Showing posts with label purchase. Show all posts
Showing posts with label purchase. Show all posts

Thursday, April 10, 2014

Could virtual reality flop again?

An attendee wears an Oculus Rift HD virtual reality head-mounted display as he plays "EVE: Valkyrie," a multiplayer virtual reality dogfighting shooter game, at the Intel booth at the 2014 International CES in Las Vegas.
$2 billion deal to acquire Oculus last month marked the biggest bet yet on the resurgence of virtual reality.
While any price tag that hefty for an unfinished, unproven technology is bound to spark investor second-guessing, it's hardly a surprise that this purchase is being especially scrutinized. Like 3-D, virtual reality is a concept that has been touted for years, but has always failed to live up to its potential—and historically been rejected by consumers.
And while Oculus has greatly improved the experience—and Facebook and Sony (which is making its own lauded VR headset) are sinking fortunes into the technology—there are still plenty of hurdles virtual reality must clear. Among them:
Content: The best hardware in the world is useless if there's not software to take advantage of it. And if that first rush of software isn't up to par, it can quickly sour the experience.
Tech Yeah! Facebook moves into virtual reality
CNBC's Morgan Brennan and Laptop Mag Senior Staff Writer Sherri Smith discuss Facebook's acquisition of virtual reality hardware maker Oculus and King Digital Entertainment's IPO.
"If anyone's out there making VR, our message is 'please take the time to get it right,'" said Brendan Iribe, CEO of Oculus, at CES earlier this year. "If you don't, you get people sick. ... It's all dependent on the content."
Virtual reality is expected to make its first splash in the video game world. Whether game publishers will be willing to bet on the technology immediately is another concern, though.
VR games aren't cheap to create. They require very high frame rates (the number of frames shown per second) and work best in 3-D, with separate images being delivered to each of the user's eyes. Large game publishers may support existing partner Sony, knowing that the company is planning internally developed titles as well. But Oculus, which is focusing on the PC, might be a harder sell.
Meanwhile, many indie game developers, who were backing Oculus, aren't happy with the company's new owner. "Minecraft" creator Markus "Notch" Persson said he has canceled plans to work on a version of the hit game, which has sold more than 14 million copies, for Oculus' Rift virtual reality headset.
"I definitely want to be a part of VR, but I will not work with Facebook," he wrote. "Their motives are too unclear and shifting, and they haven't historically been a stable platform. There's nothing about their history that makes me trust them, and that makes them seem creepy to me."
Oculus declined to comment. Facebook didn't respond to a request for comment.
Finding the right audience: Facebook says it wants to cast a wide net with VR, but consumers have historically shunned any sort of technological headgear. Previous efforts, ranging from Nintendo's Virtual Boy to modern 3-D TVs, have flopped, which could indicate consumers simply aren't interested.
"Hardcore gamers love new technologies and experiences and are willing to do almost anything to get them," said Ed Fries, co-founder of Microsoft's Xbox division, in a recent "Ask Me Anything" on Yabbly. "General users however are a different crowd. Given how little success the consumer electronics companies have had with 3-D TVs with glasses, I am sceptical [sic] that general users are going to be strapping this thing onto their face any time soon."
And while the focus of VR so far has been on the gaming and commercial market, some experts say there's really no way of knowing where the technology will find the best fit.
"What is the best case for thinking about things like VR?" asks Rob Stavis, a partner Bessemer Venture Partners. "Is it playing a video game? Is it military training or teaching? The way we're going to learn about that is through trial and error."
Cost: Neither Sony nor Oculus has given any indication of what the retail cost of their VR headsets will be. Oculus' Kickstarter backers were able to get a Rift developer kit for $300, but there's no guarantee the final product will be in that neighborhood.
Beyond hardware, there's a question of whether software prices will be higher. Aaron Davies, director of developer relations at Oculus, said he would not be surprised to see game makers charge a premium for VR-enabled games, pushing them higher than the now-standard $60 price tag.
"In VR, suddenly objects have value—and scale and size and depth and I think there will be opportunities for developers to monetize them," he said.
Iribe agrees, but notes there is a risk with that.
"They'd better deliver if they're going to charge more than $50 or $60 for a game," he said.
Meeting expectations: Part of the reason VR has failed before is it has never lived up to the hype. And after a $2 billion buyout, those expectations are only increasing.
"I think we're living in a world where, in the last six months or so, there has been a lot of enthusiasm for how this tech can change our lives—and it's reflected in some rich valuations for things," said Stavis.
"You might think the Oculus deal is symptomatic of that. At the same time, at Bessemer, we continue to believe the pace of technology change will increase. ... [VR] is in the early innings. so some of the valuations might be forward looking."


Source:
www.cnbc.com

Saturday, March 8, 2014

Facebook's WhatsApp Purchase Challenged: Privacy Advocates Ask FTC to Put Deal on Hold

(Photo : Reuters) Facebook uses user data for ads, WhatsApp strictly does not.

Facebook's $19 billion purchase of WhatsApp may not be signed and sealed just yet, as privacy advocates have asked the Federal Trade Commission to put the deal on hold.
According to Reuters, some are skeptical of the acquisition and want Facebook to be more transparent about how they intend to use WhatsApp's messaging service. Facebook already has a popular mobile messaging app, but WhatsApp has 450 million users worldwide.
WhatsApp has also committed themselves to not gather data from its users to use in advertising, something Facebook does freely. If Facebook's purchase is completed, WhatsApp's commitment will likely end.
Although it is not entirely clear, Facebook has one obvious purpose for acquiring a messaging service used worldwide. Facebook is a leading backer of Internet.org, a project that aims to provide an Internet signal for the five billion people in the world without one. Even with a slight signal, WhatsApp could provide means of communication to every person on the planet.
Facebook also purchased a drone-making company, which is more than likely to aid the Internet.org project.
"As we have said repeatedly, WhatsApp will operate as a separate company and will honor its commitments to privacy and security," Facebook said in a statement.
The group of privacy advocates, the Electronic Privacy Information Center, filed with both the FTC and the Center for Digital Democracy, both non-profits. Neither commented on the filing.
According to Bloomberg News, the complaint centered around the fact that Facebook freely uses user data for advertising, a practice WhatsApp strictly avoids.
"Facebook routinely makes use of user information for advertising purposes and has made clear that it intends to incorporate the data of WhatsApp users into the user profiling business model," the document read. "The proposed acquisition will therefore violate WhatsApp users' understanding of their exposure to online advertising and constitutes an unfair and deceptive trade practice, subject to investigation by the Federal Trade Commission."
But Facebook maintains they do not intend to change anything about WhatsApp.
"Facebook's goal is to bring more connectivity and utility to the world by delivering core Internet services efficiently and affordably - this partnership will help make that happen," the social network's statement read.

Friday, March 7, 2014

DRAM Class Action Settlement = Cash For You


If you purchased a computer, console or any type of hardware or component with DRAM in it between 1998 and 2002, you’re entitled to some cold hard cash.
After typing that, I feel like one of those awful personal injury lawyers with commercials.
The facts are the facts, though, and thanks to a $310 million settlement in an ongoing price fixing class action suit against DRAM manufacturers, there’s a strong possibility that you, reader of this gaming website, paid too much for any number of your electronics.
What happened? In 2002 the US Department of Justice accused a group of 12 different DRAM manufacturers, including Samsung, Micron, and Toshiba, of price fixing their memory from 1998 through 2002. In court documents, the DOJ went so far as to label the manufacturers “one of the largest cartels ever discovered.” The manufacturers wound up pleading guilty and paid fines in excess of $730 million.
In 2007, State Attorneys General from across the nation (32 of them in all) filed their own class action lawsuit on behalf of consumers, and the DRAM manufacturers have finally agreed to the combined $310 million settlement. Now it’s time to distribute that money to you, consumer electronics buyer.
You’re eligible for a minimum payment of $10 if you meet the following requirements:
  • Purchased DRAM or a device containing DRAM;
  • Purchase was made anytime from January 1, 1998 to December 31, 2002;
  • Purchase was made in the United States or from a seller located in the United States; and,
  • Purchase was not made directly from a DRAM manufacturer, but from a reseller such as a computer maker (Apple, HP or Dell), a retailer (Best Buy, Staples or Costco) or any other reseller (CDW, Ingram Micro or Amazon.com).
You can get all the details in this FAQ about the case and settlement, and submit your claimright now online (deadline is August 1). You don’t need any receipts for your purchases to submit your claim, but you may have to provide proof of purchase at a later date. I went through the process and it was quick and painless.
Fittingly, I’ll probably purchase some more RAM for my PC with my payout.

News Source:  www.gamefront.com

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