Software

“a-total-lump-of…-”:-customer-frustration-as-isp’s-smart-tvs-won’t-turn-on

“A total lump of… ”: Customer frustration as ISP’s smart TVs won’t turn on

Glass TVs —

Problems with UK Sky hardware started Thursday, seem partially fixed.

Sky Glass TV

Sky

Hundreds of owners of smart TVs and streaming devices from United Kingdom telecom Sky reported that their hardware stopped powering on Thursday. Sky hasn’t confirmed the cause of the problem, but a botched update is largely suspected.

Sky, a Comcast company that sells Internet, mobile, and satellite TV service in the UK, got into the streaming hardware business in 2021. Its proprietary Glass TVs and Stream pucks let people access TV channels offered through Sky via the Internet instead of a dish. As of this writing, Glass TVs range from 600 pounds (about $800) for a 43-inch set to 1,199 pounds (about $1,600) for 65 inches and include quantum dots and Dolby Vision, HDR10, and HLG HDR support. To order a Glass TV, people have to sign up for a Sky Entertainment subscription that includes the same type of channels offered through Sky’s satellite TV services but via streaming, plus Netflix (with or without ads). If you don’t buy/renew your Sky Entertainment subscription, “access to TV apps like Netflix won’t be available,” Sky says. The Stream puck, meanwhile, supports various streaming apps but doesn’t work without a Sky subscription.

As of yesterday, paying subscribers and owners of Glass and Stream devices reported that their devices were unable to power on. Users reported only being able to see a blank screen, with some saying the problems lasted for hours.

As noted by the BBC, problems started on Thursday night. Per Downdetector, the situation seemed to peak at around 3: 10 pm UTC with 377 incidents reported, but the overall number of affected devices could vary. A thread on Sky’s community forum about the problem is currently 141 pages long.

This morning, some people were still complaining about broken devices online; although, some reported that their devices were functioning again. As of this writing, DownDetector is showing 142 reported incidents.

With no TV to watch, Glass and Stream users had plenty of time to go online to try to troubleshoot with each other and share their disappointment in Sky. Some have called for Sky to pay for the cost of a new TV, while others are wondering if they will get financial compensation for their troubles. Sky hasn’t made any public mention of refunds or credits, though.

A user going by larky+marky on Sky’s community forum wrote:

What a total lump of st.

I have been thinking of cancelling my subscription altogether, so now this has made my mind up.

Yesterday, a Twitter user claimed that their TV was bricked “for the best part of 11 hours.” The user, going by MattHudson81, wrote, “We pay a lot of money each month for the use of your services and understand at times faults happen, but 11 hours so far with no end in sight, it’s not good.”

On Sky’s support forum, an employee said that Sky was working on the problem throughout Thursday night. “We continue to work on the problem in the background,” the employee going by KevNewMedia wrote today.

Sky also acknowledged the problems on Thursday via its Twitter account, saying:

Some Sky Glass/Stream customers are currently experiencing technical issues when trying to switch on their devices. Our technical teams are working hard to fix this. We’re sorry for any inconvenience caused.

Today, the Twitter account posted another apology along with a link to a support page with steps for getting the hardware to work (basically by resetting it). However, at least some people on Sky’s support forum have said that the fix hasn’t worked for them.

“Yet this isn’t working for everyone though. You’re essentially just tell[ing] people to turn it on and off again,” PaulRC1963 wrote. “Sky is acting very incompetent.”

Sky hasn’t confirmed the cause

Sky declined to answer questions from the BBC about the cause of the problems or when they’d be totally resolved. Without further explanation, a poorly executed software update issued via the Internet seems to be the most obvious reason for hundreds of people concurrently reporting broken devices.

The situation, which led to missed sporting events and hours of boredom, is a reminder of the risks of buying hardware from companies, like ISPs, that aren’t traditionally in the technology game. Sky first unveiled its Glass TVs in 2021, ostensibly as an attempt to save its business amid a massive shift to streaming over satellite dishes and cable and to drive subscription revenue. It’s possible that in its haste to jump on the streaming bandwagon, it has overlooked some of the intricacies and complexities in mass, web-issued updates. Notably, Sky’s set-top boxes have reportedly been unaffected.

If a botched update didn’t break the smart TVs and streaming sticks, it would be prudent of Sky to inform customers of the root of the problem. Otherwise, it can be hard for customers to have confidence that the problems won’t repeat and that their subscriptions and Sky hardware are worthwhile.

“A total lump of… ”: Customer frustration as ISP’s smart TVs won’t turn on Read More »

fitbit-users-struggle-with-“very-frustrating”-app-bugs-for-months

Fitbit users struggle with “very frustrating” app bugs for months

iOS and Android —

People have been complaining about some of the issues since at least April.

Fitbit's Charge 6.

Enlarge / Fitbit’s Charge 6.

Google

Users of Fitbit’s iOS and Android apps have been reporting problems with the apps’ ability to sync and collect and display accurate data. Some have been complaining of such problems since at least April, and Fitbit has been working on addressing syncing issues since at least September 3. However, Google’s Fitbit hasn’t said when it expects the bugs to be totally resolved.

On September 3, Fitbit’s Status Dashboard updated to show a service disruption, pointing to an incident affecting the web API.

“Some users may notice data discrepancies or syncing issues between [third-party] apps and Fitbit. Our team is currently investigating the root cause of the issue,” the dashboard reads.

On September 3, Fitbit also released version 4.24 of its mobile apps. It’s unclear if the update is related to the problems. At least some of the complaints in this story started coming to light before September.

Owners of older and newer Fitbit devices have taken to the company’s online support forum to discuss software problems they’re reportedly having. There are several threads with dozens of pages’ worth of responses pointing to issues, like the app’s dashboard “deleting steps and not syncing properly,” the app recording steps but not distance traveled, the app seemingly showing inaccurate data, and other bugs.

When reached for comment about the complaints, a Google spokesperson told Ars Technica: “We’re aware of the issue and are working hard to get it resolved.”

Monthslong problems

Some of the complaints about the apps have seemingly gone on for months. Fitbit representatives have said online that the issues are being worked on.

For example, in an 11-page thread on Fitbit’s community forum, users say the app inaccurately claims that they’ve taken about the same number of steps per day for several days in a row. The thread began on April 10. On September 8, a Fitbit moderator said that Fitbit “is aware of the situation and is working on a solution to it.”

“We haven’t received any time frame yet, how long our team still needs to solve this. Hopefully it will be fixed soon,” the Fitbit moderator going by JuanFitbit said.

The Fitbit app.

The Fitbit app.

Google

In another thread, started on July 3, a Charge 5 user claimed that their iOS is tracking steps but not kilometers traveled. On September 18, JuanFitbit posted in the thread: “We still haven’t received an update on how long this will take. But our team has this problem as one of their priorities to solve.”

“Insanely annoying”

As expected, the ongoing bugs and broken features have left users frustrated and hungry for a solution.

“This is insanely annoying,” a forum user going by MonkeyPants wrote on September 11. “The app has constant syncing issues especially with the One.”

Since acquiring Fitbit in 2021, Google has ushered sweeping changes to the platform, including removing the online dashboard, social features, and the ability to sync Fitbits with computers. Some long-time Fitbit owners have accused Google of reducing Fitbit support and quality in favor of Google Pixel Watches. For its part, Google has denied that it will stop making Fitbit products.

On Fitbit’s forum, a user called DustyStone claimed they are having problems with the app’s dashboard losing steps and not syncing properly. They said this happened with both an old Fitbit One and newly purchased Inspire 3:

It looks that Google just somehow screwed up the app. Worse yet, nothing has changed in weeks. Google is a tier 1 tech company. But their response to this issue and the deletion of the web based Fitbit platform shows that may no longer be the case.

Similarly, MBWaldo said they are “not sure how serious the fitbit team is about resolving” the app problems while lamenting the lack of an online dashboard, like countless other users we’ve seen.

“Very frustrating!!!!,” MBWaldo wrote. “I have been experiencing this for several days now. I have deleted app and reinstalled it, I have unpaired and re-paired the ONE and looked for app updates in the app store – NADA. And of course the dashboard is no longer available at fitbit.com.”

Some app problems fixed

Based on Fitbit’s forums, it seems that at least some recently reported software problems have been fixed.

For example, some customers recently pointed to a problem with the apps’ “Exercise days” tiles not loading properly being fixed. Some people have also said that they’re no longer experiencing a problem where the app was listing calorie counts for days in the future.

One only needs to go back to the recent Sonos app debacle for a reminder of the importance of ensuring that software changes won’t hurt the experience of already-purchased hardware. A company’s bad app and slow response to issues can ruin otherwise functioning hardware and discourage future purchases.

Although this is different from the Charge 5’s battery problems that were suspected to be caused by a firmware update—Google denied this was the case but didn’t provide an alternate answer—it’s an improvement to see Google at least acknowledge the app problems. But killing features combined with a broken app experience won’t help the wearables brand’s errant reputation. Fixes are reportedly in the works, but for some it may be too little too late.

Fitbit users struggle with “very frustrating” app bugs for months Read More »

samsung-tvs-will-get-7-years-of-updates,-starting-with-2023-models

Samsung TVs will get 7 years of updates, starting with 2023 models

Tizen OS —

Some Rokus and Apple TVs receive longer update windows, though.

A Samsung representative demonstrating Tizen OS in February.

Enlarge / A Samsung representative demonstrating Tizen OS in February.

Samsung

Samsung will provide operating system updates for its newer TVs for at least seven years, the company announced last week. The updates will first apply to some TVs released in 2023 and TVs released in March 2024.

According to Business Korea, Samsung made the announcement regarding the Tizen OS at the Digital Research Lab of Samsung Electronics’ Suwon Campus in Gyeonggi Province. As spotted by FlatPanelsHD, the announcement follows previously announced plans from Samsung to provide seven years of software updates for the Galaxy S24 smartphone series.

Per Korea Economic Daily, speaking at last week’s event, Samsung Electronics’ president of the Visual Display Business Division, Yoon Seok-Yoon, said: “With the seven-year free upgrade of Tizen applied to AI TVs, we will widen the gap in market share with Chinese companies.”

Samsung is the biggest smart TV seller in the world, but rival companies from China are close behind. According to numbers from Omdia, Samsung’s TV market share (based on units shipped) declined from 20.3 percent in Q1 2023 to 18.8 percent in Q1 2024. Market share for Chinese brand TCL, meanwhile, increased from 9.8 percent to 11.6 percent (LG’s market share was about flat at 11.8 percent in Q1 2024).

Market competition has gotten so fierce that the South Korean government reportedly pushed rivals Samsung and LG to cooperate so that they could stay competitive. This has resulted in Samsung selling TVs that use OLED panels made by LG Display.

Samsung hasn’t provided a specific list of each model guaranteed to receive seven years of updates. However, the company’s announcement suggests the news will apply to TVs with AI-based features that came out in the aforementioned release window. (Samsung has been pushing the term “AI TVs” lately and also says building AI features is also a way for it to compete against Chinese brands.)

A step in the right direction

Samsung’s upgrades commitment comes amid growing concern about e-waste and expensive products suddenly no longer getting software updates, resulting in bricked, slowly operating, or buggy experiences.

Research suggests that the average TV lasts about seven years. However, as UK consumer advocacy group Which? has found, the average TV brand offers software updates for less than seven years. With Samsung being the world’s biggest TV brand, offering longer-term software support could encourage more in the industry to do the same. It could also help users keep their devices for longer. Samsung’s seven-year commitment is longer than what LG recently announced it would offer, which is four OS updates over five years (you can see LG’s webOS update plan here).

However, other TV hardware companies are doing better. Apple has provided updates for its first Apple TV since 2015, FlatPanelsHD pointed out, while Roku’s still providing OS updates to Roku OS-based TVs released in 2014. However, in general, TV OEMs and streaming device makers could make it easier for prospective buyers to know how long a device will continue getting software updates before they buy it.

Samsung TVs will get 7 years of updates, starting with 2023 models Read More »

“immensely-disappointing”:-nike-killing-app-for-$350-self-tying-sneakers 

“Immensely disappointing”: Nike killing app for $350 self-tying sneakers 

Retired app means owners will have to “just do it” themselves —

Without updates or ability to download after August, app will become useless.

Nike Adapt BB sneaker

Enlarge / Nike announced the Adapt BB as “a Self-Lacing Basketball Shoe” with app-controllable LEDs.

Nike

In 2019, Nike got closer than ever to its dreams of popularizing self-tying sneakers by releasing the Adapt BB. Using Bluetooth, the sneakers paired to the Adapt app that let users do things like tighten or loosen the shoes’ laces and control its LED lights. However, Nike has announced that it’s “retiring” the app on August 6, when it will no longer be downloadable from Apple’s App Store or the Google Play Store; nor will it be updated.

In an announcement recently spotted by The Verge, Nike’s brief explanation for discontinuing the app is that Nike “is no longer creating new versions of Adapt shoes.” The company started informing owners about the app’s retirement about four months ago.

Those who already bought the shoes can still use the app after August 6, but it’s expected that iOS or Android updates will eventually make the app unusable. Also, those who get a new device won’t be able to download Adapt after August 6.

Without the app, wearers are unable to change the color of the sneaker’s LED lights. The lights will either maintain the last color scheme selected via the app or, per Nike, “if you didn’t install the app, light will be the default color.” While owners will still be able to use on-shoe buttons to turn the shoes on or off, check its battery, adjust the lace’s tightness, and save fit settings, the ability to change lighting and control the shoes via mobile phone were big selling points of the $350 kicks.

Despite the Adapt BB being Nike’s third version of self-tying sneakers and its most widely available one yet, the sneakers look doomed to have some its most marketed features bricked. Nike still maintains other mobile apps that are directly tied to shoe functionality, like its shopping app and Run Club app for tracking running.

Disappointed sneakerheads

Adapt BB owners have shared disappointment after learning the news. One Reddit user who claimed to own multiple pairs of the shoes called the news “hyper bullshit,” while another described it as “immensely disappointing.”

Some hope that Nike will open-source the app so that customers can maintain their shoes’ original and full functionality. But Nike hasn’t shared any plans to do so. Ars Technica asked the company about this but didn’t hear back ahead of press time.

One person going by Maverick-1776 on Reddit wrote:

These shoes were so expensive when they came out. I don’t see why it’s such a big deal to keep supporting the app. It doesn’t mean they need to dedicate a dev team. …

Hopefully the app doesn’t disappear if you already have it installed. I like using the app to see how much battery is left, or just messing around with the LEDs.”

Reddit’s Taizan said companies like Nike should “offer alternatives or put out stuff to the public domain when they do these things,” adding: “Sustainability also involves maintenance of past products, digital or not.”

“I’m out. Fuck ’em.”

Some may be unsurprised that Nike’s attempt at commercializing the shoes from Back to the Future Part II has run into a wall. Nike, for instance, also discontinued NikeConnect, its app for $200 NBA jerseys announced in 2017 that turned wearers into marketing gold.

Casual sneaker wearers would overlook the Adapt BB’s flashy features, but the shoe had inherent flaws that could frustrate sneaker fanatics, too. It didn’t take long, for example, for a recommended software update to break the shoes, including making them unwearable to anyone who wanted to tighten the laces (at the time, Nike said the problem affected a small number of owners). Nike’s tech inexperience played a role, as the company’s testing reportedly didn’t fully consider all the different phone models in use and their varying Bluetooth capabilities.

Nike’s borked shoe update was early warning of what happens when expensive products are tied to technology run by companies with limited tech chops.

Reddit user rtuite81 called Adapt’s sunsetting “entirely expected, but frustrating.” They added:

I knew this day would come … I just didn’t think it would be so soon LOL. I’ve only had these for a little over a year and worn them about 15 times. Hopefully my current phone outlasts the shoes.

This year, we’ve reported on customers of numerous companies—including Amazon, Oral-B, and Spotify—that have disappointed early adopters of their ambitious tech-tied projects.

As we’re currently seeing with AI, corporations are eager to force technology into products that don’t necessarily need it in order to set themselves apart and make money. But this makes customers inadvertent test subjects for products that are inevitably dropped. And as customers like Reddit’s henkmanz get let down, they lose faith in such trendy products:

I’m done with products supported by apps, now. If you can’t trust a multi-billion dollar company like Nike to continue support for a sneaker, how can you trust a toaster maker [or] an automaker? I’m out. Fuck ‘em.

“Immensely disappointing”: Nike killing app for $350 self-tying sneakers  Read More »

lightening-the-load:-ai-helps-exoskeleton-work-with-different-strides

Lightening the load: AI helps exoskeleton work with different strides

One model to rule them all —

A model trained in a virtual environment does remarkably well in the real world.

Image of two people using powered exoskeletons to move heavy items around, as seen in the movie Aliens.

Enlarge / Right now, the software doesn’t do arms, so don’t go taking on any aliens with it.

20th Century Fox

Exoskeletons today look like something straight out of sci-fi. But the reality is they are nowhere near as robust as their fictional counterparts. They’re quite wobbly, and it takes long hours of handcrafting software policies, which regulate how they work—a process that has to be repeated for each individual user.

To bring the technology a bit closer to Avatar’s Skel Suits or Warhammer 40k power armor, a team at North Carolina University’s Lab of Biomechatronics and Intelligent Robotics used AI to build the first one-size-fits-all exoskeleton that supports walking, running, and stair-climbing. Critically, its software adapts itself to new users with no need for any user-specific adjustments. “You just wear it and it works,” says Hao Su, an associate professor and co-author of the study.

Tailor-made robots

An exoskeleton is a robot you wear to aid your movements—it makes walking, running, and other activities less taxing, the same way an e-bike adds extra watts on top of those you generate yourself, making pedaling easier. “The problem is, exoskeletons have a hard time understanding human intentions, whether you want to run or walk or climb stairs. It’s solved with locomotion recognition: systems that recognize human locomotion intentions,” says Su.

Building those locomotion recognition systems currently relies on elaborate policies that define what actuators in an exoskeleton need to do in each possible scenario. “Let’s take walking. The current state of the art is we put the exoskeleton on you and you walk on a treadmill for an hour. Based on that, we try to adjust its operation to your individual set of movements,” Su explains.

Building handcrafted control policies and doing long human trials for each user makes exoskeletons super expensive, with prices reaching $200,000 or more. So, Su’s team used AI to automatically generate control policies and eliminate human training. “I think within two or three years, exoskeletons priced between $2,000 and $5,000 will be absolutely doable,” Su claims.

His team hopes these savings will come from developing the exoskeleton control policy using a digital model, rather than living, breathing humans.

Digitizing robo-aided humans

Su’s team started by building digital models of a human musculoskeletal system and an exoskeleton robot. Then they used multiple neural networks that operated each component. One was running the digitized model of a human skeleton, moved by simplified muscles. The second neural network was running the exoskeleton model. Finally, the third neural net was responsible for imitating motion—basically predicting how a human model would move wearing the exoskeleton and how the two would interact with each other. “We trained all three neural networks simultaneously to minimize muscle activity,” says Su.

One problem the team faced is that exoskeleton studies typically use a performance metric based on metabolic rate reduction. “Humans, though, are incredibly complex, and it is very hard to build a model with enough fidelity to accurately simulate metabolism,” Su explains. Luckily, according to the team, reducing muscle activations is rather tightly correlated with metabolic rate reduction, so it kept the digital model’s complexity within reasonable limits. The training of the entire human-exoskeleton system with all three neural networks took roughly eight hours on a single RTX 3090 GPU. And the results were record-breaking.

Bridging the sim-to-real gap

After developing the controllers for the digital exoskeleton model, which were developed by the neural networks in simulation, Su’s team simply copy-pasted the control policy to a real controller running a real exoskeleton. Then, they tested how an exoskeleton trained this way would work with 20 different participants. The averaged metabolic rate reduction in walking was over 24 percent, over 13 percent in running, and 15.4 percent in stair climbing—all record numbers, meaning their exoskeleton beat every other exoskeleton ever made in each category.

This was achieved without needing any tweaks to fit it to individual gaits. But the neural networks’ magic didn’t end there.

“The problem with traditional, handcrafted policies was that it was just telling it ‘if walking is detected do one thing; if walking faster is detected do another thing.’ These were [a mix of] finite state machines and switch controllers. We introduced end-to-end continuous control,” says Su. What this continuous control meant was that the exoskeleton could follow the human body as it made smooth transitions between different activities—from walking to running, from running to climbing stairs, etc. There was no abrupt mode switching.

“In terms of software, I think everyone will be using this neural network-based approach soon,” Su claims. To improve the exoskeletons in the future, his team wants to make them quieter, lighter, and more comfortable.

But the plan is also to make them work for people who need them the most. “The limitation now is that we tested these exoskeletons with able-bodied participants, not people with gait impairments. So, what we want to do is something they did in another exoskeleton study at Stanford University. We would take a one-minute video of you walking, and based on that, we would build a model to individualize our general model. This should work well for people with impairments like knee arthritis,” Su claims.

Nature, 2024.  DOI: 10.1038/s41586-024-07382-4

Lightening the load: AI helps exoskeleton work with different strides Read More »

german-state-gov.-ditching-windows-for-linux,-30k-workers-migrating

German state gov. ditching Windows for Linux, 30K workers migrating

Open source FTW —

Schleswig-Holstein looks to succeed where Munich failed.

many penguins

Schleswig-Holstein, one of Germany’s 16 states, on Wednesday confirmed plans to move tens of thousands of systems from Microsoft Windows to Linux. The announcement follows previously established plans to migrate the state government off Microsoft Office in favor of open source LibreOffice.

As spotted by The Document Foundation, the government has apparently finished its pilot run of LibreOffice and is now announcing plans to expand to more open source offerings.

In 2021, the state government announced plans to move 25,000 computers to LibreOffice by 2026. At the time, Schleswig-Holstein said it had already been testing LibreOffice for two years.

As announced on Minister-President Daniel Gunther’s webpage this week, the state government confirmed that it’s moving all systems to the Linux operating system (OS), too. Per a website-provided translation:

With the cabinet decision, the state government has made the concrete beginning of the switch away from proprietary software and towards free, open-source systems and digitally sovereign IT workplaces for the state administration’s approximately 30,000 employees.

The state government is offering a training program that it said it will update as necessary.

Regarding LibreOffice, the government maintains the possibility that some jobs may use software so specialized that they won’t be able to move to open source software.

In 2021, Jan Philipp Albrecht, then-minister for Energy, Agriculture, the Environment, Nature, and Digitalization of Schleswig-Holstein, discussed interest in moving the state government off of Windows.

“Due to the high hardware requirements of Windows 11, we would have a problem with older computers. With Linux we don’t have that,” Albrecht told Heise magazine, per a Google translation.

This week’s announcement also said that the Schleswig-Holstein government will ditch Microsoft Sharepoint and Exchange/Outlook in favor of open source offerings Nextcloud and Open-Xchange, and Mozilla Thunderbird in conjunction with the Univention active directory connector.

Schleswig-Holstein is also developing an open source directory service to replace Microsoft’s Active Directory and an open source telephony offering.

Digital sovereignty dreams

Explaining the decision, the Schleswig-Holstein government’s announcement named enhanced IT security, cost efficiencies, and collaboration between different systems as its perceived benefits of switching to open source software.

Further, the government is pushing the idea of digital sovereignty, with Schleswig-Holstein Digitalization Minister Dirk Schrödter quoted in the announcement as comparing the concept’s value to that of energy sovereignty. The announcement also quoted Schrödter as saying that digital sovereignty isn’t achievable “with the current standard IT workplace products.”

Schrödter pointed to the state government’s growing reliance on cloud services and said that with related proprietary software, users have no influence on data flow and whether that data makes its way to other countries.

Schrödter also claimed that the move would help with the state’s budget by diverting money from licensing fees to “real programming services from our domestic digital economy” that could also create local jobs.

In 2021, Albrecht said the state was reaching its limits with proprietary software contracts because “license fees have continued to rise in recent years,” per Google’s translation.

“Secondly, regarding our goals for the digitalization of administration, open source simply offers us more flexibility,” he added.

At the time, Albrecht claimed that 90 percent of video conferences in the state government ran on the open source program Jitsi, which was advantageous during the COVID-19 pandemic because the state was able to quickly increase video conferencing capacity.

Additionally, he said that because the school portal was based on (unnamed) open source software, “we can design the interface flexibly and combine services the way we want.”

There are numerous other examples globally of government entities switching to Linux in favor of open source technology. Federal governments with particular interest in avoiding US-based technologies, including North Korea and China, are some examples. The South Korean government has also shared plans to move to Linux by 2026, and the city of Barcelona shared migration plans in 2018.

But some government bodies that have made the move regretted it and ended up crawling back to Windows. Vienna released the Debian-based distribution WIENUX in 2005 but gave up on migration by 2009.

In 2003, Munich announced it would be moving some 14,000 PCs off Windows and to Linux. In 2013, the LiMux project finished, but high associated costs and user dissatisfaction resulted in Munich announcing in 2017 that it would spend the next three years reverting back to Windows.

Albrecht in 2021 addressed this failure when speaking to Heise, saying, per Google’s translation:

The main problem there was that the employees weren’t sufficiently involved. We do that better. We are planning long transition phases with parallel use. And we are introducing open source step by step where the departments are ready for it. This also creates the reason for further rollout because people see that it works.

German state gov. ditching Windows for Linux, 30K workers migrating Read More »

canva’s-affinity-acquisition-is-a-non-subscription-based-weapon-against-adobe

Canva’s Affinity acquisition is a non-subscription-based weapon against Adobe

M&A —

But what will result from the companies’ opposing views on generative AI?

Affinity's photo editor.

Enlarge / Affinity’s photo editor.

Online graphic design platform provider Canva announced its acquisition of Affinity on Tuesday. The purchase adds tools for creative professionals to the Australian startup’s repertoire, presenting competition for today’s digital design stronghold, Adobe.

The companies didn’t provide specifics about the deal, but Cliff Obrecht, Canva’s co-founder and COO, told Bloomberg that it consists of cash and stock and is worth “several hundred million pounds.”

Canva, which debuted in 2013, has made numerous acquisitions to date, including Flourish, Kaleido, and Pixabay, but its purchase of Affinity is its biggest yet—by both price and headcount (90). Affinity CEO Ashley Hewson said via a YouTube video that Canva approached Affinity about a potential deal two months ago.

Before its Affinity purchase, Canva claimed 175 million users, which interestingly includes 90 million accrued since September 2022, when Canva launched Visual Suite. Without Affinity, though, Canva hasn’t had a way to appeal to the business-to-business market.

Affinity, which works with iPads, Macs, and Windows PCs, meanwhile, has a creative suite that includes a photo editor, professional page layout software, and Designer, a vector-based graphics software that “thousands” of illustrators, designers, and game developers use, Obrecht said when announcing the acquisition.

Of course, Affinity’s user base isn’t nearly the size of Adobe’s. Affinity claims that 3 million creative professionals use its tools. Adobe hasn’t provided hard numbers recently, but in 2017, it was estimated that Adobe Creative Cloud had 12 million subscribers, and Adobe currently claims to have 50 million members on its Behance online community.

However, Affinity has earned a following among creative professionals seeking an alternative to Adobe. Speaking to Bloomberg, Obrecht was keen to point out that Apple has featured Affinity apps in presentations about creative products, for example.

Perpetual Affinity licenses will still be available

Since being founded in 2014, one of the biggest ways that Affinity has stood out to creatives looking to avoid the costs associated with Adobe, including subscription fees, is perpetual licensing. New owner Canva pledged in an announcement today that one-time purchase fees will always be an option for Affinity users.

“Perpetual licenses will always be offered, and we will always price Affinity fairly and affordably,” an announcement today from Canva and Affinity said.

If Canva ever decides to sell Affinity as a subscription, perpetual licensing will remain available, Canva said, adding: “This fits with enabling Canva users to start adopting Affinity. It could also allow us to offer Affinity users a way to scale their workflows using Canva as a platform to share and collaborate on their Affinity assets, if they choose to.”

As we’ve seen with many other acquisitions, though, it’s common for companies to start changing their minds about how they’re willing to operate an acquired business years or even months after finalizing the purchase. And, of course, Canva’s idea of pricing “fairly and affordably” could differ from those of long-time Affinity users.

What about AI?

Canva also vowed to keep Affinity available as a standalone product and said there will be upcoming free updates to Affinity V2. However, Cameron Adams, Canva’s co-founder, pointed to potential future integration between Canva’s and Affinity’s offerings when speaking with Sydney Morning Herald:

Our product teams have already started chatting and we have some immediate plans for lightweight integration, but we think the products themselves will always be separate. Professional designers have really specific needs.

Canva’s announcement today said that the company plans to accelerate the rollout of “highly requested” Affinity features, “such as variable font support, blend and width tools, auto object selection, multi-page spreads, [and] ePub export.” With Canva, which was valued at $26 billion in 2021 and generates over $2.1 billion in annualized revenue, taking ownership of Affinity, the creative suite is expected to have more resources for improvements and updates than before.

Notably, though, Canva hasn’t revealed to what degree it may try to incorporate AI into Affinity. Canva is fully aboard the generative AI hype train and, as recently as this Monday pushed workers of all types to embrace the technology. Affinity, meanwhile, has said that it won’t make any generative AI tech and is “against anything which undermines human talent or tramples on artists’ IP.” Affinity’s stance could be forced to change one day under its new owner.

To start, though, Canva’s acquisition helps to fill the B2B gap in its portfolio, and it’s expected to use its new appeal to go after some of Adobe’s dominance.

“While our last decade at Canva has focused heavily on the 99 percent of knowledge workers without design training, truly empowering the world to design includes empowering professional designers, too. By joining forces with Affinity, we’re excited to unlock the full spectrum of designers at every level and stage of the design journey,” Obrecht said in Tuesday’s announcement.

Meanwhile, Adobe abandoned its own recent merger and acquisition efforts, a $20 billion purchase of Figma, in December due to regulatory concerns.

Canva’s Affinity acquisition is a non-subscription-based weapon against Adobe Read More »

nvidia’s-new-app-doesn’t-require-you-to-log-in-to-update-your-gpu-driver

Nvidia’s new app doesn’t require you to log in to update your GPU driver

Some updates are good, actually —

Removing little-used features also improved responsiveness and shrank the size.

Nvidia app promo image

Nvidia

Nvidia has announced a public beta of a new app for Windows, one that does a few useful things and one big thing.

The new app combines the functions of three apps you’d previously have to hunt through—the Nvidia Control Panel, GeForce Experience, and RTX Experience—into one app. Setting display preferences on games and seeing exactly how each notch between “Performance” and “Quality” will affect its settings is far easier and more visible inside the new app. The old-fashioned control panel is still there if you right-click the Nvidia app’s notification panel icon. Installing the new beta upgrades and essentially removes the Experience and Control Panel apps, but they’re still available online.

But perhaps most importantly, Nvidia’s new app allows you to update the driver for your graphics card, the one you paid for, without having to log in to an Nvidia account. I tested it, it worked, and I don’t know why I was surprised, but I’ve been conditioned that way. Given that driver updates are something people often do with new systems and the prior tendencies of Nvidia’s apps to log you out, this is a boon that will pay small but notable cumulative dividends for some time to come.

Proof that you can, miracle of miracles, download an Nvidia driver update in Nvidia's new app without having to sign in.

Proof that you can, miracle of miracles, download an Nvidia driver update in Nvidia’s new app without having to sign in.

Game performance tools are much easier to use, or at least understand, in the new Nvidia app. It depends on the game, but you get a slider to move between “Performance” and “Quality.” Some games don’t offer more than one or two notches to use, like Monster Train or Against the Storm. Some, like Hitman 3 or Deep Rock Galactic, offer so many notches that you could make a day out of adjusting and testing. Whenever you move the slider, you can see exactly what changed in a kind of diff display.

Changing the settings in <em>Elden Ring</em> with the more granular controls available in Nvidia’s new beta app.” height=”1009″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/02/Screenshot-2024-02-22-134416.png” width=”1282″></img><figcaption>
<p>Changing the settings in <em>Elden Ring</em> with the more granular controls available in Nvidia’s new beta app.</p>
<p>Nvidia/Kevin Purdy</p>
</figcaption></figure>
<p>If you use Nvidia’s in-game overlay, triggered with Alt+Z, you can test that out, see its new look and feel, set up performance metrics, and change its settings from Nvidia’s beta app. Driver updates now come with more information about what changed, rather than sending you to a website of release notes. On cards with AI-powered offerings, you’ll also get tools for Nvidia Freestyle, RTX Dynamic Vibrance, RTX HDR, and other such nit-picky options.</p>
<p>Not everything available in the prior apps is making it into this new all-in-one app, however. Nvidia notes that GPU overclocking and driver rollback are on the way. And the company says it has decided to “discontinue a few features that were underutilized,” including the ability to broadcast to Twitch and YouTube, share video or stills to Facebook and YouTube, and make Photo 360 and Stereo captures. Noting that “good alternatives exist,” Nvidia says culling these things halves the new app’s install time, improves responsiveness by 50 percent, and takes up 17 percent less disk space.</p>
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broadcom-ends-vmware-perpetual-license-sales,-testing-customers-and-partners

Broadcom ends VMware perpetual license sales, testing customers and partners

saas —

Already-purchased licenses can still be used but will eventually lose support.

The logo of American cloud computing and virtualization technology company VMware is seen at the Mobile World Congress (MWC), the telecom industry's biggest annual gathering, in Barcelona on March 2, 2023.

Broadcom has moved forward with plans to transition VMware, a virtualization and cloud computing company, into a subscription-based business. As of December 11, it no longer sells perpetual licenses with VMware products. VMware, whose $61 billion acquisition by Broadcom closed in November, also announced on Monday that it will no longer sell support and subscription (SnS) for VMware products with perpetual licenses. Moving forward, VMware will only offer term licenses or subscriptions, according to its VMware blog post.

VMware customers with perpetual licenses and active support contracts can continue using them. VMware “will continue to provide support as defined in contractual commitments,” Krish Prasad, senior vice president and general manager for VMware’s Cloud Foundation Division, wrote. But when customers’ SnS terms end, they won’t have any support.

Broadcom hopes this will force customers into subscriptions, and it’s offering “upgrade pricing incentives” that weren’t detailed in the blog for customers who switch from perpetual licensing to a subscription.

These are the products affected, per Prasad’s blog:

  • VMware Aria Automation
  • VMware Aria Suite
  • VMware Aria Operations
  • VMware Aria Operations for Logs
  • VMware Aria Operations for Networks
  • VMware Aria Universal
  • VMware Cloud Foundation
  • VMware HCX
  • VMware NSX
  • VMware Site Recovery Manager
  • VMware vCloud Suite
  • VMware vSAN
  • VMware vSphere

Subscription-based future

Broadcom is looking to grow VMware’s EBITDA (earnings before interest, taxes, depreciation, and amortization) from about $4.7 billion to about $8.5 billion in three years, largely through shifting the company’s business model to subscriptions, Tom Krause, president of the Broadcom Software Group, said during a December 7 earnings call, per Forbes.

“This shift is the natural next step in our multi-year strategy to make it easier for customers to consume both our existing offerings and new innovations. VMware believes that a subscription model supports our customers with the innovation and flexibility they need as they undertake their digital transformations,” VMware’s blog said.

With changes effective immediately upon announcement, the news might sound abrupt. However, in May, soon after announcing its plans to acquire VMware, Broadcom CEO Hock Tan signaled a “rapid transition” to subscriptions.

At the time, Tan pointed to the importance of maintaining current VMware customers’ happiness, as well as leveraging the VMware sales team already in place. However, after less than a month of the deal’s close, reports point to concern among VMWare customers and partners.

Customer and partner concerns

VMware’s blog said “the industry has already embraced subscription as the standard for cloud consumption.” For years, software and even hardware vendors and investors have been pushing IT solution provider partners and customers toward recurring revenue models. However, VMware built much of its business on the perpetual license model. As noted by The Stack, VMware in February noted that perpetual licensing was the company’s “most renowned model.”

VMware’s blog this week listed “continuous innovation” and “faster time to value” as customer benefits for subscription models but didn’t detail how it came to those conclusions.

“Predictable investments” is also listed, but it’s hard to imagine a more predictable expense than paying for something once and having supported access to it indefinitely (assuming you continue paying any support costs). Now, VMware and its partners will be left convincing customers that their finances can afford a new monthly expense for something they thought was paid for. For Broadcom, though, it’s easier to see the benefits of turning VMware into more of a reliable and recurring revenue stream.

Additionally, Broadcom’s layoffs of at least 2,837 VMware employees have brought uncertainty to the VMware brand. A CRN report in late November pointed to VMware partners hearing customer concern about potential price raises and a lack of support. C.R. Howdyshell, CEO of Advizex, which reportedly made $30 million in VMware-tied revenue in 2022, told the publication that partners and customers were experiencing “significant concern and chaos” around VMware sales. Another channel partner noted to CRN the layoff of a close VMware sales contact.

But Broadcom has made it clear that it wants to “complete the transition of all VMware by Broadcom solutions to subscription licenses,” per Prasad’s blog.

The company hopes to convince skeptical channel partners that they’ll see the way, too. VMware, like many tech companies urging subscription models, pointed to “many partners” having success with subscription models already and “opportunity for partners to engage more strategically with customers and deliver higher-value services that drive customer success.”

However, because there’s no immediate customer benefit to the end of perpetual licenses, those impacted by VMware’s change in business strategy have to assess how much they’re willing to pay to access VMware products moving forward.

Broadcom ends VMware perpetual license sales, testing customers and partners Read More »

strivr-enhances-immersive-learning-with-generative-ai,-equips-vr-training-platform-with-mental-health-and-well-being-experiences

Strivr Enhances Immersive Learning With Generative AI, Equips VR Training Platform With Mental Health and Well-Being Experiences

Strivr, a virtual reality training solutions startup, was founded as a VR training platform for professional sports leagues such as the NBA, NHL, and NFL. Today, Strivr has made its way to the job training scene with an innovative approach to employee training, leveraging generative AI (GenAI) to transform learning experiences.

More Companies Lean Toward Immersive Learning

Today’s business landscape is rapidly evolving. As such, Fortune 500 companies and other businesses in the corporate sector are starting to turn to more innovative employee training and development solutions. To serve the changing demands of top companies, Strivr has secured $16 million in funding back in 2018 to expand its VR training platform.

Research shows that learning through VR environments can significantly enhance knowledge retention, making it a groundbreaking development in employee training.

Unlike traditional training methods, a VR training platform immerses employees in lifelike scenarios, providing unparalleled engagement and experiential learning. However, this technology isn’t a new concept at all. Companies have been incorporating VR into their training solutions for several years, but we’ve only recently seen more industries adopting this technology rapidly.

The Impact of Generative AI on VR Training Platforms

Walmart, the largest retailer in the world, partnered with Strivr to bring VR to their training facilities. Employees can now practice in virtual sales floors repeatedly until they perfect their skills. In 2019, nearly 1.4 million Walmart associates have undergone VR training to prepare for the holiday rush, placing them in a simulated, chaotic Black Friday scenario.

As a result, associates reported a 30% increase in employee satisfaction, 70% higher test scores, and 10 to 15% higher knowledge retention rates. Because of the VR training’s success, Walmart expanded the VR training program to all their stores nationwide.

Derek Belch, founder and CEO at Strivr, states that the demand for the faster development of high-quality and scalable VR experiences that generate impactful results is “at an all-time high.”

VR training platofrm Strivr

As Strivr’s customers are among the most prominent companies globally, they are directly experiencing the impact of immersive learning on employee engagement, retention, and performance. “They want more, and we’re listening,” said Belch in a press release shared with ARPost.

So, to enhance its VR training platform, Strivr embraces generative AI to develop storylines, boost animation and asset creation, and optimize visual and content-driven features.

GenAI will also aid HR and L&D leaders in critical decision-making by deriving insights from immersive user data.

Strivr’s VR Training Platform Addresses Employee Mental Health

Strivr has partnered with Reulay and Healium in hosting its first in-headset mental health and well-being applications on the VR training platform. This will allow their customers to incorporate mental health “breaks” into their training curricula and address the rising levels of employee burnout, depression, and anxiety.

Belch has announced that Strivr also partnered with one of the world’s leading financial institutions to make meditation activities available in their workplace.

Meditation is indeed helpful for employees; the Journal of the American Medical Association recently published a study that showed that meditation can help reduce anxiety as effectively as drug therapies. Mindfulness practices, on the other hand, have been demonstrated to increase employee productivity, focus, and collaboration.

How VR Transforms Professional Training

With Strivr’s VR Training platform offering enhanced experiential learning and mental well-being, one might wonder how VR technology will influence employee training moving forward.

Belch describes Strivr’s VR training platform as a “beautifully free space” to practice. Employees can develop or improve their skills in a realistic scenario that simulates actual workplace challenges in a way that typical workshops and classrooms cannot. Moreover, training employees through VR platform cuts travel costs associated with conventional training facilities.

VR training platform Strivr

VR training platforms also contribute to a more inclusive and diverse workplace. Employees belonging to minority groups can rehearse and tailor their behaviors in simulated scenarios where a superior or customer is prejudiced toward them, for instance. When these situations are addressed during training, companies can protect their employees from these challenges and prepare them.

What’s Next for VR Training Platforms?

According to Belch, Strivr’s enhanced VR training platform is only the beginning of how VR will continue to impact the employee experience.

So far, VR training platforms have been improving employee onboarding, knowledge retention, and performance. They allow employees to practice and acquire critical skills in a safe, virtual environment, helping them gain more confidence and efficiency while training. Additionally, diversity and inclusion are promoted, thanks to VR’s ability to simulate scenarios where employees can tailor their behaviors during difficult situations.

And, of course, VR training has rightfully gained recognition for helping teach retail workers essential customer service skills. By interacting with virtual customers in a life-like environment, Walmart’s employees have significantly boosted their skills, and the mega-retailer has implemented an immersive training solution to all of its nearly 4,700 stores all over America.

In 2022, Accenture invested in Strivr and Talespin to revolutionize immersive learning and enterprise VR. This is a good sign of confidence in the industry and its massive potential for growth.

As we keep an eye on the latest scoop about VR technology, we can expect more groundbreaking developments in the industry and for VR platforms to increase their presence in the employee training realm.

Strivr Enhances Immersive Learning With Generative AI, Equips VR Training Platform With Mental Health and Well-Being Experiences Read More »

ar-and-vr-content-creation-platform-fectar-integrates-ultraleap-hand-tracking

AR and VR Content Creation Platform Fectar Integrates Ultraleap Hand Tracking

For the  Fectar AR and VR content creation platform users, creating XR content with hand tracking feature has just become simpler and easier.

Launched in 2020, Fectar is “the multi-sided platform that makes the metaverse accessible for everyone, everywhere.” Focused on creating AR and VR spaces for education, training, onboarding, events, and more, and aimed at non-technical users, the company provides a cross-platform, no-code AR/VR building tool.

Last week, Fectar integrated the Ultraleap hand tracking feature within its AR and VR content creation platform, allowing users to build VR training experiences with hand tracking from the beginning.

AR and VR Content Creation With Integrated Ultraleap Hand Tracking

Ultraleap was founded in 2019 when Leap Motion was acquired by Ultrahaptics, and the two companies were rebranded under the new name. Ultraleap’s hand tracking and mid-air haptic technologies allow XR users to engage with the digital world naturally – with their hands, and without touchscreens, keypads, and controllers.

Thanks to the Ultraleap feature, Fectar’s users will now be able to create and share immersive VR experiences that use hands, rather than VR controllers. According to Ultraleap, this makes the interaction more intuitive, positively impacts the training outcomes, reduces the effort of adoption, and makes the experiences more accessible.

Non-Technical People Can Develop Immersive Experiences 

The new addition to the AR and VR content creation platform is a strategic decision for Fectar. The company’s target clients are non-technical content creators. They don’t need to know how to code to create VR apps and tools, including training programs.

This is, in fact, one of the most frequent use cases of the Fectar AR and VR content creation platform. “We want our customers to be able to create world-class VR training experiences,” said Fectar CTO and founder, Rens Lensvelt, in a press release. “By introducing Ultraleap hand tracking to our platform we’re giving them an opportunity to level up their programs by adding an intuitive interaction method.”

VR Programs and Tools – the Future of Collaborative Work and Training

Virtual reality content has expanded beyond the field of games or applications for entertainment. VR is part of education and training, medicine, business, banking, and, actually, any kind of work.

This is why an AR and VR content creation platform for non-technical users, like Fectar, is so successful. Companies worldwide want to create their own training and collaborative VR tools, without hiring developers.

“The combination of Ultraleap and Fectar provides people with the right tools they need to develop the best education or training programs – and makes it easy to do so. We already know that enterprise VR programs improve productivity by 32%,” said Matt Tullis, Ultraleap VP of XR. “By making that experience even more natural with hand tracking, Fectar customers can expect to see their VR training ROI increase even further.” 

AR and VR Content Creation Platform Fectar Integrates Ultraleap Hand Tracking Read More »

new-holosuite-feature-enables-users-to-seamlessly-blend-volumetric-video-clips

New HoloSuite Feature Enables Users to Seamlessly Blend Volumetric Video Clips

Arcturus, volumetric video editing and streaming tools provider, has been at the forefront of virtual production, revolutionizing immersive content experiences across a vast range of verticals.

As part of its efforts to bring volumetric video to a wider audience, it prioritizes research and development of new tools that allow creators to fully harness the power of volumetric video. One of its latest releases is an innovative tool that aims to transform virtual production, XR storytelling, and metaverse experiences on HoloSuite.

Blend: Connecting Volumetric Video Clips With Seamless Transitions

Arcturus recently unveiled a new beta tool that further amplifies the capabilities of HoloSuite, its flagship platform for volumetric video. The “Blend” tool, a product of years of research and development by the Arcturus team, gives users a unique way to explore new forms of digital storytelling, build immersive experiences, develop metaverse content, and more.

Arcturus - Beta feature Blend volumetric video

With Blend, users can connect volumetric video clips and blend them seamlessly. Creators can now take live-action clips, use volumetric video characters to populate virtual backgrounds, and build branching narratives with imperceptible transitions between tracks.

With the new tool, creators of metaverse experiences can use people instead of computer-generated avatars in their content. They can insert blended volumetric video clips of live-action 3D performances into digital environments without having to create digidoubles. Blend also allows users to blend and loop multiple recordings of a photorealistic subject.

“Volumetric video isn’t just offering content creators new ways to do old things better; with the right tools, it offers possibilities that simply weren’t there before,” said CEO of Arcturus, Kamal Mistry, in a press release shared with ARPost. “Our new tools will open up a huge range of potential uses across multiple industries, and soon we will begin to see content unlike anything that’s ever been seen before.”

The Arcturus team designed and developed the Blend tool to meet the emerging demands of volumetric video users. While still in beta, all current HoloSuite users have access to the tool and can provide their feedback to help improve its capabilities.

With the beta testing running over the next few months, the team can fine-tune functionalities and ensure compatibility and stability before the tool becomes a standard feature on the platform.

More HoloSuite Updates From Arcturus

The Blend tool is just one of the several updates released for HoloSuite last month. Along with it, Arcturus also released a host of quality-of-life improvements and upgrades that open a wider range of potential uses for HoloSuite across multiple industries.

Unity users can now enjoy improved OMS playback with their HoloSuite plugins. This provides them with better viewing controls for volumetric video files within Unity. Support for upgrades for OMS playback on Unreal Engine 5 is expected to roll out soon.

Game engine users can now also use “Generate Normals” to smoothen noise for better relighting on volumetric subjects. For more dynamic viewing, HoloSuite added new lighting preferences that include adding environmental lighting directly within HoloEdit. The new native 4DS file support also allows users to import data directly from 4DViews.

New feature Arcturus HoloSuite 4DS import

Framing the Future of Video

Arcturus is committed to giving content creators the tools they need to create authentic digital human representations and immersive experiences. To further advance technology in this field, it has announced a new $11 million round of Series A funding in November 2022.  The funding, led by CloudTree Ventures with substantial investments from Epic Games and Autodesk, signifies confidence in the vast potential of volumetric video.

The new funding will help Arcturus grow its infrastructure and continue developing the HoloSuite platform. It will help expand research into new tools that further the use of AI in volumetric video production, improve 3D data capture, and enhance live streaming on digital platforms among many others.

Just like the Blend tool, more tools and techniques are bound to revolutionize the way users create and interact with digital content. As it unlocks new possibilities for virtual production through state-of-the-art 3D creation tools, Arcturus is framing the future of video.

New HoloSuite Feature Enables Users to Seamlessly Blend Volumetric Video Clips Read More »