Year: 2018

14 Jun 2018

Amazon starts shipping its $249 DeepLens AI camera for developers

Back at its re:Invent conference in November, AWS announced its $249 DeepLens, a camera that’s specifically geared toward developers who want to build and prototype vision-centric machine learning models. The company started taking pre-orders for DeepLens a few months ago, but now the camera is actually shipping to developers.

Ahead of today’s launch, I had a chance to attend a workshop in Seattle with DeepLens senior product manager Jyothi Nookula and Amazon’s VP for AI Swami Sivasubramanian to get some hands-on time with the hardware and the software services that make it tick.

DeepLens is essentially a small Ubuntu- and Intel Atom-based computer with a built-in camera that’s powerful enough to easily run and evaluate visual machine learning models. In total, DeepLens offers about 106 GFLOPS of performance.

The hardware has all of the usual I/O ports (think Micro HDMI, USB 2.0, Audio out, etc.) to let you create prototype applications, no matter whether those are simple toy apps that send you an alert when the camera detects a bear in your backyard or an industrial application that keeps an eye on a conveyor belt in your factory. The 4 megapixel camera isn’t going to win any prizes, but it’s perfectly adequate for most use cases. Unsurprisingly, DeepLens is deeply integrated with the rest of AWS’s services. Those include the AWS IoT service Greengrass, which you use to deploy models to DeepLens, for example, but also SageMaker, Amazon’s newest tool for building machine learning models.

These integrations are also what makes getting started with the camera pretty easy. Indeed, if all you want to do is run one of the pre-built samples that AWS provides, it shouldn’t take you more than 10 minutes to set up your DeepLens and deploy one of these models to the camera. Those project templates include an object detection model that can distinguish between 20 objects (though it had some issues with toy dogs, as you can see in the image above), a style transfer example to render the camera image in the style of van Gogh, a face detection model and a model that can distinguish between cats and dogs and one that can recognize about 30 different actions (like playing guitar, for example). The DeepLens team is also adding a model for tracking head poses. Oh, and there’s also a hot dog detection model.

But that’s obviously just the beginning. As the DeepLens team stressed during our workshop, even developers who have never worked with machine learning can take the existing templates and easily extend them. In part, that’s due to the fact that a DeepLens project consists of two parts: the model and a Lambda function that runs instances of the model and lets you perform actions based on the model’s output. And with SageMaker, AWS now offers a tool that also makes it easy to build models without having to manage the underlying infrastructure.

You could do a lot of the development on the DeepLens hardware itself, given that it is essentially a small computer, though you’re probably better off using a more powerful machine and then deploying to DeepLens using the AWS Console. If you really wanted to, you could use DeepLens as a low-powered desktop machine as it comes with Ubuntu 16.04 pre-installed.

For developers who know their way around machine learning frameworks, DeepLens makes it easy to import models from virtually all the popular tools, including Caffe, TensorFlow, MXNet and others. It’s worth noting that the AWS team also built a model optimizer for MXNet models that allows them to run more efficiently on the DeepLens device.

So why did AWS build DeepLens? “The whole rationale behind DeepLens came from a simple question that we asked ourselves: How do we put machine learning in the hands of every developer,” Sivasubramanian said. “To that end, we brainstormed a number of ideas and the most promising idea was actually that developers love to build solutions as hands-on fashion on devices.” And why did AWS decide to build its own hardware instead of simply working with a partner? “We had a specific customer experience in mind and wanted to make sure that the end-to-end experience is really easy,” he said. “So instead of telling somebody to go download this toolkit and then go buy this toolkit from Amazon and then wire all of these together. […] So you have to do like 20 different things, which typically takes two or three days and then you have to put the entire infrastructure together. It takes too long for somebody who’s excited about learning deep learning and building something fun.”

So if you want to get started with deep learning and build some hands-on projects, DeepLens is now available on Amazon. At $249, it’s not cheap, but if you are already using AWS — and maybe even use Lambda already — it’s probably the easiest way to get started with building these kind of machine learning-powered applications.

13 Jun 2018

Apple confirms that it will seal up law enforcement’s favorite iPhone cracking method

A new version of iOS will block a controversial loophole that law enforcement agencies have leveraged in order to crack into locked iPhones. In an upcoming version of iOS (likely iOS 12), Apple will include a feature known as USB Restricted Mode which limits access to a locked iPhone through its USB port.

The feature previously appeared in the iOS 11.3 beta, making its way into the iOS 12 beta and now the company has confirmed that the security patch will make it into a final iOS release. With USB Restricted Mode, an iPhone’s Lightning port will lock one hour after the phone is locked. In that mode, which will be the default, only charging will be possible through the port after the initial one hour period has expired.

“We’re constantly strengthening the security protections in every Apple product to help customers defend against hackers, identity thieves and intrusions into their personal data,” Apple told TechCrunch in an emailed statement.

“We have the greatest respect for law enforcement, and we don’t design our security improvements to frustrate their efforts to do their jobs.”

That solution should thwart iPhone cracking devices like those made by GrayShift and Cellebrite. Such devices, particularly GrayShift’s GrayKey, which promises to unlock even new iPhone models, use the USB port to access a locked iPhone in order to crack its password using more attempts than would normally be allowed. That process can take anywhere from two hours to more than three days, depending on the length of the iPhone’s password.

Federal agencies including the FBI, DEA, State Department, Secret Service and least five states already have the GrayKey device or are in the process of obtaining it.

The FBI’s third-party solution to iPhone cracking became a lightning rod in the clash between agency and Apple in the aftermath of 2016’s San Bernardino mass shooting, with Apple pressing the FBI for details on the security vulnerability and the FBI playing its tools close to its chest.

As Apple moves to neutralize GrayKey and similar devices, anyone looking to crack into the company’s famously secure iPhone is going to need to try a new tack — and maybe figure out what to do with their now defunct $15,000 or $30,000 hacker toy in the process.

13 Jun 2018

Sphero raises $12M as it focuses on education

This year has been a rough one for Sphero. The Colorado-based toy robotics startup kicked off the year with dozens of layoffs, a result of tepid interest in its line of Disney-branded consumer products.

Here’s a little good news, however. The company has raised another $12 million, bringing its total up to around $119 million, according to Crunchbase. The latest round will go into helping shape the BB-8 maker into an education-first company.

“The recent round of funding has currently raised $12 million, and we anticipate at the time of final closing up to $20 million may be raised in total,” Sphero said in a statement provided to TechCrunch. Funding has/will come from existing and new investors and will be used for working capital as we engage in a larger strategy that focuses on the intersection of play and learning.”

It’s a tricky play, given how overcrowded the world of coding toys is at the moment, but Sphero has long been building out its play in the space, in tandem with its more consumer-focused offerings.

Following the success of its The Force Awakens BB-8 tie in, the company quadrupled down on its involvement with Disney’s accelerator, releasing high-tech toys based on Spider-Man and Lightning McQueen from Cars.

“[Education] is something we can actually own,” the company told me after the layoffs were revealed. “Where we do well are those experiences we can 100 percent own, from inception to go-to-market.”

13 Jun 2018

This AR guppy feeds on the spectrum of human emotion

Indiecade always offers a nice respite from the wall of undulating human flesh and heat that is the rest of the E3 show floor. The loose confederation of independent developers often produces compelling and bizarre gaming experiences outside of the big studio system.

TendAR is the most compelling example of this out of this year’s batch. It is, simply put, a pet fish that feeds on human emotions through augmented reality. I can’t really explain why this is a thing, but it is. It’s a video game, so just accept it and move on.

The app is produced by Tender Claws, a small studio out of Los Angeles best known for Virtual Virtual Reality, an Oculus title that boasts among its “key features”:

  • 50+ unique virtual virtual realities
  • An artichoke screams at you

TendAR fits comfortably within that manner of absurdist framework, though the title has more in common with virtual pets like Tamagotchi and the belovedly bizarre Dreamcast cult hit, Seaman. There’s also a bit of Douglas Adams wrapped up in there, in that your pet guppy feeds on human emotions detected through face detection.

The app is designed for two players, both holding onto the same phone, feigning different emotions when prompted by a chatty talking fish. If you fail to give it what it wants, your fish will suffer. I tried the game and my guppy died almost immediately. Apparently my ability to approximate sadness is severely lacking. Tell it to my therapist, am I right?

The app is due out this year for Android.

13 Jun 2018

This AR guppy feeds on the spectrum of human emotion

Indiecade always offers a nice respite from the wall of undulating human flesh and heat that is the rest of the E3 show floor. The loose confederation of independent developers often produces compelling and bizarre gaming experiences outside of the big studio system.

TendAR is the most compelling example of this out of this year’s batch. It is, simply put, a pet fish that feeds on human emotions through augmented reality. I can’t really explain why this is a thing, but it is. It’s a video game, so just accept it and move on.

The app is produced by Tender Claws, a small studio out of Los Angeles best known for Virtual Virtual Reality, an Oculus title that boasts among its “key features”:

  • 50+ unique virtual virtual realities
  • An artichoke screams at you

TendAR fits comfortably within that manner of absurdist framework, though the title has more in common with virtual pets like Tamagotchi and the belovedly bizarre Dreamcast cult hit, Seaman. There’s also a bit of Douglas Adams wrapped up in there, in that your pet guppy feeds on human emotions detected through face detection.

The app is designed for two players, both holding onto the same phone, feigning different emotions when prompted by a chatty talking fish. If you fail to give it what it wants, your fish will suffer. I tried the game and my guppy died almost immediately. Apparently my ability to approximate sadness is severely lacking. Tell it to my therapist, am I right?

The app is due out this year for Android.

13 Jun 2018

Comcast bids $65B for Fox assets, setting the stage for a fight with Disney

Comcast made good on its plans to make an offer for 21st Century Fox’s film and TV assets today, with a cash bid of $65 billion, or $35 per share.

That’s 19 percent more than the $52.4 billion that Disney agreed to pay in December.

This follows yesterday’s U.S. court approval of the merger of AT&T and Time Warner, which was widely expected to lead Comcast to make a new bid for Fox and, in the long-term, set the stage for broader consolidation between ISPs and media companies. (This is where I remind you that TechCrunch is owned by Oath, a digital media subsidiary of Verizon.)

In a letter to Fox executives (namely Rupert, James and Lachlan Murdoch), Comcast CEO Brian Roberts wrote that after meetings last year, his team was convinced that Comcast would be “the right strategic home” for the Fox assets, and that “we were disappointed when 21CF decided to enter into a transaction with The Walt Disney Company, even though we had offered a meaningfully higher price.”

“In light of yesterday’s decision in the AT&T/Time Warner case, the limited time prior to your shareholders’ meeting, and our strong continued interest, we are pleased to present a new, all-cash proposal that fully addresses the Board’s stated concerns with our prior proposal,” Roberts said.

This could set off a battle between Comcast and Disney . The assets at stake include the Fox film studio (which owns the Avatar franchise, the film rights to the X-Men and Fantastic Four and the original Star Wars), its TV studio, its cable networks and its stake in Hulu.

In the letter, Roberts also said a Comcast-Fox acquisition is “as or more likely to receive regulatory approval than the Disney transaction” and that Comcast would reimburse Fox for the $1.5 billion breakup fee with Disney.

Update: Fox sent out a statement confirming that it has received the bid. It also said, “21st Century Fox has not yet made a determination, in light of Comcast’s proposal, as to whether it will postpone or adjourn” its July 10 stockholder meeting to discuss the Disney acquisition.

13 Jun 2018

Comcast bids $65B for Fox assets, setting the stage for a fight with Disney

Comcast made good on its plans to make an offer for 21st Century Fox’s film and TV assets today, with a cash bid of $65 billion, or $35 per share.

That’s 19 percent more than the $52.4 billion that Disney agreed to pay in December.

This follows yesterday’s U.S. court approval of the merger of AT&T and Time Warner, which was widely expected to lead Comcast to make a new bid for Fox and, in the long-term, set the stage for broader consolidation between ISPs and media companies. (This is where I remind you that TechCrunch is owned by Oath, a digital media subsidiary of Verizon.)

In a letter to Fox executives (namely Rupert, James and Lachlan Murdoch), Comcast CEO Brian Roberts wrote that after meetings last year, his team was convinced that Comcast would be “the right strategic home” for the Fox assets, and that “we were disappointed when 21CF decided to enter into a transaction with The Walt Disney Company, even though we had offered a meaningfully higher price.”

“In light of yesterday’s decision in the AT&T/Time Warner case, the limited time prior to your shareholders’ meeting, and our strong continued interest, we are pleased to present a new, all-cash proposal that fully addresses the Board’s stated concerns with our prior proposal,” Roberts said.

This could set off a battle between Comcast and Disney . The assets at stake include the Fox film studio (which owns the Avatar franchise, the film rights to the X-Men and Fantastic Four and the original Star Wars), its TV studio, its cable networks and its stake in Hulu.

In the letter, Roberts also said a Comcast-Fox acquisition is “as or more likely to receive regulatory approval than the Disney transaction” and that Comcast would reimburse Fox for the $1.5 billion breakup fee with Disney.

Update: Fox sent out a statement confirming that it has received the bid. It also said, “21st Century Fox has not yet made a determination, in light of Comcast’s proposal, as to whether it will postpone or adjourn” its July 10 stockholder meeting to discuss the Disney acquisition.

13 Jun 2018

Democrats introduce an election security bill that proposes paper trails and mandatory audits

As primaries ramp up in states across the U.S., concerns about election cybersecurity are mounting too. This week, a group of Democratic senators introduced a bill to mitigate some of the well-established risks that the nation’s uneven mix of voting machines and election systems poses.

The new bill, known as the Protecting American Votes and Elections Act, proposes two significant measures. First, because not all digital voting systems produce a paper trail, it would require all state and local elections to ensure that their equipment produces voter-verified paper ballots that can be cross-referenced. Second, for all federal elections regardless of outcome, state and local governments would be required to conduct audits comparing digital ballots to a random selection of paper ballots. The latter policy would cover the 22 states that currently don’t require audits following elections.

“Leaving the fate of America’s democracy up to hackable election machines is like leaving your front door open, unlocked and putting up a sign that says ‘out of town.’ It’s not a question of if bad guys get in, it’s just a question of when,” Oregon Senator Ron Wyden said in a statement accompanying the bill.

Voting integrity is one of Wyden’s pet issues and the senator has pressed for his home state of Oregon’s vote-by-mail system to be adopted nationally.

Wyden is joined by Democratic Senators Kirsten Gillibrand, Ed Markey, Jeff Merkley, Patty Murray and Elizabeth Warren on the legislation. Congressman Earl Blumenauer plans to introduce a corresponding bill in the house.

“We know that Russia hacked into American voter systems to influence our election – and we know they’ll try to do it again,” Sen. Warren said. “Our national security experts have warned us that the country’s election infrastructure is vulnerable – this bill will take important steps to help secure it.”

While the bill isn’t a bipartisan proposal — yet, anyway — these same measures are widely supported by election security experts as well as the Department of Homeland Security and a Senate Intelligence Committee report offering recommendations for securing the vote from earlier this year.

The full text of the bill is embedded below.

13 Jun 2018

Chowbotics raises $11 million to move its robot beyond salads

Creating a salad-making robot is pretty good, as far as tech company hooks go, but Chowbotics is looking to expand. The Bay Area company just raised $11 million in a “Series A-1” led by the Foundry Group and Techstars.

The big plan for the money largely involves extending the company’s selection of foodstuffs beyond leafy greens, where Sally the Salad Robot has made its mint. At the top of the list are grain bowls, breakfast bowls, poke bowls, açai bowls and yogurt bowls. If it’s food served in a bowl, Chowbotics seems interested.

Seems pretty straightforward, really. After all, at its core, Sally is a kind of vending machine, dropping different ingredients into the same bowl. Apparently it’s a bit more complicated than that, especially when you start mixing in things like yogurts and berry purees. “The major challenges are finding special technical solutions for dispensing different shapes and sizes of ingredients,” founder/CEO Deepak Sekar told TechCrunch.

The company is also using the funding to add a whole bunch of senior roles. Per the press release:

Warren Manzer, who was President of Foodservice at Clipper and Senior Vice President at Crown Brands, joined Chowbotics as Vice President of Foodservice Sales. Rory Bevins, who was Senior Vice President at La Bottega Americas and Global Vice President at Molton Brown, joined Chowbotics as Vice President of Hospitality. Lee Greer, who was Chief Marketing Officer at Jason’s Deli, joined Chowbotics as Vice President of its Off-Premise Kitchen Business Unit. Shelley Janes, who was Head of Partnerships at CarDash and CEO of SideDoor, joined Chowbotics as Director of Sales, responsible for the western region of the United States. Nolan Schachter, who was Director of Sales and Marketing at TeaBot, joined Chowbotics as Director of Sales, responsible for Canada.

The funding follows a $5 million Series A in March of last year.

13 Jun 2018

Netflix is adding an interactive ‘Minecraft’ story to its lineup, denies entry into gaming

Netflix denies a report that it’s entering the gaming market, but says it is expanding its lineup to include a new game-related, “interactive” narrative series called “Minecraft: Story Mode.” The new series will be the latest addition to its growing collection of interactive stories, which include kid-friendly titles like “Stretch Armstrong: The Breakout,” “Puss in Book: Trapped in an Epic Tale,” and “Buddy Thunderstruck: The Maybe Pile.”

According to a recent report from TechRadar, Netflix is partnering with Telltale Games to bring game experiences to its TV service, starting with a Minecraft game.

Netflix is now clarifying that it’s not a “game,” exactly, it’s an interactive story.

The company announced a year ago it would begin experimenting with a new way to stream video, through “choose your own adventure”-style stories that allow viewers to pick what happens next. This allows for the same story to have multiple variations.

It’s the sort of thing that would have never been possible through traditional linear TV, but is enabled through an online platform like Netflix. The stories could also make for a selling point for families with younger children, in terms of being a differentiating feature for its service.

The company confirms that “Minecraft: Story Mode” is a licensed 5-episode interactive narrative series that will be coming to its service this fall, in partnership with Telltale. The gaming publisher Telltale Games already offers “Minecraft: Story Mode” across other platforms, including Steam, game consoles, Google Play and the App Store.

While Telltale and others consider “Minecraft: Story Mode” to be a type of game, Netflix does not. It’s a narrative you work your way through, similar to the others, it believes. (The story does take place in the Minecraft universe, however.)

“We don’t have any plans to get into gaming,” a Netflix spokesperson said, in response to TechRadar’s report. “There’s a broad spectrum of entertainment available today. Games have become increasingly cinematic, but we view this as interactive narrative storytelling on our service,” they explained.

Meanwhile, the other gaming project TechRadar had uncovered – a game related to the Netflix hit “Stranger Things” – is something that will launch in Telltale’s platform at a later date, Netflix says. It’s not a game coming to Netflix’s service, and is instead part of Netflix’s ongoing marketing and title promotion efforts.

The company already has a Stranger Things game today, and often promotes its shows in other ways on mobile. For example, it launched a standalone “Orange is the New Black” app back in 2014, and when it was promoting the new season of “Arrested Development,” it introduced a “FakeBlock” app.

“Stranger Things” lends itself more to a mobile gaming format, though. And Netflix does use video games to drive awareness of its brand and content.

As the company stated in a recent job posting for a Manager of Interactive Licensing:

We are pursuing video games because we believe it will drive meaningful show awareness/buzz and allow fans to “play” our most popular content. We want the interactive category to help promote our titles so they become part of the zeitgeist for longer periods of time and we want to use games as a marketing tactic to capture demand and delight our member community.

Of course, interactive stories do blur the line between games and narrative storytelling – something that’s a newer trend across online platforms these days. For example, one of Apple’s Design Award winners this year was a part-story, part-game called “Florence,” which involved both narrative elements and interactive features.

To what extent these work as well on Netflix’s platform as they do on smartphones still remains to be seen, given that the format is still new to streaming services. Time will tell if it’s worth the continued investment, of if Netflix’s experimentation will one day conclude.