2017年10月8日星期日

Apple is looking into reports of iPhone 8 batteries swelling


Reports from a few iPhone 8 and iPhone 8 Plus buyers have suggested there could be an issue with the battery inside some of the devices swelling, causing the case of Apple's new iPhone to split open and expose the smartphone's internals.

Apple has now confirmed it is looking into it, although a spokeswoman declined to comment further when asked how many devices are affected.

From what we've heard the number of reports so far is very few.

Yesterday CNET rounded up the handful of reports that have emerged — saying there are at least six different reports in at least five countries of the iPhone 8 splitting along its seams.

Today Reuters also noted a report in Chinese state media of an iPhone buyer claiming a newly purchased iPhone 8 Plus arrived cracked open on October 5, though apparently without any signs of scorching or an explosion.

Apple rival Samsung had big problems with smartphone batteries in its Galaxy Note 7 smartphone. In that instance some Note 7 batteries caught fire, and the problem was extensive enough that it led Samsung to recall all Note 7 handsets — at great expense.

In the case of the iPhone 8 the issue appears to be limited to batteries bloating/swelling, rather than catching fire — at least as reported so far.

Although the phone only went on sale on September 22 so it's still early days for the device.

Apple did not release figures for the first weekend sales of the iPhone 8 and 8 Plus, as it has in the past with new iPhones, so it's also not yet clear how many of these handsets are in the hands of buyers at this point.

Some analysts have suggested consumers may be holding off on upgrading their iPhone to buy the top-of-the-range iPhone X, which Apple also announced at the same time, but with a later release date.

Pre-sales for the iPhone X are due to begin on October 27, with the handset slated to ship on November 3.

AIM will shut down after 20 years

It's a sad moment: AIM, AOL's long-running instant messenger service that was core to many people's first social experiences on the internet, will shut down once and for all on December 15th. AOL announced the shutdown today, acknowledging that people now communicate in new ways online, so AIM is no longer needed.

"AIM tapped into new digital technologies and ignited a cultural shift, but the way in which we communicate with each other has profoundly changed," writes Michael Albers, communications products VP at Oath (the Verizon behemoth that consumed AOL).

TIME TO SET YOUR FINAL AWAY MESSAGE
AOL cut off access to AIM from third-party chat clients back in March, hinting at this eventual shutdown. It's hard to imagine that many people are still using AIM, so that change, nor this upcoming shutdown, are likely to make a huge difference.

AIM was one of the first and most successful instant messengers, widely used in the late '90s and even throughout the 2000s. I was still using AIM to chat with my friends throughout college at the end of the decade, including to stay in touch with my (not-yet) significant other while she was studying abroad.

But with the proliferation of smartphones, everything has changed. Text messaging has taken over for desktop instant messaging apps, and increasingly, we're seeing other social apps, like Snapchat and Instagram, take over for those in certain ways. For straight messaging, Facebook also makes things much easier, since you're already connected to everyone you know and can just start up a chat without exchanging arcane things like screen names. In fact, Facebook has multiple billion-user messaging services at this point, Messenger and WhatsApp.

Other classic chat apps have shut down in recent years, too. MSN Messenger shut down in 2014, and Yahoo Messenger shut down last year (although Yahoo also launched a new messaging service under the same name). It was only a matter of time until AIM joined them, but there's still some nostalgia in seeing it go.

With AIM on its way out the door, now's your last chance to write that perfect away message

Google gets go-ahead to restore cell phone service in Puerto Rico with its balloons

Regulators have approved Google's application to provide emergency cell phone services to Puerto Rico using balloons in the wake of Hurriane Maria.

The US Federal Communications Commission announced its decision on Friday evening, one of a number of ways in which tech companies are helping rebuild services.

Communications remain patchy on the island. The FCC said that 83 percent of all cell sites remain out of service while wireless companies are rolling out temporary service sites.


Alphabet, Google's parent company which announced its Project Loon in 2013 to use solar-powered, high-altitude balloons to provide internet service in remote regions, said in an FCC filing it was working to "support licensed mobile carriers' restoration of limited communications capability" in Puerto Rico.

Earlier on Friday, FCC Chairman Ajit Pai announced he was forming a Hurricane Recovery Task Force with an emphasis on addressing challenges facing Puerto Rico and the US Virgin Islands.

 Less than 11 percent of Puerto Ricans have electricity and only 42 percent have working phones
Less than 11 percent of Puerto Ricans have electricity and only 42 percent have working phones CREDIT: GETTY IMAGES
"It is critical that we adopt a coordinated and comprehensive approach to support the rebuilding of communications infrastructure and restoration of communications services," Mr Pai said in statement.

Separately, Puerto Rico Governor Ricardo Rossello said in a Twitter posting late on Friday that he had a "great initial conversation with @elonmusk tonight. Teams are now talking; exploring opportunities. Next steps soon to follow."

Mr Musk, the chief executive of Tesla, said on Friday the company would send more battery installers to Puerto Rico to help restore power after Hurricane Maria knocked out all power on the island over two weeks ago.

The series that reigns supreme

It was first released for PC, PlayStation and GameBoy in October 1997. The first version of the game was set across three fictional cities in the US. Such was the impact that many outlets called for an outright ban of the game as it was percieved to be too violent. As a player you had to choose a mission to progress and GTA had everything - from car chase, racing, underworld characters - that makes a game exciting to play.
Two years after the rip-roaring success of GTA, GTA 2 was released. The game now moved to a single city but retained all the other elements. The first version had three cities: Liberty City (based on New York), Vice City (based on Miami) and San Andreas (based on San Fransisco). GTA was set in a fictional city called "Anywhere City".
By the time the third version - GTA III - rolled out in 2001, the game went into 3D mode and was criticised by a lot of people for glorifying violence. But that didn't affect the popularity of the game. In a 3D universe, the third-person camera, unlimited car-stealing and hidden rewards; and other features made it one of the most popular titles of the franchise.
A year later GTA: Vice City came out and had celebrity appearances in the game. Ray Liotta's voice featured in the game whereas Phil Collins was also a part of the game. In fact, over the years many celebrities including Samuel L Jackson, Dennis Hopper and Guns'n' Roses frontman Axl Rose, all have been a part of the game.
In 2004, GTA: San Andreas was released and was lapped by gamers all over the world. This edition saw BMX backflips and the sighting of mythical Big Foot. The graphics and gameplay kept on getting better and GTA continued to dominate gamers' mindspace.
Sony to launch new 'updated' Playstation VR headset
There were a few follow ups to GTA III which really didn't work out. It lacked the excitement and felt like forced extensions. But all that changed in 2008 with Grand Theft Auto IV. It introduced online multiplayer to the series and had fantastic gameplay. GTA was back with this variant and broke sales records in the UK and US.
GTA V came out in 2013 and got a record number of pre-order sales of 2.5 million. Set in the fictional city of Los Santos, the game featured the characters who work together on a series of missions. It was reported in May 2017 that GTA V had sold more than 80 million copies around the world.
The gaming industry, in the last 20 years, has undergone a sea change. Games have come and gone; franchises were built and went in the ground and the platforms have seen a widespread change but there is one thing that has remained consistent: the popularity of Grand Theft Auto. The game that reigns supreme and remains the undisputed champion of action adventure games.

2017年10月6日星期五

MasterCard's new effort in virtual reality

One of the most powerful attributes of e-commerce today is its relatively effortless due diligence, where a customer can easily see rival offerings, compare pricing based on the exact model number and/or specifications, and browse the comments left by customers (which may not always be valid, but that's another issue).

That due diligence nicety was swept aside by a MasterCard move last week to integrate purchases within mobile virtual reality (VR) environments. To be fair, this mobile VR purchasing effort by MasterCard is one of the first industry efforts to allow anything other than "sit and watch" in a VR app, so the effort should be encouraged. They may intend to add due diligence capabilities later on — remember what Amazon's initial homepage looked like — but such user-friendly efforts are not typical from MasterCard.

[ Further reading: How IT can prepare for VR, AR and MR in the enterprise ]
Here's how MasterCard described the experience:


"The app immerses consumers in a tastefully decorated home where they can browse and purchase the pieces with Masterpass, Mastercard's digital payment service. This new shopping app highlights the value of the pieces, the story behind the inspiration, the complex manufacturing process, and the designers' creative journeys in a new and engaging way. Masterpass enables consumers to check out from within the VR experience without having to add payment details."

So far, so good. But MasterCard then described the mobile payment methodology, which is where things get a bit scarier.

"Upon launching the app, consumers will be prompted to log in and begin an authenticated, secure session by using their Masterpass account credentials. After starting a session, consumers will be able to navigate through the home's different rooms and browse through the collection by moving their heads left to right or up and down.

"Once the consumers decide and select the piece from the collection that they want to purchase, they can add it to the cart and checkout by focusing their gaze on the Masterpass button that appears at the bottom of the product description. When the consumer exits the application or the session detects that the headset has been removed, the consumer will be automatically logged out of their Masterpass account to protect against unintended purchases."

I am so glad MasterCard mentioned allowing shoppers to log out "to protect against unintended purchases," but unintended purchases are exactly what I envisioned when I saw their trigger for a shopper to "add it to the cart and checkout by focusing their gaze on the Masterpass button."

[ To comment on this story, visit Computerworld's Facebook page. ]
Everything in this environment will be new to shoppers. If I just look at their button for a few seconds, that constitutes authorizing a checkout? The fact that shoppers have to activate their credentials before going into the environment is heads-up number one. (This is akin to a free subscription that insists on full payment card details beforehand just in case the user opts to not cancel. How about letting the free trial run out in 30 days and allowing the customer to enter credentials at that point to subscribe?)

Yes, this is MasterCard just making purchases as easy as possible. But if it also makes unintended purchases easy, I don't see that as a win.

And the absence of any of those shopping due diligence mechanisms means MasterCard is replicating the worst part of the in-store experience rather than integrating the best of online and bringing it into a VR environment.

MasterCard's intent is admirable, but their implementation is lacking

That all said, I get the intent here. MasterCard is saying, "Let's see how easy we can make purchases in VR," which is an admirable goal. But they neglected what makes experiences good and attractive for shoppers.

Another concern is that these VR demos showcase products in a vendor-selected ideal environment. One of the best aspects of VR demos is to show these items in the shoppers' own environment (their home or office). Fortunately, that shortcoming may end by next December, according to Abi Mandelbaum, CEO of YouVisit, which is a MasterCard partner on this rollout. By the end of 2018, he expects the MasterCard experience to include "everyone's own environment, to get a lot closer to the product in the environment that is going to be used."

In short, this initial effort skips the best attribute of VR (seeing these items in your home or office), skips the best attributes of online (comparison shopping, comments), incorporates the worst element on instore ("Here's the product and the price. Take it or leave it.") and throws in a good chance for generating an unintended purchase.

Applause for MasterCard taking this early step, but not so much for what it includes.

Enterprises must think about how augmented reality, artificial intelligence and robotics may impact the hopes and expectations of Generation Z

 Apple's platform innovations are opening new frontiers in childcare and education, with iOS-friendly augmented reality (AR) toys and child-focused hospital systems showing the impact of digital transformation, from the cradle to the grave.

Blending real and virtual experiences

"Why, sometimes I've believed as many as six impossible things before breakfast," said the White Queen in Alice Through the Looking Glass.


In tomorrow's world, your children will also believe impossible things, as the boundaries between their real and virtual experiences dissolve.

Tech firms will need to work hard to convince the public that these new merged experiences can be trusted — take a look at reaction to Mattel's Aristotle device, which prompted Jeff Chester, executive director of the Centre for Digital Democracy, to warn: "The kid tech industry sees kids' bedroom as an economic bonanza."

However, interesting examples of iOS-based child-focused technology solutions abound, from iTunes U to Apple School Manager. Apple's iPod (and iMac) kick-started a boom in digital literacy in schools, spawning a multitude of research that seems to prove that when children use familiar digital tools they like, their educational attainment improves.

More recently, we've seen consensus across enterprise users that productivity among grown-ups also improves when they get to use equipment they like.

The Bungie Foundation provides devices for hospitalized children

With a growing presence in enterprise IT, Jamf today announced a new partnership that puts its device management tools to work helping the Bungie Foundation reduce the stress and suffering felt by hospitalized children using technology.

The Bungie Foundation provides Seattle Children's Hospital with iPads and fully customized, age-appropriate entertainment that child patients can use to distract themselves, helping normalize what may otherwise be frightening hospital experiences.

Jamf's solution means hospitals can wipe loaned iPads remotely once the patient leaves hospital — but no one ever needs to touch the device or see what the child was doing. This remote management helps the Bungie Foundation meet strict security and HIPAA requirements, and it also means it will be able to better support rollout of the scheme across more hospitals.

[ To comment on this story, visit Computerworld's Facebook page. ]
Parker the bear teaches digital literacy, empathy

AR also seems set to enter everyday life. One of the more interesting examples of this is the recently-introduced Parker, an AR soft teddy bear designed to teach children digital literacy and empathy.

The bear works in conjunction with a free AR app and accessories, including a doctor's kit and backpack. The app shows children how the bear is feeling and presents them with problems, games and puzzles to solve using the accessories.

It's an interesting combination of the compulsive obsession of virtual pets, such as Pokémon or Tamagotchi, with the iconic child's toy that is a teddy bear.

The idea is that the more children interact with the bear, the happier the bear becomes. Children are kept motivated to interact with the bear with engaging animations and new games designed to teach those children real-world skills. Conceptually, this is quite interesting, and I can't help but imagine AR/connected toys like Parker also lay the foundations for future public acceptance of AI and robotics.

Engaging digital-savvy employees

You can't underestimate the pester power of new generations. Enterprise chiefs already recognize the changing needs and expectations of increasingly digital-savvy millennials entering the workplace.

Digital transformation isn't solely about putting AI inside invoicing systems; it is also about ensuring those technologies incoming employees do use are engaging, familiar and acceptable.

Sophisticated businesses understand that creating tech friction among tech-savvy staff has negative consequences in productivity, recruitment and staff retention.

Changing audiences

The extension of technology into everyday experience is entering a new chapter before our eyes.

Once dumb objects, including (but not confined to) televisions, lightbulbs, utility meters and locks, are becoming connected machines, changing the way we interact with those objects in our lives.

Spoken assistant-based technologies such as Alexa or HomePod are also becoming part of daily life, particularly among millennials who like to use them for music playback.

However, implementations like Parker the bear mean new technologies such as AR, AI, and a range of interactive experiences through digital devices (from iPads to connected kitchen kit) are becoming part of the daily lives not just of millennials (born c.1982-2002), but also of the next generation, Generation Z (those born since 2002).

This will have consequences on the hopes, aspirations and expectations enterprise CIOs must plan for as these new users begin entering employment over the coming few years.

These truly digitally native users also present fresh opportunities for innovative use of new technologies, such as AR, as the virtual and physical worlds combine. 

Google+? If you use social media and happen to be a Google+ user, why not join AppleHolic's Kool Aid Corner community and join the conversation as we pursue the spirit of the New Model Apple?

Got a story? Drop me a line via Twitter or in comments below and let me know. I'd like it if you chose to follow me on Twitter so I can let you know when fresh items are published here first on Computerworld.

Understanding the emerging world of 'fake everything' is vital


 "Information wants to be free."

That was the motto of truth-seeking digital activists in the '80s and '90s.

The motto today is: "Information wants to be fake."

Just look at the news this week for a glimpse of how much chaos fake news is causing.


Facebook, Twitter and Google are being dragged before Congress to tell what they know about fake news, trolling and propaganda funded by the Russian government on those social networks.

It appears that the Russian government bought hundreds of thousands of dollars in advertising on Facebook and Twitter aimed primarily at exacerbating existing social and political conflict within the United States. It also appeared to have maintained fake user accounts designed to influence voters in key swing states leading up to the presidential election.

The activity, however, isn't just an election-cycle phenomenon. It continues.

Senator James Lankford (R-Okla.) pointed out this week that Russian troll farms are stoking both sides of the debate over NFL players protesting during games, urging Americans to join kneeling players in protest, and also to boycott the NFL over kneeling players.

One recent tweet on a Twitter account called "Boston Antifa" came from a poster who apparently forgot to remove the location stamp. The location wasn't Boston, but Vladivostok, Russia.

Such is the nature of our age that some said even the time stamp may have been faked to smear Russia.

Nobody knows what's true.

Buzzfeed reported this week on the rising readership of content farms based overseas in places such as the Philippines, Pakistan and Macedonia. Such "publications" exist solely for profit. They don't care what's true. They just care what goes viral.

[ To comment on this story, visit Computerworld's Facebook page. ]
The article points out that genuine publications by Native Americans about Native American matters are being driven out of business by online "Native American" news sites based in Kosovo and Vietnam. These foreign sites make their money in part by selling merchandise based on images stolen from actual Native American artists.

Fake online information by its very nature either degrades or exploits trusted sources of information.

The president of the United States, for example, has reportedly quoted bots — fake humans with fake accounts — on Twitter at least 152 times. The president himself is often the source of false information.

Fake information goes beyond false news published as truth. Brand counterfeiting also presents threats to enterprises.

LEGO sets sold in China are often fake — not made by LEGO. But a counterfeit LEGO set recently went too far with ISIS themes, with one set including a plastic decapitated head.

The world's consumer markets are flooded with everything from fake honey to fake sneakers.

Google recently announced refunds to advertisers over fake traffic.

Some fake-information sources benefit from the existence of trusted sources of information. Because you trust a source, they can cause mayhem by using your trust to socially engineer you into doing something.

Hackers hide malicious code inside fake security updates. If you believe it's an authorized security update, you'll install unknown code on your system or network.

A fake law firm recently convinced Amazon to remove a product, costing the seller some $200,000.

You can't even trust people selling adorable puppies. Up to 80% of online ads for puppies are fake, according to the Better Business Bureau.

Fake news is such a "thing" that Dictionary.com is even adding an entry for it in its next update.

What's driving the rise in fake information

The rise of false information online is caused by five factors:

1. The Internet allows anyone anywhere to publish anything everywhere.

2. Digital content is easy to counterfeit or modify.

3. Many people have powerful incentives to spread false information.

4. It's easier for social network algorithms to favor emotionally reactive content than true content.

5. The public increasingly relies upon digital internet content for "knowledge."

Facebook, Twitter and Google claim that they're taking active measures against the rise of fake information. But previous efforts have failed.

The reality is that fake information will continue to be spread online. And that could be a problem for you and your company.

Consider a recent report in the Financial Times about a "Chinese edition" of The Wall Street Journal. The site copied the look and feel of the Journal's legitimate website, and used the Journal's reputation to attract Chinese-speaking intellectuals globally. The articles themselves were copied from China's state-run Xinhua news agency, which is supervised by the Chinese Communist Party's propaganda arm.

The Wall Street Journal's hard-won reputation was being used as a spoonful of sugar to help the propaganda go down.

Here's the bad part: The Journal wasn't even aware of the fake site until contacted about it by a reporter.

What can be done about fake information?

It's time for enterprises of all kinds to come to terms with the new reality of fake information online. The worse the fake information problem gets online, the more valuable trusted sources of information become.

The most important action is to make sure you, your department and your company are purveyors of factual information in marketing and in all business communication. It's important to understand that the role of a brand as a trusted source of information is more important than ever. Aggressively seek out fake information falsely attributed to your company, and do all you can to stop it from happening.

Don't fall into the nothing-has-really-changed complacency of believing that today's fake-news problem is comparable to yesterday's. Fake information is different now because it's computer-assisted, global and massively crowdsourced. Fake news is a tech problem.

Boycott the companies, including the social networks, that are acting as part of the problem, rather than part of the solution.

Support the companies that fight for facts, including media publishing companies. You can do this with advertising dollars, subscriptions and other forms of support.

Pressure the government to crack down on fake sources of information.

Fake news is bad for business. And it's everybody's problem. The solution starts with you and your company.