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TechCrunch -
10 hours and 56 minutes ago
Between the
geolocation wars of Facebook and Twitter and the flux of geolocation-based social networks
and mobile apps that have been hitting the market recently, the competition is tough. Today,
mobile networking startup NearVerse, is launching a free
iPhone app, called LoKast, which allows people to share
media between iPhones at super-fast speeds. The kicker: the app connects people in its network
based on proximity.
LoKast, which is actually short for “local-casting,” allows you to set up a profile
that will list all of your photos, selected contacts, videos, web links and music on your mobile
phone. You can select which content you’d like to include to the public and which content
you’d like to keep private. When a LoKast user is in proximity (300 feet) of other LoKast
users, the app will automatically discover other users nearby and allow the user to view and
download their content. For example, you can see the iTunes library of any user who is in close
proximity to you. You can choose to download a 30-second clip of any song to your own profile and
can also follow the link to the iTunes store to purchase the music (LoKast collects an affiliate
fee for this, of course). Similarly, you can download photos, videos and even contacts from other
users into your profile. You’ll also soon be able to share apps on your phone with other
users.
The beauty of Lokast is that it has its own internal network; eliminating the need for 3G
connectivity to run the app, as LoKast works in subways, underground and heavily congested areas
such as stadiums, where 3G connectivity is unreliable. The startup’s app is effectively all
network based and currently has five patents for its proprietary technology.
LoKast is also partnering with bands to help market their content to users. LoKast has struck
deals with music distribution companies including The Orchard, IODA and Monalis 360 to provide
users with exclusive content within the LoKast app. And production companies, such as Mark
Cuban’s Magnolia Pictures, are also using the service to promote their new films.
LoKast will soon be launching an Android app, and plans to launch integration with Facebook
Connect. The app itself is incredibly simple to use and seems like it has potential to be a great
way to share content on your mobile phone. Of course, some people may not feel comfortable
sharing their personal content to complete strangers, so that may be a barrier for certain users.
CrunchBase InformationNearCastInformation provided by CrunchBase


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GamesIndustry.biz -
12 hours and 42 minutes ago
Microsoft has patented a new system of purchasing downloadable content via an automatic prompt,
which attempts to ensure all players in the game have the same updates.
Discovered by website Broke My Controller, the "automated directed transaction and delivery
system for digital content" (ATDDC) is designed to automatically detect if a player has not
installed a particular component necessary to take part in an online game.
Once the content, such as a map or character download, is detected a prompt to the user is
automatically generated. This allows them to purchase the extra content and automatically
download and install it while remaining in contact with the other players.
Read
more...
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MaxConsole.net News -
14 hours and 27 minutes ago
Microsoft has patented a prompting system which allows Xbox 360 gamers to quickly purchase &
install downloadable content without having to visit Xbox LIVE Marketplace. Microsoft believe that
many people leave Xbox LIVE Marketplace without purchasing the content they wanted as it is a
"highly frustrating" method with many steps. Microsoft patent description: An automated direct
transaction and delivery system for digital content ("ATDDC") provides for automated detection of
missing digital content
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Eurogamer - News -
15 hours and 15 minutes ago
Detects, offers, sells, installs content.
Microsoft has been spotted patenting an idea to upsell Xbox Live content to Xbox 360 owners.
Snappily titled "Automated Direct Bids to Purchase Entertainment Content upon a Predetermined
Event", this "automated direct transaction and delivery system for digital content provides for
automated detection of missing digital content or resources required for a player or participant
to participate in a multimedia application in either a single player or multiplayer environment
is described," explained the patent (spotted by Broke My Controller).
In other words, if a friend invites you to play a racing game and you don't have a certain track
installed, Xbox Live detects this and asks whether you'd like the content. From there, without
changing screens, the system will take the money required, install the content and start your
game. You'll be able to chat with your presumptuous friend all the while.
Read
more...
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MAKE Magazine -
22 hours and 24 minutes ago
Einstein, who would be 131 today, needs no introduction. The foremost mathematician of the 20th
Century, he held a position at the Institute of Advanced Study, one
of the most storied intellectual centers in the world. Nobel Prize. He published papers on such
physics-related topics as molecular physics, thermodynamics, the behavior of photons, statistical
mechanics, electromagnetism, fluid mechanics, quantum mechanics and so on. Before he became a
professor he worked in the Swiss Patent Office for nearly a decade, evaluating the latest
electrical inventions.
OK, he was a genius, we get it. But perhaps the best thing we can learn from Al was his humanity.
He wasn't a computer: he made mistakes, he had pet
theories that he promoted even though they were patently wrong; he pooh-poohed other science that
turned out to be true.
What we can learn from Einstein's mistakes is that it's alright to make them ourselves. Let's
make a glorious mess of that next project. Let's try out something that probably won't work.
Let's tilt at the windmills of established thought. Who knows, we might learn something?
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BetaNews.Com -
1 days and 3 hours ago
By Joe Wilcox, Betanews
Now that buzz about Apple's patent lawsuit against HTC has quieted a bit, I'm ready to pipe in
with some contrarian analysis. I agree with other pundits suggesting that the lawsuit is competition by litigation, where Apple hopes to scare off mobile
manufacturers from licensing Android. Surely some handset manufacturers will pull back, but they
would be foolish to do so. For other existing and potential Android licensees, the lawsuit is a
get out of jail free card. Apple's patent case should embolden, not restrain them. There may
never to be a better time to license Android than now.
Apple claims infringement of 20 patents related to iPhone's user interface. Engadget's March 2nd
patent breakdown is a must-read clinical analysis. But there's more to competition
by litigation than the actual patents. Lawsuits often aren't so much about what's right but what
lawyers think they can prove; often the winner tells the more believable story, even in patent
cases. Similarly, much strategy goes into lawsuits -- how they're presented, where they're filed
and when. Then, of course, there is whom. In this case, Apple took on HTC and not
Google. Now why is that?
Apple's initial goals have little to do with protecting intellectual property as much as scaring
away competitors. I hone in on this because Apple chose not to sue Google, Android's major
developer, but instead the largest licensee of the mobile operating system. HTC's Sense UI gives
Apple a bit more range to single out the one manufacturer, but based on various analyses of the
patents that's more bark than bite.
Why not sue Google? I'll give eight primary reasons:
1) Apple potentially gains more by scaring off potential Android licensees than engaging in a
protracted patent lawsuit. It's easier and more effective to raise bluster (and loads of free
press) by engaging HTC than Google. Meanwhile, Apple can drag out the lawsuit as a distraction
for HTC and other (frightened) Android licensees -- for years.
2) Apple doesn't want to take on Google, which already has come to HTC's defense. Google would
fiercely fight Apple, understanding that mobile devices are the future of search and advertising.
3) Apple needs Google more than Google needs Apple. Unless Apple is willing to switch to Bing --
not a good idea considering iPhone buyer demographics -- Google search and maps are a necessary
evil. If Google is willing to play tough with China, Apple is easy enough for Google
to snuff off. Apple won't take on Google from a weaker position.
4) HTC is somewhat disadvantaged, being a Taiwan-based company. Google has home-court
advantage (like Apple), making it a much more formidable opponent than HTC.
5) Patent lawsuits take years to resolve, hence Apple's separate complaint with the International
Trade Commission. Again, Apple is using scare tactics to psychologically attack existing and
potential Android licensees. So, this is quite similar to No. 1.
6) The patent claims are likely not as sure as they appear. Since most of the claims are really
about Android, Google is the more sensible target of any lawsuit. If Apple lawyers were truly
confident of winning against Google -- and in reasonable timeframe, they would file lawsuit
against the search giant.
7) Android's open-source status creates all kinds of logistical and legal problems for Apple. The
company really doesn't want to be labeled with a big Scarlet Letter as an open-source opponent.
Apple has benefitted from open-source community development. It's a vocal group Apple
doesn't want to piss off. Then there are all the nasty legal issues and potentially damaging
precedents should Apple make a frontal open-source assault.
8) The iPhone-Android phone market looks much like the Mac-Windows PC market did in
the 1980s and 1990s. Apple unsuccessfully sued Microsoft for infringing on Macintosh
user-interface intellectual property. The lawsuit dragged on for years, ending in settlement in
1997. But what if in the early days of the Windows PC, Apple had sued clone king Compaq instead?
Compaq was more vulnerable to a UI copyright claim than Microsoft, and other DOS/Windows
licensees would have received the message to back off. By attacking HTC, Apple hopes to prevent a
repeat "us against everyone else" scenario.
What Apple Fears
Apple has good reasons to fear Android. In the three months from December to February, Android's US smartphone subscriber share shot up from 2.8 perent to 7.1
percent. Worldwide, in 2009, Android smartphone market share -- based on sales -- rose from 0.5 percent to 3.9 percent, according to Gartner (The
first Android phone, the T-Mobile G1, shipped in late 2008). Last month, Google CEO Eric Schmidt
asserted that 60,000 Android handsets are shipping by the day.
All this circles back to my claim that the patent lawsuit is a bluff. My reasoning:
1) Apple chose HTC, not Google. There is no immediate risk to any patent claims
against HTC. Since the real claims are against Google, Apple may find the court -- or even the
ITC -- reluctant to rule against an Android licensee in good faith. There is perceived risk, but
none in the short term, which is long enough for a united Android front to do market damage
against iPhone -- particularly in emerging markets.
2) Apple filed against HTC and not other licensees.
Apple had its chance to take on Android licensees, choosing instead to go after one. HTC is
enough:
- If the claims are shaky.
- If Apple is looking for one case to establish precedent.
- If the more immediate objective is to scare off existing or would-be Android licensees.
HTC being enough for this lawsuit isn't enough to legally or even logistically hurt other Android
licensees.
3) Apple is unlikely to sue other Android licensees anytime soon. A good legal
strategy -- from cost and logistical perspectives -- is to make a single case. Rather than being
afraid, existing and would-be Android licensees should feel emboldened by the HTC lawsuit. Behind
the bluster, Apple has really given the all clear -- it's safe to go ahead; that's Apple's tell.
Apple's bluff is meant to convince other licensees that they can't win; so they lay down their
Android hands. Yes, Apple could file against other Android licensees, but the only immediate
benefit would be to create more fear -- that licensees should fold their hands. Hardware
manufacturers should look at Google's backing HTC; there is a heavy-sitting ally at the table
across from Apple.
Copyright Betanews, Inc. 2010


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The Tech Report: News -
1 days and 12 hours ago
π Day BBC News reports Apple loses appeal in Word patent case The NY Times reports Apple's spat
with Google is getting personal Engadget: Dead iPad battery? Never mind replacing it, Apple just
sends another iPad
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Stereoscopy.com - The World of 3D-Imaging! -
1 days and 22 hours ago
Darkworks, the Paris-based Action-Adventure developer, announced the availability of its
TriOvizÂ@ for Games SDK. TriOviz is a patent-pending post-process that enables 3D games on
consoles and regular 2D displays. The result is a high-quality, cutting-edge experience for the
console audience without expensive barriers to adoption. Darkworks will be giving demonstrations of
its 3D technology this week at the Game Developers Conference and Expo in San Francisco.
Developed by Darkworks, the TriOviz for Games SDK leverages existing three dimensional graphics
information to greatly enhance the depth-of-field; as well as volume and position of geometry and
characters within a scene. This negates the need for rendering multiple images so TriOviz for Games
does not require intensive computing power – the resolution, performance and game play
integrity are maintained.
As a post-process, Darkworks' SDK easily integrates into the production pipeline, supporting both
popular and proprietary game engines; requiring as little as a couple of days or a week to
integrate, depending on the implementation.
"Darkworks is enthusiastic to bring a truly innovative technology to top game developers and
publishers in order to make the 3D experience a reality today for even the most technologically
demanding console titles. Always boundary-pushing, video games will lead the entire entertainment
industry in the 3D era," said Guillaume Gourand, co-founder and managing director of Darkworks.
"Consoles already broadcast 3D interactive content in real-time and their interactivity
– by nature – empowers game developers to make a more immersive
experience than is possible in movies"
Previously a technology only available to Blu-RayÂ@ & DVD video publishing, TriOviz
processing utilizes innovative yet inexpensive glasses that render 3D entertainment with beautiful,
true colors and sharp images. Unlike the red-and-blue anaglyph of the past, TriOviz for Games
maintains the content's art direction and images can be seen in 2D without glasses. Games can be
enjoyed by everyone in the room with or without glasses seamlessly.
Key Features of TriOviz for Games
- First and Only 3D Software SDK for AAA Console Games: TriOviz for Games works on Xbox
360™, PlayStationÂ@3 and PC, delivering an immersive 3D experience to the most
demanding games while maintaining performance, game play and content integrity.
- 3D Experience on 2D TVs; No Additional Equipment Required: Consumers can enjoy 3D games on
their existing HDTV or even SD televisions without having to purchase additional hardware.
- Low-Impact Integration for High-Impact Return: TriOviz for Games supports both popular and
proprietary game engines, resulting in minimal man-hours to deploy or hit to performance, while
maintaining the original creative vision.
"The success of films like Avatar and buzz over 3D devices at CES illustrates that audiences are
ready to embrace 3D for their entertainment," stated Gourand. "We believe we can offer a quality,
rich experience that honors the creators' vision and is hassle-free for the end users as they
explore the emerging in-home 3D trend."
The first game implementing the Darkworks 3D technology is already announced, with future titles to
follow Spring 2010.

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