MacRumors

A Kickstarter project for a high-performance desktop GPU that can plug into a MacBook via Thunderbolt and is compatible with the Oculus Rift VR headset has raised its backing target of $50,000 in less than 24 hours.

The Wolfe is a portable box that contains an Nvidia desktop-class graphics card and connects to a MacBook or other laptop via Thunderbolt 2 (or potentially Thunderbolt 3), and promises vastly improved performance for gaming, virtual reality, graphic design, and video editing.

Wolfe GPU box
The team behind the Wolfe claims owners of newer laptops can expect performance increases up to 500 percent when using a Wolfe box, or up to 1000 percent with the Wolfe Pro, while older computers are said to see even more dramatic performance gains.

  • The Wolfe contains an NVIDIA GTX 950 GPU - 768 cores operating at 1024MHz, for a peak compute power of 1.57 TeraFLOPS.
  • The Wolfe Pro runs on an NVIDIA GTX 970 GPU - 1664 cores operating at 1050MHz, for a peak compute power of 3.49 TeraFLOPS.

What about NVIDIA's 10-series GPUs? As of right now, The Wolfe Pro includes an NVIDIA GTX 970. However, it's more than likely that Wolfe Pro level backers will be able to opt for the new GTX 1060 in our post-campaign survey for even better performance.

The box runs off a 220W PSU and has three DisplayPort 1.2 connections, one HDMI 2.0 and one DVI-I port. The Thunderbolt connection also offers the potential for more than one Wolfe box to be used with one laptop, for building a render farm or for a multi-monitor setup, say the makers.

Kickstarter early-bird pledges of $399 or more get backers a Wolfe box powered by a GTX 950 with the option of Thunderbolt 2 or 3 connectivity, while a standard pledge costs $449. An early-bird pledge for the Wolfe Pro is $549 ($599 for a standard pledge). A Wolfe DIY pack for modders who want to use their own GPU costs $269.

The makers note that while the Wolfe will increase laptop display performance, the best results are expected to come with using an external monitor or VR headset, due to the inherent bandwidth restrictions in Thunderbolt 2.

The project was conceived by a group of Harvard computer science graduates and Mac-owning gaming enthusiasts, after they hacked together a prototype GPU box in a DeWolfe dorm room at Harvard.

The team has continued to improve the hardware and software at the Harvard Innovation Lab, with the aim of making Macs "performance powerhouses" and "to stop big companies from charging outrageous prices for minuscule upgrades" by letting users take control of their computer's performance. The Kickstarter project page quotes a shipping aim of February 2017.

The project comes five months after Oculus Rift founder Palmer Luckey suggested VR headset support for the Mac was "up to Apple," and that the company needed to "prioritize higher-end GPUs." If Apple builds a machine that can handle the hardware, Oculus VR would "love to support Mac," said Luckey.

Update September 23: The Wolfe team has canceled its Kickstarter campaign and refunded all pledges due to uncertainty over product certification.

We’re writing today to share some important news: we are going to be cancelling our Kickstarter campaign, and refunding your pledges in full. Our success has attracted the attention of some big players in the industry, who recently reached out to us about the Wolfe. Through these conversations, it became clear there would be some uncertainty in attaining the product certifications essential for the Thunderbolt 2 (and thus macOS) versions of the Wolfe.

The team notes it remains committed to the project and is working with "new partners in the industry" to develop "an even better product."

Australian retail giant Coles, the Australian Payments Clearing Association (APCA), and the Australian Retailers Association have all expressed their support to allow some of the country's banks to collectively negotiate with Apple over access to its NFC-based digital payment technology (via ZDNEt).

Last month, Commonwealth Bank, National Australia Bank (NAB), and Westpac lodged a joint application with the Australian Competition & Consumer Commission (ACCC) to negotiate with Apple because they want to be able to use digital wallets they have already financed and developed, rather than be tied into using just Apple Pay.

Apple-pay-in-stores-amex
Apple lambasted the banks over the application, and last week the request was denied by the ACCC to give the antitrust regulator more time to consult and consider the views of all the parties involved.

However, in a letter of support sent to the ACCC, retailer Coles argued that giving the banks the ability to negotiate with Apple will enhance the experience for customers, as well as improve the transparency of costs related to credit card processing fees.

We believe the ability to tailor solutions for customers and provide them with greater value should be the driver for customer choice and not a technical lockout that many consumers may not have realized would be imposed when they purchased their mobile device.

The APCA also backed the banks, claiming enabling them to negotiate will encourage greater innovation and enhance competition in the payments markets, and ultimately deliver benefits to consumers and merchants.

"We consider that the exclusivity and restrictions on access to platforms and functionality, by contrast, may tend to stifle innovation and competition," it said.

Meanwhile, retail body ARA argued that if Apple allowed the banks to put their mobile banking apps onto the iPhone, it would give consumers the option to choose.

"We would like to see all customers have a choice of mobile wallets and payment services using the mobile phone they already have and the bank debit and credit cards and loyalty cards they already use," the ARA wrote.

PayPal also wrote to the ACCC, but rather than endorsing the banks' request for negotiations, it said the original application's definition of "mobile wallet" was too broad. The digital payments giant also wrote that the APCA's voluntary Third Party Digital Wallet Security Industry Guidelines should not be mandated without open discussions on standards.

Apple's opinion on the matter remained the same: the company believes the original application shows the banks want to maintain complete control over their customers and blunt Apple's entry into the Australian market.

Related Roundup: Apple Pay

Apple co-founder Steve Wozniak has predicted a consumer backlash if Apple drops the headphone jack in the upcoming iPhone 7 in favor of an all-in-one Lightning connector for audio output, charging, and accessory connectivity.

"If it's missing the 3.5mm earphone jack, that's going to tick off a lot of people," claimed Woz, speaking to The Australian Financial Review.

wozniak
"I would not use Bluetooth – I don't like wireless," he said. "I have cars where you can plug in the music, or go through Bluetooth, and Bluetooth just sounds so flat for the same music."

With Apple widely expected to drop the headphone jack in next month's iPhone 7, rumors indicate the company will include Lightning-equipped EarPods in the box, as well as a Lightning-to-jack adapter to allow users like Woz to connect their existing wired earphones to the device.

"Mine have custom ear implants, they fit in so comfortably, I can sleep on them and everything. And they only come out with one kind of jack, so I'll have to go through the adapter," he said.

Asked what would have to change for him to consider using wireless in the future, Woz added: "If there's a Bluetooth 2 that has higher bandwidth and better quality, that sounds like real music, I would use it. But we'll see."

Bluetooth 5, announced in June, is expected to be faster, with longer range and a higher transfer rate, but when the standard will be ready for adoption remains unclear.

While the consensus is that Apple will remove the headphone jack in favor of Lightning, Intel continues to position USB-C as the open standard of the future for digital audio. The port is seeing wider adoption in popular Android-based smartphones.

"I think USB-C is going to be the future," said Woz. "One of my favorite Android phones, the Nexus 5X, uses that connector. It gives it a higher level in my own thinking."

Related Forum: iPhone

Popular augmented reality game Pokémon Go was today updated to version 1.5.0, adding new features to make gym battling more straightforward. New to the game is a "Pokémon Appraisal" feature, which will see in-game Team Leaders offering tips on each Pokémon's attack and defense abilities to help trainers determine which Pokémon to use in gym battles.

While longtime Pokémon players are often already aware of which Pokémon are ideal to use against other Pokémon in a battle, the appraisal tool offers valuable information on abilities and weaknesses for those who are newer to the Pokémon universe.

pokemonappraisal
According a blog post on the update, it also includes unspecified "minor bot fixes" and a promise that Niantic is working hard on "new and exciting features" that will be added to Pokémon Go in the future.

- Implemented Pokémon Appraisal: Trainers will now be able to learn about a Pokémon's attack and defense capabilities from their Team Leader (Candela, Blanche, or Spark) to determine which of their Pokémon have the most potential for battle.
- Fixed a bug that kept defeated Pokémon at 1HP; these Pokémon will now return as fainted Pokémon. We're working on rebalancing the training battle, stay tuned.fixes

Earlier today, a report suggested interest in Pokémon Go is steadily declining, so Niantic will need to implement new features to keep players interested. Daily active users, downloads, and the amount of time users are spending on Pokémon Go each day are said to be "well off their peaks and on a downward trend."

Pokémon Go can be downloaded from the iOS App Store for free. [Direct Link]

Back in 2015, Jawbone sued Fitbit for "systematically plundering" confidential information, stealing patented technology, and acquiring trade secrets from former Jawbone employees, and since then, the two have been embroiled in an ongoing legal dispute.

It looks like Fitbit is temporarily off the hook, though, as the United States International Trade Commission today said Fitbit did not steal Jawbone's trade secrets, putting an end to Jawbone's efforts to win an import ban against Fitbit. Without the ban, Fitbit will be able to continue importing and selling its fitness trackers in the United States.

jawboneup3
U.S. judge Dee Lord ruled there was no violation of the Tariff Act and that neither party "has been shown to have misappropriated any trade secret." The International Trade Commission previously invalidated Jawbone's patent claims and said Jawbone was "seeking a monopoly on the abstract ideas of collecting and monitoring sleep and other health-related data."

In a statement given to Business Insider, Jawbone said it would seek a review of the ruling before the full Commission and will proceed with its trade secret case against Fitbit, which is set to be heard by a jury in California. Fitbit, unsurprisingly, said it was pleased with the decision.

"We are pleased with the ITC's initial determination rejecting Jawbone's trade secret claims," said James Park, CEO and Co-Founder of Fitbit. "We greatly appreciate the ALJ's time and diligent work on this case. From the outset of this litigation, we have maintained that Jawbone's allegations were utterly without merit and nothing more than a desperate attempt by Jawbone to disrupt Fitbit's momentum to compensate for their own lack of success in the market. Our customers can be assured that we remain fully committed to creating innovative products that consumers love, and that we areexcited about the pipeline of new products coming out this year."

Both Jawbone and Fitbit make popular fitness tracking devices, but while Fitbit has continued to produce new activity trackers, Jawbone has not released a new fitness-related product since 2015. Earlier this year, following reports suggesting it was going out of business, Jawbone said it was committed to creating new wearable products. Jawbone is now said to be working on a clinical-grade health tracking device related to heart monitoring.

Sony today announced the upcoming launch of a new DualShock 4 USB Wireless Adapter, which will allow Mac and PC users to wirelessly connect a DualShock 4 controller to their machines.

The adapter will enable all DualShock 4 features, including buttons, analog sticks, touch pad, light bar, motion sensors, vibration, and stereo headset jack so long as games support the feature.

dualshockadapter
Currently, the DualShock 4 controller can connect to Macs via Bluetooth or a USB cable, but the adapter will allow for access to all controller functions. The adapter can also be used for PS4 Remote Play, which allows games to be streamed from the PS4 to a Mac or PC.

Sony has also announced imminent PlayStation Now availability for Windows PCs, which will allow PCs to play PS3 exclusive titles. PlayStation Now will be launching soon in Europe and a wider release in the United States will follow. Sony says it is "evaluating" Mac support for PS Now, but has nothing to announce at this time.

Sony will begin selling the DualShock 4 USB Wireless Adapter in early September for $24.99.

Spotify-Apple-Music-logosSeveral of Spotify's contracts are up for renewal and the high rates Apple pays record labels are affecting Spotify's negotiations, reports MusicBusinessWorldwide. As it considers a future IPO, Spotify is aiming to strike long-term deals with record labels at lower rates, while labels want Spotify to pay as much as Apple does.

Spotify reportedly pays record labels 55 percent of its revenue, while Apple Music pays 58 percent (Apple is also said to pay more to publishers than Spotify does). Spotify was initially given a "marketing discount," but now record labels want Spotify to pay what Apple pays. Meanwhile, Spotify, in an effort to become profitable, wants to pay less.

The major labels, unimpressed with some of Spotify's recent spending decisions, believe that now's the time to up this figure. So where do they want to take it?

Well, it's common knowledge that Apple Music is paying 58% of revenue to labels - after users' free trial periods have finished. The majors want Spotify to move its revenue share up towards that point.

Loss-making Spotify, though, is attempting to push this revenue share down, say MBW's sources. Yup: that means paying labels and artists a smaller slice of the proceeds.

Spotify is arguing that Apple's revenue share rate only applies after a three-month free trial and that it simply doesn't have the spending power of Apple, Google, or Amazon, three of its main competitors all with deep pockets, large user bases, and other sources of revenue.

Negotiations remain "optimistic" according to MBW's sources, and the "likely outcome" is a licensing deal similar to the one Spotify has had for the last few years, but a deal has yet to be struck. Spotify is said to be considering "windowing" or making some new releases temporarily exclusive to paying customers as a way to lure labels into accepting a lower rate.

Spotify's contracts with Universal Music Group, Warner Music Group, and Sony Music Group are all expired, and while Spotify continues to license content on a month to month basis, the absence of a long-term plan could potentially affect the company's IPO plans. It is, however, said to be "out of the question" that the three major music labels will pull their content from Spotify.

instapapericonPopular app Instapaper, designed to allow users to save notable news articles to read at a later time, has been acquired by Pinterest. Created by Marco Arment in 2008, Instapaper was one of the first apps that implemented read-it-later functionality, and it was certainly one of the most widely used and well-known apps in the genre.

Instapaper, available on iOS, Android, Kindle, and the web, was first sold to Betaworks in 2013 and now it belongs to Pinterest. Pinterest plans to use Instapaper to encourage Pinterest users to save more articles to the site, a feature that's existed for several years but isn't often used, and some of Instapaper's search functionality will be integrated into Pinterest. In a blog post, Instapaper said the acquisition would also give it the resources to grow its core mission -- "allowing our users to discover, save, and experience interesting web content."

Instapaper provides a compelling source for news-based content, and we're excited to take those learnings to Pinterest's discovery products. We'll also be experimenting with using our parsing technology for certain Rich Pin types.

Instapaper will continue to operate as a standalone app and service, and no changes are expected for end users. The company will, however, be ending development on Instaparser on November 1, 2016.

As the iPhone 6 and 6 Plus approach their second birthday, a growing number of users are suffering from what appears to be a latent manufacturing issue that presents as a gray flickering bar at the top of the screen and a display that's unresponsive or less responsive to touch.

In a new blog post and video, repair site iFixit says a number of third-party repair outlets have seen iPhone 6 and 6 Plus models affected by the bug, which appears to be very common. STS Telecom owner Jason Villmer says he sees faulty iPhone 6 and 6 Plus models multiple times a week, while another repair tech in Louisiana sees up to 100 iPhone 6 and 6 Plus devices that don't respond well to touch.

"This issue is widespread enough that I feel like almost every iPhone 6/6+ has a touch of it (no pun intended) and are like ticking bombs just waiting to act up," says Jason Villmer, owner of STS Telecom--a board repair shop in Missouri. [...]

iFixit is calling the problem "Touch Disease," and says Apple appears to be aware of the issue based on dozens of complaints on Apple's support forum, but isn't "doing anything about it." Multiple people who brought their iPhones to Apple Stores were told that Apple doesn't recognize it as an issue and nothing could be done as their iPhones were out of warranty.

Putting pressure on the display of an affected iPhone or twisting the device appears to reverse the issue for a short period, but the gray bar returns and touch functionality grows worse and worse until the touchscreen stops functioning entirely.

Replacing the display doesn't work as the problem is said to be caused by the touchscreen controller chips soldered to the logic board of the phone, and it's possible the damage is caused by the same structural design flaw that caused the major "Bendgate" controversy.

In both the iPhone 6 and 6 Plus, the Touch IC chips connect to the logic board via an array of itty-bitty solder balls--"like a plate resting on marbles," Jessa explains. Over time, as the phone flexes or twists slightly during normal use, those solder balls crack and start to lose contact with the board.

"At first, there may be no defect at all. Later you might notice that the screen is sometimes unresponsive, but it is quick to come back with a hard reset," Jessa explains. "As the crack deepens into a full separation of the chip-board bond, the periods of no touch function become more frequent."

According to iFixit, the only way to fix the problem is to replace the iPhone, replace the logic board, or replace the Touch ICs on the logic board, something Apple's in-house repair staff is not able to do. iFixit recommends users who are experiencing early symptoms of Touch Disease -- an intermittently non-functional touch screen or hints of a gray bar -- get their iPhones replaced outright if they're still under warranty.

For those without a warranty, iFixit suggests taking an affected iPhone 6 or 6 Plus to an electronics repair shop able to replace the chips. Apple doesn't approve of third-party repairs, but it may be the only solution until the problem is officially acknowledged by the company.

The iPhone 6s and iPhone 6s Plus are not affected by the same issue as Apple strengthened the body and changed the position of the Touch IC chips in those devices.

Related Forum: iPhone

While its parent company Walmart remains one of the most notable Apple Pay holdouts in the United States, British supermarket chain Asda now appears to be testing the mobile payments service at select locations in the United Kingdom.

ASDA
The supermarket chain, which has 626 stores across the U.K., recently confirmed on Twitter that Apple Pay is something it is "currently trialling in a few of our stores," but it remains unclear if the testing will lead to a wider rollout in the future.

A few Asda customers have recently tweeted about the newly enabled Apple Pay support at superstore locations in Aberdeen, Scotland and Ferring, a small village located about 60 miles southwest from London, England.

As recently as August 12, a support representative tweeted that Asda does not currently accept Apple Pay, but that it does accept contactless payments in some of its stores. Apple Pay generally works where contactless payments are accepted, but some retailers have specific policies against accepting Apple Pay.

In 1999, Asda was purchased by Walmart, which recently completed a nationwide launch of its own QR code-based mobile payments solution Walmart Pay in the United States. Walmart was initially committed to the Merchant Customer Exchange (MCX) consortium and its now indefinitely postponed payments service CurrentC.

In related news, Clydesdale Bank, Yorkshire Bank, and digital banking service B introduced Apple Pay support for cardholders in the U.K. last week.

Related Roundup: Apple Pay
Tag: Walmart

Apple has announced that its The Oaks retail location in Thousand Oaks, California reopens this Saturday, August 27 at 10:00 a.m. local time. The location, which first opened on October 29, 2005, has been closed for renovations since March. The renovated space is expected to have a Jony Ive-inspired next-generation design and double the square footage within the shopping mall.

Thousand-Oaks

Apple The Oaks, opened on October 29, 2005, prior to renovations

Meanwhile, Apple's retail location at the CambridgeSide Galleria shopping mall in Cambridge, a suburb of Boston, Massachusetts, will close for renovations one day later on Sunday, August 28. During the closure, Apple recommends that customers visit the nearby Apple Boylston Street or Apple Chestnut Hill locations. The closure is presumably to allow for similar next-generation design updates.

apple_store_cambridgeside

Apple CambridgeSide, opened on December 15, 2001, prior to renovations

Apple is in the process of renovating several of its retail locations in the U.S. and around the world. The new layout includes a combination of The Avenue, Genius Grove, The Forum, The Plaza, and The Boardroom. All new locations since around mid 2015 have been based on the new design language, including the flagship Apple Union Square. Apple now has over 30 retail locations based on the new design language.

A list of next-generation Apple retail locations renovated or opened to date:

  • Infinite Loop in Cupertino, CA

  • Apple Union Square in San Francisco, CA

  • Apple Corte Madera in Corte Madera, CA

  • Apple Williamsburg in Brooklyn, NY

  • Apple World Trade Center in New York, NY

  • Apple Walden Galleria in Buffalo, NY

  • Apple Crossgates in Albany, NY

  • Apple Aspen Grove in Littleton, CO

  • Apple Chestnut Hill in Newton, MA

  • Apple Derby Street in Hingham, MA

  • Apple Saddle Creek in Memphis, TN

  • Apple West County in St. Louis, MO

  • Apple Annapolis in Annapolis, MD

  • Apple Country Club Plaza in Kansas City, MO

  • Apple Sherman Oaks in Sherman Oaks, CA
  • Apple Brent Cross in London, England

  • Apple Brussels in Brussels, Belgium

  • Apple Marseille in Marseille, France

  • Apple Yas Mall in Abu Dhabi, UAE

  • Apple Mall of the Emirates in Dubai, UAE

  • Apple Chaoyang Joy in Beijing, China

  • Apple MixC Nanning in Nanning, China

  • Apple MixC Shenyang in Shenyang, China

  • Apple Xiamen Lifestyle Center in Xiamen, China

  • Apple Nanjing IST in Nanjing, China

  • Apple Parc Central in Guangzhou, China

  • Apple MixC Qingdao in Qingdao, China

  • Apple Olympia 66 in Dalian, China

  • Apple Riverside 66 in Tianjin, China

  • Apple Parc 66 in Jinan, China

  • Apple Thaihot Plaza in Fuzhou, China

  • Apple Global Harbor in Shanghai, China

  • Apple Hopson One in Shanghai, China

  • Apple Galaxy Mall in Tianjin, China

  • Apple Galaxy Macau in Macau, China

  • Apple New Town Plaza in Hong Kong, China

Keep track of new and renovated locations with our Apple Stores roundup.

LG recently unveiled a trio of new Bluetooth speaker collections ahead of the IFA 2016 tech conference taking place in Berlin September 2-7. The new speakers are called the PH2, PH3, and PH4 and "run the range from casual to audiophile grade" in order to suit the listening style of each LG customer.

The cheapest speaker starts with the small PH2, measuring 3.8 inches in diameter and just 1.5 in thickness, along with 2.5W of power inside. It also comes with a strap that can attach the speaker to "a variety of surfaces," making it ideal for listening to music on the go. The PH3 offers an iterative improvement with 3W of power and a more robust frame measuring in at 3.5 by 4.9 inches. This middle tier also includes a candle-like top half that includes "five different multicolored light modes."

LG speakers

"LG's new line of Bluetooth speakers combine powerful sound performance with compact, portable design," said Tim Alessi, senior director, product marketing for home entertainment at LG ElectronicsUSA. "Understanding the busy lifestyles of many of today's consumers, we sought to create a diverse lineup of audio products that deliver a seamless listening experience in any situation or setting."

Finally, the taller and cylindrical PH4 introduces the most features of LG's new bluetooth speaker lineup: water resistance, 360-degree sound, and a longer battery life with 16W of power. Concerning battery, both the PH3 and PH4 will last up to ten hours, while the PH2 is said to get up to six hours of consistent music playback.

Each speaker uses LG's 360-degree omni-directional output to deliver consistent audio to any room or outdoor space, with the single and dual passive radiators in the PH3 and PH4 "giving them audio abilities that far exceed most speakers their size." All of the new speakers also come with the standard auxiliary input ports and include an "advanced multipoint connectivity" feature that lets them connect two different Bluetooth-enabled devices at once, so two users can control audio output to one speaker simultaneously.

Because the company revealed the speakers ahead of their official debut at IFA 2016, the price and release date for the new line wasn't disclosed. LG did say that customers in the United States can expect a launch sometime this fall, however.

Tag: LG

Kanex today made its GoPower Watch, one of the first MFi-certified portable batteries for Apple Watch, available for purchase for $99.95. The cordless, portable 1A/3.70V charging solution has a built-in 4,000 mAh lithium-ion battery that can charge an Apple Watch up to six times before it needs to be recharged itself.

Kanex-GoPower-Watch
GoPower Watch has a built-in magnetic charging puck, the same one that comes with the Apple Watch, and a USB port for simultaneously charging an iPhone with a Lightning cable. It has pass-through charging while connected to power via Micro-USB, meaning that Apple devices charge first, and then the battery pack recharges.

To charge an Apple Watch or iPhone, simply press the button on the front of the GoPower Watch. The LED indicator displays battery levels and charge status.

GoPower Watch is available in Space Gray for $99.95 on Kanex's website. The portable battery works with all 38mm and 42mm Apple Watch models.

Related Roundup: Apple Watch 10
Buyer's Guide: Apple Watch (Caution)

Lyft co-founder and president John Zimmer today refuted reports from over the weekend that the ride-hailing company was seeking out buyers for a potential purchase -- reportedly including Apple -- outright telling Business Insider that "Lyft is not seeking a buyer." According to Zimmer, Lyft itself was approached for a purchase opportunity, which was misconstrued in reports by The New York Times and Bloomberg as Lyft actively seeking out to be bought by a major company, including potential candidates like Amazon, General Motors, and even rival Uber.

Zimmer said these reports "crossed a line," leading to the company needing to address them head-on and break its usual silence on these types of rumors focused on mergers and acquisitions. The most ire seems to be aimed at the Bloomberg angle on the story, which specifically stated that Uber "wouldn’t pay above $2 billion for Lyft," coming in far below Lyft's reported $9 billion estimated value.

Lyft vs Uber

Lyft president John Zimmer (left) and Uber CEO Travis Kalanick (right)

"We have to be careful with this type of thing for confidentiality reasons until Friday, when we feel like the line was crossed in that it was characterized as us trying to and failing to sell the business," Zimmer said. "And as Friday happened, with both that characterization and the Bloomberg report, we said enough is enough. We need to let people know that we're not looking for a buyer, so that's not a legitimate part of the story. I think it shows a bit of overstepping on Uber's part with the Bloomberg story that fully demonstrates who is behind this."

Zimmer's language targets Uber and its CEO Travis Kalanick as the catalyst behind Lyft's M&A rumors, although he didn't go into specific details regarding how he believes its rival began the chain of rumors that led to the reports over the weekend. Zimmer also declined to tell Business Insider which companies did in fact approach Lyft with a purchasing opportunity, with the publication saying that Lyft "isn't quite ready to be transparent" due to apparent confidentiality agreements set in place at the company.

Lyft is currently the second-largest ride-hailing app in the United States behind Uber. Although Zimmer believes this rivalry makes it easy for outsiders to view the company as bitter, he mentioned that he and the company are happy with Lyft's current trajectory. "We're focused on being an independent business and having the largest impact on car ownership as we possibly can," Zimmer said. "I don't think [independence] is a requirement, but I believe right now it's the best path."

Tag: Lyft

Starting today, Facebook will begin testing autoplay videos -- including ads -- with sound in its iOS and Android apps. Facebook told Mashable the test will be limited to Australian users and rolled out in two different ways to gauge how users react. In both versions of the test, sound will only play if the iPhone's volume is turned up, and sound can also be turned to "always off" in Facebook settings.

facebook_video_ios

In one version of the test, sound plays immediately as the video begins, if you have sound enabled on your device. Another group is able to turn sound on during the test session using an icon that will sit to the bottom right of videos.

Both groups see a pop-up message informing them about how to use the controls, and sound will only play if the smartphone's volume is up. If you don't want to annoy your workmates, sound can also be turned to "always off" in Facebook settings.

The test is interesting given that Facebook's own research concluded that mobile users prefer having the choice to opt in to sound, with 80% of people reacting negatively towards both the platform and advertiser if sound is unexpectedly played. But, given that Facebook is an advertising-driven company with aspirations of pushing deeper into video content, autoplay sound may eventually be a necessary evil.

After launching its point-of-sale system app in the United States in 2013, Shopify today announced that both the company's POS app and physical hardware will finally be made available to business owners in the United Kingdom (via TechCrunch). The app and "Tap, Chip, and Swipe" card reader work in conjunction to accept various kinds of retail payments from customers, while also providing merchants with data about their business, like stock shortages and daily cash intake.

shopify card reader

“The UK is Shopify’s second largest market,” Hailey Coleman, Product Growth Manager at Shopify, told TechCrunch via email. “The launch of the Shopify POS app and card reader provides small business owners an easy and secure way to accept payments anywhere. Now merchants in the UK can run their entire business with Shopify.”

With its NFC-enabled card reader and connected app, Shopify allows customers to pay with any mobile wallet app, including Apple Pay and Android Pay, and traditional cards from Visa and MasterCard. On the compatability side of things, the Shopify POS app functions with the iPhone 4s and later, the iPad 2 and later, and any version of the iPad mini.

With the new system, business owners in the United Kingdom can also run every aspect of their small business with Shopify's products. The app and card reader not only enhance the retail store shopping experience, but both tie the physical store into the owner's online marketplace, "if they’re using Shopify to power their e-commerce."


Merchants in the United Kingdom can pre-order the Shopify card reader for £59 while it's on sale with a £20 discount, and can expect to receive the device beginning on September 30. The company's app is free to use, but incurs a 1.6 percent credit card rate with no purchase fee. Shopify also sells a line of companion hardware to improve the transaction experience in small businesses, including a receipt printer and cash drawer that connect into the Shopify ecosystem.

Related Roundup: Apple Pay
Tag: Shopify

After weeks of intense usage, new data from Axiom Capital Management (via Bloomberg) paints a picture of Pokémon Go's overall waning popularity as August comes to a close. With research lead by Senior Analyst Victor Anthony, the investment advising firm collected various user engagement statistics -- and even figured out how much attention Pokémon Go brought to augmented reality gaming -- in a handful of charts.

According to Anthony, many other popular apps, which saw a decline in daily active users because of the Pokémon Go phenomenon, were scrambling to figure out ways for former reliable users to return to their app. But now the executives of Tinder, Facebook, Twitter, and Snapchat "can breathe a sigh of relief," since everything from daily active users, downloads, and the amount of time spent on Pokémon Go each day "are all well off their peaks and on a downward trend."

pokemon decline 1

"Given the rapid rise in usage of the Pokémon Go app since the launch in July, investors have been concerned that this new user experience has been detracting from time spent on other mobile focused apps," [Anthony] writes.

If these declines prove enduring, this would cast aspersion not only on the viability and popularity of Pokemon Go, but augmented reality gaming at large, according to the analyst.

Anthony believes the fad-like quality of Pokémon Go could ultimately leave little lasting impact on augmented reality gaming "at large," due to its fleeting popularity of a few weeks in mid-to-late July. Although not mentioned by the analyst or Bloomberg, it's also worth taking into account how many players actually used the AR camera when catching Pokémon, and consequently how many considered it an "AR game," when it became widely known that turning the mode off made capturing the creatures a slightly easier task.

pokemon decline 2
While it was on everyone's mind, Pokémon Go made waves in both mainstream mobile gaming, and even sent Nintendo's stock rising, despite the company's small stake in both Niantic and The Pokémon Company, the game's creators. Niantic is still pushing out updates to Pokémon Go, attempting to fix issues with the game while also introducing it into new markets like Thailand and 14 other Asian countries.

Apple has been granted an augmented reality navigation patent stemming from its acquisition of AR startup Flyby Media earlier this year (via AppleInsider).

The patent was published today by the U.S. Patent and Trademark Office under the title "Visual-based inertial navigation", and describes a system that allows a consumer device to position itself in three-dimensional space using data from cameras and sensors.

AR patent flyby
The system combines images from an onboard camera with measurements gleaned from a gyroscope and accelerometers as well as other sensors, to build a picture of the device's real-time position in physical space.

The patent notes that visual-based inertial navigation systems can achieve positional awareness down to the centimeter scale without the need for GPS or cellular network signals. However, the technology is unsuitable for implementation in typical mobile devices because of the processing demands involved in variable real-time location tracking.

To overcome the limitation, Apple's invention uses something called a sliding window inverse filter (SWF) that minimizes computational load by using predictive coding to map the orientation of objects relative to the device.

AR patent flyby 2
The system could be used in a navigational AR device that overlays an output image with location-based information. One scenario describes how the technology could be used to pinpoint items in a retail store as a user walks among the aisles. Another describes the use of depth sensors to generate a 3D map of a given environment.

Whether or not Apple uses the patent in an upcoming product is obviously unknown at this time, but the company has been relatively open about its interest in innovating in the virtual reality and AR space. Apple is said to have a large team experimenting with headsets and other technologies and is believed to have been working in the area since at least early 2015.

The patent was filed in 2013 and credits former Flyby Media employees Alex Flint, Oleg Naroditsky, Christopher P. Broaddus, Andriy Grygorenko and Oriel Bergig, as well as University of Michigan professor Stergios Roumeliotis, as its inventors.

Tag: Patent