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Amazon.com Inc launches Home Services, a referral marketplace for plumbers, housecleaning and more

CHICAGO — Amazon.com Inc. is launching a home services marketplace that will connect customers with electricians, plumbers and painters in a move to have its services tied to every product sold on its website.

Amazon Home Services, which launched on Monday, will allow customers to buy 700 services such as car maintenance, TV wall-mounting and house cleaning at upfront prices. The quality of the service will be backed with an Amazon guarantee, which the retailer uses to vouch for products sold by third-party sellers on its website.

A home services marketplace will extend Amazon’s role as a middleman for third-party vendors, which account for about 40% of its sales. It would also help Amazon gain an edge in the fast-growing services industry in the U.S. which the retailer estimates to be around US$630 billion.

“Third-party estimates show that customers spend four times more on services each year than they do on physical products,” Peter Faricy, vice-president, Amazon Marketplace, told Reuters.

“So for us the opportunity is very big,” he said.

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Around 85 million Amazon shoppers buy products that require servicing or installation, the company said. Amazon will roll out the service nationwide in the U.S. with “high coverage” in Seattle, San Francisco, Los Angeles and New York.

Services marks a new frontier for Amazon, which has focused on selling products as it expanded from books into consumer goods, groceries and media. Local services have been tough for marketplace companies to turn a profit, since offerings must be tailored to each city or region.

Amazon will be in direct competition with Angie’s List Inc., Craigslist Inc., and Yelp Inc. as well as U.S. home improvement chains like Home Depot Inc. and Lowe’s Companies Inc., which have invested in ways to link customers with local plumbers, painters and other service providers.

Amazon will hand-pick service professionals after running background checks and offer to match prices if customers get a lower price for the same service and professional on another site, store or directly from the professional within 30 days of a purchase, Mr. Faricy said.

Amazon Home Services will have a revenue share model with the service providers. The retailer will charge a 5% transaction fee, along with platform fees ranging from 10% for custom services and 15% for standardized services.

© Thomson Reuters 2015

Spotify launches on PlayStation and announces free premium subscription for Fido customers

Spotify officially launched on PlayStation 3 and PlayStation 4 video game consoles on Monday, replacing Sony Corp’s own struggling music streaming music service, Music Unlimited. Rogers Communications Inc. also revealed Spotify, which now has over 60 million active users worldwide, will also be available on Fido customers’ tablets and smartphones through a free 24-month subscription to Spotify-premium.

Both of these moves further solidify Spotify’s brand as being synonymous with music streaming, similar to how Netflix has become the platform many people immediately think of when it comes to online video streaming. Music streaming services such as Spotify, Rdio, Deezer and Google Play Music are increasingly becoming viable deterrents to music piracy in Canada, as well as other regions the services are available in around the world.

According to Rogers more than half of Canadians between the ages of 18 and 34 stream music on mobile smartphones.

“We know our customers love to stream music and Spotify is the obvious choice for us,” said Raj Doshi, Rogers VP of product and hardware management, in a press release.

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Spotify’s new PlayStation app is designed with large television screens in mind and also brings the music streaming platform to 41 countries, significantly more than the 19 regions Sony’s now defunct Music Unlimited service was available in. However, Sony has not specified which of the 58 regions Spotify is currently available in will be missing out on the service’s initial PlayStation app launch.

Sony’s PlayStation 4 and Microsoft Corp’s Xbox One video game console are primarily video game consoles, but the devices also offer services that aren’t gaming related, such as Netflix, Twitch and U.S.-exclusive video streaming services like Hulu. Sony also recently launched a new streaming television platform called PlayStation Vue, a new US$49.99 a month Internet television service, giving users access to networks like CBS, Fox, NBC, Discover, Viacom and AMC, directly from their PlayStation console.

Microsoft’s Xbox One video game console was initially marketed as the only device you need in your living room, with its voice-activated Kinect navigation and ability to run a digital cable connection through the console. Since the Xbox One’s launch in November 2013 the system’s focus has shifted back to gaming, forcing the company to offer an Xbox bundle that doesn’t include its controversial Kinect motion sensor, largely due to the backlash the Xbox One’s initial multimedia-focused direction received.

SonySpotify is now available on PlayStation platforms.

However, Microsoft still offers Xbox Video, a rental movie and television streaming service, and Xbox Music, a music streaming service, on the Xbox One.

Spotify, which launched back in 2008, is available on smartphones, smart televisions and a variety of set-top boxes. The company says it has worked closely with Sony to optimize its service for PlayStation Platforms, allowing players to listen to Spotify while still playing a game on their console. Spotify only launched in Canada in August 2014.

Existing Spotify subscribers receive instant access to Spotify’s PlayStation app. Sony’s deal with the music streaming service is exclusive, which means the service won’t be coming to the Xbox One any time soon. Spotify-premium costs $9.99 a month in Canada. Music Unlimited users with active subscriptions as of March 29, 2015 will be eligible to receive two months of free access to Spotify premium.

Sony announced plans to close Music Unlimited and forge a partnership with music streaming platform Spotify in January 2015.

Two U.S. agents on ‘Silk Road’ case accused of stealing bitcoins

Two federal agents who investigated the black market bitcoin website Silk Road were charged with stealing the digital currency.

U.S. Drug Enforcement Agency employee Carl M. Force and Secret Service agent Shaun Bridges were charged in San Francisco with wire fraud and money laundering, the Justice Department said Monday in a statement.

Ross Ulbricht, convicted of running the Silk Road site under the moniker “Dread Pirate Roberts,” faces a possible life sentence in prison. He is to be sentenced on May 15.

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Bloomberg.com

GitHub reportedly targeted by Chinese hackers in days-long cyberattack

NEW YORK — U.S. coding site GitHub said it was deflecting most of the traffic from a days-long cyberattack that had caused intermittent outages for the social coding site, with the Wall Street Journal citing China as the source of the attack.

“Eighty-seven hours in, our mitigation is deflecting most attack traffic,” the GitHub Status account said in a tweet on Sunday. “We’re aware of intermittent issues and continue to adapt our response.”

GitHub supplies coding tools for developers and calls itself the world’s largest code host.

The attackers paralyzed the site at times by using distributed denial of service, or DDoS, attacks, a technique commonly used to disrupt websites and computer networks, according to the Wall Street Journal.

They pushed massive amounts of traffic to GitHub by redirecting overseas users of the popular Chinese search engine Baidu Inc, according to the Wall Street Journal.

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The newspaper said they targeted two GitHub pages that link to copies of websites banned in China – a Mandarin-language site from the New York Times Co and Greatfire.org, which helps Chinese users circumvent government censorship.

A Beijing-based Baidu spokesman said a thorough investigation had determined it was neither a security problem on Baidu’s side nor a hacking attack.

“We have notified other security organizations and are working to get to the bottom of this,” the spokesman said.

On its blog, GitHub said the attack began early on Thursday and involved “every vector we’ve seen in previous attacks as well as some sophisticated new techniques that use the web browsers of unsuspecting, uninvolved people to flood github.com with high levels of traffic.”

GitHub said it believed the intent of the attack was to convince the company to remove a specific class of content.

The Chinese government has repeatedly denied it has anything to do with hacking.

Asked about the report, Chinese Foreign Ministry spokeswoman Hua Chunying said China itself was one of the world’s largest victims of hacking and called for international dialog to tackle the issue.

© Thomson Reuters 2015

Five books that would make great games: The next adaptations should be literary

When looking for lucrative intellectual property to exploit, game makers typically turn their gaze to the world of film rather than books.

You don’t need to be a brain surgeon to understand why.

Blockbuster movies are front and centre in pop culture, and it’s easy to imagine the cinematic sequences on the silver screen translated to the nearly equally cinematic medium of modern games.

But as an avid reader, I see possibilities for games lurking within the books I read at least as often as I see them in film. We need look no further than Larry Niven’s classic Ringworld, which clearly served as muse to Halo’s inventors at Bungie, for proof that game makers see potential in books as well.

Below are five novels I think could be transformed into immensely entertaining games. From Iain M. Banks’ 27-year-old sci-fi classic The Player of Games to Pierce Brown’s still-in-the-works Red Rising trilogy, I’d pay good money to play interactive versions of all of these books.

Minor spoiler alert: Best skip any blurbs pertaining to books you might want to read. I don’t give away any endings or twists, but I do get into some overarching plot details you might want to discover on your own while reading.

The Red Rising trilogy, by Pierce Brown

I could almost feel my thumbs twitching as I read through the first two installments in this raucous, action-packed sci-fi saga about a class-based society spread throughout our solar system and one man’s mission to tear it down.

Its hero – a fierce young man with a wounded soul – is a slave surgically transformed into a member of the ruling class, a breed of super men and women who tower over almost everyone else. Through a series of war games he becomes a brilliant melee combatant and tactician. He eventually ends up fighting on various planets, moons, and space ships, wearing grav boots and power armour while wielding a variety of futuristic weapons.

It’s basically a sci-fi action game waiting to happen. Think Halo, minus the aliens and with a richer story filled with memorable characters and some jaw-dropping narrative corkscrews.

The trilogy has already been optioned for a film, but unless it’s given an immense Avatar-like budget I’m not sure celluloid could do justice to the alien settings, the low-gravity combat, or the story’s epic nature. I’d prefer it as a game.

The Player of Games, by Iain M. Banks

Scottish nationalist Iain M. Banks (who sadly died a couple of years ago at age 59) is perhaps my favourite sci-fi writer. His novels set in the Culture universe present not a stereotypical dystopia, but rather a utopia in which technology has solved virtually all of our problems, from gender identity issues to death. Most of the issues in his books have to do with Culture citizens travelling outside their society and interacting with other civilizations.

Some of his books could be turned into action/adventure games (the excellent space opera Consider Phlebas), others tactical space combat simulations (The Hydrogen Sonata), but if I were to translate only one of his novels into a game I think I’d pick The Player of Games, the second book in the Culture series, released back in 1988.

It’s about a skilled board game player whose abilities are put to the test in a fabulously complex game of strategy called Azad, which is played on multiple three-dimensional boards big enough that the players can walk around them. It involves sophisticated terrain, a huge array of playing pieces, cards, and dice, and some parts of the game are entirely separate games unto themselves. It can take days or even weeks to play.

Mr. Banks never fully describes the rules of the game, focusing instead on its significance as a determiner of social status on the world on which it’s played. But I’d love to see a skilled maker of vaguely similar video games – say, perhaps, Firaxis (of Sid Meier’s Civilization fame)– attempt to ferret out the basic systems and create an experience that approximates what’s described in the book. I imagine it might be something hazily akin to the game of thermonuclear war that James Bond plays against Maximillian Largo in Never Say Never Again, just on a much grander scale.

Bird Box, by Josh Malerman

There’s crazy potential for a thrillingly original horror game in this terrific page-turner.

The book focuses on a mother living with her children in a post-apocalypse world. Her house is insulated from the outside; windows covered, doors locked. As the tale unfolds we come to learn that there is something new and terrible in the world – we know not what – that drives people mad upon sight. It has almost completely destroyed the world’s population. Any excursions outdoors must be made blindfolded, lest she or her children see the thing that drives people mad.

It’s a chilling book filled with the woman’s terrified thoughts as she tries to navigate with her kids outside using only her ears and hands.

Admittedly, a story without any combat and in which the main characters spend much of their time blind poses some problems for the medium of video games, but the answers to these problems could result in some wonderfully inventive – and intense – play mechanics.

Scenarios could be designed so that players spend much of their time in enclosed spaces, scavenging and fulfilling objectives in spaces where they need not be constantly blindfolded. Then certain cues – audio, visual, instinctive – could warn them to cover their eyes, at which point the player character’s hearing might be represented visually, perhaps a bit like that of blind superhero Daredevil. Touch could be simulated via tactile feedback in a controller’s triggers and joysticks.

There would be times when it would become necessary to remove your blindfold in open areas where the mysterious terror might be – perhaps to fiddle with a latch, check a map, or just gain your bearings – and the fear of what might be seen in that moment or two would be palpable.

I want to call every developer I’ve ever interviewed or met right now and beg them to make this game.

The Martian, by Andy Weir

Despite its title, The Martian isn’t about an alien. And it doesn’t involve any combat or action. It’s a story about a human astronaut (who also happens to be a botanist and mechanical engineer) who finds himself stranded alone on Mars for more than a year and must use his wits to survive until a rescue mission can reach him.

So it would make a fine first-person puzzle game, naturally.

The vast bulk of the book’s 369 pages are spent describing the many problems that the astronaut faces – food, water, air, how to travel 3,200 kilometres across unexplored Martian terrain – and the inventive ways in which he deals with them.

Similarly, a game based on The Martian would force players to scavenge and make efficient use of all available resources, coming up with solutions to seemingly catastrophic problems as they arise. Clues to solutions would be scattered around the environment in notes and videos, and Mission Control back on Earth could provide hints as needed.

It could even be moderately educational, providing players with real scientific information delineating the difficulties involved in living on a world so inhospitable to Earth life.

However, if a game were made it wouldn’t be able to beat the film adaption to the screen. Ridley Scott’s take on Andy Weir’s novel, starring Matt Damon as the astronaut, is slated to land in theatres this fall.

Locke & Key, by Joe Hill

This unforgettable series of graphic novels penned by Stephen King’s son tells a brilliantly conceived and expertly executed tale about a group of kids in a big old house who discover magical keys with amazing powers.

A big part of the fun lies in finding out what each new key does, so I won’t ruin any of them here save to say that with perhaps one or two exceptions the concepts are wildly original – and intertwine perfectly with the carefully planned plot.

This is another print work with film aspirations. A TV pilot failed to make the cut on Fox back in 2011, but Alex Kurtzman announced last summer that he plans to make a trilogy of films based on the books.

I’d rather a game.

And I see it as a kind of narrative adventure. Lots of exploration, discovery, and chatting, and little in the way of traditional video game action. Think something with elements of Gone Home, Dear Esther, and The Vanishing of Ethan Carter, but with some Telltale Games-style dialogue thrown in. An interactive story.

Production and presentation would be key. We would see, amongst many other graphical wonders, characters physically gazing inside each others’ heads to see entire worlds at play, so the publisher wouldn’t be able to skimp on budget. The experience needs to be as visual as it is cerebral.

If it were done right and with enough care, I think a game based on Locke & Key could have potential to be the next The Walking Dead, drawing in casual and serious gamers in equal number. Its story, ideas, and characters are that compelling.

Nintendo delays the Legend of Zelda Wii U beyond 2015

Nintendo co. Ltd’s upcoming Wii U Zelda game won’t hit its originally announced 2015 release date, according to an update released today by series producer Eiji Aonuma.

“In these last three months, as the team has experienced firsthand the freedom of exploration that hasn’t existed in any Zelda game to date, we have discovered several new possibilities for this game,” said Aonuma in a video posted to YouTube.

[youtube=http://www.youtube.com/watch?v=7y1VKSVeGD0&w=640&h=390]

“As we have worked to turn these possibilities into reality, new ideas have continued to spring forth, it now feels like we have the potential to create something that exceeds even my own expectations,” said Aonuma.

Mr. Aonuma & team will be hard at work on #Zelda and have decided not to show it @ E3. Thanks for your patience! https://t.co/bwu3nd3fNi

— Nintendo of America (@NintendoAmerica) March 27, 2015

According to a recent Tweet from Nintendo of America’s official Twitter account, Zelda Wii U is also skipping this year’s Electronic Entertainment Expo (E3), the annual trade show where the world’s major video game developers, publishers and hardware manufacturers show off their latest games and technology.

Anonuma apologized to fans in the video and explained that is team is, “no longer making a 2015 release our number one priority.”

The last time The Legend of Zelda Wii U was shown off was during The Game Awards in December, emphasizing the title’s open nature and explaining that the company intends to make considerable changes to the formula Zelda titles typically follow.

Zelda Wii U was announced during E3 2014.

[youtube=http://www.youtube.com/watch?v=SECWlFInyFM&w=640&h=390]

The last Zelda game, The Legend of Zelda: Skyward Sword, was released in 2011 for Nintendo’s Wii.

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Montreal developer reveals one of the first Canadian-developed Apple Watch apps, Transit App

Montreal-developed Transit App is the type of mobile application people use when they need almost instant access to public transit schedules. It aims to notify users, for example, on whether they have time to take a leisurely stroll to a bus stop or to race over if a bus is arriving momentarily.

The Transit App on a smartphone already gives instant access to transit route times based on GPS location — and also even tracks your commute, allowing the app to differentiate between travel directions. The app’s creators want to take this simplicity and ease of access one step further with the Transit App Apple Watch application it revealed late Thursday.

“When you turn your wrist, right away you’re going to see departure times around you, so you can figure out whether you need to sprint for that bus or if you have a few extra minutes to walk a little more casually,” said Jake Sion, leader of strategy and development for the Montreal-developed application Transit App.

Transit App

In a recent blog post describing how the Apple Watch version of Transit App will work, the company explains one of its design goals is “removing the friction between desire and fulfillment,” when it comes to how users interact with mobile applications, emphasizing that they feel wearable tech is the future of accomplishing this goal.

“There’s the glance and there’s the actual app. For the glance view it’s going to immediately show you the two routes closest to you and the departure times for each. For that you don’t need to dive into the application. You can get that really quickly with a swipe up from the bottom corner of the Apple Watch,” said Sion.

The Apple Watch version of Transit also features a useful “Take Me Home” button, giving users the most direct route home with one tap on the Apple Watch, all without ever taking out their iPhone.

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“There are so many cool things that we will do and we can do [with the Apple Watch], but we wanted to focus on getting the instant, easy to access, notifications, right,” said Sion.

Transit App for the Apple Watch will be available when the watch launches on April 24. Other Canadian-developed apps such as Air CanadaTangerine Bank and Desjardins, were also detailed this week.

Apple users can already download updated versions of a number of different iPhone apps that will feature Apple Watch functionality when the wearable is released next month. Notable standouts include ones developed for ExpediaBabble, Evernote, Dark Sky, MLB At Bat, and The New York Times.

“It’s definitely pretty exciting for us as a Canadian developer to be alongside something like Air Canada,” said Sion.

Transit App is compatible with most major cities in the U.S. and Canada, including, Toronto, Montreal, Edmonton, Ottawa, Chicago, New York City, Portland and San Francisco, as well as select international regions.

Transit said it plans to eventually create a version for Android Wear, the smartwatch operating system from Google Inc., but it did not specify a release date.

 

Amazon.com Inc in talks to buy Net-a-Porter, potentially its biggest acquisition yet: report

Amazon.com is in talks to buy online luxury retailer Net-a-porter in what could be the biggest acquisition yet for the e-commerce giant, but the negotiations are in early stages and could fall apart, Forbes reported, citing a person familiar with the matter.

The potential deal, first reported by Women’s Wear Daily, could value Net-a-Porter lower than the valuation of 2 billion euros (US$2.16 billion) reported by the fashion industry trade journal, Forbes reported on Thursday, citing the person.

Seattle-based Amazon has long eyed the high-end fashion retail sector and any deal for Net-a-Porter would mean a new commitment in an area where the company lacks a strong presence, Forbes said.

“It’s Day 1 in the category,” Amazon Chief Executive Jeff Bezos told the New York Times in an interview in 2012, saying the company was making a “significant” investment in fashion to convince top brands that it wanted to work with them, not against them.

Media reports in 2014 said Amazon was in talks to buy Indian fashion retailer Jabong.com for US$1.2 billion.

Net-a-Porter is owned by luxury goods group Richemont , which bought the London-based company for 392 million euros in 2010.

A spokeswoman for Net-a-Porter said the company does not comment on industry speculation.

Amazon.com and Richemont could not be immediately reached for comment outside regular business hours.

© Thomson Reuters 2015

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Why Apple Inc feels the need to defend Steve Jobs

The normally unforthcoming executives at Apple have been praising a new book about Steve Jobs in recent days, using the opportunity to also diss Walter Isaacson’s three-and-a-half-year-old biography of their former boss as an unfair portrayal.

As if Steve Jobs needed defending.

Apple’s co-founder, saviour, and mega-star knew what he was getting into when he asked Isaacson to tell his story. By the time Isaacson agreed to take the case in 2009 — Jobs had already asked multiple times, the author has said — the former editor of Time magazine had established himself as a critically and commercially acclaimed biographer. Jobs, who was already well into his losing battle with pancreatic cancer, surely knew Isaacson would delve into his darker sides. After all, Isaacson hadn’t steered clear of Benjamin Franklin’s extramarital activities, or Albert Einstein’s imperious side, in previous books. We learn, for example, in the Einstein biography that the physicist once wrote to his wife requiring her to “stop talking to me if I request it.”

In a Q&A on Amazon.com, posted soon after the release of Steve Jobs, Isaacson said that Jobs “urged me not just to hear his version, but to interview as many people as possible. It was one of his odd contradictions: he could distort reality, yet he was also brutally honest most of the time. He impressed upon me the value of honesty, rather than trying to whitewash things.”

“Steve knew that Walter was a credible biographer and that he’d get to the truth—and that’s precisely why Steve chose him,” says Andy Cunningham, a consultant who was Jobs’s public relations handler during his early years at Apple and at his second startup, NeXT Computer. “I don’t think Steve ever denied his faults. He knew what kind of person he was.”

Joe Raedle/Getty ImagesA copy of Steve Jobs's biography at a bookstore in Florida in 2011, released shortly after his death.

To a great extent, so did everyone else. It has been reported many times that soon after co-founding Apple, Jobs lied about the paternity of his eldest daughter Lisa, claiming in court documents that he couldn’t be the father because he was infertile. (He later accepted responsibility, and she spent much of her childhood living with Jobs). There were countless stories of his poor treatment of employees during his early years at Apple, as well as the public humiliation of his ouster from the company in 1985. Add to the list Jobs’s participation in the backdating of stock options more than a decade ago, which turned out to be far more onerous than backdating by executives at other companies who were forced to resign or even sent to prison.

By then, Jobs’s skin was plenty tough. Cunningham says that while she worked for him, he never complained, not even privately, about any of the Apple books that came out at the time, including former Apple Chief Executive Officer John Sculley’s Odyssey. Sculley’s co-author, former BusinessWeek editor John Byrne, confirmed that Jobs “behaved as though the book never existed” and never commented on it publicly. Ironically, the most incisive and incriminating portrayal of Jobs, who was adopted, was surely in A Regular Guy, a 1997 novel by his biological sister. Mona Simpson has never spelled out how much the main character — a dashing, famous, young tech entrepreneur from Palo Alto, Calif., with an illegitimate daughter and strange dietary habits — was based on Jobs, but it was enough that she ran the manuscript by Lisa Brennan — Jobs to make sure it accurately depicted her relationship with her father. Nevertheless, Simpson and Jobs became extremely close, and she was among those who were with him when he died.

Jobs’s wife, Laurene Powell Jobs, told Isaacson when he first began working on the book, “Be honest with his failings as well as his strengths,” according to 60 Minutes. “I’d like to see that it’s all told truthfully.”

Stephen Lam/Getty ImagesLaurene Powell Jobs in March 2015.

No doubt, Jobs was far more protective of Apple’s reputation than he was of his own. He could be surprisingly accessible for off-the-record phone calls, especially when Apple was still on the comeback trail and needed all the help it could get. But he was just as famous among reporters for suddenly cutting off access for some minor offence when it came to his company.  (He certainly didn’t appreciate a story I wrote about “Antennagate” in 2010, which he publicly called “a total crock” during a press conference to address complaints about the iPhone 4’s calling performance; Fortunately for me, he didn’t hold that grudge for long.)

When Jobs did complain about coverage of him, he usually didn’t do it in print. In 2005, he banned all books by publisher John Wiley & Sons from Apple’s stores in advance of its publication of the book, iCon Steve Jobs: The Greatest Second Act in the History of Business. During the backdating scandal, he did speak anonymously with reporters; even then the context was less about his concerns for his reputation and more about the high legal and business stakes — including the possibility that he’d be forced to resign if found guilty.

So why the sudden push by Apple and its executives to criticize the Isaacson book while praising the latest biography, Becoming Steve Jobs by Brent Schlender and Rick Tetzeli? CEO Tim Cook is quoted in the book as saying that Isaacson “failed to capture the person.” Senior Vice President Eddy Cue expressed the same sentiment via Twitter, as did design chief Jony Ive in a speech last year.

Best portrayal is about to be released – Becoming Steve Jobs (book). Well done and first to get it right.

— Eddy Cue (@cue) March 16, 2015

From a business perspective, it makes no sense to be picking this fight just weeks before the launch of the Apple Watch in April, says Bob Borchers, a former iPhone marketing executive who is now chief marketing officer for Dolby Labs. Because it was designed almost entirely after Jobs’s death in 2011, “the Watch is considered by most people Tim’s first product, so it would be counterproductive to bring the Steve story back into the fold.”

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The PR offensive is “purely an emotional issue, not a business issue,” says marketing consultant Regis McKenna, a longtime friend of Jobs who worked closely with him in the 1970s and early ’80s. While Isaacson’s book was almost universally considered far more positive than negative, he understands why Cook, Cue, and Ive felt so strongly about it having fallen short of their expectations. Call it an artifact of the perfectionism Jobs demanded for Apple’s products, he says. The executives “all take it personally, because they are all a reflection of Steve,” he says.

Those executives may well see this as their last, best chance to influence how Jobs is perceived in the future. While they probably had little choice than to talk to Isaacson — he was Jobs’s hand-picked biographer, after all — they agreed to speak to Schlender and Tetzeli after Jobs had died. Schlender, in particular, was a familiar and friendly face. He’s an artful writer who has covered Apple for more than 20 years.

“This is now the Apple-authorized biography,” says Borchers. “It’s the book that everyone is going to rally behind as the one true story, because people close to Steve felt the Isaacson book didn’t reflect the Steve they knew. There’s a desire to have the last word be one that was positive and truly represented who they felt he was.”

Apple declined to comment and didn’t make Powell Jobs or any of the executives available for an interview.

There’s another possible explanation, says Cunningham. Maybe the sudden offensive against Isaacson’s book isn’t about the book at all, but about the movie due out in October that’s based on that book. That’s right smack in the middle of the annual migration of shoppers to Apple stores for the newest iPhone.

Paul Sakuma/AP Photo fileSteve Jobs holds up an iPod during an event in 2005.

There are two potential causes for concern for Apple, said Cunningham. First, the movie will deal with three relatively ancient events: the introductions of the Mac in 1984, the NeXT workstation in 1988, and the iMac in 1998. It will be harder for Apple to control a narrative that happened long ago, when the company was so different. Cook joined Apple just a few months before that iMac event. Both Ive and Cue figured hugely in the day’s announcements; Ive oversaw the design of the iMac, and Cue pulled off a hugely successful remake of Apple’s online store, also announced that day. But neither of them played a prominent role in the keynote; they won’t in the movie, either, judging from Universal Studio’s press release.

Instead, many of the characters with sizable roles are people who had a decidedly mixed relationship with Jobs. One is Chrisann Brennan, Jobs’s one-time girlfriend, mother of Lisa, and author of a painfully personal, recent book about her relationship with him. Then there’s Avie Tevanian, the software genius behind Apple’s MacOS who grew tired of Jobs’s refusal to share more limelight with him in the years before he left in 2006. Oh, and Sculley, who fired Jobs.

Cunningham will also be one of the major characters, she tells me during a phone interview. As with many of Isaacson’s sources, she was interviewed by scriptwriter Aaron Sorkin at the Palo Alto Four Seasons hotel a few years ago, and last year she was contacted by the actress who will be portraying her, Sarah Snook.

Cunningham says she greatly admired Jobs that working with him was “a great gift.” She was his closest public relations handler during the 1984 launch, still broadly considered by many as the best keynote in tech history. She says that for people who understood and were motivated by Jobs’s singular approach to putting “a dent in the universe,” his barbs and insults were the price of admission. Although he fired her seven times, she says, “he changed my life.” Still, she was on hand for some of Jobs’s most classic enfant terrible moments, and she hasn’t been afraid to retell them.

“Maybe Apple doesn’t like what’s happening with the movie,” she says.

BCE Inc fights shareholder activists on imposing quota for women board members

TORONTO — BCE Inc. is calling for shareholders to reject a resolution that would impose a strict quota on the proportion of women who sit on its board. In its proxy circular, the company is urging owners to vote against a proposal that would force the Montreal-based telecom giant to boost female representation from the 15% of directors it maintains today to a minimum of 40% by 2020.

Although regulators have in recent years urged corporate Canada to bridge the gender gap in the boardroom, BCE’s 13-person board reiterated its pledge that females will occupy at least one-quarter of independent directorships by the end of 2017, contending that this is both “appropriate for promoting diversity and the attraction of the most highly qualified directors available.” The resolution will come to a vote at the annual meeting on April 30.

The proposal is one of three put forth by a group of shareholders called the Mouvement d’éducation et de défense des actionnaires (Médac), a Montreal-based shareholder-activist group. Inspired by the strides made in Europe as a result of legislated diversity quotas in countries such as Norway, Finland and France, Médac president Daniel Thouin is demanding that BCE aim higher than just its target.

When Mr. Thouin put his quota request to BCE, he said he was told the company doesn’t “have a legal obligation to add more women.” Two of BCE’s 13 board members are female: Sophie Brochu, of Quebec’s energy sector, and Carole Taylor, B.C.’s former minister of finance. Ultimately, BCE and the activists are two seats apart: BCE’s target requires it to add one more female director whereas Médac demands a minimum of three.

“The current target is consistent with that of many peer corporations in North America and with the Catalyst Accord call to increase the proportion of FP500 board seats held by women to 25% by 2017. The target will be reviewed on a regular basis by the Governance Committee,” Bell spokeswoman Jacqueline Michelis said by email.

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This isn’t the first time Médac has filed a resolution about gender equality with BCE, but it is the first time it has pressed a strict 40% quota. “They wanted us to remove the proposal,” Mr. Thouin added. “We refused because their target was too low for us. It’s just three places. It’s so low.”

While Médac is pressing for change at BCE, the company is hardly unusual in its gender mix.

Today, 17.1% of directors at FP500 businesses are women. The gender balance is so off, and changing so slowly, that Canadian boards will not achieve gender parity until 2083, the Canadian Board Diversity Council estimated in its latest annual report. Advances across the pond only make the gap in Canada more obvious, says Andrew Crane, director of the Centre of Excellence in Responsible Business at York University’s Schulich School of Business.

Indeed, he notes that if BCE met its own 25% target, it would actually be one of the few companies in the country to achieve that high a proportion of women on its board.

“Canada has not been a leader in this respect and has a long way to go, so it’s understandable that you will start to see this type of shareholder resolution coming forward,” said Prof. Crane.

Meanwhile, in its own circular, rival Rogers Communications Inc. says it “does not have a formal gender diversity policy or a target representation of women on the board at this time.” But, if nominee Bonnie Brooks is successfully appointed to its 15-person board, Rogers would have five female directors, or 33%, though three of the women are members of the Rogers family.

Finally, three of the 15 people on the board of Telus Corp. are women. The Vancouver-based company has signed the Catalyst Accord, pledging to narrow the gap to a minimum of 25% women by 2017.

Editor’s note: Bell spokeswoman Jacqueline Michelis’ comment was received after the original version of this story went to print.

New iOS game review roundup: Midnight Star, Dark Echo, and Odd Bot Out

All games reviewed on iPad Air 2 and iPhone 6 Plus running iOS 7.0.3.

RAC7 GamesDark Echoes is an innovative and deliciously minimal horror experience.

Dark Echo | RAC7 Games | Score: 9/10

If you’d told me how creepy a game this simple could be, I wouldn’t have believed you.

Dark Echo takes place on an almost purely black screen. The only thing visible to start is a pair of tiny white footprints. They walk toward your finger as you drag it across the screen.

You’re goal is to find your way out of a maze the walls that you cannot see but rather hear. Sort of. Each step sends pings represented by white lines out in all directions from your footprint. These lines bounce – which is to say echo – off walls, revealing their location. This simple mechanic makes it surprisingly easy to get a sense of the shape of the room you’re in, perhaps in a manner akin to a bat’s sonar.

However, complicating matters are enemies and traps that, like the walls, you cannot see but instead only hear via red sound lines radiating from their position. You need to find your way out while avoiding these deadly hazards.

It might sound kind of weird, but it’s extremely intuitive. New concepts – such as pushing down and releasing to stamp your foot to create an especially powerful echo, or tapping quickly and gently to creep forward without making any noise (a good way to avoid enemies, but a tricky, since you can’t detect nearby walls) – can be understood and mastered literally within a minute or two of their introduction.

But the really cool thing about Dark Echo is that somehow this super minimalist experience is terrifying.

You’ll hear a terrific catalogue of realistic sound effects that go far beyond just echoing footsteps to include ominously dripping water, flies buzzing in the dark, the loud creak of heavy doors opening and closing, and even spine-tingling screams. I involuntarily flinched at least a dozen times.

So put on your headphones, crank the volume, and get ready to be creeped out by the most unassuming little horror game you could possible imagine.

Payment scheme: $2.29; no in-app purchases or ads.

Martin MagniOdd Bot Out is a cute and satisfying physics puzzler, though it feels a little rough around the edges in some places.

Odd Bot Out | Martin Magni | Score: 7/10

This cute little physics puzzler is a little rough around the edges, but its heart is definitely in the right place.

It starts with a little purple robot with one big eye being rejected by automated quality control processes in the factory in which it was made. Sent to rust in a junk room, it decides to make a break for it, with freedom a mere 100 or so puzzle-filled rooms away.

You can move your purple bot around by tapping its belly and dragging left, right, up, and down. It has extensible legs and is capable of automatically stepping over small gaps or up shallow stairs, but beyond that it will rely on you to clear a path from each level’s entrance to exit.

You do this by manipulating objects in the environment in fun and clever ways. Basic puzzles involve dragging and dropping blocks and affixing them together to create a staircase or bridge. More advanced concepts require you to make your bot push buttons to move machinery and take rides on makeshift vehicles, or plug in wires extruding from interactive blocks to provide power to other objects so you can, say, launch a rocket blocking your way.

Most levels are super quick, providing no more than a small handful of tasks to complete. But once you move beyond the initial (perhaps overly easy) levels that act as a tutorial you may find some surprisingly sophisticated and rewarding physics conundrums.

The interactions are a bit clunky at times, and the presentation isn’t particularly pretty. There are times when it feels a little like you’re playing the work of a student game designer who’s simply experimenting to see what works and what doesn’t.

But Odd Bot Out‘s automaton hero is undeniably cute, and the brainteasers should help you while away at least a couple of days’ worth of commutes.

Payment scheme: $2.29; no in-app purchases or ads.

Industrial ToysMade by Industrial Toys, a company started by one of the guys who founded Bungie, some pundits pegged Midnight Star as a potential Halo-like game-changer for iOS.

Midnight Star | Industrial Toys | Score: 6.5/10

Regular readers know I’m generally not much of a fan of mobile shooters, much less those that fall into the free-to-play category.

But Midnight Star was developed by original Bungie founder Alex Seropian’s Industrial Toys studio and written by sci-fi author John Scalzi, who’s penned several novels I happen to quite like, including Star Trek send-up Redshirts).

Either of these men’s individual involvement in a sci-fi shooter would have been enough to make me give it a go. Combined, I though Midnight Star might have a real shot at being something really special.

The story is about a group of humans fighting a hostile alien menace that has apparently destroyed the vast bulk of humanity by turning our sun into a red dwarf virtually overnight. It’s delivered primarily in the form of simple cartoon text sequences between missions – which is probably not the best way to draw players into a serious narrative. However, in-mission dialogue is voiced by a cast of mostly competent actors who help punch up the drama a notch or two. I managed to become involved in the world, if not necessarily its characters.

But this soapy sci-fi yarn takes a backseat to the action, which is smartly designed to play to the strengths of a touchscreen interface.

You don’t have to worry about controlling character movement or camera – that’s taken care of automatically. Instead, your focus is simply on killing stuff – accomplished by tapping enemies to shoot them.

Precision counts; enemies have weak spots that will let you take them down more quickly and help you rack up satisfying combos. It helps, too, that you can zoom in with a deft flick, switch weapons with a quick swipe in the corner of the screen, and move to different angles when flanked by tapping icons on the screen’s edges. A shield activated via multitouch (a pair of fingers) can come in handy when enemies are laying down a barrage, and you’ll be directed to tap onscreen cues to melee attack enemies when they get up close and personal.

It’s one of the better FPS interfaces I’ve encountered on a mobile device, and certainly an improvement over virtual sticks meant to mimic the feel of traditional gamepads.

I’d be lying, though, if I said it didn’t feel noticeably clunky compared to a mouse or control stick. I was actually happy the aliens are relatively dumb compared to enemies in most shooters. They often simply stand in one place for three or four seconds at a time, simply waiting to be shot.

I also found it easier to play Midnight Star on my iPhone 6 Plus than my iPad, the larger screen of which made it tough for me to reach across the display while holding one edge to tap and shoot enemies in the middle of the battlefield. Pity that a pretty, action-oriented game like this seems to want to push me away from a larger screen and all its benefits.

But the big hitch here, as is so often the case in free-to-play games, comes in how Industrial Toys is monetizing Midnight Star.

Upgrading your guns, armour, and weapons requires currency, both the sort that’s earned within the game and the type you have in your wallet. The in-game currency comes in two flavours and actually racks up relatively quickly compared to what I’ve seen in other games of this ilk. However, if you don’t want to spend at least a little real cash you’ll still be forced to do a fair bit of grinding in order to earn all available weapons and upgrades.

What’s more, you’ll also run into annoying time gates that range between a few minutes and over an hour as your crew slowly builds the items you’ve purchased and upgraded. Again, you can buy your way past these inconveniences, but spending money to save time in a game is maybe even more off-putting than spending it on virtual goods.

Clearly, some people actually go in for this sort of boondoggle, otherwise it wouldn’t exist. Personally, I’d rather just drop a specific amount of money up front for a fairer, frustration-free play. Call me crazy, but when I’m trying to have fun playing a game the last thing I want is to be removed from whatever fantasy world I’m in to contemplate the state of my real world finances and whether I ought to be spending money on virtual junk (I’m pretty sure the answer would remain “no” even if I were rich).

Intrusive free-to-play monetization schemes always seem to tarnish my opinion of the games that use them, and this is no different. If they don’t bother you as much, feel free to add a point or so to my Midnight Star score. It’s not a terrible game, just one that pesters you to reach into your pocket to get the guns and armour you want when you want them.

Payment scheme: Free-to-play with in-app purchases.

Five key takeaways from the BlackBerry Ltd’s earnings report that surprised markets today

BlackBerry Ltd’s fiscal fourth quarter profit beat analysts’ estimates on Friday, demonstrating that its turnaround may be starting to pay off.

BlackBerry shares swung from gain to loss to gain in premarket trade reflecting mixed investor sentiment, dropping more than 3% and then swinging up more than 6%. By mid-morning they were trading up about 4% to US$9.70 on the Nasdaq and nearly 2% to $11.83 in Toronto.

Here are the key points from the results and conference call with chief executive officer John Chen and chief financial officer James Yersh:

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1. Revenue troubles

The Waterloo, Ont.-based technology company’s revenue fell 32% from a year earlier to $660 million in the final three months of the fiscal year, missing analyst estimates of $786 million. It’s BlackBerry’s lowest three-month sales figure since 2007, according to the Financial Times.

“BlackBerry continues to do a good job controlling operating expenses and eliminating its cash burn during its business transition, but the total revenue was still a big miss and we still have concerns about the demand side of the equation,” said Morningstar analyst Brian Colello.

2. Newer generation smartphone sales

BlackBerry recognized revenue on 1.3 million BlackBerry devices sales, while 1.6 million were sold. The number is unchanged from a year ago, yet BlackBerry reported 3.4 million phone sales at the time.

“We don’t have any old device inventory,” Mr. Chen said.

The company recently unveiled several new smartphone models, including both low-cost and high-end options. Since September, BlackBerry has launched the Leap, the Passport and the Classic and plans more this year.

Mr. Chen said BlackBerry is “seeing traction with new handsets” and expects the average sales price to trend higher. CFO James Yersh attributed this to the “increased scarcity of legacy devices in the channel.” In the fourth quarter the 1.6 million BlackBerry smartphones sold were at an average price of US$211, compared with US$180 in the previous quarter.

Mr. Chen also noted that more than 90% of products shipped in the quarter were newer generation, higher-margin devices (Passport and Classic).

3. Winning back carrier support

On Friday’s earnings call Mr. Chen appeared optimistic on future growth in BlackBerry’s hardware sales.

He emphasized that the company now has the “best carrier and partner support in years,” stating that BlackBerry devices are currently offered by 160 carriers at 7,000 retail outlets globally. Early sales reports from Verizon and AT&T are “positive” after the carriers began selling the BlackBerry Passport and Classic in recent weeks, Mr. Chen said.

4. Software business progress

With BlackBerry focusing more of its efforts on providing services and software for companies, investors should be pleased to hear that software revenue rose 20% on an annual basis to $67 million. Mr. Chen noted that this business also grew 24% on a quarterly basis, while Mr. Yersh noted that software represented 10% of revenue.

Mr. Chen said BlackBerry is seeing positive traction in its enterprise business “as many good things are happening.”

This includes 2,200 customer “wins” in the quarter such as Delta Air Lines, the Government of Canada, and the Australia Transportation Safety Bureau, along with notable clients in the financial sector.

However, Mr. Chen also noted that BBM is slightly behind in terms of monetization.

5. Other financial positives

The company boosted its cash reserves to $608 million in the quarter, bringing its total to $3.27 billion – the highest in the company’s history. As a result, Mr. Chen said “our financial viability is no longer in question.”

BlackBerry posted profit of 4¢ per share, a positive surprise of 8¢ given the average analyst estimate of a 4¢ loss. That marks its second straight profit surprise.

With files from The Canadian Press, Bloomberg

BlackBerry Ltd posts surprise profit, but revenue slumps below analysts’ expectations

BlackBerry Ltd  posted a fiscal fourth-quarter profit on Friday, offering some signs its turnaround efforts may be beginning to gain traction.

Waterloo, Ontario-based BlackBerry reported a net profit of $28 million, or 5 cents a share, in the quarter ended Feb. 28. That compared with a year-earlier loss of $148 million, or 28 cents a share.
Excluding one-time items, the company quarterly profit was $20 million, or 4 cents a share.

Analysts had projected a loss of 4 cents a share, the average of 27 estimates compiled by Bloomberg. Sales dropped 32% to $660 million, missing analysts’ projections.Related

In a positive sign, software revenue rose 20% from a year earlier to $67 million. The revenues are a key metric that analysts are looking at this quarter, given the company’s ongoing transition to a more software-driven revenue stream, away from its more traditional hardware- and services-driven model.

The company noted that it added $608 million of cash to its reserves, bringing the total to $3.27 billion at the quarter’s end.

Shares in BlackBerry initially rose 1.51% to US$9.44 on the Nasdaq after the trading halt was lifted at 7:30 a.m. But the stock then dropped 3.76% to US$8.95.

“Our focus this past year was on getting our financial house in order while creating a multi-year growth strategy and investing in our product portfolio. We now have a very good handle on our margins, and our product roadmaps have been well received,” said CEO John Chen said in a statement. “The second half of our turnaround focuses on stabilization of revenue with sustainable profitability and cash generation.”

The former leading smartphone maker, whose global market share has fallen to less than 1%, is still relying on phones to ease its transition to providing software and services that are compatible with devices made by others. Since September, the company has unveiled three new models — the Leap, the Passport and the Classic — and plans more this year.

BlackBerry shares have fallen 14% this month as analysts from Morgan Stanley and Rosenblatt raised concerns about low demand for the new phones.

See BlackBerry’s full earnings report here

Facebook Inc’s Oculus Rift will feature virtual reality ‘teleportation stations’

Facebook Inc. purchased burgeoning VR headset Oculus Rift for US$2 billion in March 2014, sending a clear message that virtual reality (VR) is set to be the next big thing in the technology world, along with other forms of wearable tech such as smartwatches and fitness trackers.

But until this week’s F8 Facebook developer conference, Oculus’ new owners didn’t discuss their specific plans for the VR headset, a device that was originally pitched on Kickstarter as the next evolution in video game immersion. Many feared Facebook would kill Oculus’ gaming aspirations and turn the promising device into a glorified Facebook headset.

Shortly after acquiring the company Facebook’s founder and CEO Mark Zuckerberg frequently stated Oculus would continue to focus on gaming, although many people didn’t believe this statement, expecting a VR version of Farmville or Candy Crush to be announced at some point in the near future – but this didn’t happen, at least not yet. Now we know that beyond its already announced gaming functionality, the Oculus Rift will also be used for what Facebook is calling “teleportation stations,” sci-fi-esque first-person 360-degree viewing and possibly even communication experiences.

AP Photo/Jeff ChiuA gamer wears a high-definition virtual reality headset manufactured by Oculus VR.

The example shown during F8 featured spherical interactive videos – shot with 24 high-resolution cameras – giving users the ability to explore cities in 360-degrees directly on Facebook. The company also says it’s experimenting with a live version of this concept and that the technology could potentially be applied to allow online communication between multiple people, similar to Apple’s FaceTime platform.

And these new, futuristic sounding videos won’t just be coming to Facebook’s standard News Feed – they’re also being designed with the Oculus Rift in mind, giving the wearer a simulated 3D world, strapped right to their face, and the ability to teleport to a new, virtual location.

This marks the first time Facebook has outlined a purpose for the Oculus Rift beyond gaming and could be an indication of what will come from both Facebook and the Oculus in the future. Beyond virtual tourism, demos shown off at F8 featured a trek back to the Jurassic era and the opportunity to explore an alien landscape.

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The Oculus Rift is currently only available to developers and sells for US$350. A full retail version of the device is rumoured to launch later this year, according to statements made by Facebook’s chief technology officer Mike Schroepfer at the conference.

“You’re going to be able to do this, this year in VR… and in something shipped by Oculus,” said Schroepfer, after discussing what VR means to Facebook and showing off a space shooter video game.

However, he later denied this claim on Twitter, stating that he was only referring to “PC hardware.”

@vindugoel did not announce anything regarding shipping just said pc hardware available this year can create these experiences

— Mike Schroepfer (@schrep) March 26, 2015

During F8, Facebook also revealed the company’s popular Messenger platform will expand to features beyond text and images, turning the platform into a comprehensive service, allowing customers to store receipts, shipping information, and also encourage developers to add new functionality to the service.

YouTube also recently added the ability to stream live 360-degree videos.

Meerkat raises US$14 million as live-streaming video takes off

Meerkat, an app for live-streaming videos on Twitter Inc., has raised US$14 million in funding as competition heats up on the delivery of real-time video via social media.

Greylock Partners led the financing, Ben Rubin, the startup’s chief executive officer, said in a blog post Thursday.

Meerkat, less than a month old, has attracted more than 100,000 users by letting them share live videos with their Twitter followers. That spurred Twitter to respond by officially debuting its own live-streaming app, Periscope, which it acquired this year. The apps are tapping into renewed interest in viewing and sharing live videos, this time via social networks.

Illustrating Meerkat’s immediacy, Rubin and Greylock partner Josh Elman announced the funding round in a live stream from Dolores Park in San Francisco. While technical glitches, camera repositioning and rambling interludes were there for all to see, they also highlighted Meerkat’s sense of impulsive interactions, a feature that Rubin calls “spontaneous togetherness.”

“I don’t know if you heard, but Josh is helping the team now and we’re super excited about that,” Rubin said during Thursday’s live stream.

The financing round also included Aleph, Broadway Video Ventures, CAA Ventures, Comcast Ventures, Entree Capital, Raine Ventures, Sherpa, Slow Ventures, Sound Ventures, Universal Music Group, United Talent Agency, Vayner/RSE and William Morris Endeavor.

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Popular Streaming

Meerkat has jumped to the top of download lists since it was introduced in late February, and was ranked 23rd among free social-networking apps in Apple Inc.’s App Store, up from 75th two weeks ago, according to App Annie, which compiles data on mobile apps.

Viewers can comment on broadcasts during streams, but they can’t replay or save the video, giving it a similar ephemeral feel to Snapchat’s disappearing photos. Churches have started to use Meerkat to broadcast services and celebrities such as Jimmy Fallon, Tony Hawk and Julia Louis-Dreyfus have embraced Meerkat, spurring usage.

“Meerkat has shown me and lots of the world that we as a society are a lot more into live broadcasting than we were a year ago,” Kayvon Beykpour, CEO and co-founder of Periscope, said in an interview.

– With assistance from Sarah Frier in San Francisco.

Bloomberg News

CRTC unveils new proposal to make TV service contracts easier to understand

OTTAWA — Canada’s broadcast regulator has released yet another proposal aimed at positioning consumers ahead of the country’s broadcasters.

The Canadian Radio-television and Telecommunications Commission has offered up a draft code that would, if enacted, require cable and satellite companies to make customer contracts easier to understand.

Broadcast service providers would also have to more clearly spell out fees and policies surrounding early contract cancellations and adding or removing individual channels.

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The proposal follows on other recent CRTC directives that prohibited 30-day cancellation policies and required cable and satellite services to offer individual channel selection on top of a trimmed-down, lower cost basic TV service.

And it comes on the heels of a dispute that went public this week between the president of Bell Media and CRTC chairman Jean-Pierre Blais over the regulator’s so-called “pick-and-pay” system.

The proposed TV service code is the latest announcement to emerge from the CRTC’s “Let’s Talk TV” hearings held last fall.

The regulator is accepting public comments on the draft code until May 25.

Twitter Inc launches Periscope, its answer to live-streaming app Meerkat

Twitter Inc. officially revealed on Thursday a new dedicated app for Periscope, the live streaming video platform that it acquired in February for a reported US$75-$100 million.

You may have heard some news: It involves a blue bird. #YouCanGuessTheRest #WeJoinedTheFlockInJanuary #AreWeUsingThisRight #IsThisThingOn

— Periscope (@periscopeco) March 13, 2015

The application, which has reportedly been in development for more than a year, syncs your Twitter account with Periscope. The platform allows users to live stream video from their smartphone, view a list of live feeds on the app’s home page, and also replay archived streams. After a stream is completed it can be replayed up to 24 hours later. Broadcasters also have the option to opt-out of this feature.

Currently Periscope can’t be launched directly from Twitter’s app, but this is something analysts expect could change in the future.

In terms of social features, viewers can send live streamers “hearts” that show up as small emoticons in the lower right corner of the screen, similar to the chat window on live streaming platform, Twitch, although more limited.

Download Periscope on iOS here: https://t.co/0tp7hwTwj2

— Periscope (@periscopeco) March 26, 2015

The more likes a video receives, the higher it’s ranked on Periscope’s front page. Periscope is currently only available on iOS devices, similar to competing live streaming platform Meerkat. Similar to Periscope, Meerkat also allows users to live stream video footage captured through their smartphone’s camera, directly to the internet.

Live streaming video from a smartphone has grown in popularity lately thanks to the launch of Meerkat, although apps like Ustream have allowed this functionality for a number of years.

An Android version of Periscope is reportedly on the way.

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Game of Thrones – Episode Three review: Get ready to get angry

It’s still a couple of weeks until the fifth season of HBO’s Game of Thrones premieres (and Heaven knows how long until George R.R. Martin’s sixth book). But if you’re itching for a fantasy fix right now you can catch up on Telltale Games’ Game of Thrones adventure series, the third episode of which launched this week.

The first episode, set just after the Red Wedding in the books and on the TV show, served as an introduction to the Forrester family – series surrogates for House Stark – and had a shocking final scene.

The second started laying the foundation for what was to come as the protagonists – including one we thought certainly dead – began playing the game proper, exercising whatever political power they had to help the Forrester family survive its ongoing clash with the Whitehill clan.

The third episode, which takes us up to the mid-season hump, has more of this positioning and maneuvering.

But for the first time I could feel seething anger and resentment boiling just under the surface of most of our heroes, and it’s coming close to bursting through.

Rodrik – eldest son and current master of House Forrester – is bullied harshly by the Whitehill soldiers stationed within his walls, and it’s up to you to determine how he deals with them.

Asher, the black sheep of the family, continues his journey back to Westeros from Essos, hoping to raise an army to bring to his clan’s aid and meeting the Mother of Dragons along the way.

Mira, the oldest Forrester daughter and handmaiden to Margaery Tyrell, attends King Joffrey’s ill-fated wedding in King’s Landing, forcing her to choose between her Lady and the possible help offered by Tyrion Lannister.

Former household member Gared Tuttle, meanwhile, finally swears his oath to the Night’s Watch, then encounters the man who murdered his family back on his farm.

At first glance it doesn’t seem like much is happening this time out. And, indeed, the primary plot isn’t pushed ahead in any significant way.

But this episode is particularly well written. It’s the first time the game’s protagonists haven’t been overshadowed by the brief appearances of more familiar characters like Tyrion, Cersei Lannister, and John Snow. It successfully encourages us to empathize with all members of the Forrester family, and if you give in it can have a marked impact on unfolding events.

Maybe it’s just a simple case of mirror neurons blindly firing inside my brain, but I actually felt anger while watching several scenes. And this fury coloured my judgment and affected my choices.

As I confronted a contemptible, small-minded tormentor, the world grew black around me, blotting out the lives of those who would be affected by my next decisions. I was determined not to back down to this little troll, consequences be damned.

And upon encountering a particularly despicable murderer, I didn’t choose the high ground and turn the other cheek. I took revenge. And, given the chance, I chose to make him suffer. Badly.

In the books and TV show, the audience has become used to seeing beloved protagonists perish or forced to capitulate to those persecuting them. In that sense, they present a more realistic fantasy than that of the game, and especially this episode, where consequences to heroic actions seem to be relatively moderate. For the time being, anyway.

And boy, does it ever feel good to see some Game of Thrones heroes finally standing up and taking action against the people who’ve done them wrong, even if the offending players punished here are small potatoes compared to those on the story’s larger stage.

As with the Starks, the Forresters’ situation just seems to be getting more and more dire. But, at least with the decisions I’ve been allowed to make for them, they’re still showing remarkable pluck.

As of the third episode I am now firmly in their corner. I want to see them get the better of their enemies.

I admit, though, to being a little worried to learn the eventual consequences of my emotion-fuelled decisions.

CIO roundup: Windows 10, affordable website encryption and OpenSSL patches

Windows 10 Says “Hello”

In an effort to make authentication easier yet more foolproof, Microsoft has announced Microsoft Hello, a biometric scheme that will take advantage of multiple kinds of inputs to authenticate users. The company says that hardware partners are already working with it to produce devices with compatible facial recognition, iris scanning, or fingerprint readers.

Current fingerprint readers will work; for facial or iris detection, a combination of special hardware and software will accurately verify user identity. The cameras use infrared technology to identify the user’s face or iris and can recognize people in a variety of lighting conditions.

Another authentication scheme under development — designed to eliminate passwords while providing enterprise-grade security — is code-named Passport.

Website Encryption Becomes Affordable

Securing online communications in browsers to protect users from visiting fake or malicious websites will soon become less costly with the advent of Let’s Encrypt, a service that will provide free Transport Layer Security (TLS – the successor to SSL) certificates.

Related

Let’s Encrypt is a new free certificate authority that describes itself as “built on a foundation of cooperation and openness, that lets everyone be up and running with basic server certificates for their domains through a simple one-click process.” Mozilla Corporation, Cisco Systems, Inc., Akamai Technologies, Electronic Frontier Foundation, IdenTrust, Inc., and researchers at the University of Michigan are working through the Internet Security Research Group (ISRG), a California public benefit corporation, to deliver this infrastructure in the second quarter of 2015.

OpenSSL Patches Multiple Vulnerabilities

OpenSSL has released patches for a dozen flaws, including several rated high severity, that could allow remote attackers to conduct denial of service attacks against affected sites. The security advisory recommends that users upgrade to the patched versions.

Switch Interoperability Initiative

The Register reports that Microsoft, Dell and Facebook are among a group of vendors who are working with data centre operators to develop software intended to abstract network silicon (usually switches) from the network operating system that runs on them. The Switch Abstraction Interface (SAI) will allow developers to code to a common API to control switches, regardless of manufacturer.

IBM Watson and Twitter Join Forces

On the heels of their partnership announcement last October, the New York Times reports that IBM and Twitter have launched their first products: developer tools and cloud-based data analysis services that mine Twitter data. The data services run on IBM’s Watson artificial intelligence technology and on its flavor of Hadoop, IBM BigInsights. The developer tools will allow people to write applications that pull in Twitter data.

Another WordPress PlugIn Flaw

A popular WordPress search engine optimization plugin, SEO by Yoast, has patched a couple of vulnerabilities that could allow attackers to seize control of affected sites. The publisher says the plugin has been downloaded over 14 million times. It recommends that users download the updated version as soon as possible.

Montreal’s Minority Media is working on one of the first Canadian-developed VR games, Time Machine

Montreal-based video game studio Minority Media is betting virtual reality will be the future of gaming with their upcoming title, Time Machine, an unconventional first-person VR adventure set in the year 2070 that also features dinosaurs.

Minority Media’s previous two titles, Papo & Yo, a brave look at childhood abuse and Spirits of Spring, a game tackling bullying, are considered by many to be experimental “empathy games” – titles that aim to evoke specific emotions from the player.

But with Time Machine, the development studio is taking a different approach, harnessing the power of VR to create a new, immersive gaming experience. Since VR is often pegged as the next big innovation in tech as well as gaming, almost every manufacturer seems to be prepping their own version of the technology, whether it’s the Oculus Rift, Sony’s Project Morpheus, Microsoft’s Hololens, or even lesser known devices like Valve and HTC’s Vive VR headset.

Time Machine is a sci-fi adventure game we’re creating for VR entertainment platforms. We’ve been developing it right now for the Oculus Rift, although we haven’t really decided what [VR] platform it’s going to be released on,” said Rommel Romero, writer and community manager at Montreal’s Minority Media.

Minority MediaTime Machine takes place in an idealistic future.

Time Machine takes place during a future era in the earth’s history where world peace has been achieved. You play as a scientist working for an international museum and one of your first assignments is to travel back to the Jurassic Era and try to collect data related to prehistoric life. In many ways the game sounds similar to Wii ocean exploration title, Endless Ocean, although with more structure and specific goals.

Rommel explained Time Machine’s first mission has the player interacting with dinosaurs and collecting data about the long-extinct creatures. VR has always been an area Minority Media wanted to explore, and now that the technology has caught up with the developer’s creative vision, Rommel explained the studio sees tremendous opportunity for the future of virtual reality.

“VR has always been on our radar from the beginning. Our creative director, Vander Caballero, worked on VR before he was in video games. He helped craft different prototypes for architectural companies interested in VR. We’ve had several ideas we wanted to bring to gaming and we felt conventional platforms weren’t sufficient to create the level of immersion we were looking for,” said Rommel.

“When the Oculus Rift and the Morpheus came around, we saw that technology was powerful and we bought a couple of Oculus Rift kits and experimented with them. We found out that the technology is actually capable of creating some of the ideas we had in the back of our heads for awhile.”

Minority Media

With past releases Minority Media experimented with different kinds of storytelling and feels VR is the next avenue for advancing video game narratives, although Rommel emphasized Time Machine isn’t an “empathy game” in the traditional sense.

“Although we think VR is the ultimate empathy platform in many ways, because instead of you playing a character you see on the screen and feeling what you think the character might feel, you become the character in the story and there’s no more pretending there. It’s really you becoming the main driver of the events of the story,” said Rommel.

Rommel also explained the fan response to Time Machine has been considerably different from Minority Media’s past titles – the game was shown off for the first time at GDC and then PAX East – and that he expects the title will attract hardcore gamers as well as the casual gaming crowd.

“PAX is very hardcore gamer focused and contrary to what we’ve had with our previous games (the reception with gamers [when it comes to our past titles] has been luke warm with our games), with Time Machine, the minute players got into the whole idea of time travel, dinosaurs and virtual reality, there was a big flame that just switched on. The reaction was a lot of enthusiasm. The cool part was we also had some video game fans who weren’t that hardcore who enjoyed the game as well,” said Rommel.

Time Machine doesn’t have a solid release date yet and Minority Media hasn’t honed in on a specific VR platform yet, but hopes to release the game at the same time as when the first VR headsets hit store shelves late this year or early next.

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