Author: azeeadmin

17 Sep 2018

Coke eyes cannabis-infused wellness drinks as market for CBD beverages expands

Coca-Cola is looking at pitching cans of cannabis-infused wellness drinks to consumers in the latest bid by a big beverage behemoth to tackle the budding market for potentially potent enhanced potables.

“Along with many others in the beverage industry, we are closely watching the growth of non-psychoactive CBD as an ingredient in functional wellness beverages around the world,” the company said in a statement issued in response to a report from the Canadian BNN Bloomberg new service.

BNN reported that Coca-Cola was in talks with cannabis producer Aurora Cannabis to make marijuana-infused wellness drinks. Aurora Cannabis did not confirm that it was in talks with Coke, but the company’s chief executive did acknowledge that it had been in conversation with several beverage makers over the last few months.

“I think it’s important to have a beverage, period,” said Aurora Cannabis chief executive Terry Booth in an interview with Bloomberg. “We can’t comment on speculation at this time… We’ve spoke [sic] to at least three different beverage companies in the space in the last three months.”

Drinks infused with either cannabinoids like CBD, which has medicinal, pain-relieving qualities, and THC, which gets users high, have become popular in states in the U.S. where the drug is legalized and in Canada where it has been fully decriminalized nationally.

Portland’s Coalition Brewing has already introduced CBD-infused Two Flowers IPA, and big brands like Molson Coors announced a partnership with Hydropothecary to pursue cannabis-infused beverages.

Other big beer companies are going the direct route. Constellation Brands, which makes beers like Corona and Negro Modelo, along with whiskies, tequilas, vodkas and other boozy spirits, has invested $4 billion into Canopy Growth, another Canadian cannabis business.

Coke isn’t the first non-alcoholic soda maker to try a bud-based brew. That honor belongs to California Dreamin, a startup we covered that’s looking to bring cannabinoid drinks to market. The company, which launched from Y Combinator, is focused on a THC-based beverage.

As we wrote earlier this year:

Each bottle contains 10 milligrams of THC — an industry-standard dose of the psychoactive chemical in marijuana. The company only uses sativa, the more energizing, euphoric type of pot, compared to the more body-relaxing indica variety. That’s compared to some competing marijuana beverages with as much as 100mg — enough that a single sip will get you high and a bottle will lay out all but the hardiest stoners. “We want it to be a light, head high feel,” says Seven Cities Beverage Company aka California Dreamin’ co-founder Amy Ludlum. “We don’t want to give anyone couch lock. We want it to be social.”

The experiments in better sales through new chemistry come at a time when demand for both beer and bubbly sodas is slowing. Beer is being supplanted by booze and wine among American consumers (or a rising number of teetotalers are eating into sales of both). Meanwhile, sugary drinks also have seen their popularity dwindle as new consumers reach for the kombucha rather than the Coke.

Dabbling in the doobage also makes more sense as an increasing number of states push for legalization and our neighbor to the North doubles down on its full embrace of all things cannabis.

Reports of Coke’s interest sent shares of Aurora Cannabis up nearly 19 percent in trading on the OTC.

17 Sep 2018

Loot boxes face scrutiny from an international coalition of gambling authorities

The world of online gaming is changing so quickly that players, developers, publishers, and regulators are all scrambling to keep up with each other. Case in point: loot boxes, randomized in-game rewards that may or may have monetary value or be purchasable with real money, are after years of deployment only now being scrutinized globally for being what amounts to thinly veiled gambling.

A suggestive new study from British researchers and a just-announced coalition of governments are the latest indicators that the loot box phenomenon and its derivatives likely won’t continue to be the wild west they’ve been for the last few years.

Many factors have led games to resemble services or channels more than pieces of entertainment with a start and end. And that in turn has changed how these games are monetized. As an alternative to a $60 up-front cost or a $10/month subscription, a game may be released for free but supported with in-game purchases of various kinds, including loot boxes.

Loot boxes usually contain a random reward such as a new item for your in-game character. They can be earned by playing the game (usually a lot), but often can also be bought. Not only this but the items have a sort of black market value and are traded among players and indeed gambled in a highly unregulated economy that reports put on the order of billions of dollars.

Although gaming companies compare it to collecting baseball cards or getting a toy in a box of cereal, the reality is plainly more complex than that, and the idea has led to extreme versions where players are constantly urged to buy in-game currencies and rewards. There’s no doubt that companies like EA and Tencent have made enormous amounts of money by luring players into purchases in “free to play” games.

The report, instigated earlier this year by an Australian parliamentary committee, was conducted by David Zendle and Paul Cairns, of York St. John University. The study is a limited one, they are quick to point out, but there is essentially nothing else on the topic and even the most basic research is warranted. “Such work is urgently needed,” they write in the introduction.

For their study, they surveyed thousands of gamers recruited from Reddit about their habits and spending. What they found was that gamers tending towards “problem gambling” habits (i.e. spending or behavior that negatively affects everyday life and relationships) spent considerably more on loot boxes than normal gamers — yet that wasn’t the case for general microtransactions like outright buying an in-game item or currency.

In the summary issued today to Australia’s Committee on Environment and Communications, they write:

We found that the more severe an individual’s problem gambling, the more they spent on loot boxes. The relationship we observed was neither trivial, nor unimportant. Indeed, the amount that gamers spent on loot boxes was a better predictor of their problem gambling than high-profile factors in the literature such as depression and drug abuse.

As anyone with a critical eye for research will have noted by now, and as the researchers point out, this correlation could go either way. In either case, however, it doesn’t look good for the practice:

It may be the case that loot boxes in video games act as a gateway to other forms of gambling, leading to increases in problem gambling amongst gamers who buy loot boxes.

However, it is important to note that an alternative explanation for these results may also be true. The key similarities between loot boxes and gambling may lead to gamers who are already problem gamblers spending large amounts of money on loot boxes, just as they would spend similarly large amounts on other kinds of gambling. In this case, loot boxes would not be providing a breeding ground for the development of problem gambling so much as they would be allowing games companies to exploit addictive disorders amongst their customers for profit.

The researchers conclude that either way, the practice merits more research and possibly regulation. It’s not the same as ordinary gambling, they say, but it’s similar enough that it warrants controls like those exerted on, say, online poker, to prevent harm and abuse.

Governments around the world are split on how to characterize loot boxes, with Belgium taking a severe enough stance that Blizzard was forced to stop offering loot boxes for real money in its popular team shooter Overwatch. But French and German authorities disagreed and have to a certain extent accepted the argument that the practice is more like opening a Kinder Egg or collectible card game pack.

But this uncertainty is itself galvanizing, apparently. A coalition of 15 gambling authorities, including the UK, France, Portugal, Norway, and the US (via tech-savvy Washington State’s gambling commission), issued a shared declaration that they intend to look into these shenanigans and they expect the companies involved to play ball.

We are increasingly concerned with the risks being posed by the blurring of lines between gambling and other forms of digital entertainment such as video gaming. Concerns in this area have manifested themselves in controversies relating to skin betting, loot boxes, social casino gaming and the use of gambling themed content within video games available to children.

We commit ourselves today to working together to thoroughly analyse the characteristics of video games and social gaming. This common action will enable an informed dialogue with the video games and social gaming industries to ensure the appropriate and efficient implementation of our national laws and regulations.

We anticipate that it will be in the interest of these companies whose platforms or games are prompting concern, to engage with [gambling] regulatory authorities to develop possible solutions.

Tying it to kids is a good way to stay on the moral high ground, but there aren’t a lot of problem gamblers in the under-18 bracket. The truth is that while kids are certainly at risk, the problems associated with loot boxes threaten all gamers and indeed the basic economic grounding of gaming itself.

A letter of intent is a start and may cause a change in the ecosystem as developers and publishers aim to make their loot box systems less exploitative (as some have already done) and (what is more likely) engage in a charm offensive to normalize the practice and distance it from more traditional gambling. At the very least it is good to know that there is action afoot in an area that has frustrated and certainly lightened the wallets of millions of gamers.

17 Sep 2018

Apple Watch and other hardware reportedly spared by new Trump tariffs

The latest round of Trump administration tariffs is set to affect a number of different industries. At least one category previously expected to be impacted, however, is likely to be spared, according to a new report from Bloomberg.

According to anonymous sources, the tariffs impacting a slew of consumer electronics, running the gamut from the Apple Watch to Fitbit trackers to Sonos speakers, has not made it into the final language. That means, for this round at least, those products should be spared the tax that would drive up the cost of such imports.

Trump administration tariffs have been the centerpiece of a looming trade war between the U.S. and China. Earlier today, China was reportedly set to cancel further trade talks, should the U.S. announce additional tariffs. They’ve been a domestic issue as well, as companies like Harley-Davidson have announced plans to move some production overseas to avoid the fee.

Apple has been a vocal critic of the tariffs, noting the resulting price hike. Earlier this month, the company wrote a letter to the Office of the United States Trade Representative, noting, “Tariffs increase the cost of our US operations, divert our resources, and disadvantage Apple compared to foreign competitors. More broadly, tariffs will lead to higher US consumer prices, lower overall US economic growth, and other unintended economic consequences.”

CEO Tim Cook also met with the president and first lady at their New Jersey golf resort earlier this month, in what much have been one of the more awkward meals in recent memory.

The new tariffs are expected to be announced as early as today.

17 Sep 2018

Instagram Shopping gets personalized Explore channel, Stories tags

Instagram is embracing its true identity as a mail-order catalog. The question will be how much power merchants will give Instagram after seeing what its parent Facebook did to news outlets that relied on it. In a move that could pit it against Pinterest and Wish, Instagram is launching Shopping features across its app to let people discover and consider possible purchases before clicking through to check out on the merchant’s website.

Today, Instagram Explore is getting a personalized Shopping channel of items it thinks you’ll want most. And it’s expanding its Shopping tags for Instagram Stories to all viewers worldwide after a limited test in June, and it’s allowing brands in 46 countries to add the shopping bag icon to Stories that users can click through to buy what they saw.

Instagram clearly wants to graduate from where people get ideas for things to purchase to being a measurable gateway to their spending. 90 million people already tap its Shopping tags each month, it announced today. The new features could soak up more user attention and lead them to see more ads. But perhaps more importantly, demonstrating that Instagram can boost retail business’ sales for free through Stories and Explore could whet their appetite to buy Instagram ads to amplify their reach and juice the conversion channel. With 25 million businesses on Instagram but only 2 million advertisers, the app has room to massively increase its revenue.

For now Instagram is maintaining its “no comment” regarding whether it’s working on a standalone Instagram Shopping app as per a report from The Verge last month.  Instagram first launched its Shopping tags for feeds in 2016. It still points users out to merchant sites for the final payment step, though, in part because retailers want to control their relationships with customers. But long-term, allowing businesses to opt in to offering in-Instagram checkout could shorten the funnel and get more users actually buying.

Shopping joins the For You, Art, Beauty, Sports, Fashion and other topic channels that launched in Explore in June. The Explore algorithm will show you shopping-tagged posts from businesses you follow and ones you might like based on who you follow and what shopping content engages you. This marks the first time you can view a dedicated shopping space inside of Instagram, and it could become a bottomless well of browsing for those in need of some retail therapy.

With Shopping Stickers, brands can choose to add one per story and customize the color to match their photo or video. A tap opens the product details page, and another sends them to the merchant’s site. Businesses will be able to see the number of taps on their Shopping sticker, and how many people tapped through to their website. Partnerships with Shopify (500,000+ merchants) and BigCommerce (60,000+ merchants) will make it easy for retailers of all sizes to use Instagram’s Shopping Stickers. 

What about bringing Shopping to IGTV? A company spokesperson tells me, “IGTV and live video present interesting opportunities for brands to connect more closely with their customers, but we have no plans to bring shopping tools to those surfaces right now.”

For now, the new shopping features feel like a gift to merchants hoping to boost sales. But so did the surge of referral traffic Facebook sent to news publishers a few years ago. Those outlets soon grew dependent on Facebook, changed their news room staffing and content strategies to chase this traffic, and now find themselves in dire straights after Facebook cut off the traffic fire hose as it refocuses on friends and family content.

Retail merchants shouldn’t take the same bait. Instagram Shopping might be a nice bonus, but just how much it prioritizes the feature and spotlights the Explore channel are entirely under its control. Merchants should still work to develop an unmediated relationship directly with their customers, encouraging them to bookmark their sites or sign up for newsletters. Instagram’s favor could disappear with a change to its algorithm, and retailers must always be ready to stand on their own two feet.

17 Sep 2018

British cave rescuer sues Elon Musk for calling him a pedophile

The British diving expert, who Tesla and SpaceX CEO Elon Musk called a “pedo guy” in a public attack on Twitter, is striking back.

Vernon Unsworth filed a lawsuit Monday in the U.S. District Court for the Central District of California against Musk for defamation. The lawsuit alleges that between July 15 and August 30, Musk periodically used Twitter and emails to the media to publish false and defamatory accusations against Unsworth, including accusations of pedophilia and child rape.

The lawsuit is seeking compensatory damages of at least $75,000 and punitive damages in “an amount shown to be reasonable and just under the evidence to punish Musk and deter him from repeating such conduct.”

Unsworth was one of many people directly involved in the efforts to extract 12 boys and their soccer coach from the Tham Luang Nang Non cave system located in Northern Thailand after flooding trapped the group for weeks. The rescue effort drew global media coverage, even attracting Musk, who got involved by sending a mini submarine built out of rocket parts that he thought could help.

The initial “pedo guy” attack came after Unsworth gave a critical interview to the media saying Musk’s mini sub “had absolutely no chance of working.” The diving expert ended an interview segment by suggesting Musk should “stick his submarine where it hurts.”

Musk lashed out on Twitter and insinuated that Unsworth was a pedophile. He later deleted the offending tweet and tried to backpedal — even offering an apology of sorts on Twitter. And it could have all ended there. But then Musk dug it all up again during a debate with ex-TechCrunch journalist Drew Olanoff — once again on Twitter. Olanoff had brought up the “pedo guy” attack as an example of Musk telling untruths.

Musk then took it further and exchanged a series of emails with BuzzFeed about Unsworth.

A Tesla spokesperson could not be immediately reached for comment.

17 Sep 2018

Surveillance camera vulnerability could allow hackers to spy on and alter recordings

In newly published research, security firm Tenable reveals how popular video surveillance camera software could be manipulated, allowing would-be attackers the ability to view, disable or otherwise manipulate video footage.

The vulnerability, which researchers fittingly dubbed “Peekaboo,” affects software created by NUUO, a surveillance system software maker with clients including hospitals, banks, and schools around the globe.

The vulnerability works via a stack buffer overflow, overwhelming the targeted software and opening the door for remote code execution. That loophole means that an attacker could remotely access and take over accounts with no authorization, even taking over networked cameras connected to the target device.

“This is particularly devastating because not only is an attacker able to control the NVR [camera] but the credentials for all the cameras connected to the NVR are stored in plaintext on disk,” Tenable writes.

Tenable provides more details on potential exploits tested with one of NUUO’s NVRMini2 devices on its Github page. One exploit “grabs the credentials to the cameras that are connected to the NVR, creates a hidden admin user, and disconnects any cameras that are currently connected to the NVR.” Not great.

Tenable set its disclosure to NUUO in motion on June 1. NUUO committed to a September 13 patch date to fix the issue but the date was later pushed to September 18, when anyone with affected equipment can expect to see firmware version 3.9.0.1. Organizations that might be vulnerable can use a plugin from the researchers to determine if they’re at risk or contact the manufacturer directly. TechCrunch reached out to NUUO about its plans to push a patch and notify affected users.

What what makes matters worse with this vulnerability is that NUUO actually licenses its software out to at least 100 other brands and 2,500 camera models. Tenable estimates that the vulnerability could put hundreds of thousands of networked surveillance cameras at risk around the world and many of the groups that operate those devices might have no idea that the risk is even relevant to the systems they rely on.

17 Sep 2018

Boom’s chief test pilot on the thrill and challenge of going supersonic (again)

“There’s nothing like it out there,” says Commander Bill “Doc” Shoemaker (Ret.), chief test pilot for Boom Supersonic, the startup aiming to make a passenger airliner for transoceanic flights at speeds (as you might guess from the name) faster than sound. Shoemaker, a former Navy aviator, fighter pilot and aeronautics engineer, will have the daunting privilege of being the first to fly the company’s proof of concept single-seater during tests next year.

That there’s nothing like Boom is not exactly a controversial opinion — there aren’t a lot of companies out there trying to resurrect supersonic flight. The Concorde is, after all, so well known a cautionary tale of engineering ambition exceeding the constraints of reality that it verges on hackneyed. But Shoemaker isn’t a Silicon Valley startup commentator, he’s a test pilot, and his perspective is that of someone who has worked on and flown dozens of aircraft, including supersonic ones, over his decades-long career.

The first question I asked (though not entirely a serious one) when I had a chance to chat with Shoemaker was whether it was a bit premature to have a chief pilot at a company that doesn’t yet have a plane to fly.

“There’s a good reason to have a pilot at this point,” Shoemaker said. As he delicately put it: “Among the team, the pilots are… uniquely committed to the outcome.”

Among other things, test pilots seem to have a knack for understatement. But it’s certainly true.

“You want the operator’s perspective, like how to build the cockpit, how you’ll operate the aircraft. The designer will come to me for that perspective — he’ll say, ‘how can I tweak the design to be more suitable for you?’ You want that cross-industry expertise.”

Boom is making a supersonic airliner, but it’s still mostly a paper plane, if you will. The company’s test craft, the XB-1, however, is being built and should be taking to the air about a year from now. That’s where many of the components, materials and design choices will be flight-proven. Interestingly, however, actually flying the test craft is a rather analog affair.

“The aircraft is definitely designed around a philosophy, which is ‘keep it simple.’ We’re not trying to introduce any more tech than we really need to. The flight controls are not fly-by-wire, they’re mechanical,” explained Shoemaker. “It’s going to be an interesting airplane to fly. It goes from 150 knots up to Mach 2.2, and up to 45,000 feet. It’ll be a challenge because of that mechanical stuff, but with what we’re trying to do, keeping it simple makes a lot of sense.”

That’s not to say nothing has changed over the last few decades of aeronautics, a topic in which, if you’ll recall, Shoemaker has a doctorate. Although he said he considers his role as being separate from the flight test engineers who put together the craft he’s flown, he’s still an important part of the team.

He suggested a few areas where he’s seen or expects improvements to the aircraft creation and testing process.

“One is composite materials. That’s huge,” he said, referring to things like carbon fiber and more exotic weaves and alloys that combine a number of desirable characteristics. “The strength and weight improvements offer new opportunities. You know, the Concorde would contract like a foot during flight temperatures, then expand again. Composites don’t do that. All these things make the aircraft lighter, faster and stronger.”

Second, he briefly noted, engine technology these days is “brisk,” especially combined with the materials advances.

“Last,” he said, “the Concorde design was wind-tunnel based, but a lot of the work we do is computation. We can do all the testing they did for the Concorde in a couple days.”

Wind tunnels are still involved, of course, but the models are so good that it’s more for verification than testing. But it also lets designers speed through ideas, evaluating but skipping wild ones without wasting time: “You can look at all these weird corner cases, and explore those very quickly.”

Basic advances in tech mean the team can avoid quirks like the Concorde’s drooping nose, which was there so that pilots could see the runway. “You can imagine all the mechanical complexity that comes with that,” said Shoemaker. “For us we’ll be going with a direct camera or some kind of vision system that’s integrated with all the systems.”

“The airliner itself,” he said, “will be highly augmented [compared to the test jet]. It’ll be fly-by-wire. Its handling qualities are really quite benign across the envelope. It’s surprising, but the way the aircraft handles on one side of the speed of sound isn’t so different from how it handles on the other side.”

Ultimately Shoemaker was optimistic about the whole enterprise, both the company and the prospect of supersonic passenger flight.

“As far as an ambitious project with an ambitious goal, there’s nothing like it out there,” he said. “That’s the value and reward of working with a team this size, a team that really believes they can reinvent and do it better. And it’s well within what we can do with technology — we can do it better than Concorde did, possibly by orders of magnitude.”

As for his part, the test flights set to take place next year, he’s more than a little excited.

“It’ll be a challenge to fly for sure — but it’ll be nice to go that fast again.”

17 Sep 2018

Cybersecurity 101: Five settings to secure your iPhone or iPad

iOS 12, Apple’s latest mobile software for iPhone and iPad, is out. The new software packs in a bunch of new security and privacy features you’ve probably already heard about. Here’s what you need to do to take advantage of the new settings and lock down your device.

1. Turn on USB Restricted Mode to make hacking more difficult

This difficult-to-find new feature prevents any accessories from connecting to your device — like USB cables and headphones — when your iPhone or iPad has been locked for more than an hour. That prevents police and hackers alike from using tools to bypass your lock screen passcode and get your data.

Go to Settings > Touch ID & Passcode and type in your passcode. Then, scroll down and ensure that USB Accessories are not permitted on the lock screen, so make sure the setting is Off. (On an iPhone X, check your Face ID settings instead.)

2. Make sure automatic iOS updates are turned on

Every time your iPhone or iPad updates, it comes with a slew of security patches to prevent crashes or data theft. Yet, how often do you update your phone? Most don’t bother unless it’s a major update. Now, iOS 12 will update your device behind the scenes, saving you downtime. Just make sure you switch it on.

Go to Settings > General > Software Update and turn on automatic updates.

3. Set a stronger device passcode

iOS has gotten better in recent years with passcodes. For years, it was a four-digit code by default, and now it’s six-digits. That makes it far more difficult to run through every combination — known as brute-forcing.

But did you know that you can set a number-only code of any length? Eight-digits, twelve — even more — and it keeps the number keypad on the lock screen so you don’t have to fiddle around with the keyboard.

Go to Settings > Touch ID & Passcode and enter your passcode. Then, go to Change password and, from the options, set a Custom Numeric Code.

4. Now, switch on two-factor authentication

Two-factor is one of the best ways to keep your account safe. If someone steals your password, they still need your phone to break into your account. For years, two-factor has been cumbersome and annoying. Now, iOS 12 has a new feature that auto-fills the code, so it takes the frustration step out of the equation — so you have no excuse.

You may be asked to switch on two-factor when you set up your phone. You can also go to Settings and tap your name, then go to Password & Security. Just tap Turn on Two-Factor Authentication and follow the prompts.

5. While you’re here… change your reused passwords

iOS 12’s password manager has a new feature: password auditing. If it finds you’ve used the same password on multiple sites, it will warn you and advise you to change those passwords. It prevents password reuse attacks (known as “credential stuffing“) that hackers use to break into multiple sites and services using the same username and password.

Go to Settings > Passwords & Accounts > Website & App Passwords and enter your passcode. You’ll see a small warning symbol next to each account that recognizes a reused password. One tap of the Change Password on Website button and you’re done.

Cybersecurity 101 - TechCrunch

17 Sep 2018

You can try Siri Shortcuts today in these iOS 12-ready apps

With today’s release of iOS 12, Apple is also rolling out a new feature called Siri Shortcuts, which allows users to create their own voice commands to take actions in apps. For example, you could create a shortcuts for ordering your morning coffee, playing your favorite music, getting your daily schedule, and much more. In preparation for the iOS 12 launch, a number of app developers have already added support for Siri Shortcuts – sometimes even through a dedicated button in their app – in order to help nudge users towards adoption.

You can configure Siri Shortcuts in iOS Settings or create more complex voice commands using Apple’s new Shortcuts app, also out today. But these are things that will appeal more to power users – at least for the time being.

Mainstream users, meanwhile, will likely come across Siri Shortcuts for the first time when using their favorite iOS apps.

With iOS 12, app developers can integrate an “Add to Siri” button right in their app’s interface for common tasks that their app can perform – like playing a favorite playlist, for instance.

When a user taps this button, they’ll be directed to a screen where they can record their own custom voice command to launch whatever task or action the developer is suggesting.

In time, a number of apps will roll out this functionality.

But if you’re keen to play with it today, on day one, here are some of the early adopters of this feature.

Pandora

A new playlist isn’t the only update Pandora is rolling out today – it’s also one of the first apps to launch a Siri Shortcuts button. With the app’s iOS 12-optimized update, users can head to the Settings in the Pandora app and tap “Add to Siri.” They can then choose a specific station, album, or playlist and record a custom phrase to say the next time they want to hear it.

Streaks

Habit-tracker Streaks is also among the first to include an “Add to Siri” button. When tapped, users can record custom phrases to complete their tasks. That way you can say things in a more natural style – like, “Hey Siri, I drank my water,” or “I ate healthy today.”

PCalc

Always an early adopter, the popular calculator app has added a Siri Shortcut button that will let you record voice commands for any common activity in the app, like converting currencies, setting the clipboard, opening conversions, and more.

CARROT Weather

The funny and sarcastic weather application CARROT Weather added support for Siri Shortcuts so you can ask for a short-term or long-term forecast for your location or any other location you’ve saved in the app.

The Weather Channel

If you prefer a more traditional weather app, The Weather Channel is also out with Siri Shortcuts support today, too, so you can check your forecast with a voice command.

Things

To do list app Things represents a good use case for Siri Shortcuts, as you can create voice commands for common actions you take in the app, then have them also appear on your Lock screen. For instance, you could ask Siri to “Show Today” or “Add To-Do.” You can even record shortcuts for things you add to your to-do list app a lot, like lists of movies you want to see or errands you need to run.

When you say “Hey Siri, add an errand,” Things will launch a new to-do with everything filled in, including the tags, so all you have to do is enter the title and save.

There are also ready-made to-do’s available for things that are always the same, like a packing list or a favorite recipe. And using the new Shortcuts app, you can combine multiple shortcuts from different apps into one workflow.

 

Sky Guide

Longtime favorite app Sky Guide, a map to the night sky, now lets you ask questions about the stars using your voice. With Siri Shortcuts, you can say “Hey Siri, what start is that?” (or something else you choose) after pointing your phone at a bright star, planet, or satellite.

Citymapper

The handy transit navigation app has also just rolled out support for Siri Shortcuts with an option that will let you say things like “Hey Siri, check my commute,” to have Siri read out info on disruptions, departures and your expected ETA. You can also ask it to route your way home, check departures, and more.

Google News

An unexpected addition, all things considered – but this top news application is already live with Siri Shortcuts support, allowing readers to use voice command to navigate to their favorite news sources and other frequent destinations.

TripIt

The top-rated travel planner is ready to support Siri Shortcuts today, allowing you to configure custom voice commands for common travel tasks like getting your flight details or asking about your other travel plans.

Trello

This top organizer app lets you use Siri Shortcuts to create custom phrases to open up specific cards or boards you’ve created, with its iOS 12-ready update.

Monster Job Search

This job search app will save you from repeatedly typing in the same queries, by allowing you to create a Siri Shortcut for your favorite searches instead.

Bear

This focused and elegant note-taking app will now let you create notes with the sound of your voice – just head to Settings, Siri & Search, All Shortcuts to start building your own custom commands.

Ulysses

Writing editor Ulysses lets you use Shortcuts to open sheets and groups, create new sheets, and more.

17 Sep 2018

Hear how Oculus is minimizing VR’s content problem at TC Sessions: AR/VR

In 2018, VR adoption has plenty of demons to chase as it looks to build a larger, more mainstream audience. In 2017, the chief concern for most in the industry was the lack of content available for headsets.

The “content problem,” as it was called, was a huge concern for headset companies like Oculus, which were selling pricey headsets with which users could blaze through the available content in a few weeks. It was a daunting challenge for the young industry, but one that no one seems to be talking about quite as much just a year later.

With VCs still reticent to invest in content and a relatively small user base, how did the industry move past the content problem? Well, a large part was Oculus‘s efforts in spending its way through the problem by investing hundreds of millions in indie developers building new and innovative VR content.

At TechCrunch Sessions: AR/VR (early-bird sale ends Friday) we’ll ask Oculus‘s Executive Producer of Experiences Yelena Rachitsky about the company’s latest strategies for investing in VR content and where they think the biggest opportunities are for VR creators.

Two years ago, Facebook CEO Mark Zuckerberg shared at the Oculus developer conference that the company had already pumped $250 million into VR content investments, pledging another $250 million to be invested thereafter. The company hasn’t delivered many other details on total funding since, but fast-forward to the present and it’s difficult to find a VR developer that hasn’t benefited from Oculus’s big investments in the space.

Oculus is still a major driver of content across gaming, but their funding efforts are even more important for studios building immersive cinematic content. While game studios have a tried and true method for monetizing users, revenue options are much less clear for small studios pumping tens or hundreds of thousands of dollars into 10-minute VR experiences.

How will these studios eventually monetize is an open question; for now the studios have a lot of very base creative questions they’re still grappling with, like learning how a modern audience will engage with a super modern technology that should theoretically enable much deeper emotional experiences. Oculus has already poured millions of dollars into these non-gaming projects as they’ve shifted away from trying to answer these questions in-house.

VR content creators have learned quite a lot in the last several years about the craft of building immersive content for headsets — a lot about what works, but even more about what doesn’t. At TC Session: AR/VR, we’ll hear from Rachitsky about her first-hand experience at Oculus, helping to build up a network of studios that is pushing the medium’s potential forward year after year.

The early-bird sale ends Friday, September 21. Book your tickets today and you’ll save $100. Student tickets are just $45.