General Motors is launching an insurance service, returning to a business that it abandoned more than a decade ago, but this time more in step with the connected-car era.
The service, called OnStar Insurance, will offer bundled auto, home and renters’ insurance, starting this year with GM employees in Arizona. GM’s new insurance agency, OnStar Insurance Services, will be the exclusive agent for OnStar Insurance. Homesite Insurance Group, an affiliate of American Family Insurance, will underwrite the program.
The services will be available to the public nationwide by the end of 2022, including people who drive vehicles outside of GM’s portfolio of Buick, Cadillac, Chevrolet and GMC branded cars, trucks and SUVs. The aim, however, is to leverage the vast amounts of data captured through its OnStar connected car service, which today has more than 16 million members in the United States.
GM’s pitch is that this data can be an asset to drivers and help them cash in on lower insurance rates based on safe driving habits.
“Our goal is really to create greater transparency and greater control for our customers in influencing what they pay for insurance and their total cost of ownership on the vehicles,” Russell Page, GM’s head of business intelligence said in a recent interview.
The data play is substantial. The company has logged more than 121 million GB of data usage across the Buick, Cadillac, Chevrolet, and GMC brands since the launch of 4G LTE in 2014.
The increase in internet-connected vehicles has in turn, produced loads of data. GM has been one of the data collection leaders, thanks to its long-established OnStar platform that launched in 1996. But GM is not the first, nor certainly the last automaker, to seek out ways to use that data to provide services such as insurance. Tesla, for instance, launched an insurance service in 2019 that promised to deliver rates 20% and even as high as 30% lower than other insurance providers. Earlier this year, TechCrunch reported that Rivian was hiring an insurance agency data manager, a job posting that suggested the all-electric automaker is planning to offer its own insurance to customers.
GM faces competition from the bevy of smartphone apps and dongle devices that plug into a vehicle’s OBD-II port that track a vehicle’s performance as well as driver data and are tied to discounts on insurance.
GM does have experience in the industry dating back to 1925. The automaker spun off its insurance business in 2008. GM contends that its telematics data coupled with its knowledge of the vehicle and its features will allow it to offer deep discounts to drivers.
“And we’re going to then leverage that as we learn and move forward in order to bring novel products to bear, over the next few years,” Page said. “Think of it as an iterative development process.”
A new Mac-optimized fork of machine learning environment TensorFlow posts some major performance increases. Although a big part of that is that until now the GPU wasn’t used for training tasks (!), M1-based devices see even further gains, suggesting a spate of popular workflow optimizations like this one are incoming.
Announced on both TensorFlow and Apple’s blogs, the improved Mac version shows in the best case more than a 10x improvement in speed for common training tasks.
That’s worth celebrating on its own for anyone who works in ML and finds themselves constantly waiting for their models to bake. But the fact that previous versions of TF only utilized the CPU on Macs and not the powerful parallel processors in the GPU probably limited the pool of people who inflict that problem on themselves in the first place. (Most large-scale ML training is done using cloud computing.)
The change from CPU-only to CPU+GPU could account for a great deal of the improvement, as the benchmarks on an Intel-based Mac Pro show huge gains on the same hardware. Training times once in the 6-8 second range are now measured in fractions of a second.
That’s not to say the M1 isn’t capable, but the new M1 Macs also have new GPUs, meaning the jump from nearly 10 seconds for a task on a 2019 MacBook Pro to less than 2 on a new M1 machine can only be partly attributed to Apple’s fancy first-party silicon.
I’ve asked Apple for a bit more information on how to break down these performance improvements, and will update if I hear back.
Perhaps more important for developers will be the improved battery life and heat management of the M1 devices. Performance bumps are all well and good, but if it made your machine into a hot plate, blasted your fan and made you run for the outlet in under an hour — not so good. Fortunately the M1 seems to be demonstrating remarkable efficiency under load, neither draining its reserves or heating up too much.
You can probably expect a lot of these “now works better on M1” stories now that the new Macs are out and all the major companies can ship the updates they’ve been sitting on for the last few months.
Call it a holiday miracle. Apple today announced that animated holiday classics “A Charlie Brown Thanksgiving” and “A Charlie Brown Christmas” will, indeed, be appearing on television this year. The news comes after some pushback against an Apple TV+ exclusive that found the Peanuts cartoons being pulled from TV broadcast.
As we noted last month, the deal would mark the first time in 55 years the beloved Christmas special wouldn’t be broadcast on network television. Both holiday specials appeared to be resolved to a similar fate as the 1966 Halloween special, “It’s the Great Pumpkin, Charlie Brown.”
While Apple’s rights had a clause that involved a window for free broadcast, it was hard to shake the feeling that relegating a holiday tradition to a premium subscription service flew in the face of the original special’s staunch, anti-consumer message.
Thankfully, in addition to appearing on TV+, “A Charlie Brown Thanksgiving” will appear on PBS and PBS on November 22, 2020 at 7:30 pm local time/6:30 pm CT, while “A Charlie Brown Christmas” will air on December 13, 2020 at 7:30 pm local time/6:30 pm CT.
It’s a small victory, perhaps, but these days we’ll take them where we can get them. And this time without ads.
At CES back in January, I met with a handful of founders who were/are crowdfunding musical instruments. It’s a fascinating category and one to watch if you have a passing interest in either music or technology. Like a vast majority of hardware startups, most companies in the space will build one product if they’re lucky — and even that can feel like something of a long shot.
Coupling the Hail Mary pursuits of hardware development with an earnest attempt to reinvent the musical wheel feels like an act of futility. And honestly, it is. But every so often, something breaks through in an exciting way. Roli is probably one of the best examples of the phenomenon in recent years. The company’s Seaboard was a clever take on the synth — and the U.K. company has continued to release clever music products.
Nashville-based Artiphon managed to capture the imagination of online music lovers as well, with the simply named Instrument 1. The hybrid guitar/piano-style device pulled in a wildly impressive $1.3 million on Kickstarter back in 2015. I spoke to the company’s founders about the project at CES this year, but it was their second device that really interested me.
Image Credits: Brian Heater
Last year’s Kickstarter campaign for the Orba bested its predecessor, raising $1.4 million. And it’s easy to see why. The company describes it thusly on its campaign page:
Hold out your hands and meet Orba, a new kind of musical instrument. It’s a synth, looper, and MIDI controller that lets anyone make music immediately. Orba’s minimalist design resembles a cross between a gaming controller and a half a grapefruit, and its feather-touch sensitivity translates gestures from your fingers and hands directly into sound. Orba introduces a new and fun way to make music anywhere, even if you’ve never played an instrument before.
It’s that last bit in particularl that caught my attention. The thing that united most of the devices I looked at in January is some kind of base-level requirement of musical skill. Which, understandable. But as an overzealous music fan with — let’s just say limited — ability, I’ve been looking for something that might scratch that musical itch. Honestly, I was pretty hopeful for Roli’s Blocks, but ultimately found their appeal for novices to be overstated.
I’ve been asking after the Orba since January. I doubled down in March/April when the COVID-19 shutdown really hit us in earnest here in New York, thinking it would be a good way to pass some of the time that didn’t involve rewatching Tiger King. Initially planned for an April delivery, founder/CEO Mike Butera notes that things like COVID-19 and the ongoing trade war put a damper on those plans.
“Despite that, we started shipping to our 12,000+ Kickstarter backers first this summer, and we’re now 95% shipped globally (100% in the countries where we’ve opened sales),” he says. “All remaining backers are already in logistics.”
Image Credits: Brian Heater
It took a while for the device to finally come through, but I finally got my hands (well, hand, really) on it — and so far I’m pretty into the thing. I can’t promise my attention span is going to hold up beyond a week or two, but I’m really digging it right now. As you’d expect, having some musical skill is certainly helpful, but it’s not a prerequisite. The learning curve is surprisingly small, and the thing, quite literally, works out of the box. Hooking it up to a computer (via USB-C) or smartphone (Bluetooth) enhances the experience, sure, but it’s not necessary.
The easiest way to think about the peculiar little object is as a kind of compact, pre-programmed MIDI controller you can use to build songs by layering loops on the fly. The “grapefruit” comparison is pretty apt (especially if you get the citrusy silicon cover), with each of the “slices” representing a different element of an instrument. In “lead” or “chord” mode, they generally represent different notes. With “drums” they’re different pieces in a kit or other percussion instruments.
Holding down the big “A” lets you switch between instruments, adjust the BPM (tempo), record a track or play it back. I’ve found the easiest way to approach it is laying down a rhythm track with the drums (to the built-in metronome) and then layering chords over that. Here’s a Day One attempt. It’s not Bach or Wendy Carlos, but you get the picture:
I should add the software doesn’t currently support saving/exporting songs, which is a big bummer. The above recording was jury rigged in a very lo-fi way by holding the instrument up to a mic during playback. There are other methods, including using the headphone jack as audio out, but the above was honestly just the easiest method at the time. The feature is included in the instructions, but not the app. Butera has since confirmed with me recording/sharing is, indeed, coming soon.
For the time being, the app is mostly good for switching sounds. There are about 10 sound packs per instrument (with considerable overlap between them). It’s a pretty good start, though most tend toward the electronic and ambient, with drum sounds that more closely approximate an 808 than a proper analog drum kit. It makes sense. Again, this thing is a MIDI controller at its heart and will never be able to sufficiently approximate a chamber orchestra.
Image Credits: Brian Heater
The chords/leads are in a scale, so it’s impossible — or at least difficult — to hit a wrong note. Artiphon is working to expand the library of sounds. There are no plans to let users contribute to the library, though they can alter the sounds themselves by using the system as a MIDI controller.
The current level of customization leaves a little to be desired. Though that’s certainly to be expected from a first-gen product from a small startup. And, honestly, there’s something to be said for keeping things relatively simple when it comes to appealing to beginnings. It also warrants mention that the little hunk of plastic is surprisingly versatile when it comes physical interaction. The “keys” don’t have give, but the company has added a number of clever ways to alter the input. It takes some getting used to and can sometimes lead you to trigger an accidental result, but over all, it’s a nice feature.
Stealing the graphic from the Kickstarter page:
Image Credits: Artiphon
I’m not ready to classify the Orba as a serious musical instrument — and honestly, I don’t think that’s really the point. I have no illusions of becoming the next Flying Lotus or Dan Deacon here, but damn if the $99 gadget isn’t fun to have lying around to blow off steam, kill some time and keep myself occupied during boring conference calls — on mute, of course.
In retrospect, 2019 feels like the working world’s last dance with spontaneity. The pre-pandemic past is rife with conferences, running into co-workers and post-work happy hours. Now, as companies such as Microsoft and Twitter declare remote work as the future, the very existence of physical offices is unclear for the long-term.
Yet, to a growing number of entrepreneurs in the Valley, when one physical door closes, a virtual one opens. With the goal of making remote work more spontaneous, there are dozens of new startups working to create virtual HQs for distributed teams. The three that have risen to the top include Branch, built by Gen Z gamers; Gather, created by engineers building a gamified Zoom; and Huddle, which is still in stealth.
The platforms are all racing to prove that the world is ready to be a part of virtual workspaces. By drawing on multiplayer gaming culture, the startups are using spatial technology, animations and productivity tools to create a metaverse dedicated to work.
The biggest challenge ahead? The startups need to convince venture capitalists and users alike that they’re more than Sims for Enterprise or an always-on Zoom call. The potential success could signal how the future of work will blend gaming and socialization for distributed teams.
Companies within the virtual HQ world sit on a spectrum. On one end, there are the productivity companies, and on the other end, there are the video game companies. In the middle sits a mix between work and play, which is where Branch hopes to live.
There are more than 500 companies on Branch’s waitlist, and of current users, the retention has been 60% after a month of using the platform. So far, it has raised $1.5 million from investors including Homebrew, Naval Ravikant, Sahil Lavingia and Cindy Bi.
Walk through Branch’s virtual HQ and there are all the normal details you’d find in an office on Market Street: There are meeting rooms, lunch tables, a literal watercooler and, yes, succulents on your co-worker’s desk. Most employees log on for 12 hours, and for Election Day, they all had a watch party with a projected live stream in one area of the office.
The founder tells me that he’s hired people — and fired people — all in the virtual offices. Doors, he says, make a big difference.
The platform wasn’t built as a pandemic phenomenon, but in fact, was the result of years of experimentation by the founders, Dayton Mills and Kai Micah Mills. Both founders, since the age of 15, have spent time building Minecraft servers to sell to gamers, netting each thousands of dollars a month. In fact, Kai dropped out of high school to run Minecraft servers full-time, while Dayton tried at 13 to create his own game studio, even hiring an artist to do the illustrations. The game studio failed due to the fact that he was a “kid, 13, and had no money.”
“I spent the majority of my time online playing games with people. So my whole day was playing video games and having people to talk to in the background because I was on constant calls with people,” co-founder Dayton Mills said. “So for me, it’s not hard at all to use it. The question is can I get other people to think the same way?”
For now, Dayton Mills remains confident that his team’s platform will do well. After all, work is a non-negotiable place that you have to show up every day. And why not make that a little more fun?
“You can build a space where everyone comes to work,” he said. “Then after that, you can start building the spaces where they go after work. And it kind of spirals from there.”
Branch, like other virtual HQ platforms, is forced into an interesting spot of being both relevant enough to be used, but passive enough of an app to not feel like a burden. Dayton Mills says that this dynamic has made the team add features like no mandatory video or audio, and a talking icon per user to give the appearance of live interaction. The focus is to keep it casual so people can actually be online for six hours a day.
“People use Slack to work remotely but you go into a physical office and people are still using Slack, he said. The co-founder hopes the same for Branch, and has started measuring how many times people talk to each other in a given day. He says there are hundreds of chats per day, even if some are only for a few seconds.
The key technology that Branch and others are using to create spontaneity is spatial gaming infrastructure. At its core, the technology allows users to only hear people within their nearby proximity, and get quieter as they “walk” away. It gives the feeling of a hallway bump-in.
Dayton Mills thinks that the winning company in this crowded space is the one that can create a space that cultivates and sparks spontaneity.
“You can’t create the serendipity itself directly,” he said. “So create that environment.”
Gather, likely the largest virtual HQ platform out there, has embedded features to do what Mills is suggesting, such as “shoulder taps” to prompt a co-worker to chat, or pool tables where employees can circle around and start a virtual game of pool. The office tour included seeing a corgi on the desk, jack-o-lanterns and this reporter even added some floor plants to the set-up.
Gather’s main floor.
“You don’t need to worry about constantly worrying about if you’re being seen or not, but you will hear anyone who tries to come and talk to you,” said Phillip Wang, the founder of Gather.
The office design includes whiteboards and floating Google Docs to promote announcements and conversations.
Gather has been in the works for more than 18 months, since Wang and his friends graduated college. The team first tried to create custom wearables that would show you which of your friends were able to talk so you can tap into a conversation. When that didn’t work, they pivoted into apps, VR and full-body robotics. Then COVID-19 hit, and they saw an opening in the workplace.
Trillions, billions or none of the above?
Gather raised some money from angel investors, but has largely stayed away from institutional investors due to the potential of their cap table “biasing” the growth and direction of the company.
“You could easily end up in situations where the only options are ones you’re not happy with,” Wang said, of bringing VCs on at this stage. “We always want the way we make money to be aligned and incentivized to do good for our users.”
Angel investor Josh Elman tells me that many VCs are interested in the product, given traction and team, but also because virtual HQs have the potential to be more than just, well, virtual HQs. While offices are one space that the technology can occupy, the same base can be applied to schools, events, weddings and more.
To show potential, Elman nodded at Hopin, an online events platform that recently raised $125 million at a $2.1 billion valuation. It seems that most VCs agree there will be a number of winners in the events space, but it just comes down to the stickiness of the platform.
With the right value proposition, it’s not hard for people to understand multiplayer online gaming. For example, Epic Games’ Fortnite threw a psychedelic Travis Scott concert and more than 12.3 million people watched.
Thus, people are smart enough to understand gaming — but what about wanting to do it every single day with their colleagues, sans music and flashing lights? The total addressable market for professional, social gaming is murky. What if these platforms are a little bit more palatable as healthy businesses, instead of betting that the upstarts are a venture-backable business that could one day become a $100 billion business?
Image Credits: Bryce Durbin
Huddle’s Florent Crivello disagrees. He thinks the market opportunity for his company, an in-stealth remote HQ, is in the trillions because it has the potential to disrupt real estate, transportation and, in a macro sense, urban cities.
“I tell my former colleagues at Uber that I’m still working on transportation,” he said. “It’s just that the future of transportation is no transportation.”
Huddle has been in private beta for six months and is used by teams at Apple and Uber. There have been tens of thousands of hours of meeting on the platform, and Crivello says that some customers have stopped using Slack or Zoom altogether.
“The mistake they’re making at Slack is that there’s a difference between seeing a list of names on the screen and clicking on a name. And there’s a difference between seeing someone in the office and saying hi,” he said. “I think there’s something very human about the latter.”
Sahil Lavingia, the founder of Gumroad, got rid of Gumroad’s office in 2016, and says that they’re never going back.
“Offices are just too expensive and not necessary 40 hours a week,” he said. “I don’t think physical offices will go away, but they’ll be vastly diminished now that people know work can happen quite effectively, remotely. It’s also much cheaper.” Lavingia invested in Branch’s seed round.
Megan Zengerle, a partner at Sweat Equity who previously had a career in HR, said that companies considering virtual HQs should think about how long-term the solution is.
“Is that truly the culture you want to build for the company? Is that something that will serve the company long term? Is it logical sense to set up that way?” Zengerle said. “Culture is living and breathing, it’s not a static thing that you set and is done.”
Zengerle thinks that virtual HQs depend largely on the scope and product of the team. Most definitely, she does not think the solution is one size fits all.
“There’re a lot of playbooks coming out of the pandemic,” she said. “But the way you vary happens across each employee in the organization, much less organization by organization.”
These are the hurdles that have limited startups in the past, including 2011 TechCrunch Disrupt winner Shaker, from attracting a large customer base.
Before the pandemic, the world was not culturally ready for widespread remote work. Then, COVID-19 forced offices closed and employees adapted. These startups are betting that with the mass adaptation will come another cultural shift, one that could bring the metaverse into mainstream.
Apple is making a change to how app shortcuts work in the next release of the iOS 14 operating system. In iOS 14.3, beta 2, the Shortcuts app will now no longer open when you tap on an app shortcut on your iPhone’s home screen. That means users who have created custom icons for their favorite apps as part of their iOS 14 home screen makeover will no longer be annoyed with this intermediate step where the Shortcuts app opens before the actual app does.
The change was first spotted by MacStories’ founder Federico Viticci.
A tweet from Apple Terminal shows the update in action. (You’ll notice a small pop-up still displays when the app opens, but the full launch of the Shortcuts app has been bypassed.)
On iOS 14.3 beta 2, the Shortcuts app will no longer open if you click on a shortcut on the homescreen, meaning you can setup alternative icons without Shortcuts opening first before going to the app.#iOS143#iPhonepic.twitter.com/kuAAymgipn
Though only a slight tweak, the change will be welcomed by those who have customized their home screen following the release of iOS 14.
The launch of iOS 14 in September had introduced one of the biggest updates to the iPhone user’s interface in years. Users were finally able to customize their home screen to their liking by offloading less-used apps to their App Library as well as by adding customizable widgets to their home screen. Though widgets were originally designed to allow important information — like your next calendar appointment, to do’s, or today’s weather, for example — to sit directly on the home screen, they soon began to be used for much more.
Widget makers — like Widgetsmith and Color Widgets, for example — launched tools that let users design their own widgets, by picking the font, the size, the color and more. Users could even choose a particular photo to pin to their home screen using these tools.
The next step in the customization process relied on a previously available but little used trick: creating alternative app icons using Apple’s Shortcuts app. This somewhat cumbersome process was detailed and demonstrated by users on TikTok, which helped make the home screen customization craze go viral. Simply put, the process let you assign your own icon to any app using a particular function within Shortcuts.
This allowed you to create icons that matched your home screen aesthetic, which now consisted of a wallpaper, custom widgets, and only the handful of icons that earned home screen (instead of App Library) placement.
However, one of users’ biggest complaints with their custom icons is that, when tapped, the Shortcuts app would briefly open to run the process that then opens the app in question. It was an annoyance of sorts.
Apple, it seems, is addressing the Shortcuts issue. In the beta version of iOS 14.3, the app will open directly.
Now, if only Apple would allow users to hide their widgets’ labels, we’d be all set. Unfortunately, that change doesn’t seem to be in the works.
Apple has agreed to pay $113 million to 34 states and the District of Columbia to settle allegations that it broke consumer protection laws when it systematically downplayed widespread iPhone battery problems in 2016. This is in addition to the half billion the company already paid to consumers over the issue earlier this year and numerous other fines around the world.
The issue, as we’ve reported over the years, was that a new version of iOS was causing older (but not that old) iPhones to shut down unexpectedly, and that an update “fixing” this issue surreptitiously throttled the performance of those devices.
Conspiracy-minded people, which we now know are quite numerous, suspected this was a deliberate degradation of performance in order to spur the purchase of a new phone. This was not the case, but Arizona Attorney General Mike Brnovich, who led the multi-state investigation, showed that Apple was quite aware of the scale of the issue and the shortcomings of its solution.
Brnovich and his fellow AGs alleged that Apple violated various consumer protection laws, such as Arizona’s Consumer Fraud Act, by “misrepresenting and concealing information” regarding the iPhone battery problems and the irreversible negative consequences of the update it issued to fix them.
Apple agreed to a $113M settlement that admits no wrongdoing, to be split among the states however they choose. This is not a fine, like the €25M one from French authorities; if Apple had been liable for statutory penalties those might have reached much, much higher than the amount agreed to today. Arizona’s CFA provides for up to $10,000 per willful violation, and even a fraction of that would have added up very quickly given the amount of people affected.
In addition to the cash settlement, Apple must “provide truthful information to consumers about iPhone battery health, performance, and power management” in various ways. The company already made changes to this effect years ago, but in settlements like this such requirements are included so they can’t just turn around and do it again, though some companies, like Facebook, do it anyway.
One of the jobs for which robots are best suited is the tedious, repetitive “pick and place” task common in warehouses — but humans are still much better at it. UC Berkeley researchers are picking up the pace with a pair of machine learning models that work together to let a robot arm plan its grasp and path in just milliseconds.
People don’t have to think hard about how to pick up an object and put it down somewhere else — it’s not only something we’ve had years of practice doing every day, but our senses and brains are well adapted for the task. No one thinks, “what if I picked up the cup, then jerked it really far up and then sideways, then really slowly down onto the table” — the paths we might move an object along are limited and usually pretty efficient.
Robots, however, don’t have common sense or intuition. Lacking an “obvious” solution, they need to evaluate thousands of potential paths for picking up an object and moving it, and that involves calculating the forces involved, potential collisions, whether it affects the type of grip that should be used, and so on.
Once the robot decides what to do it can execute quickly, but that decision takes time — several seconds at best, and possibly much more depending on the situation. Fortunately, roboticists at UC Berkeley have come up with a solution that cuts the time needed to do it by about 99 percent.
The system uses two machine learning models working in relay. The first is a rapid-fire generator of potential paths for the robot arm to take based on tons of example movements. It creates a bunch of options, and a second ML model, trained to pick the best, chooses from among them. This path tends to be a bit rough, however, and needs fine-tuning by a dedicated motion planner — but since the motion planner is given a “warm start” with the general shape of the path that needs to be taken, its finishing touch is only a moment’s work.
Diagram showing the decision process – the first agent creates potential paths and the second selects the best. A third system optimizes the selected path.
If the motion planner was working on its own, it tended to take between 10 and 40 seconds to finish. With the warm start, however, it rarely took more than a tenth of a second.
That’s a benchtop calculation, however, and not what you’d see in an actual warehouse floor situation. The robot in the real world also has to actually accomplish the task, which can only be done so fast. But even if the motion planning period in a real world environment was only two or three seconds, reducing that to near zero adds up extremely fast.
“Every second counts. Current systems spend up to half their cycle time on motion planning, so this method has potential to dramatically speed up picks per hour,” said lab director and senior author Ken Goldberg. Sensing the environment properly is also time-consuming but being sped up by improved computer vision capabilities, he added.
Right now robots doing pick and place are nowhere near the efficiency of humans, but small improvements will combine to make them competitive and, eventually, more than competitive. The work when done by humans is dangerous and tiring, yet millions do it worldwide because there’s no other way to fill the demand created by the growing online retail economy.
It takes a bold vision and nerves of steel to venture into outer space. The same holds true for the pioneering startups forging the future of space technology. Connect with other bold visionaries at TC Sessions: Space 2020 to go farther and faster together.
If you want to go further and faster for less, you have only three more days to take advantage of early-bird pricing. Purchase your ticket ($125) before the early-bird launch window closes on 11.13.20 at 11:59 p.m.PST and keep $100 in your wallet.
Wondering whether a virtual conference measures up? Here’s what Katia Paramonova, founder and CEO of Centrly, says about the real benefits she found by going virtual with TechCrunch:
“I really enjoyed the virtual experience. I didn’t have to be there 24/7 or spend money on a flight, and I still could get work done in the afternoon. The platform was convenient and flexible. If wanted to attend simultaneous sessions, I could easily toggle between them.”
Your ticket to TC Sessions: Space also includes video on demand, which means you won’t have to miss a minute of expert insight, tips and trend spotting from the top founders, investors, technologists, government officials and military minds across public, private and defense sectors.
You’ll find panel discussions, interviews, fireside chats and interactive Q&As on range of topics: mineral exploration, global mapping of the Earth from space, deep tech software, defense capabilities, 3D-printed rockets and the future of agriculture and food technology. Don’t miss the breakout sessions dedicated to accessing grant money. Explore the event agenda now and get a jump on organizing your schedule.
Nothing moves faster than tech, and keeping pace won’t chart a flightpath to success. It requires a prescience that comes from a deep understanding of the industry, the players and the possibilities. Or as Jeff Johnson, vice president of enterprise sales and solutions at FlashParking, puts it:
“Attending TC Sessions helps us keep an eye on what’s coming around the corner. It uncovers crucial trends so we can identify what we should be thinking about before anyone else.”
TC Sessions: Space 2020 takes flight December 16-17, but you have just three days left to take advantage of the early bird special. Be a bold visionary and go farther together — for less. Buy your pass before the deadline hits on 11.13.20 at 11:59 p.m.PST).
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Earlier today, Apple announced it will reduce the App Store commissions for smaller businesses so that developers earning less than $1 million per year pay a 15% commission on in-app purchases, rather than the standard 30% commission.
Tim Sweeney, founder of Epic Games, says the move — an apparent reaction to current investigations into Apple by Congress, the European Union, the Justice Department and the Federal Trade Commission on antitrust grounds — doesn’t go nearly far enough. He told the Wall Street Journal that Apple is merely “hoping to remove enough critics that they can get away with their blockade on competition and 30% tax on most in-app purchases. But consumers will still pay inflated prices marked up by the Apple tax.”
Sweeney, whose company has been embroiled in a battle with Apple since launching in August a direct-payment system in its popular “Fortnite” game to bypass Apple’s 30% fee, went even further today in conversation with Dealbook during a two-day event.
Asked about Epic’s fight with the tech giant — which began with its payment system, which led to Apple kicking Fornite off the App Store, which led to Epic filing a civil lawsuit against Apple in the U.S. and, today, to begin legal proceedings against Apple in Australia using the same argument that the company is acting monopolistically — Sweeney didn’t mince words, even comparing likening the Epic’s ongoing campaign to the fight for civil rights in the U.S.
Said Sweeney: It’s everybody’s duty to fight. It’s not just an option that somebody’s lawyers might decide, but it’s actually our duty to fight that. If we had adhered to all of Apple’s terms and, you know, taken their 30% payment processing fees and passed the cost along to our customers, then that would be Epic colluding with Apple to restrain competition on iOS and to inflate prices for consumers. So going along with Apple’s agreement is what is wrong. And that’s why Epic mounted a challenge to this, and you know you can hear of any, and [inaudible] to civil rights fights, where there were actual laws on the books, and the laws were wrong. And people disobeyed them, and it was not wrong to disobey them because to go along with them would be collusion to make them status quo.”
While the analogy undoubtedly prompted some eye rolls by attendees, Apple’s announcement today shows that the game maker, which has itself evolving into a powerful and lucrative platform — one valued at $17.3 billion during in August following a $1.78 billion funding deal — is moving the needle.