi Carthy says :

zlango_composer.png

Last we heard from Zlango the company had announced a $12 million in funding from Benchmark Capital and Accel Partners. Today Zlango is announcing its first major foray in the Web space.

For those of you unfamiliar with Zlango, the company created a new language based on slightly over 200 icons in categories such as People, Actions, Places and Feelings. The Zlango offering was originally aimed at injecting life and excitement into the ever popular but boring SMS, however, the company’s jump into the Web space indicates an understanding that engaging users requires Zlango to extend itself beyond a pure mobile play.

Today’s launch kicks off Zlango’s roll out of a number of social-oriented features. Two of the most notable features available today are:

  • Zlango Composer – A Flash driven composer featuring an on-the-fly “Text to Zlango” translator (see screenshot), making it a snap to create fun messages. Messages can be shared, emailed or embedded across a number of social sites (thanks to integration with Gigya).
  • zMess – Zlango’s version of a micro-blog. This is an area for users to view public messages, or private ones with groups of friends. Unfortunately, support for threaded comments is not included.
By year’s end Zlango intends to add support for user generated content, allowing users to add their own icons, contribute content (videos and books), as well as generate personalized merchandise (t-shirts, caps, etc.). Also on the horizon are an API, browser extensions and a Facebook app.

On the business front, the most notable achievement of the year is a partnership with Nokia to preload the Zlango into handsets. Zlango is now also deployed at all three Israeli operators, and has inked deals with operators in the Philippines, Ukraine, Malaysia, Finland, and Indonesia.

 

September 24, 2007

Myspace Offers Ad-Supported Mobile Version


(* Source: Larry Gentille *)

LOS ANGELES | The social networking Web site MySpace is launching a free, advertising-supported cell phone version Monday as part of a wider bid by parent News Corp. to attract advertising for mobile Web sites.

Fox Interactive Media, which oversees News Corp.'s Internet properties, said it also plans to roll out versions of FoxSports.com, the gaming site IGN, AskMen and its local TV affiliates in the coming months that will work on cell phones that can access the Internet.

The company said it also plans to offer a mobile version of its Photobucket picture sharing site in coming months.

The company already offers premium, subscription-based versions of MySpace through AT&T Inc. and Helio wireless services. Those versions include special features integrated into specific handsets, such as uploading cell phone photos directly to a user's profile page.

The new version set to launch Monday will work on all U.S. carriers and will allow users to send and receive messages and friend requests, comment on pictures, post bulletins, update blogs, and find and search for friends.

The company said advertisers have become more interested as the quality of the mobile Web experience has improved.

"Accessing the Internet from your mobile phone will soon be as common as text messaging and voice calling," said John Smelzer, senior vice president of mobile at Fox Interactive.

Initially, advertising will taker the form of sponsorships and banner ads that can be clicked on.

Eventually, Fox Interactive will seek to sell more targeted advertising, using registration data from cell phone carriers. The company also hopes to send local ads based on a user's location using GPS data sent by the phones.

"Over time, the most targeted ads will be on mobile," Smelzer said.

MySpace recently announced plans to sell targeted ads using personal information culled from each user's profile and blogs.

The new mobile sites will be tailored to the small screen on most handsets, Smelzer said.

FoxSports, for instance, will allow users to check scores and perform other core tasks, but will not have the video and photo offerings of the subscription version.

Smart phones with larger screens can already access full versions of Fox's Web sites.

September 21, 2007

Meez Parent Company Raises $500,000


(* Source : Adam Ostrow *)


Donnerwood Media, the parent company of the Meez virtual avatar service, has raised $500,000 from Battery Ventures. Meez allows users to create custom avatars that can then be shared in IM and on most social networks.

Earlier this week the company announced a partnership with Vringo to create avatar ringtones. Meez previously raised $4.3 million, and we profiled the company last August.

[via]

meez

 

September 12, 2007

The Holy Grail For Mobile Social Networks


(* Source: Techcrunch *)

Michael Arrington says:

We’ve been tracking emerging mobile-only social networks such as ZYB and Mocospace and Mig33. All have unique selling points (Mocospace is dead simple to use, ZYB has a rich set of potential users from their address book backup service, and Mig33 has a VOIP tool that has attracted over seven million users), but there’s one solid gold feature that none yet have: physical presence detection and information exchange with other users.

This is the Holy Grail of mobile social networking, and one of the main reasons for taking the networks off the desktop/laptop environment in the first place. Imagine walking into a meeting, classroom, party, bar, subway station, airplane, etc. and seeing profile information about other people in the area, depending on privacy settings. Picture, name, dating status, resume information, etc. The information that is available would be relevant to the setting - quick LinkedIn type information for a business meeting v. Facebook dating status for a bar.

Knowing when your friends are around, and having the ability to meet new people who share your interests (even if it’s just that you are both single), will drive massive usage of networks. But, as with many new services, a chicken and egg problem looms. Until everyone is using this, there is no real reason for anyone to use it. Meetro, an instant messaging service that finds friends based on location, has struggled to gain users over the last couple of years for this reason.

Technical barriers aren’t an issue - cell phone tower triangulation and bluetooth solve a lot of the problems of locating users and transmitting information between phones. What’s harder is just plain getting a critical mass of users.

The Failures

There is a trail of failed attempts at getting this right. Nokia released Nokia Sensor nearly three years ago. It broadcasts information about yourself to others via bluetooth. Never heard of it? Neither has anyone else, although it is still available for download. Google’s Dodgeball is another example that’s fallen flat - it tells friends (and friends of friends) who are within 10 blocks of you where you are and what you are doing.

The New Experiments

A bunch of new startups are giving this a shot, too. In a post yesterday TechCrunch UK mentions Germany’s Aka-Aki, Paris-based Mobiluck and MeetMoi (the lone U.S. startup). Another startup is Copenhagen-based Imity. It’s not surprising that most of the innovation is occurring in Europe. The current approach is to get java-based software on the phone - very few U.S. carriers and handsets allow user-based installs of java apps.

More here 

 

September 06, 2007

Join the dots: camera phones to decode new ad widget

(* Source : The Guardian *)

28 Weeks Later

Richard Wray says:


Next week's DVD release of the zombie-flick 28 Weeks Later will bring a revolutionary marketing widget, widely used in Japan, to the UK for the first time.

The film poster contains a square box full of black and white dots known as a QR - quick response - code. It contains information that can be decoded by the camera on a mobile phone with the right software installed. A huge poster showing nothing but a QR code has already gone up in London's Shoreditch to advertise the DVD.

These "bar codes" are widely used in Japan to store everything from web addresses and phone numbers to product details. Rather than laboriously typing in a person's phone number or an internet address into a phone, these codes give one-touch access to a wealth of information that can then be stored on a phone.

Japan's immigration service even stamps passports with codes detailing passenger's names and visa status. The 28 Weeks Later codes include details of the DVD's release and links to other material on the internet.

While many top-of-the-range phones such as the Nokia N93 already contain readers, anyone with a camera phone can install software that reads QR codes from companies such as i-nigma and Kaywa. They can even create their own codes.

For the mobile industry QR codes are both a way of making it easier for customers to get to their favourite websites using their mobile and a possible way of generating mobile advertising revenues.

Industry experts believe the time is right for QR codes in the UK. Over half the UK's mobile users have one while 95% of new phones sold include a camera. The first generation of QR codes in this country, however, are likely to be significantly larger than the 1cm x 1cm found in Japan, because most British camera phones have a lower resolution than in Asia.

Philip Makinson, consultant at industry experts Greenwich Consulting, said QR codes are likely to be little more than a bit of fun in the short term but could attract consumers to do more than just make calls and send texts.

"QR codes could help drive not only the take-up of high-end camera phones but make more people aware of the mobile internet and more conscious of the potential their phone has to store information about products and services," he said.

 

August 31, 2007

Twitter Blocks

(* Source: TechCrunch *) 

 

Mike says... 

The Twitter team must have had a Red Bull machine installed at the offices, because suddenly they’re launching new stuff left and right.

They recently added search and Gmail import features to the service. And on Friday they are launching a new area of the site called “Explore” where they’ll list some of the tools people can use to interact with Twitter off the site itself. Along with Explore they will also be releasing a new visualization tool called Twitter Blocks - “an abstract way to navigate your Twitter neighborhood or block.

Twitter sent us these screen shots but we haven’t had a chance to see it in action yet. Cofounder Biz Stone says “It’s a crazy, interactive, animated 3D application so it’s easier to understand when you interact with it.”

Twitter brought in Stamen Design to help with the project, the same team behind some of the Digg visualization tools launched last year.

Motorola is sponsoring the new Explore site. Screen shots below:

 

August 30, 2007

Nokia to Introduce Digital Music Service


(* Source:Newyorktimes *)

Eric Pfanner says: 

Nokia, via Reuters

Songs can be put onto Nokia’s new phone, the N81, without using a computer, a feature the Apple iPhone does not offer.

LONDON, Aug. 29 — In the same converted 19th-century fish market where Apple announced the European introduction of its iTunes music store three years ago, Nokia said on Wednesday that it would soon introduce its own digital music service, along with an easier-to-use Apple-style mobile interface and an Apple-style touchscreen handset.

The Nokia Music Store, to open this year, will let users download songs from the Internet to their computers or directly to mobile phones over wireless networks, which Apple’s recently released iPhone cannot do.

Analysts said the move heightened the rivalry between Nokia and Apple at the high end of the mobile phone business. “It was obviously going straight at Apple,” said Seamus McAteer, senior analyst at M:Metrics, a research firm.

While Nokia executives chose suits and ties rather than the black mock turtlenecks and blue jeans favored by Steven P. Jobs, Apple’s chief executive, they acknowledged that Nokia was not above imitating its rival.

“I don’t know what is copying and what is original but if there is something good in the world, we copy it with pride,” said Anssi Vanjoki, head of the Nokia multimedia division, which makes the company’s high-end handsets, when asked about similarities between the iPhone, iTunes and the new devices and services announced by Nokia.

In offering direct downloads, the Nokia Music Store goes beyond iTunes, which requires users to download songs to their personal computers before transferring them to an iPod music player or an iPhone.

The Nokia store, which the company said would be made available first in important European markets, could put pressure on Apple to develop a similar service, analysts said.

The music store also potentially puts Nokia into conflict with operators of mobile networks, which in many cases have developed music services of their own.

But analysts say that outside of Asia, mobile phone services like music have been relatively slow to take off, despite the tens of billions of dollars that network operators have poured into the technology to enable them.

More here 

More related articles 

August 27, 2007

Digital music services try to nibble away at Apple


(* Source: Reuters *)

Anthony Bruno says:

Photo




 

 

 

 

DENVER (Billboard) - The digital music wars are entering a new phase.

Several digital music service providers -- including MTV's Urge, Rhapsody, Verizon Wireless, Wal-Mart and Yahoo Music -- have unveiled new forays designed to shine light on their struggling services in the shadow of Apple's still-dominant iTunes.

While no individual effort is likely to dislodge Apple from its No. 1 position, all are clearly efforts to chip away at its commanding lead. According to data from NPD Group, Apple controls 73.7 percent of the retail digital-music market, with more than 3 billion tracks sold since it went live. iTunes is also the third-largest music retailer of any kind, surpassed only by Best Buy and Wal-Mart.

REALNETWORKS, MTV, VERIZON WIRELESS

In perhaps the most significant move, the three providers have joined forces to offer one integrated digital-music platform that includes Rhapsody's technology and music, editorial content and playlist programming from MTV's Urge and wireless distribution via Verizon Wireless. MTV brings strong marketing muscle -- to the tune of $230 million during the next five years, not to mention its on-air channels -- plus well-received blogs and other resources that should improve on Rhapsody's content. Verizon brings a mobile extension, something market leader iTunes still lacks. And Rhapsody brings the most popular subscription services on the market, its existing subscribers and back-end mobile technology.

The big bet, however, is on integration. Verizon will replace its Web-based digital music store with the new Rhapsody service and will send a copy of every song downloaded to a Verizon phone to the user's Rhapsody account. And Rhapsody subscribers will be able to transfer subscription-based music to Rhapsody-compatible Verizon phones once they're introduced later this year. But don't expect to download subscription tracks over the air from Verizon phones just yet.

On paper it's a strong alliance that emphasizes each partner's strengths and eliminates their weaknesses in what MTV Networks president Van Toffler called a "perfect storm" of capabilities. Whether they can execute it is another story.

More here 

 

Vringo Bets on Video Ringtones


(* Source: BusinessWeek *)

Neal Sandler says:

The startup proposes video sharing on mobile handsets—already, Universal Music Group is on board

The idea for his new startup came to Jon Medved two years ago at London's Heathrow Airport when he was trying to reach the Hertz (HTZ) call center. While waiting on hold, the Israeli venture capitalist was forced to listen to audio ads from Hertz about the various cars available. It suddenly struck Medved that it would be far more effective for Hertz to serve up images or even videos of cars.

Thus was born the idea behind Vringo, a startup launched last year by Medved and David Goldfarb, a leading Israeli mobile software expert. The idea is to capitalize on the popularity of social networks and digital video, marrying them with the phenomenon of downloadable audio ringtones—a business that already racks up $6 billion in annual revenues for mobile operators and content owners worldwide. Medved describes Vringo as a "sort of ICQ [instant messaging] combined with a personalized YouTube (GOOG) on your cell phone."

With conventional audio ringtones, customers download a short music clip—say, the theme to Hawaii Five-O—onto their own phones. Whenever somebody calls, the song plays instead of a regular ring. Aside from some possibly annoyed people in the vicinity, the only person who enjoys it is the owner of the phone.

Vringo Defined

Vringo's video ringtones turn that model on its ear. To use the service, customers join the Vringo community for free and install a small piece of software onto their phones. Then, when one Vringo member calls another, instead of a ringtone, the recipient of the call is treated to a video clip chosen (and paid for) by the sender. Every call thus becomes an opportunity to share content and to establish identity—the wireless equivalent of the "hey, dude, check out this YouTube video" culture of the Internet.

If it catches on, Vringo has the potential to be about far more than just sharing clips, though. Advertisers are intrigued by the idea of using mobile phones to pitch their products; Vringo offers the possibility of adding viral marketing to the mix—essentially, having enthusiastic consumers spread the word for you. What's in it for Vringo users? Instead of paying for a clip, a caller might get five minutes of free talk time for sending his buddies copies of a new ad.

More here