1010Computers | Computer Repair & IT Support

Instagram accidentally rolled out tap-to-advance feed, removes it

Instagram confirms that a bug this morning mistakenly rolled out a massive change to its feed that replaced the traditional scrolling with horizontal tap-to-advance, like with Stories. In October, TechCrunch reported Instagram was testing tap-to-advance for browsing through Explore posts. But many users woke up to a shock this morning when their familiar vertical swipe stopped advancing the main feed. Many users immediately complained that the gesture felt awkward and annoying.

“Due to a bug, some users saw a change to the way their feed appears today. We quickly fixed the issue and feed is back to normal. We apologize for any confusion,” an Instagram spokesperson tells TechCrunch. The company confirms it’s still testing the navigation style in Explore.

Instagram was attempting to test the feature with a small percentage of users, but the bug caused a much broader rollout to a few orders of magnitude more people than planned, according to head of Instagram Adam Mosseri. Users can restart their Instagram and the change should disappear.

Sorry about that, this was supposed to be a very small test but we went broader than we anticipated. 😬

— Adam Mosseri (@mosseri) December 27, 2018

Tap-to-advance makes it easier to move between posts with them staying fully in view, compared to scrolling where it can take some adjustment to make sure the top or bottom of a post isn’t cut off. But scrolling revealed the author of a post first, then the content, then the caption, which is a sensible and intuitive way to browse. Tap-to-advance could send users’ eyes flitting around the screen in an exhausting manner. But most importantly, people have spent eight years growing accustomed to scrolling the Instagram feed. Suddenly breaking that behavior pattern was sure to piss people off.

It’s possible that Instagram could still bring tap-to-advance to the main feed in the future. But given how angry the responses were, it might now think twice unless the data shows the change makes people spend a lot more time in the app.

Here’s a look at how tap-to-advance in the feed worked, and the alert users got about how it works.

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Grove Collaborative, a subscription startup selling ‘household essentials,’ has been quietly raising a lot of moolah

Grove Collaborative, a four-year-old, San Francisco-based startup that sells household, personal care, baby, children’s and pet products, has been busy raising money in 2018, shows two new SEC filings that lists representatives from the company’s earlier investors, including Mayfield, Norwest Venture Partners and MHS Capital, as well as apparent new investor General Atlantic, represented by partner Catherine Beaudoin.

One of the filings shows that Grove Collaborative, which had already raised roughly $62 million as of the start of 2018, subsequently raised $27.4 million more this year. A separate, second filing shows another $76.4 million has been secured in what looks to be a newer round that’s targeting $125 million. It’s a lot of money for such a young company, which suggests it has found traction with a growing customer base.

We’ve reached out to Grove Collaborative and are waiting to learn more.

As we reported back in January, co-founder Stuart Landesberg started the company after working with retail brands during two years as an associate with TPG Capital, which focuses on growth equity and middle-market private equity transactions. With shelf space limited for brands in brick-and-mortar stores, he saw an opportunity for a startup that prompts consumers to buy the kinds of items they buy over and over again just as they are running out of them: think dish soap, pet food, deodorant, vitamins and sunscreen.

Amazon, of course, similarly prompts its customers to buy such items, but Grove Collaborative is marketing to a slightly narrower demographic, that of people who want only all-natural products. In fact, along with the brands that it make it easier for its customers to find — think Method and Mrs. Meyers — the company began selling its own all-natural products this year. Among the many dozens of offerings it now retails under the Grove Collaborative label: a coconut body lotion, a foaming hand soap, coffee filters, soy candles and lip balm.

The move puts the startup in more direct competition with other e-commerce companies, like the consumer goods company Honest Company, which similarly sells natural products for the home and personal care, though many of its products are now sold on shelves in big retail stores like Target.

Grove Collaborative also looks to be competing more directly now with well-funded Brandless, which raised $240 million from SoftBank’s Vision Fund in summer at a valuation of slightly more than $500 million. Brandless also sells its own all-natural household and personal care products, though, unlike Grove Collaborative, it also focuses on food and, unlike Grove, it offers a subscription service, yet does not revolve around one. Grove is exclusively selling an auto-shipment service.

Grove had previously raised two separate rounds of funding in quick succession: a $15 million Series B round it closed in March of 2017, following by a $35 million Series C round it announced in January of this year.

Given that Landesberg was formerly an investor himself, he may well have realized — as have many founders — that raising money next year may be far harder in 2019 than it has been this year. As the CEO of Zymergen, whose giant funding round we recently featured, told Bloomberg last week: “We wanted to have some fat on our bones for sure . . . The time to raise money is when people are giving it to you.”

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Epic Games, the creator of Fortnite, banked a $3 billion profit in 2018

Epic Games had as good a year in 2018 as any company in tech. Fortnite became the world’s most popular game, growing the company’s valuation to $15 billion, but it has helped the company pile up cash, too. Epic grossed a $3 billion profit for this year fueled by the continued success of Fortnite, a source with knowledge of the business told TechCrunch.

Epic did not respond to a request for comment.

Fortnite, which is free to play but makes money selling digital items, has popularized the battle royale category — think Lord of the Flies meets Hunger Games — almost single-handedly, and it has been the standout title for the U.S.-based game publisher.

Founded way back in 1991, Epic hasn’t given revenue figures for its smash hit — which has 125 million players — but this new profit milestone, combined with other pieces of data, gives an idea of the success the company is seeing as a result of a prescient change in strategy made six years ago.

This past September, Epic commanded a valuation of nearly $15 billion, according to The Wall Street Journal, as marquee investors like KKR, Kleiner Perkins and Lightspeed piled on in a $1.25 billion round to grab a slice of the red-hot development firm. However, the investment cards haven’t always been stacked in Epic’s favor.

China’s Tencent, the maker of blockbuster chat app WeChat and a prolific games firm in its own right, became the first outside investor in Epic’s business back in 2012 when it injected $330 million in exchange for a 40 percent stake in the business.

Back then, Epic was best known for Unreal Engine, the third-party development platform that it still operates today, and top-selling titles like Gears of War.

Why would a proven company give up such a huge slice of its business? Executives believed that Epic, as it was, was living on borrowed time. They sensed a change in the way games were headed based on diminishing returns and growing budgets for console games, the increase of “live” games like League of Legends and the emerging role of smartphones.

Speaking to Polygon about the Tencent deal, Epic CEO Tim Sweeney explained that the investment money from Tencent allowed the company to go down the route of freemium games rather than big box titles. That’s a strategy Sweeney called “Epic 4.0.”

“We realized that the business really needed to change its approach quite significantly. We were seeing some of the best games in the industry being built and operated as live games over time rather than big retail releases. We recognized that the ideal role for Epic in the industry is to drive that, and so we began the transition of being a fairly narrow console developer focused on Xbox to being a multi-platform game developer and self publisher, and indie on a larger scale,” he explained.

Tencent, Sweeney added, has provided “an enormous amount of useful advice,” while the capital enabled Epic to “make this huge leap without the immediate fear of money.”

LOS ANGELES, CA – JUNE 12: Gamers ‘Ninja’ (L) and ‘Marshmello’ compete in the Epic Games Fortnite E3 Tournament at the Banc of California Stadium on June 12, 2018 in Los Angeles, California. (Photo by Christian Petersen/Getty Images)

Epic never had a problem making money — Sweeney told Polygon the first Gear of Wars release grossed $100 million on a $12 million development budget. But with Fortnite, the company has redefined modern gaming, both by making true cross-platform experiences possible and by pulling in vast amounts of money.

As a private company, Epic keeps its financials closely guarded. But digging beyond the $3 billion figure — which, to be clear, is annual profit not revenue — there are clues as to just how big a money-spinner Fortnite is. Certainly, there’s room to wonder whether analyst predictions this summer that Fortnite would gross $2 billion this year were too conservative.

The most recent data comes from November when Sensor Tower estimates that iOS users alone were spending $1.23 million per day. That helped the game bank $37 million in the month and take its total earnings within Apple’s iOS platform to more than $385 million.

But, as mentioned, Fortnite is a cross-platform title that supports PlayStation, Xbox, Switch, PC, Mac, Android and iOS. Aggregating revenue across those platforms isn’t easy, and the only real estimate comes from earlier this year when Super Data Research concluded that the game made $318 million in May across all platforms.

That is, of course, when Fortnite was fresh on iOS, non-existent on Android and with fewer overall players.

We can deduce from Sensor Tower’s November estimate that iOS pulled in $385 million over eight months — between April and November — which is around $48 million per month on average. Android is harder to calculate since Epic skipped Google’s Play Store by distributing its own launcher. While it quickly picked up 15 million Android users within the first month, tracking that spending off-platform is a huge challenge. Some estimates predicted that Google would miss out on around $50 million in lost earnings this year because in-app purchases on Android would not cross its services.

There are a few factors to add further uncertainty.

Fortnite spending tends to spike around the release of new seasons — updated versions of the game — since users are encouraged to buy specific packages at the start. The latest, Season 7, dropped early this month with a range of tweaks for the Christmas period. Given the increased velocity at which Fortnite is picking up players and the appeal of the festive period, this could have been its biggest revenue generator to date, but there’s not yet any indicator of how it performed.

More broadly, Fortnite has undoubtedly lost out on revenue in China, which froze new game licenses nine months ago, thereby preventing any publishers from monetizing new titles over that period.

Tencent, which publishes Fortnite in China, did release the game in the country but it hasn’t been able to draw revenue from it yet. The Chinese government announced last week that it is close to approving its first batch of new titles, but it isn’t clear which games are included and when the process will be done.

Already, the effects have been felt.

Games are forecast to generate nearly $40 billion in revenue in China this year, according to market researcher Newzoo. However, the industry saw its slowest growth over the last 10 years as it grew 5.4 percent year-over-year during the first half of 2018, according to a report by Beijing-based research firm GPC and China’s official gaming association CNG.

Fortnite and PUBG — another battle royale title backed by Tencent — have perhaps suffered the most since they are universally popular worldwide but unable to monetize in China. It seems almost certain that those two titles will receive a major marketing push if, as and when they receive the license and, if Epic can keep the game competitive as Sweeney believed it could back in 2012, then it could go on and make even more money in 2019.

Epic Games is taking on Steam with its own digital game store, which includes higher take-home revenue rates for developers.

But Epic isn’t relying solely on Fortnite.

A more low-key but significant launch this month was the opening of the Epic Games store, which is aimed squarely at Steam, the leader in digital game sales.

While Fortnite is its most prolific release, Epic also makes money from other games, Unreal Engine and a recently launched online game store that rivals Steam. Epic’s big differentiator for the store is that it gives developers 88 percent of their revenue, as opposed to Value — the firm behind Steam — which keeps 30 percent, although it has added varying rates for more successful titles. Customers are promised a free title every two weeks.

Either way, Epic is betting that it can do a lot more than Fortnite, which could mean that its profit margin will be even higher come this time next year.

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The best tech books of 2018

This year has been good for tech titles. Books like Bad Blood and Brotopia brought us some in-depth reporting on crashes and burns, while Stephen Hawking brought us his last thoughts. Here are some of our favorite tech titles for 2018.

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Google & Facebook fed ad dollars to child porn discovery apps

Google has scrambled to remove third-party apps that led users to child porn sharing groups on WhatsApp in the wake of TechCrunch’s report about the problem last week. We contacted Google with the name of one of these apps and evidence that it and others offered links to WhatsApp groups for sharing child exploitation imagery. Following publication of our article, Google removed from the Google Play store that app and at least five like it. Several of these apps had more than 100,000 downloads, and they’re still functional on devices that already downloaded them.

A screenshot from earlier this month of now-banned child exploitation groups on WhatsApp . Phone numbers and photos redacted

WhatsApp failed to adequately police its platform, confirming to TechCrunch that it’s only moderated by its own 300 employees and not Facebook’s 20,000 dedicated security and moderation staffers. It’s clear that scalable and efficient artificial intelligence systems are not up to the task of protecting the 1.5 billion-user WhatsApp community, and companies like Facebook must invest more in unscalable human investigators.

But now, new research provided exclusively to TechCrunch by anti-harassment algorithm startup AntiToxin shows that these removed apps that hosted links to child porn sharing rings on WhatsApp were supported with ads run by Google and Facebook’s ad networks. AntiToxin found six of these apps ran Google AdMob, one ran Google Firebase, two ran Facebook Audience Network and one ran StartApp. These ad networks earned a cut of brands’ marketing spend while allowing the apps to monetize and sustain their operations by hosting ads for Amazon, Microsoft, Motorola, Sprint, Sprite, Western Union, Dyson, DJI, Gett, Yandex Music, Q Link Wireless, Tik Tok and more.

The situation reveals that tech giants aren’t just failing to spot offensive content in their own apps, but also in third-party apps that host their ads and that earn them money. While these apps like “Group Links For Whats” by Lisa Studio let people discover benign links to WhatsApp groups for sharing legal content and discussing topics like business or sports, TechCrunch found they also hosted links with titles such as “child porn only no adv” and “child porn xvideos” that led to WhatsApp groups with names like “Children 💋👙👙” or “videos cp” — a known abbreviation for “child pornography.”

In a video provided by AntiToxin seen below, the app “Group Links For Whats by Lisa Studio” that ran Google AdMob is shown displaying an interstitial ad for Q Link Wireless before providing WhatsApp group search results for “child.” A group described as “Child nude FBI POLICE” is surfaced, and when the invite link is clicked, it opens within WhatsApp to a group used for sharing child exploitation imagery. (No illegal imagery is shown in this video or article. TechCrunch has omitted the end of the video that showed a URL for an illegal group and the phone numbers of its members.)

Another video shows the app “Group Link For whatsapp by Video Status Zone” that ran Google AdMob and Facebook Audience Network displaying a link to a WhatsApp group described as “only cp video.” When tapped, the app first surfaces an interstitial ad for Amazon Photos before revealing a button for opening the group within WhatsApp. These videos show how alarmingly easy it was for people to find illegal content sharing groups on WhatsApp, even without WhatsApp’s help.

Zero tolerance doesn’t mean zero illegal content

In response, a Google spokesperson tells me that these group discovery apps violated its content policies and it’s continuing to look for more like them to ban. When they’re identified and removed from Google Play, it also suspends their access to its ad networks. However, it refused to disclose how much money these apps earned and whether it would refund the advertisers. The company provided this statement:

Google has a zero tolerance approach to child sexual abuse material and we’ve invested in technology, teams and partnerships with groups like the National Center for Missing and Exploited Children, to tackle this issue for more than two decades. If we identify an app promoting this kind of material that our systems haven’t already blocked, we report it to the relevant authorities and remove it from our platform. These policies apply to apps listed in the Play store as well as apps that use Google’s advertising services.

App Developer Ad Network Estimated Installs   Last Day Ranked
Unlimited Whats Groups Without Limit Group links   Jack Rehan Google AdMob 200,000 12/18/2018
Unlimited Group Links for Whatsapp NirmalaAppzTech Google AdMob 127,000 12/18/2018
Group Invite For Whatsapp Villainsbrain Google Firebase 126,000 12/18/2018
Public Group for WhatsApp Bit-Build Google AdMob, Facebook Audience Network   86,000 12/18/2018
Group links for Whats – Find Friends for Whats Lisa Studio Google AdMob 54,000 12/19/2018
Unlimited Group Links for Whatsapp 2019 Natalie Pack Google AdMob 3,000 12/20/2018
Group Link For whatsapp Video Status Zone   Google AdMob, Facebook Audience Network 97,000 11/13/2018
Group Links For Whatsapp – Free Joining Developers.pk StartAppSDK 29,000 12/5/2018

Facebook, meanwhile, blamed Google Play, saying the apps’ eligibility for its Facebook Audience Network ads was tied to their availability on Google Play and that the apps were removed from FAN when booted from the Android app store. The company was more forthcoming, telling TechCrunch it will refund advertisers whose promotions appeared on these abhorrent apps. It’s also pulling Audience Network from all apps that let users discover WhatsApp Groups.

A Facebook spokesperson tells TechCrunch that “Audience Network monetization eligibility is closely tied to app store (in this case Google) review. We removed [Public Group for WhatsApp by Bit-Build] when Google did – it is not currently monetizing on Audience Network. Our policies are on our website and out of abundance of caution we’re ensuring Audience Network does not support any group invite link apps. This app earned very little revenue (less than $500), which we are refunding to all impacted advertisers.” WhatsApp has already banned all the illegal groups TechCrunch reported on last week.

Facebook also provided this statement about WhatsApp’s stance on illegal imagery sharing groups and third-party apps for finding them:

WhatsApp does not provide a search function for people or groups – nor does WhatsApp encourage publication of invite links to private groups. WhatsApp regularly engages with Google and Apple to enforce their terms of service on apps that attempt to encourage abuse on WhatsApp. Following the reports earlier this week, WhatsApp asked Google to remove all known group link sharing apps. When apps are removed from Google Play store, they are also removed from Audience Network.

An app with links for discovering illegal WhatsApp Groups runs an ad for Amazon Photos

Israeli NGOs Netivei Reshet and Screen Savers worked with AntiToxin to provide a report published by TechCrunch about the wide extent of child exploitation imagery they found on WhatsApp. Facebook and WhatsApp are still waiting on the groups to work with Israeli police to provide their full research so WhatsApp can delete illegal groups they discovered and terminate user accounts that joined them.

AntiToxin develops technologies for protecting online network harassment, bullying, shaming, predatory behavior and sexually explicit activity. It was co-founded by Zohar Levkovitz, who sold Amobee to SingTel for $400 million, and Ron Porat, who was the CEO of ad-blocker Shine. [Disclosure: The company also employs Roi Carthy, who contributed to TechCrunch from 2007 to 2012.] “Online toxicity is at unprecedented levels, at unprecedented scale, with unprecedented risks for children, which is why completely new thinking has to be applied to technology solutions that help parents keep their children safe,” Levkovitz tells me. The company is pushing Apple to remove WhatsApp from the App Store until the problems are fixed, citing how Apple temporarily suspended Tumblr due to child pornography.

Ad networks must be monitored

Encryption has proven an impediment to WhatsApp preventing the spread of child exploitation imagery. WhatsApp can’t see what is shared inside of group chats. Instead, it has to rely on the few pieces of public and unencrypted data, such as group names and profile photos plus their members’ profile photos, looking for suspicious names or illegal images. The company matches those images to a PhotoDNA database of known child exploitation photos to administer bans, and has human moderators investigate if seemingly illegal images aren’t already on file. It then reports its findings to law enforcement and the National Center for Missing and Exploited Children. Strong encryption is important for protecting privacy and political dissent, but also thwarts some detection of illegal content and thereby necessitates more manual moderation.

With just 300 total employees and only a subset working on security or content moderation, WhatsApp seems understaffed to manage such a large user base. It’s tried to depend on AI to safeguard its community. However, that technology can’t yet perform the nuanced investigations necessary to combat exploitation. WhatsApp runs semi-independently of Facebook, but could hire more moderators to investigate group discovery apps that lead to child pornography if Facebook allocated more resources to its acquisition.

WhatsApp group discovery apps featured Adult sections that contained links to child exploitation imagery groupsGoogle and Facebook, with their vast headcounts and profit margins, are neglecting to properly police who hosts their ad networks. The companies have sought to earn extra revenue by powering ads on other apps, yet failed to assume the necessary responsibility to ensure those apps aren’t facilitating crimes. Stricter examinations of in-app content should be administered before an app is accepted to app stores or ad networks, and periodically once they’re running. And when automated systems can’t be deployed, as can be the case with policing third-party apps, human staffers should be assigned despite the cost.

It’s becoming increasingly clear that social networks and ad networks that profit off other people’s content can’t be low-maintenance cash cows. Companies should invest ample money and labor into safeguarding any property they run or monetize, even if it makes the opportunities less lucrative. The strip-mining of the internet without regard for consequences must end.

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Two years later, I still miss the headphone port

Two years ago, Apple killed the headphone port. I still haven’t forgiven them for it.

When Apple announced that the iPhone 7 would have no headphone port, I was pretty immediately annoyed. I figured maybe I’d get over it in a few months. I didn’t. I figured if worse came to worse, I’d switch platforms. Then all of the other manufacturers started following suit.

This, of course, isn’t a new annoyance for me. I’ve been hating headphone adapters on phones right here on this very website since two thousand and nine. For a little stretch there, though, I got my way.

It was a world full of dongles and crappy proprietary audio ports. Sony Ericsson had the FastPort. Nokia had the Pop-Port. Samsung had like 10 different ports that no one gave a shit about. No single phone maker had claimed the throne yet, so no one port had really become ubiquitous… but every manufacturer wanted their port to become the port. Even the phones that had a standardized audio jack mostly had the smaller 2.5mm port, requiring an adapter all the same.

Then came the original iPhone with its 3.5mm headphone port. It was a weird recessed 3.5mm port that didn’t work with most headphones, but it was a 3.5mm port! Apple was riding on the success of the iPod, and people were referring to this rumored device as the iPod Phone before it was even announced. How could something like that not have a headphone port?

Sales of the iPhone started to climb. A few million in 2007. Nearly 12 million in 2008. 20 million in 2009. A tide shifted. As Apple’s little slab of glass took over the smartphone world, other manufacturers tried to figure out what Apple was doing so right. The smartphone market, once filled with chunky, button-covered plastic beasts (this one slides! This one spins!), homogenized. Release by release, everything started looking more like the iPhone. A slab of glass. Premium materials. Minimal physical buttons. And, of course, a headphone port.

Within a couple years, a standard headphone port wasn’t just a nice selling point — it was mandatory. We’d entered a wonderful age of being able to use our wired headphones whenever we damn well pleased.

Then came September 7th, 2016, when Apple had the “courage” to announce it was ditching the 3.5mm jack (oh, and also by the way check out these new $150 wireless headphones!).

Apple wasn’t the first to ditch the headphone port — but, just as with its decision to include one, its decision to remove it has turned the tide. A few months after the portless iPhone 7 was announced, Xiaomi nixed the port on the Mi 6. Then Google ditched it from its flagship Android phone, the Pixel 3. Even Samsung, which lampooned Apple for the decision, seems to be tinkering with the idea of dropping it. Though leaks suggest the upcoming Galaxy S10 will have a headphone port, the company pulled it from the mid-range A8 line earlier this year. If 2016 was the year Apple took a stab at the headphone jack, 2018 was the year it bled out.

And I’m still mad about it.

Technology comes and goes, and oh-so-often at Apple’s doing. Ditching the CD drive in laptops? That’s okay — CDs were doomed, and they were pretty awful to begin with. Killing Flash? Flash sucked. Switching one type of USB port for another? Fine, I suppose. The new USB is better in just about every way. At the very least, I won’t try to plug it in upside down only to flip it over and realize I had it right the first time.

But the headphone jack? It was fine. It stood the test of time for one hundred damned years, and with good reason: It. Just. Worked.

I’ve been trying to figure out why the removal of the headphone port bugs me more than other ports that have been unceremoniously killed off, and I think it’s because the headphone port almost always only made me happy. Using the headphone port meant listening to my favorite album, or using a free minute to catch the latest episode of a show, or passing an earbud to a friend to share some new tune. It enabled happy moments and never got in the way.

Now every time I want to use my headphones, I just find myself annoyed.

Bluetooth? Whoops, forgot to charge them. Or whoops, they’re trying to pair with my laptop even though my laptop is turned off and in my backpack.

Dongle? Whoops, left it on my other pair of headphones at work. Or whoops, it fell off somewhere, and now I’ve got to go buy another one.

I’ll just buy a bunch of dongles, and put them on all my headphones! I’ll keep extras in my bag for when I need to borrow a pair of headphones. That’s just like five dongles at this point, problem solved! Oh, wait: now I want to listen to music while I fall asleep, but also charge my phone so it’s not dead in the morning. That’s a different, more expensive splitter dongle (many of which, I’ve found, are poorly made garbage).

None of these are that big of a deal. Charge your damned headphones, Greg. Stop losing your dongles. The thing is: they took a thing that just worked and just made me happy and replaced it with something that, quite often, just bugs the hell out of me. If a friend sent me a YouTube link and I wanted to watch it without bugging everyone around me, I could just use whatever crappy, worn out headphones I happened to have sitting in my bag. Now it’s a process with a bunch of potential points of failure.

“But now its water-resistant!” Water-resistant phones existed before all of this, plenty of which had/have headphone ports. As a recent example, see Samsung’s Galaxy S9 with its IP68 rating (matching that of the iPhone XS).

“But it can be slimmer!” No one was asking for that.

“But the batteries inside can be bigger!” The capacity of the battery barely jumped in the years from the 6S to the 8 — from 1,715mAh to 1,821mAh. It wasn’t until a few years later with the iPhone X, when the standard iPhone started getting wider and taller, that we saw super big jumps in its battery capacity.

Will this post change anything? Of course not. Apple blew the horn that told the industry it’s okay to drop the headphone port, and everyone fell right in line. The next year — and the year after that — Apple sold another 200 million-plus phones. At this point, Apple doesn’t even bother giving you the headphone adapter in the box. Apple’s mind is made up.

But if you’re out there, annoyed, stumbling across this post after finding yourself with a pair of headphones and a smartphone that won’t play friendly together in a pinch, just know: you’re not the only one. Two years later, I’m still mad at whoever made this call — and everyone else in the industry who followed suit.

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Let your new Roomba build a Doom level of your house with DOOMBA

Some of you out there may be lucky enough to have received over the holidays a fancy new robot vacuum. Turns out it’s even more useful than you’d think: in addition to cleaning your home, it can scan its surroundings and produce a Doom level of your home! Just the right thing to ring in the new year: Hell on Earth.

It’s not an official iRobot feature, unfortunately, but rather a hack put together by veteran game engineer Rich Whitehouse. He noticed that Roombas were actually putting together some pretty detailed environment data with their sensors, and naturally felt this capability should be applied to a 25-year-old video game.

By combining Doom with Roomba, Whitehouse realized he would not only be able to make something fun, but to “unleash a truly terrible pun to plague humankind.” To wit: DOOMBA.

It works like this, though if you don’t have a Roomba 980, there’s no guarantee it’ll work at all: Using a special utility, your PC will detect the Roomba on the wireless network and begin tracking its movements and collected data. When the little robot has done its work, the data is saved in a file, which you can then convert to a Doom wad via DOOMBA, a plugin for Whitehouse’s Noesis image/model conversion app.

The shape of the level will be taken from your place, but of course things may look a little different. More monsters, probably. That depends on the randomization settings you choose, which control what weapons, critters, and other features show up in this hellish new version of your home.

It’s all free, except for Doom and the Roomba, so if you have both, get cracking. Thanks to Rich for this fun holiday distractio.

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Fortnite players report queue issues as Epic experiences a ‘minor service outage’

Epic Games is having its own Christmas hangover. On Wednesday, a number of Fortnite players reported long queues that time out and problems logging in to Fortnite’s servers. The company is aware of the issue and tweeted that it’s investigating the cause behind the outage that some users are running into when they try to log in.

We are investigating an issue causing some players to encounter a problem with game services and when attempting to log in. https://t.co/3y0X6buriO

— Fortnite (@FortniteGame) December 26, 2018

We were able to replicate the problem around 1 p.m. Pacific Time, with the game repeatedly throwing us into a queue for around five minutes before timing out. One time, we did successfully log in. When the login failed we were met with the message “Unable to join the Fortnite login queue. Please try again later.” Update: As of 2 p.m. Pacific Time, the queue is stretching closer to 10 minutes. At the end of the queue countdown we are still unable to log in.

Epic has pointed eager holiday players to its status page, where the company reports a “minor service outage” affecting Game Services. The page also notes that Login and Matchmaking are currently experiencing “degraded performance.” TechCrunch has reached out to Epic about the cause of the downtime.

While it’s not quite as catastrophic for an online game as a proper Christmas day outage, the time between Christmas and New Year’s is sure to be a massive week for Epic’s hit game. Given that Epic makes bank charging for cosmetic upgrades through an online store, we’d be curious how much revenue the company loses every minute Fortnite is down during a peak play time. On the other hand, we might rather not know.

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The 10 largest US venture rounds of 2018

Three U.S. companies raised more than $1 billion in just one funding round in 2018, a year in which total deal value for U.S. startups is expected to surpass $100 billion for the first time.

For the most part, it was the usual suspects, and yes, SoftBank was an accessory in many of these rounds. Here’s a look at the 10 largest venture rounds of 2018.

Epic Games: $1.25 billion

The video game Fortnite Battle Royale was the star of the year 2018; more than 200 million players worldwide are registered online. (Photo Illustration by Chesnot/Getty Images)

Given the absolute phenomenon Fortnite became in just one year from its original release, it was no surprise private investors wanted to put money into Epic Games, the company behind it. In October, Epic Games announced a whopping $1.25 billion round at $15 billion valuation from KKR, Iconiq Capital, Smash Ventures, Vulcan Capital, Kleiner Perkins and Lightspeed Venture Partners to continue growing its Fortnite empire. That game alone is expected to bring in $2 billion in revenue in 2018 and reports 200 million registered players — not too shabby.

Cary, N.C.-based Epic Games’ monstrous fundraise was a standout in a year when funding for gaming and esports startups really took off. According to Crunchbase, global venture investment in the industry increased nearly 75 percent, to $701 million in the first half of 2018. Given Epic’s round, Discord’s $150 million infusion of capital this week and several others since June, the second half of 2018 undoubtedly set major records in the space.

Uber: $1.2 billion

Travis Kalanick, co-founder and former chief executive officer of Uber Technologies Inc., speaks during the TiE Global Entrepreneurs Summit in New Delhi, India, on Friday, December 16, 2016. Kalanick said the company will introduce Uber Moto across India. Photographer: Udit Kulshrestha/Bloomberg via Getty Images

One of the largest rounds of 2018 was also one of the first big financings of the year. To be fair, the negotiations behind Uber’s $1.2 billion SoftBank investment and much of the press coverage surrounding it came in 2017, but the deal officially closed in January. This deal was monumental for many reasons. First of all, it made Uber founder and former chief executive officer Travis Kalanick a billionaire — not just on paper — and it cemented SoftBank’s position as the ride-hailing giant’s largest shareholder.

The financing brought San Francisco-based Uber’s total raised to date to just over $20 billion at a valuation said to be around $72 billion. Of course, Uber has since privately filed for an initial public offering slated for the first quarter of 2019.

Juul Labs: $1.2 billion

Juul Labs, the maker of the popular e-cigarette brand that has recently come under fire from health officials over its popularity with young adults, plans to introduce a line of lower-nicotine pods. Photographer: Gabby Jones/Bloomberg via Getty Images

Juul, one of the buzziest companies of 2018, raised $1.2 billion from private investors Tiger Global, Fidelity and more in mid-2018. Then, this month, the developer of e-cigarettes popular among teenagers accepted a $12.8 billion investment from the makers of Marlboro that valued it at $38 billion. Not only has Juul created significant controversy surrounding the ethics, or lack thereof, of its core product and its marketing to the younger generation in a short time, but it has also accumulated value at a clip rarely seen before. Juul, for context, surpassed a $10 billion valuation just seven months after its first round of VC backing — that’s four times faster than Facebook.

2019 is poised to be an interesting year for San Francisco-based Juul as it navigates public scrutiny, regulations and the completion of its partnership with Altria Group, which, according to Juul’s CEO Kevin Burns, will “help accelerate [Juul’s] success switching adult smokers.”

Magic Leap: $963M

Magic Leap’s flagship product, the Magic Leap One AR headset, began shipping to consumers this year.

It wouldn’t be an end of the year round-up of the largest VC deals without any mention of Magic Leap, the extremely well-funded virtual reality company. Tucked away in Plantation, Fla., 8-year-old Magic Leap has closed round after round, raising more than $2 billion to develop its hardware and software. The key investors in this year’s big round, which valued the company at $6.3 billion, were Temasek and AT&T, which announced it would become the exclusive “wireless distributor” of Magic Leap products in the U.S. starting this summer. Magic Leap is also backed by Google, Alibaba and Axel Springer.

Not only did Magic Leap land one of the largest VC deals this year, but it also finally began shipping to consumers its flagship product, the Magic Leap One AR headset. That was a long time coming — years, in fact. So long, many doubted whether the buzzy headsets would ever see the light of day. Now, the headsets are available to buyers in 48 states, though it’s worth mentioning they cost more than two grand.

Instacart: $600M

Founder and CEO of Instacart Apoorva Mehta and moderator Megan Rose Dickey speak onstage during TechCrunch Disrupt SF 2016 at Pier 48 on September 14, 2016 in San Francisco, California. (Photo by Steve Jennings/Getty Images for TechCrunch)

Instacart has a lofty goal of delivering groceries to every household in the U.S., and it needs a lot of cash to get there. The company has raised VC every year since it completed the Y Combinator startup accelerator in 2012, and 2018 was no different. In October, the service brought in $600 million at a $7.6 billion valuation in a round led by D1 Capital Partners. Headquartered in San Francisco, the company has raised $1.6 billion to date from Coatue Management, Thrive Capital, Canaan Partners, Andreessen Horowitz and several others.

Instacart CEO Apoorva Mehta told TechCrunch at the time that the startup didn’t really need the capital and that this was more of an “opportunistic” battle. The market is hot, after all, and Instacart has ambitious plans to scale and it has a fierce competitor in Amazon to take on. As for an IPO, Mehta said “it will be on the horizon.”

Katerra: $865M

SoftBank-backed Katerra says it’s brought in more than $1.3 billion in bookings for new construction ranging from residential to hospitality and student housing.

One of SoftBank’s first major bets of 2018 was on construction technology, with an $865 million investment in Katerra at a $3 billion valuation out of its Vision Fund. Katerra, a tech startup based out of Menlo Park, develops, designs and constructs buildings. At the time of its January fundraise, Katerra told TechCrunch it had brought in more than $1.3 billion in bookings for new construction ranging from residential to hospitality and student housing. Founded in 2015 by three former private equity barons, the company has raised a total of $1.1 billion to date from SoftBank, Foxconn, Greenoaks Capital and others.

In June, Katerra announced it would merge with KEF Infra, an offsite manufacturing technology specialist, and would begin operating in India and the Middle East markets.

Opendoor: $725M

Yet another SoftBank investment, San Francisco-based Opendoor is also backed by Fifth Wall Ventures, GV, Andreessen Horowitz and more.

Opendoor’s two big SoftBank-backed investments this year totaled $725 million, valuing the company at $2.5 billion. The deal gave SoftBank a minority stake in Opendoor, an online real estate marketplace, and put one of its five managing directors, Jeff Housenbold, on the company’s board of directors. The round brought Opendoor’s total funding to slightly more than $1 billion — most of which it acquired in 2018, a major year for the company. Founded in 2014, the San Francisco-based startup is also backed by Fifth Wall Ventures, GV, Andreessen Horowitz and more.

According to TechCrunch’s Connie Loizos, Housenbold had hoped to work with Opendoor co-founder and CEO Eric Wu for some time. “The minute he joined [SoftBank] he reached out to me and let me know … saying if there was an opportunity to work together, to reach out to him,” Wu said.

Lyft: $600M

Uber competitor Lyft expanded aggressively in 2018, raised hundreds of millions in additional venture capital funding, and filed confidentially to go public.

Lyft managed to stay quite busy this year. Not only did the ridesharing company raise a $600 million round at a $15.1 billion valuation, it also acquired bike-share operator Motivate and filed confidentially to go public. Founded in 2012 by Logan Green and John Zimmer, the company has long competed with Uber, and will continue to do so as the pair race to the public markets in early-2019. Lyft, much smaller than Uber and only active in the U.S. and Canada, has raised nearly $5 billion in venture backing from KKR, Mayfield, Didi Chuxing, Floodgate and others.

San Francisco-based Lyft has spent much of the last two years expanding rapidly across the U.S. market, as well as pursuing its autonomous vehicle ambitions.

Automation Anywhere: $550M

Automation Anywhere raised a monstrous $550 million Series A in 2018, with support from the SoftBank Vision Fund.

The only surprise to make this list is Automation Anywhere, a 15-year-old provider of robotic process automation. The company raised a total of $550 million in Series A funding, a large chunk of which came from the SoftBank Vision Fund, as well as NEA, General Atlantic and Goldman Sachs. The round valued Automation Anywhere at $2.6 billion. According to PitchBook, this was the first round of institutional backing for the San Jose, Calif.-based company.

In a conversation with TechCrunch, Automation Anywhere CEO Mihir Shukla said they were attracted to SoftBank because of Masayoshi So — the CEO and founder of SoftBank: “[He} has a vision and he is investing in foundational platforms that will change how we work and travel. We share that vision.”

Peloton: $500M

SAN FRANCISCO, CA – SEPTEMBER 06: Peloton Co-Founder/CEO John Foley speaks onstage during Day 2 of TechCrunch Disrupt SF 2018 at Moscone Center on September 6, 2018 in San Francisco, California. (Photo by Kimberly White/Getty Images for TechCrunch)

Peloton’s growth exploded in 2018 as it launched its $4,000 treadmill, doubled down on original fitness streaming content and raised an additional $500 million in equity funding at a $5 billion valuation. The New York-based startup, often referred to as the “Netflix of fitness,” has raised nearly $1 billion in venture capital funding in the six years since it was founded by John Foley. It’s backed by  L Catterton, True Ventures, Tiger Global and others.

It’s likely Peloton will take the public markets plunge in 2019 much like Uber and Lyft. Foley earlier this year told The Wall Street Journal that though he doesn’t have any concrete plans, 2019 “makes a lot of sense” for its stock market debut.

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A new solar technology could be the next big boost for renewable energy

Across the globe, a clutch of companies from Oxford, England to Redwood City, Calif. are working to commercialize a new solar technology that could further boost the adoption of renewable energy generation.

Earlier this year, Oxford PV, a startup working in tandem with Oxford University, received $3 million from the U.K. government to develop the technology, which uses a new kind of material to make solar cells. Two days ago, in the U.S., a company called Swift Solar raised $7 million to bring the same technology to market, according to a filing with the Securities and Exchange Commission.

Called a perovskite cell, the new photovoltaic tech uses hybrid organic-inorganic lead or tin halide-based material as the light-harvesting active layer. It’s the first new technology to come along in years to offer the promise of better efficiency in the conversion of light to electric power at a lower cost than existing technologies.

“Perovskite has let us truly rethink what we can do with the silicon-based solar panels we see on roofs today,” said Sam Stranks, the lead scientific advisor and one of the co-founders of Swift Solar, in a Ted Talk. “Another aspect that really excites me: how cheaply these can be made. These thin crystalline films are made by mixing two inexpensive readily abundant salts to make an ink that can be deposited in many different ways… This means that perovskite solar panels could cost less than half of their silicon counterparts.”

First incorporated into solar cells by Japanese researchers in 2009, the perovskite solar cells suffered from low efficiencies and lacked stability to be broadly used in manufacturing. But over the past nine years researchers have steadily improved both the stability of the compounds used and the efficiency that these solar cells generate.

Oxford PV, in the U.K., is now working on developing solar cells that could achieve conversion efficiencies of 37 percent — much higher than existing polycrystalline photovoltaic or thin-film solar cells.

New chemistries for solar cell manufacturing have been touted in the past, but cost has been an obstacle to commercial rollout, given how cheaply solar panels became thanks in part to a massive push from the Chinese government to increase manufacturing capacity.

Many of those manufacturers eventually folded, but the survivors managed to maintain their dominant position in the industry by reducing the need for buyers to look to newer technologies for cost or efficiency savings.

There’s a risk that this new technology also faces, but the promise of radical improvements in efficiencies at costs that are low enough to attract buyers have investors once again putting money behind alternative solar chemistries.

Oxford PV has already set a world-leading efficiency mark for perovskite-based cells at 27.3 percent. That’s already 4 percent higher than the leading monocrystalline silicon panels available today.

“Today, commercial-sized perovskite-on-silicon tandem solar cells are in production at our pilot line and we are optimizing equipment and processes in preparation for commercial deployment,” said Oxford PV’s CTO Chris Case in a statement.

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