Skip to content

Archive for

25
Sep

Android App permissions explained


appPermissions

Applications use a lot of permissions including those needed to access the SD card, use the Internet and so on. Google does a great job of displaying what permissions an app uses before installing, but does not go into full detail about what exactly those permissions do.

Why does Android have permissions and how are they implemented

The sky is the limit when comes to ideas and what is possible with Android apps. Knowing this Google added permissions that need to be defined before the app is allowed to do certain things like access the Internet for example. This stops apps from doing whatever they want without the user’s knowledge. When installing an app from the Google Play Store, a dialog box pops up and the user has to agree that the app can do certain things. Permissions are handled by the Android API framework in the system process. This calls the permission validation mechanism to check that the application has the permission to do what it is trying to do. Some permissions, like BLUETOOTH are handled by the Linux kernel. All of the API calling happens automatically so the developer does not have to worry about making sure the permissions are handled correctly.

What are the app permissions?

Google provides 17 different permissions developers can use in their apps. The details for each are listed here:

  • In-app Purchases – The application offers ways to purchase content inside the app itself. For example, an in-game currency. This will needed to be added to the Androidmanifest to use this permission. <uses-permission android:name="com.android.vending.BILLING" />
  • Device and app history – An app may be able to do read sensitive log data, read web bookmarks and history, retrieve apps and retrieve system internal state. The last one is caused by the android.permission.DUMP which allows the app to retrieve state dump information from system services. This can reveal very sensitive information about the device using the app. All of these permissions deal with device and app history.
    <uses-permission android:name="android.permission.READ_LOGS"/>
    <uses-permission android:name="android.permission.DUMP"/>
    <uses-permission android:name="android.permission.READ_HISTORY_BOOKMARKS"/>
    <uses-permission android:name="android.permission.GET_TASKS"/>
  • Cellular data settings – The app can control the device’s mobile network settings and possibly intercept the data received. Here are some examples of the permissions needed.
    <uses-permission android:name="android.permission.CHANGE_WIFI_STATE"/>
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE"/>
    <uses-permission android:name="android.permission.CHANGE_NETWORK_STATE"/>
    <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
  • Identity – With this permission the app can find accounts on the device, see and modify the owner’s contact card and add or remove contacts from the device. The permission group CONTACTS deals with the user’s contacts while ACCOUNT_MANAGER deals with the user’s accounts.
    <uses-permission android:name="android.permission-group.CONTACTS"/>
    <uses-permission android:name="android.permission.ACCOUNT_MANAGER"/>
  • Contacts – This permission is similar to last one, however, this one can only access contacts on the device, however, it still has the ability to read and modify them. Googel has put all the permissions neatly into this permissions group.
    <uses-permission android:name="android.permission-group.CONTACTS"/>
  • Calendar – This permission allows the app to access the user’s calendar and events, even if they include confidential information. This also includes the app being able to make events and send emails to guests without the user’s knowledge. This can be dangerous, this is the permission group needed.
    <uses-permission android:name="android.permission-group.CALENDAR"/>
  • Location – An app can use the device’s location. This includes two different location settings, approximate and precise. Using the approximate location option, the app gets the device’s location from the network, and the precise option uses the device’s GPS and network to determine the location. To do this, the permission allows the app to access extra location provider commands and GPS.
    <uses-permission android:name="android.permission-group.LOCATION"/>
  • SMS – The app can use the device’s SMS and MMS services. This includes the ability to receive text messages (SMS, WAP), read SMS and MMS, edit SMS and MMS, and send SMS and MMS. This can cost money.<uses-permission android:name="android.permission-group.SMS"/>
  • Phone – The app can directly call phone numbers. Read and write the call log, reroute outgoing calls, modify phone state and make calls without the user knowing. Like the SMS permission, this can cost money. This permission group handles everything that has to do with telephony features.
    <uses-permission android:name="android.permission-group.PHONE"/>
  • Photos/Media/Files – The application has the ability to use the file on the device with the application installed. This includes reading and writing to the SD card and USB storage. The app can also mount and unmount external storage as well as format external storage. This permission deals with reading external storage on newer devices.
    <uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>
    <uses-permission android:name="android.permission-group.STORAGE"/>
  • Camera – The app has the ability to take pictures and video. This may occur with or without the user’s permission or knowledge.
    <uses-permission android:name="android.permission-group.CAMERA"/>
  • Microphone – The app can use the device’s microphone, this may include recording audio. This may happen with or without the user’s permission.
    <uses-permission android:name="android.permission-group.MICROPHONE"/>
  • Wi-Fi connection information – The app can access the device’s Wi-Fi connection information including whether or not Wi-Fi is turned off as well as connected devices.
    <uses-permission android:name="android.permission.CHANGE_WIFI_STATE"/>
    <uses-permission android:name="android.permission.ACCESS_WIFI_STATE"/>
  • Bluetooth connection information – The application can control Bluetooth which includes sending and receiving data from nearby devices.
    <uses-permission android:name="android.permission.BLUETOOTH"/>
  • Wearable sensors/activity data – The device is able to access information from a wearable device. For example, getting heart rate information from an Android Wear device.
    <uses-permission android:name="android.permission.BODY_SENSORS"/>
  • Device ID & call information – An app can access the device ID, phone number, whether the device is making a call, and the number connected on the other end of the call.
    <uses-permission android:name="android.permission.READ_PHONE_STATE"/>
  • Other – If a function of an app does not fit inside one of the other permissions, there is the ability to add an “other” permission. This may include using social media streams and the like. If this is included as a permission, users will have to approve every update of the application.

How to implement permissions into an app

androidManifestAS
All of the permissions are controlled in the Androidmanifest. Here is an example of some permissions being declared in the Androidmanifest:

<uses-permission android:name="android.permission.INTERNET" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.ACCESS_COARSE_LOCATION" />

<!-- watch permission -->
<uses-permission android:name="com.google.android.permission.PROVIDE_BACKGROUND" />
<uses-permission android:name="android.permission.ACCESS_NETWORK_STATE"/>
<uses-permission android:name="android.permission.WAKE_LOCK" />

These permissions are used to get the weather from the device and relay the information to an Android Wear device. Google offers documentation for developers to use to determine what permissions should be used. Declaring permissions should happen in the Androidmanifest in the format provided in the image. In the sample code posted, it is not necessary to include watch permissions, they are only required if the app works with Android Wear.

How Android Marshmallow changes permission handling

Way back in the day Google added a feature in Android 4.3 that let the user control what permissions apps could access on a per app basis known as App Ops. This was a great feature that cut down on privacy issues and gave users the piece of mind knowing that random apps installed could not access the device’s location for example. Unfortunately, this was removed in Android 4.4 and hasn’t made an official return, until now. When Google introduced Android 6.0 Marshmallow, everyone was excited to see that App Ops would be making a comeback. This time around it’s a little different however. This time when an app needs to use a permission a dialog box pops up on the screen and asks the user if it is OK that the app uses a certain permission. This may get a little annoying, but at least every permission used by an app has to go through the user first.

Wrap-up

There are a lot of permissions that developers can use to make their apps function as they should. Most of the permissions are harmless, while some can access quite a bit of information. With the return of App Ops in Android Marshmallow, it should be easy to control what apps can use what permissions. From a developer standpoint, it is not difficult to implement whatever permissions are needed for the app. Make sure to pay attention to the permissions when installing apps, that way the apps installed on your device can only access what you want them to.

25
Sep

Deal: learn about all things tech with the eduCBA Tech Training Bundle


eduCBA

Catching up with the latest tech trends is not always the easiest task. Where do you go for help? Searching across the web can become a mess, and school expenses add up quickly. Lucky for you, today the AA Deals Store has an offer on the eduCBA Tech Training Bundle, which includes over 500 online courses for coders, designers, IT admins and even the casual users who just want to get up to speed.

The eduCBA delivers courses surrounding all tech topics, including design, coding, software, development, testing, networking, programming, 3D, design, CAD, HTML, CSS, PHP, Javascript, C, C++, C#, Ruby, Python, PERL and more. Subscribers will get lifetime access to all these courses, as well as mock tests and quizzes to challenge themselves. All you need is an internet connection for streaming, so this means pretty much any computing device will work.

Want to hear the best part of this offer? The bundle costs only $49 from the AA Deals Store. Knowledge has no price, guys, so go ahead and take advantage of this deal. Even if you may not need it now, this is a lifetime subscription and you can always come back to it.

Buy the eduCBA Tech Training Bundle for only $49!

25
Sep

Samsung Gear VR reactions at Oculus Connect


Yesterday, Samsung announced its new $99 Gear VR headset and we were there at Oculus Connect developer conference to spend some hands-on time with Samsung’s latest virtual reality hardware. (Samsung was keen to specify that the unit we played with was a pre-production model.)

As mentioned during the announcement, the new hardware is designed to work with Samsung’s latest smartphone releases. There’s no setting for previous generation of hardware, such as the Note 4, but the headset can now be easily adjusted between the Galaxy S6 and S6 Edge+/Note 5 handset sizes with a simple slider. The new headset still presses down on the cheeks at little, but overall it is lighter than previous models, which is a major improvement.

samsung gear vr oculus connect aa (9 of 15)
samsung gear vr oculus connect aa (7 of 15)
samsung gear vr oculus connect aa (14 of 15)

Software is the other half of the VR formula and video is a big part of the platform. We tried out Netflix’s VR streaming app, which sticks you in a virtual living room, and watching shows feels like you’re right at home watching TV. Twitch also has an app to watch live streams, which places you in a virtual theater setting and allows you to share the experience with friends through Oculus Social. Other viewers appear in the room as avatars sitting alongside you. You can hear what they’re saying and chat to them while watching the live stream. Other platforms should be able to offer a similar experience too.

More Gear VR videos:

.rvs_wrapper
width: 350px;

.rvs_wrapper.align_left
float: left;

.rvs_wrapper.align_right
float: right;

.rvs_wrapper.align_center,
.rvs_wrapper.align_none
width: 100%;

.rvs_wrapper.align_center
text-align: center;

.rvs_wrapper.align_center.cbc-latest-videos ul li
float: none;
display: inline-block;
vertical-align: top;

.rvs_wrapper.cbc-latest-videos:not(.align_none) ul li:nth-child(2n+1)
clear: both;

.rvs_title
font-weight: 600 !important;
margin: 0 !important;
font-size: 24px !important;

.rvs_wrapper.align_right .rvs_title
padding-left: 20px;

.rvs_title a
font-family: ‘Roboto Condensed’;
color: #3a3a3a;

.rvs_wrapper.cbc-latest-videos ul
padding-top: 10px;

.rvs_wrapper.align_left.cbc-latest-videos ul li,
.rvs_wrapper.align_none.cbc-latest-videos ul li
padding: 0 15px 0 0;

.rvs_wrapper.align_right.cbc-latest-videos ul li
padding: 0 0 0 15px;
float: right;

.rvs_wrapper.align_center.cbc-latest-videos ul li
padding: 0 7px;

.rvs_wrapper.cbc-latest-videos ul li > a
font-weight: 400;

.rvs_wrapper.cbc-latest-videos ul li > a .yt-thumbnail
margin-bottom: 0;

@media only screen and (min-width : 480px)
body #page .rvs_wrapper.cbc-latest-videos ul
width: 100% !important;

@media only screen and (max-width : 480px)
body #page .rvs_wrapper.cbc-latest-videos
width: 100%;
float: none !important;
overflow-x: auto;
overflow-y: hidden;

body #page .rvs_wrapper.cbc-latest-videos ul
overflow: auto;
max-height: none;

body .rvs_wrapper.cbc-latest-videos ul li
float: left !important;
clear: none !important;

On the gaming side of things, it’s pretty much what you would expect from a mobile platform, rather than the more performance demanding demos that are designed for consoles and PCs. So far we have seen mostly point and click type games, although the Samsung game controller does allow for a wider range of experiences.

There is a lot of potential here for some unique experiences and the $99 price tag helps to keep them accessible. What are your initial impressions about the new Gear VR?

25
Sep

Deal: Unlocked 64GB Nexus 6 just $369.99 from Expansys


Last year’s Motorola-made Nexus 6 is big in more than just sheer size alone: A clear departure from the more budget-friendly ways of the LG Nexus 4 and 5, the device marked a return to the high-priced days of the original three. On the proverbial eve of the pending pair of products set to hit next week, the Nexus 6 has seen quite a fair share of discounts.

Today is perhaps the best yet, as Expansys is offering the unlocked 64GB model for just $369.99 with free shipping available. Interested shoppers should be aware that the device is currently listed as “stock not in local warehouse” so there may be some delay associated with the purchase arriving at your door.

Expansys Nexus 6 sale

Expansys itself seems to be offering deals on the Nexus 6 on several of its international sites as well, as here in Japan there is currently an offer of additional discounts when 5 or more units are purchased at one time, and just last week a separate promotion was held for customers in Japan who Tweeted the device. Interested customers outside the USA may want to check their local online storefront for potential sales.

For those in need of a spec-reminder of the Lollipop-lavished love:

Nexus 6 Specs

 

CPU/GPU Snapdragon 805, Quad-core 2.5 GHz Krait 450 / Adreno 420
Display 5.96-inch, 2560 x 1440
RAM 3GB
Memory 32/64GB
Battery 3220 mAh, Wireless charging, Turbo Charge: 15 minutes for 6 hours of power
Camera rear 13MP OIS, Dual LED flash, f 2.0, front 2MP
Connectivity WiFi 802.11 a/b/g/n/ac, GPS / GLONASS, NFC, Bluetooth® v 4.0 (LE)
Network North America GSM: 850/900/1800/1900 MHznCDMA Band Class: 0/1/10nWCDMA Bands: 1/2/4/5/8nLTE Bands: 2/3/4/5/7/12/13/17/25/26/29/41nCA DL Bands: B2-B13, B2-B17, B2-29, B4-B5, B4-B13, B4-B17, B4-B29n
Network International GSM: 850/900/1800/1900 MHznWCDMA Bands: 1/2/4/5/6/8/9/19nLTE Bands: 1/3/5/7/8/9/19/20/28/41nCA DL: B3-B5, B3-B8n
Sensors Accelerometer, gyro, proximity, compass, barometer
OS Android 5.0 Lollipop
Dimensions and Weight 82.98 mm x 159.26 mm x 10.06 mm, 184 grams

All those interested in purchasing the fantastic phablet should do so as quickly as possible, as there is no telling when the sale may end, or when supplies may be exhausted. Still, those who are eager for the prospects of even greater deals may wish to remain seated until later in the year when additional price cuts may be offered up.

25
Sep

Microsoft Office on iPad Pro Requires Office 365 Subscription


iPad-Pro-Smart-KeyboardMicrosoft will require an Office 365 subscription to use Office apps on an iPad Pro, reports Ars Technica. The reason is because the tablet’s 12.9-inch screen size exceeds Microsoft’s 10.1-inch threshold for free access to viewing and editing features.

Comparatively, the Office suite of apps on the iPad Air and iPad mini allow viewing and editing documents for free, since their screen sizes are 9.7″ and 7.9″ respectively. iPhones also have access to viewing and editing features at no cost.

The Office apps on the current iPads offer both viewing and editing documents for free. A handful of features require Office 365 subscriptions, available as in-app purchases, but the core editing capabilities are all zero cost.

Install those same apps on the iPad Pro once it arrives in November, however, and all those editing features will go away. Office on the iPad Pro will require an Office 365 subscription for any and all editing.

Office 365 Home costs $99.99 per year, or $9.99 per month, and includes access to Word, Excel, PowerPoint, OneNote, Outlook, Publisher and Access on 5 PCs or Macs, 5 tablets and 5 smartphones. Up to five subscribers also get 1 TB of OneDrive cloud storage and 60 Skype minutes of calling per month to mobile phones and landlines.

Office 365 Personal is also available for $69.99 per year, or $6.99 per month, and includes access to Word, Excel, PowerPoint, OneNote, Outlook, Publisher and Access on 1 PC or Mac, 1 tablet and 1 smartphone. One subscriber also gets 1 TB of OneDrive cloud storage and 60 Skype minutes of calling per month to mobile phones and landlines.

iPad Pro launches in November starting at $799 in the United States.


25
Sep

Disney Infinity: Toy Box 3.0 is now available on Android



http://pagead2.googlesyndication.com/pagead/js/adsbygoogle.js

(adsbygoogle = window.adsbygoogle || []).push();

For better or worse, Disney Infinity has become the king of video games that make you buy real-life objects so you can use them in the game, and now, they’re bringing the battle to Android as well. Disney has released Disney Infinity: Toy Box 3.0 onto our humble platform today, available to download for free, but obviously laden with in-app purchases to buy an assortment of things. You can buy Disney Infinity figurines to play with in the game, buy you won’t be able to do that without manually entering the code or scanning it in from your PC or console version first.

Of course, this isn’t the first version of Disney Infinity on Android, just this time there are Star Wars characters available to be played. Disney has also added the 3D Toy Box Hub which lets you share your Toy Box and initiate multiplayer with others, among other activities. Note that if you’re not willing to shell our your precious dollars to buy one of the many figurines, there is a rotation of three free characters that you can try the game out in. If this sounds like your cup of tea, the Play Store links are down below.


http://playboard.me/widgets/pb-app-box/1/pb_load_app_box.jsWhat do you think about Disney Infinity: Toy Box 3.0? Let us know your thoughts in the comments below.

Source: Android Police

The post Disney Infinity: Toy Box 3.0 is now available on Android appeared first on AndroidSPIN.

25
Sep

BlackBerry confirms the name BlackBerry Priv in earnings report, will launch this year



http://pagead2.googlesyndication.com/pagead/js/adsbygoogle.js

(adsbygoogle = window.adsbygoogle || []).push();

It’s been less than 24 hours since the name of BlackBerry’s Android-powered device was suggested to be the BlackBerry Priv, but it’s now been confirmed by BlackBerry themselves in their earnings report released today. Talking about their device roadmap for the future, BlackBerry says that the Priv will be available this “calendar year in major markets in-store and online” and says that more details will be coming soon. Here’s an excerpt of BlackBerry’s report describing the Priv:

“The company will launch a flagship slider device, Priv, which will run on the Android operating system, bringing together the best of BlackBerry security and productivity with the expansive mobile application ecosystem available on the Android platform.”


BlackBerry was careful to emphasize that the Priv would have “best in class security”, though we’ll have to see exactly how this ties in with the recent collaboration between Google and BlackBerry on Android for Work and BES12. In its report, it was revealed BlackBerry is still making 41% of its revenue from hardware, so we wonder just how much more money BlackBerry is going to be making once the Priv goes live.

Are you interested in getting the BlackBerry Priv? Let us know your thoughts in the comments below.

Source: BlackBerry via engadget

The post BlackBerry confirms the name BlackBerry Priv in earnings report, will launch this year appeared first on AndroidSPIN.

25
Sep

Oculus VP: ‘Our number one goal is to make developers successful’


2015 is the year of virtual reality. That’s been the consistent messaging coming out of Oculus VR’s executive leadership since early this year. And with this week’s announcement of a $99 GearVR headset, a mobile VR solution co-produced with Samsung, and the promise of a retail Rift headset coming in early 2016, Oculus finally appears ready to make good on that promise. But although all the pieces of the VR puzzle seem to be coming together — and the recent press has been (mostly) glowing — there are still a lot of unknowns. Namely, will the average consumer, once properly introduced, buy into VR? I sat down with Nate Mitchell, Oculus VR’s VP of Product, at the company’s Connect 2 developer conference in Los Angeles to find out more about GearVR’s potential as a gateway to the Rift, what consumers can expect to come bundled with that first retail headset, and whether we’ll get to use it with Sony’s PlayStation 4.

Is GearVR really the gateway to VR and the Rift?

Yes. I think Brendan mentioned this morning that we see GearVR, or Oculus Mobile on the whole, as this initiative to … [put] VR in the hands of people everywhere, and bringing VR to millions — potentially hundreds of millions of people. … In a lot of ways, consumer GearVR probably is going to be more impactful because if it reaches a wider audience, it’s more than likely that most people, the first time they try VR, it’s going to be on a GearVR. Just because there’ll be more [units] out there and Samsung is doing an incredible job marketing their phones. And $99 is just the most affordable way to get into VR if they’re interested. …I think anyone who gets fired up about Gear VR — like really fired up. Like, “Oh my god, this is a new medium and I want more of this.” They can always step up into the space of true presence that the Rift delivers.

So then how is Oculus going to introduce the public, and not people like me or early adopters, to the Rift? Are you going to do public events or make in-store kiosks and demos available?

We are thinking about that. We don’t have all of our plan figured out yet. I think one of the key ways is through experiential marketing… giving people the chance to try it. One of the other things we’ve found though is people don’t understand what VR is, in general. Then you get them to try. Then they come out and they’re like, “Oh my god. That’s amazing.” So then the next question is: “What would I do with that in my life everyday?” And bringing a lot of content to the platform that people do get excited about. … Having more pieces of content that resonate with people… when they see themselves drawn to [that content] where they’re like, “You know, I do want [Oculus Touch’s art application] Medium in my life. So I am gonna go get the Rift.” That’s gonna be the other key part of it.

So it’s one part experiential, one part content and then the other part is probably price. That’s sort of the unfortunate reality… that there is going to be this barrier to entry around Rift where the price is just substantial. And we’re doing everything we can to make it as affordable as possible, including the Oculus-Ready PC program that we announced today. But that’s gonna be, I think, one of the gating factors, especially in this first generation of VR.

Are you guys being more practical about the fact that the very first retail Rift won’t necessarily be for mass consumption..? That it might hit when the second generation Rift arrives and the hardware is cheaper to produce?

That’s a complex question to answer. What I’d say is, the first Rift will be ready for mass consumption. But I’m not… we’re not expecting to sell 100 million units or anything like that.

Do you have a target in mind?

We do, but we don’t talk about it. Our number one goal is to make developers successful. So we can’t sell 10,000 units, because if it’s 10,000 units then developers can’t make any money. Right? There’s no ecosystem for them to reinvest into. We’d love to sell 100 million units. I’d be more than happy to sell 100 million units — we probably can’t manufacture that many. The reality is that this is gonna get cheaper and cheaper over time, more affordable. With GearVR, we have a pretty affordable device today, assuming you have a Samsung Galaxy phone. On the Rift side, if you have the PC, it’s not super affordable, but it is what it is.

What will the Rift’s pack-in be as far as content goes? How many titles will be available?

So… I don’t know how much I can comment on that. What I can say is this: Up on stage today, we talked about a lot of new experiences that are coming to the platform. Some are gonna be available at launch, some are gonna come shortly afterward.

We have a lot of applications we develop internally. You can already see a lot of those on GearVR today. Max [Cohen] talked about Oculus Video today. We’re going to bring a version of that over. We have an application Oculus 360 Photos — we’ll have a version of that that comes over. So we have a set of core experiences that are just on the device.

Then we have our studios titles. And for us, we don’t have a lot of large first-party teams. So what we’ve done is we’ve reached out to external teams and funded game development all the way from conception through final. And so we’re using them as our first-party studios. So we are gonna have a set of experiences that are there. Some will be there Day One. But of course, we want not just a launch lineup, we want a pipeline of content. … We’re not just giving you 10 great games Day One. We’re giving you … one or two every month that you’re really fired up about. I don’t think we’re quite there in terms of our studio schedule. But when you mix in the ecosystem and the publishing team, and everything that we’re doing for independent developers, we definitely hope that there’s tons of great content that there for you Day One.

I know Touch is coming Q2, so Rift will be out beforehand and comes with the Xbox One controller in the box. But, having come out of the Touch demos — and I’ve experienced a lot of VR — I thought, “Okay this works, immediately.” I hate shooters, but I love [Epic Games’] Bullet Train. For Medium … I’m not an artist, but I was manipulating those art tools and using it in a way where I got it; I understood it. I didn’t really need the live guide, although it was helpful. I would’ve explored on my own. To me, Medium is Oculus’ Wii Sports. I don’t know if you guys see it that way.

I haven’t seen it that way, but I really like that concept!

It makes sense to me coming out of that to say, “We’ll maybe delay the Rift until it can come with the Touch pack-in.” Would you ever consider that given how impactful and intuitive Medium is? And then would you ever bundle the Touch?

So yes, we would consider it. We’ve actually really carefully considered it and decided that this was the way to go. A couple of the reasons for that: One is timeline. The Rift is gonna be ready first and so there’s this thing of like… Let’s pretend for a moment it’s worst case scenarios. Rift is ready January 1st, Touch is ready June 30th (let’s just pretend). That’s a long time to be holding Rift — that’s six months. All the developers [over] the past three years — let’s say two and a half years — have been developing for traditional inputs for a gamepad. So all those developers are like, “We’re ready to go. We’re ready to ship. Ship this thing!” So to hold the platform and the ecosystem for another six months to wait for something that there isn’t gonna be much content for it at the beginning; that’s gonna have its own price tag associated with it. It’s just… it’s hard for me to push for that. I think the setup that we have right now is perfect because Touch can come whenever. It can come early; it can come late. It’s not the end of the world because developers are just getting their hands on it and just starting to develop for it. It’s not good to consumers unless there’s content.

“We don’t have any plans to hard bundle [Touch] for generation one.”

Nate Mitchell, Oculus VR

I also think that… again we go back to this: Making developers successful year one or generation one, is one of our biggest focuses. So getting the Rift out there and letting those developers who’ve been waiting for so long to ship their games, start to ship, start to get feedback from the community, start to make money and reinvest. It just means that even if you wait and you’re like: “I’m just gonna wait for a Touch Rift bundle. I’m gonna buy it with the PC bundle and it’s gonna be awesome. ” It’s okay. It means that there’ll be more content, developers and other users there when you come.

And absolutely, we’d consider bundling it as a cool addition in the future. We don’t have any plans to hard bundle it for generation one, which would be like it’s in the box and you have to have it. For us, it’s gonna be this add-on. But it’s an add-on that we think will have good adoption, especially when most people come out and they’re like: “I feel like Rift is incomplete without Touch.” And we’re like, “Okay, well, you’ll be able to buy Touch.” Which is different than some hardware peripherals in the past.

So I’m quite prone to VR sickness — I actually wrote about it recently. I find it irritating that there’s a lot of information about proper ways to construct VR experiences and then some developers ignore that. And then people like me, who are enthusiastic about VR, don’t want to go into these experiences. I have apprehension. So would you ever consider doing a “Seal of Quality”? Kind of like Nintendo did back in the day where you’re specifically curating and saying that these are Oculus-approved experiences and you can find these in our store?

Yes. But, I’m not one hundred percent the right person to ask this question to. Yes, we’ve talked about it. Yes, we’ve considered it. I don’t think it’s something that we’re gonna pursue for the first-generation of Rift or GearVR.

Why not?

We haven’t seen much of an issue for that, to date, on GearVR. And then probably GearVR is a better example than Rift because GearVR has users out there. We have a store, people are buying things; they’re paying money; giving their credit card saying, “I want this. I’ll pay you for this.” And they’re not saying, “Oh my god. Give me a refund for that.”

So we do curate our store experience. So we are testing things. We are making sure they work to our specifications and all that stuff. But the Nintendo “Quality Seal of Approval” kind of gave a different level of that. And that’s just not a stage we’re at quite yet. But it’s something maybe we would do in the future. Definitely won’t rule it out. But we do have a team at Oculus — the publishing team — who’s really focused on developers. And if we wanna bring something to the store, we would go talk to the publishing team. …They’re the ones that ultimately would decide something like that.

Now I wanna ask you about Facebook because obviously there’s going to be some sort of integration with the Rift at launch. I know that there’s Facebook 360 video and that’s going to make its way to Rift and GearVR. But what sort of social Facebook experiences can we look forward to when the Rift launches? I mean that has to be happening.

So today, the only thing I’ve got for you are two things. One is, Facebook just announced 360 video News Feed. That’s very cool. 360 video is something that people are consuming a lot of on GearVR, which is really, really neat. I think we’re going to see a lot of that on the Rift. Number two, we just brought Facebook Video into VR, so those same 360 videos that you see in News Feed are going to be part of Oculus Video.

I know a lot about what Facebook is doing. It’s a better question for them. Cuz just like we wouldn’t make announcements for our partners, we wouldn’t wanna make announcements for Facebook working on various things. But, for the most part, we’re looking at the best ways to come together and Facebook Video inside of Oculus Video is the perfect example of “Hey, that makes total sense.” We’re gonna see more of those over time, but it’s not something we’re rushing toward either. Cuz no one’s quite nailed social in VR.

So at launch?

We’ll see.

I’ve spoken a lot with Sony about Morpheus and a lot of the conversation has been about the shared knowledge between Oculus’ and Sony’s engineering teams and how there’s no “rivalry,” but a shared push to make VR happen. Given that community aspect — that you guys are publicly coming at this as “We want to promote VR as a platform and make it a real thing” — and Sony’s 20 million-plus worldwide install base: When do I get to plug the Rift into the PS4?

Probably not too soon. Anything’s possible. But we’re really, really focused on GearVR and Rift. And we… we dropped support temporarily for Mac OS and Linux. … We have our hands full. But we’re really committed to making sure that Rift is a great experience on the Oculus-Ready PCs and GearVR is the best possible experience it can be on the Galaxy phones. We wanna nail that first and foremost; build two products that work incredibly well, and then you’ll see us move to other platforms.

This interview has been condensed and edited.

25
Sep

FTC may launch antitrust case against Google over Android


Federal Trade Commission FTC Shutterstock

Google is currently under the spotlight in a number of countries for possibly abusing its market position and the US’ Federal Trade Commission (FTC) may also be back on Google’s case, according to two sources familiar with the matter. The FTC is said to have reached an agreement with the Justice Department to spearhead an investigation into Android. More specifically, to examine whether or not Google has been hindering competitors’ access to its Android mobile operating system.

As we have heard a few times before, the concern is that Google gives preference to its own services that often come bundled with its Android operating system. By installing these services by default, some suggest that this gives the company an unfair advantage over its competitors. The fact that OEMs are not free to fork Android without losing access to seemingly essential services, like the Play Store, is also likely to be part of the investigation.

It is important to note that this inquiry is said to still be in its early stages, meaning that the FTC’s investigation may not even end up producing a case to bring against the company. The FTC previously led a U.S. antitrust investigation into Google’s search business back in 2011, but a case was never brought forward as there was a lack of evidence.


Flag RussiaSee also: Google told to unbundle apps from Android in Russia172893

Google is also under similar Android-based anti-trust investigations in the EU and Russia this year. The Russian Federal Anti-Monopoly Service has already found Google guilty of abusing its market position following a complaint from search rival Yandex. The Russian investigation would rather that phones simply shipped with the Play Store, forcing customers to choose all their other services.


Lollipop statue Android Google logo closeRead more: European Commission launches antitrust investigation into Android512876

The European Commission is concerned that pre-installed applications, such as Chrome, Hangouts, and Youtube, are offering Google an unfair advantage over rival pieces of software, especially if the tech giant is forcing or encouraging handset manufacturers to install these apps by default.

Neither the FTC nor Google commented on the matter.

25
Sep

London Tube’s ‘regenerative braking’ tech can power an entire station


Tube strike

To make the London Underground greener and more cost effective, Transport for London (TfL) has been trialling a new system that collects and recycles waste energy from train brakes. Over the course of a week, the company says it’s been able to capture electricity at a rate of 1 Megawatt hour per day — enough to slash 5 per cent off its energy bill. The salvaged energy could also be used to run a station as large as Holborn for at least two days every week, TfL claims. The “state-of-the-art regenerative breaking system” is dependent on a new “inverter” set up at a substation near Cloudesely Road, where TfL manages the power sent to the Victoria Line. The “world-first” setup also reduces the amount of heat that’s normally produced by the train’s brakes. Recovering power could, therefore, keep London’s Tube cooler and reduce TfL’s operating costs, leading to cheaper fares. The “inverter” is now in operation full-time, but only on the Victoria line — all the same, it’s good to see TfL exploring new ways to modernise its iconic transport network.

[Image Credit: Martin Keene/PA Wire]

Source: Transport for London