This is our agenda! If you’re attending the third edition of the Android Developer Conference don’t miss the opportunity to learn about Android on the Intel Architecture. We’re offering great technical sessions for Android developers: Developing and Optimizing for Atom Processor-Based Platforms Presenters: Ashok Emani, Rekha Raghu and Dave Valdovinos Date: May 15, 4:00-5:15pm In this session, you will learn about developing Android applications for Intel Atom processor-based tablets and smartphones. This session will address porting native libraries using x86 NDK, tips and tricks for identifying and removing performance bottlenecks, and identifying optimization opportunities to make your apps run best on Intel Atom-based tablets and smartphones. In addition, attendees will learn how to develop multi-platform apps with techniques that has been applied to a real life application. Attendees will also learn about valuable technical resources available to developers through the Android Developer Community at www.intel.com/software/android. Attendees should have a basic understanding of Android app development. Tips, Tools and Technology for Android on Intel Architecture Presenters: Josh Doss, Ashok Emani, Margaret LaBrecque and Dave Valdovinos Date: May 17, 11:45am-12:15pm Get on the ground floor of creating amazing apps for the mobile technology of tomorrow. When you optimize your app for Android on the Intel Architecture platform, you are opening the door to a new world of opportunities. In this session, you will learn about the Android Gingerbread and ICS x86 emulator image add-ons and how to use them in conjunction with the Intel Hardware Accelerated Execution Manager, allowing the emulator to run at near native speed. In addition, learn how the Intel Graphics Performance Analyzer for Android can help optimize games, media, and other graphics-intensive applications. Finally, get tips on how to create NDK-based Android apps for Intel Atom processor-based devices. And also many other activities such as: Some amazing demonstrations on our booth (#700) and also a short presentation as part of the “Lightning Talks”. Demos: 1. Android Developer Community program The team from the Intel® Developer Community for Android* will be on-hand to present, demonstrate and answer questions about the valuable resources available on this site. 2. Key apps on a smartphone or tablet A demonstration of Android apps that have been enabled for Intel® Atom™ processor based devices including smartphones and tablets. 3. Intel® GPA for Android A demonstration of the Intel® Graphics Performance Analyzer (GPA) for Android. GPA is an easy-to-use suite of optimization tools for analyzing and optimizing games, media, and other graphics intensive applications. 4. X86 emulator and HW acceleration manager A demonstration of the performance of an app on Android ICS using the Intel® Hardware Accelerated Execution Manager (Intel® HAXM). Intel® HAXM allows for faster Android emulation on Intel VT enabled systems. Lightning Talk: Device compatibility and App launch anxiety on Intel Atom processor based smartphones Presenter: Hemanth Kumar Date: Tuesday, May 15, 5:30 pm (As part of the Android Lightning Talks.)
Posts Tagged ‘Mobile’
Meshcentral.com – High DPI support
In my last blog I talked about adding iPad Retina display to Meshcentral.com. Well, I made two more improvements on that same topic. First, the new high DPI support now includes Internet Explorer. If you set the zoom factor on IE to 150% or more and go to Meshcentral.com , you will see the high resolution graphics. Seconds, I expended support for high DPI displays and iPad retina displays to the Meshcentral.com mobile application. It’s accessible at: https://meshcentral.com/m . On iPhones and iPad’s, you can go to that URL and “Add to Homescreen”. You will get a high resolution iOS icon, a splash screen and a really nice web application to monitor your devices. The application looks just wonderful on the new iPad’s display. Ylian meshcentral.com
Ultrabook Work, Create, Play Challenge – 15mm of Game Dev Goodness
At CES2012 will.i.am expressed that when he grew up, music was made in a studio then played on records, but how cool it is that today music is created on computers and played on computers. I’ve been thinking about this idea. Can the Ultrabook be versatile for other work/create/play scenarios. So why not game development? How well can you both create and play games on an Ultrabook? Here’s the task I’ve challenge the Ultrabook to complete – Create concept art – Model game objects from concept art – Code sample game – Play sample game Conceptualizing: So first I set out to find is there a low cost to free sketch application I can use to start testing my app idea. I tried a number of applications but eventually settled on an open source app called MyPaint . MyPaint has been developed for mobile devices and PCs and allows for input using drawing tablets and styluses. I found MyPaint to be exceptional allowing me to control brush pressure and styles. I have just as much control if not more with MyPaint then paper and pencil. The ability to quickly zoom and provide detail, change colors on the fly and undo make sketching a breeze. I finished a set of doodles to get some ideas out. I believe with an app like MyPaint, the Ultrabook can have you sketch and illustrate virtually anything. The only limitation is the skill of the artist. Doodling with MyPaint Within the set of doodles you’ll see I scribbled a spaceship, which is based on a vector arcade game I had developed a year ago. I then decided to take the idea further and sketch out a more detailed 3D version of the craft. The Ultrabook made is very easy for me to quickly bang out these idea. I did these over a few hours over a weekend, when I had spare cycles. Never powering down the Ultrabook, I was able to jump right into my app faster than I could on my mobile device. MyPaint Detailed Ship Sketch Modeling: Next step was to model the object in 3D. I needed an application that would allow me to work with shape primitives and do some boolean subtraction especially to create the shell body of the craft. I looked for a number of simple modelling applications then realized I needed to use something subtancial So I settled on Blender , an open souce 3D application that is on par with 3DS and Maya and used to produce cinematic level 3D films and animations. Creating the ship was quick and simple. Again I really never shut down my Ultrabook. Like a mobile device I could pick up, press a key and boom I’m in and working in Blender. Having immediate access to a power app like this is SUPER convenient. With Blender I was able to easily create the craft using spheres and boxes. I figure the easiest way to create the body section was to create an elongaged sphere and intersect it with a cylinder. I then used the Boolean feature to cut away the part where the cylinder intersected the sphere. That created the bowed shape of the mid section of my craft. I then applied some procedural textures to give it a real world look. Ship Rendered From Blender Development: Now came a decision on how to code an application using this ship. I first considered HTML5 and exporting Blender images as 2D PNG files, to create a top down arcade shooter. I’ve used Canvas before and I figure that would be pretty simple to do. But in the end I realized a 2D HTML5 app could be built on nearly any device. So, decided to create a 3D game to push the limits of the Ultrabook. So I drove head first into Unity. Good thing, it allows for Javascripting so I didn’t have too far to learn how to code for it. Unity installed like a charm and imported my Blender files, but my procedural maps did not come over. I quickly learned about UV Mapping, to create the Normal (Bump) maps and Texture (image) maps for each section of my craft. After bringing in the texture maps I was able to show off my craft in Unity. Unity Ship Now to control the ship in my game I would need to add some javascript. I first created simple script to transform the X & Z position of my craft depending on what arrow keys I hit. But I then thought, I’m not taking advantage of the physics engine and really only animating the ship. So I re-coded the inputs to add Force physics to the object. I then added some barriers to the scene with collision component, to interact with the ship via the physics engine. Here’s my sample script attached to my ship. With this in place and the ship set with a RigidBody component it properly react to any object with physics. Ship Movement Script I then coded a smooth camera follow script based on a sample version provided by Unity. I adjusted the script to allow for X & Z variation in the camera, allowing the camera to follow behind as the ship accelerates away, then to catch up and hover over the ship when at rest. And thus I have the basics of my game. I found I could run in full resolution at a 60 frames per second frame rate. My ship renders nicely with textures and shadows. My ship zips with my camera in tow, rotating and swinging left and right to align to my object I could do more, to spawn enemy ships, create missiles, add audio events, particle effects and explosions, but that’s just an iteration of the work completed. I’m pretty satisfied that Ultrabooks can be used for gaming work, create, and play. Here’s a video of the game in process. Based on my experience I think the Ultrabook is a pretty compelling device, and not just for game developers. You can play the same scenario out for just about any profession, hobby or interest. From will.i.am’s perspective he sees the Ultrabook as great professional music studio, and as today’s new ghetto blaster. Ultrabooks, as amazing work/create/play devices, have broad potential for app usage across all sorts of interests. For developers this translates to an opportunity.
It’s Finally Here: Spotify Launches Its Long-Awaited iPad App
Today, Spotify is releasing its long-awaited iPad app — finally giving Apple tablet users, who also have a Spotify Premium (paid) subscription, a native route to accessing its 17-million song catalog. It will be worth seeing whether pent-up demand for the app will translate into a rush of downloads and usage, in the same way that Spotify saw around its (also long-awaited) U.S. launch last year . On the back of that, the U.S. has become Spotify’s fastest-growing market, with the company projected to make $889 million in revenues this year on a global user base of 13 million people and counting. In an interview last month , Spotify’s CEO Daniel Ek noted that the company’s entire focus is on growth. “That is priority one, two, three, four and five,” he said. The company currently has 3 million users of its premium services, and the launching of this iPad app is a natural progression in the strategy to grow that number. But while Spotify, with its emphasis on unlimited streaming rather than downloading, has been a game changer in digital music, this tablet app may not totally live up to that description. On the positive side, the app benefits from the predictive search that Spotify’s iPhone app sorely lacks. And the iPad app is an improvement in other ways over Spotify’s the iPhone app, largely because of the tablet form factor. For example, in full-screen mode you get big buttons to control music playing. And you can search for playlists, users and music all from the same page view. AirPlay integration lets users link up the app with compatible stereo equipment to extend the experience beyond the app. But there are some negatives, too. Perhaps most importantly, the overlaid interface looks confusing, and retina cover art can’t be shown entirely full screen. Spotify’s tablet edition, in that sense, feels more like a translation from the desktop version. And in one key way, the iPad app lacks in comparison: it does not feature Spotify’s app platform. So while there have been some apps created to help with a perennial problem of Spotify’s — discovery — you don’t get them here. Not today, at least. Also, there is no automatic way of seeing what you’ve been listening to most lately. We’ve been waiting long for this app, with Spotify only promising up to now that it was “ in the works ,” so the company does get points for its video poking fun at the late launch . But in the end, Spotify for iPad still seems to lag behind MOG and Rdio’s tablet apps .
Berlin-based Orderbird Gets $3.5M For Its iOS-Based Restaurant Ordering Solution
As NFC continues to see growing adoption, we are still noticing mobile payment solutions that don’t use the technology picking up more traction — and funding: one of the latest comes from Germany, where a Berlin-based company called Orderbird has picked up a €2.7 million ($3.5 million) round for a service that lets restaurants use iOS devices to take customer food orders, send them to the kitchen and act as a “cash register” to process the payments at the end. The round was led by Alstin, a holding company headed by German financier Carsten Maschmeyer, who invested €2.4 million, with another €300,000 coming from angels and existing strategic investors backing Orderbird. (They include Lars Kamp, Carlo Kölzer and Tom Köhl.) The company has raised €3.2 million ($4.2 million) since opening for business in February 2011. The funding for Orderbird comes at the same time that companies like Square and PayPal, with its Here service, continue to make inroads with their own non-NFC-based mobile payments services. And the food services side of the equation has seen an equally big push, with Just-Eat earlier this week raising $64 million for its online takeout aggregation service. A service like Orderbird could become a likely partner for a company like Paypal, which offers the payment piece for merchants but little in the way of customized services to make that payment integrated with other functions. And given that PayPal has not yet expanded Here to Europe, partnering with a company building up relationships and a customer base here could be a useful way for PayPal to make a quick entry. Jakob Schreyer, the founder and CEO of Orderbird, says there are already 300 paying customers using Orderbird in Germany, Austria and Switzerland, where the service integrates with products from companies like Epsom and Matrix POS (another strategic investor), which are already widely used in point-of-sale services. He says the company plans to use the funds to extend that to further European markets like the UK, as well as to start making moves into the U.S. later this year. Orderbird is hoping that its payment solution, which has been specifically tailored to the restaurant trade — featuring ways of customizing menus and offering other tags that are typical for food ordering, as well as an analytics tool that lets a restauranteur look at all the data that gets collected through the system — will help it compete in a crowded market all competing for the same piece of business from the multibillion-dollar food service industry. In the U.S. it will face significant competition from the likes of the mobile payment consortium Isis , as well as solutions more specifically aimed at the same restaurant sector Orderbird is targeting, such as POSLavu , among others. That’s where the funding will also come in handy, in the form of beefing up the product and business to get more competitive advantage. Schreyer says Orderbird plans to hire more engineers and sales people as it looks to expand the kinds of services it offers through its platform. Future products that Orderbird is currently trialling include services that let users order their own food (instead of via a waiter), either in the restaurant itself or as a pre-order ahead of visiting the venture to pick it up.
Developers see multi store monetization models for Ultrabook and mobile
While in Barcelona at Mobile World Congress I was fortunate to attend the WIPJam conference and participate in a round table discussion on app monetization. The discussion was lively, with nearly a dozen developers tossing out their ideas, perspectives and experiences. While I learned a lot, I was unsure if the experiences would hold true outside the session. I decided to run the same discussion with 6 cross platform AppUp developers. The findings were consistent. Below is a summary of what we discussed and discovered based on notes from both sessions. Note – In full transparency the quotes are not exact and based on notes and recollection. Also I have not identified the developers with each quote to keep their anonymity. This is my personal impression of the discussion with approximately 20 developers. Where and how are developers finding monetization success Both groups discussed success, “is anyone making money” was quickly tossed out at WIPJam. In response many developers expressed they are having success, but that it is work. “We are making money, as long as we price the app right and can be found. We do a lot of work get listed and reviewed by sites like Touch Arcade and that helps” said one developer. However concerns were expressed that the average price is being dropped significantly. “Price is an issue, top quality apps are being sold at a sub $5 price.” said one developer. The sentiment is its getting harder to make money by monetizing the download. All agreed they are increasingly looking toward additional revenue models such as In-App purchase features and In-App advertising. There is a strong belief by some that apps are moving to a free model and that you have to monetize in the cloud. Regardless of what monetization model is deployed, developers agree that a “build it and they will come” is not enough anymore. Developers said they have to be shrewd and responsive marketers. During the WIPJam round table there was a lot of discussion on technologies and services that enable real time feedback from users within the app, allowing developers to then target updates, roadmaps and features that have a greater chance of being monetized. Where and how are things difficult for app monetization While many have success with large app stores the worry is discoverability is getting harder, gamed by a few, and a challenge for most. “Publishers who pay for downloads to increase their ranking is a real concern, while it’s not allowed, and you will get booted, it seems to be going on”. Also there is a general consensus that not all stores are equal in terms of monetization. “Is anybody actually making money outside iOS” asked one developer in the WIPJam session. Those who raised their hand explained advertising and In-App purchases were making some headway for them, but in general they are still not where they’d like it to be. However one developer ran against that thinking. “We’re seeing a lot of success with Kindle. We put our app there because we felt the Amazon model lent itself to more of purchase behavior. We are looking to add more monetization and purchase features for our Amazon version because of this” What alternative means are you taking to monetize apps Developers are looking beyond pay to download and In-App purchases. Some developers expressed success in all stores by leveraging existing or traditional transaction channels. “We are making money on all platforms by monetizing SMS features our app and splitting the revenue with the carrier” explained one developer suggesting there is a way to make money if you monetize and existing transaction channels. Another alternative model has been to monetize outside the store. “We are also doing very well across platforms but our model is to use apps as a lead generator to send users to ecommerce websites for purchases.” As with SMS the solution here is to monetize a captive audience by leveraging an external and possibly more palatable transaction channel. Insights and conclusions The conclusion by these developers is the store perception and OS brands are factors for monetization. “Apple has captured a user who likes premium products and is willing to pay for them” said one developer, and another explained that Apple is reaping the benefit of its well established iTunes store, where many consumers already perceive Apple as a marketplace. Developers also expressed store requirements for credit cards are a factor. “If you keep getting that credit card request in front of you each time you want to download an app you are less likely to compete the purchase. Apple has reduced that purchase friction.” A contrast was made against other stores that have captured a more frugal audience, not willing to give hand over purchasing power to a store. “I’m not sure many folks especially in Europe or Asia feel comfortable handing their credit card over” Interestingly, both groups believed the Amazon Kindle model, is more like iOS, than Android marketplace, believing there is existing trust in the Amazon and Apple stores. As one developer put it, “The store is more important than the device” when it comes to monetization. The belief here is the brand that manages that transaction is a bigger part of the equation than they had thought. Thus they need consider these things in terms of planning their apps for distribution. When looking to monetize they suggest putting premium purchases at stores that have an established transactions system with the customer. For stores that are perceived as a “free zone” the recommendation is to leverage advertising, In-App solutions or direct your user to external and more tradition commerce sites that have a purchasing relationship with the user. Looking forward to Ultrabooks In the smaller group session we discussed Ultrabook. It was discussed as we look toward Ultrabook apps, developers will have multiple store solutions. On the OS side Microsoft will have a Metro app store. While this will be the best store to get metro apps, it will not be the only way to get content and applications for Ultrabooks. The Intel AppUp Center will also be a solution for Win8 Desktop and Legacy Windows applications, providing another channel for discoverability across a family of Windows devices. As well AppUp as an affiliate store enables retailers, OEMs and services providers to create store-fronts powered by AppUp. One developer expressed his enthusiasm here. “Discoverability is a huge problem for us, we’d love to see Intel solve this with curation, specialization, or differentiation of apps via AppUp.” Another developer expressed interest in the affiliate model. “The Metro looks to be right up front and center for Win8, so I’d like to see service providers and manufactures preinstall an AppUp affiliate store” The sentiment from this small group is that preinstalled affiliate stores could provide that curation and differentiation of apps to give them exposure on Ultrabooks. Final thoughts Either way developers seem to agree they need to look at the various store solutions and determine the right monetization model for each store. The belief is not every distribution system is perceived by the customer the same way. It is very possible that distinct and discreet monetization models, app marketing, and discoverability plans may need to be deployed in order to maximize a capital return on apps. If you have additional thoughts and experiences please reach out to me on Twitter @bobduffy and or share them by responding in our comments section.
Hot Areas for Intel Capital Investment: Apps, Mobile Tech, Cloud and Visual Computing
Last week we spoke with Lisa Lambert, vice president and managing director of software and services for Intel Capital, about the opportunities Intel® Software Partner Program Premier Elite members have for applying for potential Intel Capital funding and to get in front of experienced venture capitalists for potential equity investment or support for business development projects. This week we asked Lambert to highlight the various types of innovative technology startups and software companies worldwide that Intel’s venture capitalists are looking to invest in. Lambert highlighted four areas that her group is most interested in funding: Software Applications • Software applications that can be used in the Intel AppUp℠ center , including PC games, travel, business and education applications • Security software that protects computer systems and networks from malware and viruses Mobile Technologies • Device management software that monitors, manages and supports mobile devices at the OS level • Mobile payment companies that provide alternative payment solutions for money transfers, mobile banking, etc. Cloud Computing • Infrastructure as a Service (IaaS) for provision processing, storage, networks and other computing resources • Platform as a Service (PaaS) for deploying consumer-created and obtained applications within a cloud infrastructure • Software as a Service (SaaS) for running operating systems and applications on a cloud environment Visual Computing • 3-D graphics software and applications that design, interact and manipulate various visual files, images, video sequences, etc. • Gaming software and applications for developing visual platforms for interactive electronic games and supporting devices • Media software that stores and delivers visual data for interactive and on-demand digital services and devices For Lambert, finding the most innovative software applications and mobile technologies is the highest priority for her team of investors. However, even if companies support Intel’s strategic technology directions or address a rapidly growing and sizable market segment, it doesn’t guarantee applicants will receive investment. While Intel Capital takes into account a variety of criteria before selecting the companies they invest in, including a working product, revenue potential, market size and the executive team behind the product, a key consideration is the return on its investment. Next week, we continue our series on Intel Capital with an interview with Intel Capital investment director, Vibhor Rastogi, who offers his advice on creating successful investment submissions.
Microsoft: Windows 8 Preview Usage Up 2X From Windows 7 Beta
Microsoft launched its Windows 8 Consumer Preview at Mobile World Congress in Barcelona back in February. So far, the reactions to this first mainstream preview of Windows 8 have been somewhat mixed – not everybody is in love with the new Metro interface, for example – but it looks like that isn’t stopping people from spending a lot of time with the Windows 8 preview. Indeed, according to Microsoft , “millions of people” are already using the Windows 8 preview every day and overall usage of the preview is double of what the company saw at the same point in time after launching the Windows 7 beta. Given that most Windows users are quite happy with Windows 7, that’s quite an interesting number. Maybe the change in name – from ‘beta’ to ‘consumer preview’ – at this stage in the development cycle gave more mainstream consumers the confidence to install Windows 8 and use it as their main operating system? If that’s true, then a comparison between the daily usage of the Windows 7 release candidate and the Windows 8 preview would actually be more interesting than this number. It’s worth noting that Microsoft happily talked about the fact that it saw about 1 million downloads within the first 24 hours after it put the consumer preview online. It hasn’t released any new numbers since then beyond saying that “millions of customers” have downloaded it and now use it regularly (we actually asked Microsoft about this today and were told that the company doesn’t currently have any updated numbers to share). Windows 8 consumer preview usage more than twice Windows 7 beta at the same point in time. Millions of people using everyday. #thankyou — Building Windows 8 (@BuildWindows8) April 20, 2012
New Makeover Makes Mobile Design Community MyColorscreen Even Better
Much as I love all the phones in my arsenal, there always comes a time when I grow weary of the stock experience. Rather than leave up it to some company to gussy up my phone for me, I’ve instead turned to the internet for ways to spruce up my daily travelling companions. That’s where sites like MyColorscreen comes in. First launched in 2011, MyColorscreen was envisioned as a social network where phone geeks and design aficionados can get together to ooh and ahh over some handsome homescreens. Now, after over a year since launch and with over 11,000 designs shared, MyColorscreen has revamped itself to make that process of sharing that aesthetic know-how even better. MyColorscreen 2.0, which went live late last week, puts a greater emphasis on sharing exactly what components are needed to achieve those same effects. Each design’s page has been revamped to put the skinned device dead center in your browser window, and hovering over specific tags in the image tells you exactly what app was used to attain the effect. My favorite bit? Clicking the tag takes you right to the app’s entry in the Google Play Store. It’s a much more refined solution than what MyColorscreen used in the past, and it thankfully removes the need to sift through comment after comment looking for an answer to a design-related question. The concept of sharing extend beyond just your network of friends on the site, as MyColorscreen now features the ability to invite friends from your Facebook and Twitter accounts. Users with Android devices are usually the ones to get the most out of MyColorscreen — we’ve all heard the line that one of Android’s greatest assets is its openness to customization — but iOS users are just as welcome. What really gets me about MyColorscreen is that a vast majority of designs are totally stunning, with styles ranging from the sleek and minimalist to the highly textual to the truly off-the-wall. I actually had stop writing this post twice because I had stumbled across a look I wanted to try immediately. Beware, avid tweaker — you may end up spending way more time there than you have.



Posted in
Tags: