Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

China's Huawei expects profit jump after reporting drop in 2011

HONG KONG (Reuters) - China's Huawei Technologies Co Ltd, the world's No.2 telecom equipment maker, expects a 2012 profit gain after reporting a sharp drop a year ago, thanks to new projects and increased sales in high-end mobile phone markets such as Japan.
Net profit is expected to be around $2.4 billion, rotating and acting Chief Executive Officer Guo Ping said in a New Year message to employees on Friday. That would be a rise of 29 percent from 11.6 billion yuan ($1.86 billion) in 2011, based on his forecast.
Revenue is expected to exceed $35 billion, Guo said. In 2011, sales rose 11.7 percent to 203.9 billion yuan, or about $32 billion.
Privately held Huawei and its crosstown rival ZTE Corp have been expanding their footprint in the global telecom equipment and mobile phone sectors over the past few years.
While Huawei has boosted sales and gained market share in Europe, Africa and Asia, it ran into a few obstacles last year in other markets such as the United States and Australia due to national security and cyber espionage concerns.
Slower telecom spending stemming from a weak global economy and stiff competition in the increasingly crowded mobile phone sector have also weighed on the outlook of equipment providers and handset manufacturers.
"We should devote our limited energy to specific business objectives, and avoid the impulse to expand business blindly," Guo said. "Managers who expand business blindly must be held accountable."
Last October, ZTE, the world's fourth-biggest maker of mobile phones and No.5 telecom equipment maker, reported its biggest quarterly loss since it was listed due to narrowing margins, project delays and accounting changes in China.
Guo did not provide a breakdown of the revenue figures by business segment. Huawei is expected to announce audited figures in the next few months, although no date has been set yet.
Rival Ericsson has yet to report its full-year figures, so it is unclear whether the Chinese company had surpassed the Swedish giant as the top telecom equipment maker in the world.
Huawei was founded in 1987 by Ren Zhengfei, a former People's Liberation Army officer. Huawei has denied repeatedly any links with the Chinese military and says it is a purely commercial enterprise.
In a message to employees a year earlier, Ren said Huawei had initiated a system that allows top executives to take turns acting as chief executive, paving the way for a smooth management handover when Ren eventually retires. ($1 = 6.2303 Chinese yuan)
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Samsung, Nokia and others hit with fresh patent infringement lawsuit

InterDigital (IDCC) on Thursday filed a complaint with the U.S. International Trade Commission against Samsung (005930), Nokia (NOK), Huawei (002502), and ZTE (000063) for selling devices that allegedly infringe upon seven of its 3G and 4G wireless patents. The company has asked the ITC to block sales of the infringing products, which incorporate WCDMA, CDMA2000, LTE and Wi-Fi technologies. The ITC has 30 days to decide whether it will launch an investigation into the claims. InterDigital also filed a similar lawsuit in the United States District Court for the District of Delaware, seeking a permanent injunction and damages based on willful infringement.
[More from BGR: Samsung confirms plan to begin inching away from Android]
“Wireless technology continues to advance at tremendous speed based on the contributions that InterDigital and others have made to core connectivity technology,” said Lawrence F. Shay, President of InterDigital’s patent holding subsidiaries. “For InterDigital, that effort represents roughly one billion dollars of research and development involving hundreds of wireless engineers over decades. While the vast majority of our dozens of licensees recognize our contributions and choose to license our portfolio based on discussions alone, in some cases we’re forced to resort to legal action.”
[More from BGR: ‘iPhone 5S’ to reportedly launch by June with multiple color options and two different display sizes]
Earlier this week, Research In Motion (RIMM) extended its existing patent licensing agreement with the firm to cover 4G LTE technology, allowing RIM to use InterDigital’s patents in its upcoming BlackBerry 10 products. It was reported in 2011 that Apple (AAPL), Google (GOOG) and Samsung were all looking into purchasing the company and its 8,800-patent portfolio, however no acquisition was ever completed.
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China Huawei espera aumento de ganancias tras caída en 2011

HONG KONG (Reuters) - La empresa china Huawei Technologies Co Ltd, la segunda empresa de equipos de telecomunicaciones más grande del mundo, espera un aumento de ganancias en el 2012 tras haber reportado una fuerte caída en el período anterior, gracias a nuevos proyectos e incrementos de ventas en mercados de teléfonos móviles de alta gama como Japón.
La utilidad neta alcanzaría los 2.400 millones de dólares, dijo el viernes el actual y rotativo presidente ejecutivo de la firma, Guo Ping, en un mensaje de Año Nuevo para los empleados. La cifra implicaría un aumento del 29 por ciento respecto a los 11.600 millones de yuanes (1.860 millones de dólares) del 2011, según su pronóstico.
Los ingresos excederían los 35.000 millones de dólares, indicó Guo. En el 2011, las ventas crecieron un 11,7 por ciento a 203.900 millones de yuanes, o alrededor de 32.000 millones de dólares.
Huawei y su vecina rival ZTE Corp han estado expandiendo su presencia en los sectores globales de equipamiento telefónico y teléfonos móviles en los últimos años.
Aunque Huawei ha aumentado sus ventas y ha ganado terreno de mercado en Europa, Africa y Asia, el último año se topó con algunos obstáculos en otros mercados como Estados Unidos y Australia, como consecuencia de preocupaciones en torno a la seguridad nacional y el espionaje cibernético.
El desacelerado gasto en telecomunicaciones derivado de una economía global débil y una feroz competencia en el cada vez más atestado sector de telefonía móvil también pesaron sobre las proyecciones de proveedores y fabricantes de equipamiento.
"Deberíamos dedicar nuestra energía limitada a objetivos comerciales específicos y evitar el impulso de expandir el negocio ciegamente", remarcó Guo.
En octubre pasado, ZTE, el cuarto fabricante de teléfonos móviles más importante del mundo y el quinto en el sector de equipamiento de telecomunicaciones, reportó su peor pérdida trimestral desde que empezó a cotizar en bolsa como consecuencia de márgenes más pequeños, retrasos en proyectos y cambios contables en China.
Guo no dio un detalle sobre los ingresos por segmento comercial. Huawei anunciaría sus cifras auditadas en los próximos meses, aunque todavía no hay fecha para eso.
Su rival Ericsson aún no ha reportado sus cifras anuales, con lo cual no está claro si la empresa china logró superar al gigante sueco como el principal fabricante de equipamiento de telecomunicaciones del mundo.
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Wii U finally gets Nintendo’s TVii service on December 20th

After a month-long delay, Nintendo (NTDOY) will launch its Nintendo TVii service for the Wii U on December 20th in the U.S. and Canada. Nintendo TVii is the company’s take on organizing all of the various video streaming and DVR services a user might subscribe to and then displaying them in an easy-to-navigate touchscreen-based interface on the Wii U GamePad. With Nintendo TVii, Nintendo hopes to make content discovery an easier task, rather than a chore. At the same time, Nintendo TVii will offer new “second-screen” experiences (similar to Xbox SmartGlass) with built-in social sharing options to Facebook (FB), Twitter and the Wii U console’s Miiverse. [More from BGR: BlackBerry 10 browser smokes iOS 6 and Windows Phone 8 in comparison test [video]] [More from BGR: LG’s woeful comeback attempt] Nintendo TVii will support Amazon (AMZN) Instant Video, Hulu Plus and cable and satellite providers on Thursday, but Netflix (NFLX) and TiVo (TIVO) support won’t hit the U.S. until “early 2013.” Nintendo didn’t state when TVii support for the latter two will hit Canada. For the consumer’s sake, we hope the download for Nintendo TVii doesn’t take as long as past system updates. Nintendo’s press release follows below. Nintendo Makes TV Smart and Social – Nintendo TVii Launches Dec. 20 New Wii U Service Gives Every Member of the Family His or Her Own Personalized, Easy-to-Use Second-Screen Viewing Experience REDMOND, Wash.–(BUSINESS WIRE)–The company that changed how we play is about to change how we watch. On Dec. 20, Nintendo will introduce Nintendo TVii, a free, integrated service for the recently launched Wii U console that combines what you watch and how you watch into one seamless, second-screen experience on the revolutionary new Wii U GamePad controller. The rapid increase in both the quality and availability of video entertainment content – hundreds of satellite and cable channels, a seemingly endless amount of video-on-demand options – has made finding something to watch a complex and occasionally frustrating process. The solution to this problem is coming from perhaps an unexpected place: a video game console. “After Dec. 20, you’ll never look at your TV the same way again,” said Nintendo of America President and COO Reggie Fils-Aime. “Wii U owners have already experienced the transformative effect that the GamePad has on game play and social interaction. Nintendo TVii shows how the integrated second screen of the GamePad can also transform and enhance the TV viewing experience. Welcome to the new world of TVii.” Nintendo TVii maximizes Wii U owners’ current cable, satellite and video-on-demand services by pulling all of their available content sources – such as a Comcast cable package or Hulu Plus subscription – into one place. This empowers Wii U owners to focus on whatthey want to watch and not how they want to watch. And once users find the show, sporting event or movie they want, they press an icon and Nintendo TVii does the rest. In addition to greatly simplifying finding and watching video content, Nintendo TVii also includes a series of social features that enable Wii U owners to share experiences and exciting moments with friends as they are happening on live TV. People can engage with others by commenting and sharing on Miiverse, Facebook and Twitter. Or they can comment, post or tweet about an incredible touchdown, a remarkable performance or a shocking plot twist, all using the personal screen of the Wii U GamePad. Nintendo TVii requires no additional equipment and can be enjoyed with very little setup, demonstrating what’s possible when the second screen is truly integrated with the TV. Wii U owners can also discover more information about what they’re watching by easily accessing information on the GamePad via an Internet connection, including cast details, movie reviews from Rotten Tomatoes and sports data such as live stats and scores. Nintendo TVii launches in the United States and Canada on Dec. 20. At launch, the service will support cable and satellite providers in both regions, as well as direct integration with Amazon Instant Video and Hulu Plus subscriptions in the United States. Further integration with Netflix subscriptions and TiVo are expected in early 2013 in the United States. Wii U owners with a Netflix subscription can still access the Netflix application from the Wii U system’s main menu and enjoy their favorite content accordingly. All elements of the Nintendo TVii service are included in the purchase price of the Wii U system. Users will define which services they currently subscribe to – including the channel lineup in their cable package and video-on-demand service subscriptions – as part of the setup process.
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Shooting renews argument over video-game violence

WASHINGTON (AP) -- In the days since the massacre at Sandy Hook Elementary School in Newtown, Conn., a shell-shocked nation has looked for reasons. The list of culprits cited include easy access to guns, a strained mental-health system and the "culture of violence" — the entertainment industry's embrace of violence in movies, TV shows and, especially, video games. "The violence in the entertainment culture — particularly, with the extraordinary realism to video games, movies now, et cetera — does cause vulnerable young men to be more violent," Sen. Joe Lieberman, I-Conn., said. "There might well be some direct connection between people who have some mental instability and when they go over the edge — they transport themselves, they become part of one of those video games," said Gov. John Hickenlooper of Colorado, where 12 people were killed in a movie theater shooting in July. White House adviser David Axelrod tweeted, "But shouldn't we also quit marketing murder as a game?" And Donald Trump weighed in, tweeting, "Video game violence & glorification must be stopped — it is creating monsters!" There have been unconfirmed media reports that 20-year-old Newtown shooter Adam Lanza enjoyed a range of video games, from the bloody "Call of Duty" series to the innocuous "Dance Dance Revolution." But the same could be said for about 80 percent of Americans in Lanza's age group, according to the Pew Internet and American Life Project. Law enforcement officials haven't made any connection between Lanza's possible motives and his interest in games. The video game industry has been mostly silent since Friday's attack, in which 20 children and six adults were killed. The Entertainment Software Association, which represents game publishers in Washington, has yet to respond to politicians' criticisms. Hal Halpin, president of the nonprofit Entertainment Consumers Association, said, "I'd simply and respectfully point to the lack of evidence to support any causal link." It's unlikely that lawmakers will pursue legislation to regulate the sales of video games; such efforts were rejected again and again in a series of court cases over the last decade. Indeed, the industry seemed to have moved beyond the entire issue last year, when the Supreme Court revoked a California law criminalizing the sale of violent games to minors. The Supreme Court decision focused on First Amendment concerns; in the majority opinion, Justice Antonin Scalia wrote that games "are as much entitled to the protection of free speech as the best of literature." Scalia also agreed with the ESA's argument that researchers haven't established a link between media violence and real-life violence. "Psychological studies purporting to show a connection between exposure to violent video games and harmful effects on children do not prove that such exposure causes minors to act aggressively," Scalia wrote. Still, that doesn't make games impervious to criticism, or even some soul-searching within the gaming community. At this year's E3 — the Electronic Entertainment Expo, the industry's largest U.S. gathering — some attendees were stunned by the intensity of violence on display. A demo for Sony's "The Last of Us" ended with a villain taking a shotgun blast to the face. A scene from Ubisoft's "Splinter Cell: Blacklist" showed the hero torturing an enemy. A trailer for Square Enix's "Hitman: Absolution" showed the protagonist slaughtering a team of lingerie-clad assassins disguised as nuns. "The ultraviolence has to stop," designer Warren Spector told the GamesIndustry website after E3. "I do believe that we are fetishizing violence, and now in some cases actually combining it with an adolescent approach to sexuality. I just think it's in bad taste. Ultimately I think it will cause us trouble." "The violence of these games can be off-putting," Brian Crecente, news editor for the gaming website Polygon, said Monday. "The video-game industry is wrestling with the same issues as movies and TV. There's this tension between violent games that sell really well and games like 'Journey,' a beautiful, artistic creation that was well received by critics but didn't sell as much." During November, typically the peak month for pre-holiday game releases, the two best sellers were the military shooters "Call of Duty: Black Ops II," from Activision, and "Halo 4," from Microsoft. But even with the dominance of the genre, Crecente said, "There has been a feeling that some of the sameness of war games is grating on people." Critic John Peter Grant said, "I've also sensed a growing degree of fatigue with ultra-violent games, but not necessarily because of the violence per se." The problem, Grant said, "is that violence as a mechanic gets old really fast. Games are amazing possibility spaces! And if the chief way I can interact with them is by destroying and killing? That seems like such a waste of potential." There are some hints of a growing self-awareness creeping into the gaming community. One gamer — Antwand Pearman, editor of the website GamerFitNation — has called for other players to join in a "Day of Cease-Fire for Online Shooters" this Friday, one week after the massacre. "We are simply making a statement," Pearman said, "that we as gamers are not going to sit back and ignore the lives that were lost."
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Nintendo’s amazing triumph in Japan may doom the company

Nintendo’s amazing triumph in Japan may doom the company According to Japanese gaming bible Famitsu, Nintendo 3DS sold 333,000 units in the week ending December 16. Sony’s PS Vita limped along at 13’000 units. The new Wii U did an OK 130,000 units and PS3 managed 46,000 units. The utter hardware domination of the 3DS is reshaping the Japanese software market. Franchises that were thought to be fading have been revitalized in their portable versions. The 3DS version of the ancient “Animal Crossing” series, famed for being the game where nothing happens, hit a staggering 1.7 million units last week in Japan. “Inazuma Eleven” sold 170,000 units in its launch week, up from 140’000 units its DS version managed in 2011. [More from BGR: RIM, HTC and Nokia could all be headed the way of Palm] Nintendo’s portable console 3DS had a muted start in its home market in the spring of 2011. Many thought that Sony would have a fair shot at competing with Nintendo once Playstation Vita launched at the end of 2011. But once Nintendo executed an aggressive price cut for 3DS in the summer of 2011 and then launched a large-screen version of the console in mid-2012, the gadget has grown into a godzilla in Japan, demolishing both Sony Vita and aging tabletop console competition. [More from BGR: BlackBerry 10 browser smokes iOS 6 and Windows Phone 8 in comparison test [video]] 3DS is doing well also in America, where its lifetime sales are moving close to the 6 million unit mark this holiday season. According to NPD, the 3DS sales in the US market topped 500,000 units in November. That’s a decent number, though far from the torrid volume the portable is racking up in its home market. The US November video game software chart was dominated by massive home console juggernauts: new installments of Call of Duty, Halo and Assassin’s Creed franchises shifted more than 13 million units in retail. At the same time, the Japanese software chart remains in a Nineties time warp, dominated by Nintendo’s musty masterpieces: Super Mario Brothers, Pokemon, Animal Crossing, etc. Japanese and American tastes have always been different. But what we are witnessing now is a particularly fascinating divergence. American consumers are spending more of their time and money on smartphone and tablet games, while console game spending is increasingly focusing on massive, graphically stunning blockbuster titles on Xbox360 and PS3. The casual gamers are shifting to mobile games, while hardcore gamers remain attracted to sprawling epics on home consoles. The overall video game spending in America keeps declining month after month, as casual titles and mid-list games slide. But the Triple A whales like Call of Duty series are doing better than ever. In Japan, Nintendo has been able to battle back iPhone and Android game invasion with a nostalgic series of portable games that basically recycle the biggest hits of Eighties and early Nineties. Mario, Pokemons and other portable heroes are slowly losing their grip on US and European consumers. But in Japan, some form of national nostalgia is keeping Nintendo on track. The problem here is that the Japanese success of the 3DS may now be convincing Nintendo that it does not have to rethink its business strategy. The smartphone and tablet game spending continues growing explosively across the world. Unlike console games, mobile game sales in China are legal. The global gaming spending is shifting towards new hardware platforms even as console mammoths like Halo still reign in America. At this critical juncture, Nintendo has managed to cocoon its home market in a web of nostalgia, turning the 3DS console and its Eighties left-over franchises into epic bestsellers yet again. This means that there is no sense of urgency to push Nintendo into rethinking its long-term plans. The company may continue simply ignoring the smartphone and tablet challenge, designing new portable consoles and the 28th Mario game to support it. 20 years ago, Japan’s insularity doomed its chances to succeed in the mobile phone business. Ithe idiosyncratic nature of Japan may now be leading its biggest entertainment industry success astray.
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Nintendo’s amazing triumph in Japan may doom the company internationally

According to Japanese gaming bible Famitsu, Nintendo (NTDOY) 3DS sold 333,000 units in the week ending December 16, while Sony’s (SNE) PS Vita limped along at 13,000 units, the new Wii U did an okay 130,000 units and the PlayStation 3 managed to sell 46,000 units. The utter hardware domination of the 3DS is reshaping the Japanese software market. Franchises that were thought to be fading have been revitalized in their portable versions. The 3DS version of the ancient Animal Crossing series, famed for being the game where nothing happens, hit a staggering 1.7 million units last week in Japan. Inazuma Eleven sold 170,000 units in its launch week, up from 140,000 units its DS version managed in 2011. [More from BGR: RIM, HTC and Nokia could all be headed the way of Palm] Nintendo’s portable console 3DS had a muted start in its home market in the spring of 2011. Many thought that Sony would have a fair shot at competing with Nintendo once Playstation Vita launched at the end of 2011. But once Nintendo executed an aggressive price cut for 3DS in the summer of 2011 and then launched a large-screen version of the console in mid-2012, the gadget has grown into a Godzilla in Japan, demolishing both Sony Vita and aging tabletop console competition. [More from BGR: BlackBerry 10 browser smokes iOS 6 and Windows Phone 8 in comparison test [video]] 3DS is doing well also in America, where its lifetime sales are moving close to the 6 million unit mark this holiday season. According to NPD, the 3DS sales in the United States topped 500,000 units in November. That’s a decent number, though far from the torrid volume the portable is racking up in its home market. The U.S. November video game software chart was dominated by massive home console juggernauts: new installments of Call of Duty, Halo and Assassin’s Creed franchises shifted more than 13 million units in retail. At the same time, the Japanese software chart remains in a ’90s time warp, dominated by Nintendo’s musty masterpieces: Super Mario Brothers, Pokemon, Animal Crossing, etc. Japanese and American tastes have always been different. But what we are witnessing now is a particularly fascinating divergence. American consumers are spending more of their time and money on smartphone and tablet games, while console game spending is increasingly focusing on massive, graphically stunning blockbuster titles on Xbox360 and PS3. The casual gamers are shifting to mobile games, while hardcore gamers remain attracted to sprawling epics on home consoles. The overall video game spending in America keeps declining month after month, as casual titles and mid-list games slide. But the Triple A whales like the Call of Duty series are doing better than ever. In Japan, Nintendo has been able to battle back iPhone and Android game invasion with a nostalgic series of portable games that basically recycle the biggest hits of ’80s and early ’90s. Mario, Pokemons and other portable heroes are slowly losing their grip on U.S. and European consumers. But in Japan, some form of national nostalgia is keeping Nintendo on track. The problem here is that the Japanese success of the 3DS may now be convincing Nintendo that it does not have to reconsider its business strategy. The smartphone and tablet game spending continues growing explosively across the world. Unlike console games, mobile game sales in China are legal. The global gaming spending is shifting towards new hardware platforms even as console mammoths like Halo still reign in America. At this critical juncture, Nintendo has managed to cocoon its home market in a web of nostalgia, turning the 3DS console and its Eighties left-over franchises into epic bestsellers yet again. This means that there is no sense of urgency to push Nintendo into rethinking its long-term plans. The company may continue simply ignoring the smartphone and tablet challenge, designing new portable consoles and the 28th Mario game to support it. Twenty years ago, Japan’s insularity doomed its chances to succeed in the mobile phone business. And now the idiosyncratic nature of Japan may be leading its biggest entertainment industry success astray.
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North Korean Video Game Has Western Ties

Video games represent a true luxury for most North Koreans living in a country where even the elite have only hours of electricity each day. That has not stopped a Western company in the capital city of Pyonyang from creating what may be the first North Korean game widely available online. The game, called "Pyongyang Racer," is a simple Web browser game that allows players to drive a car around North Korea's capitol city of Pyongyang, according to Beijing Cream. Players must avoid hitting cars and collect gasoline in the form of petrol barrels to keep their run going as long as possible — all while getting warnings from one of Pyongyang's famously picturesque traffic girls. "Pyongyang Racer" has an unusual development history as a video game. The North Korean programmers who made the game work for Nosotek, a Western company that describes itself as the "first western IT venture" in North Korea. Nosotek's North Korean programmers previously made mobile-phone games based on the Hollywood films "The Big Lebowski" and "Men in Black." Those games ended up getting published through a subsidiary of Rupert Murdoch's News Corp (owner of Fox News), according to Bloomberg News. Nosotek claims to have "attracted the cream of local talent as the only company in Pyongyang offering Western working conditions and Internet access." That would likely be true in North Korea, given the nuclear-armed country's pariah status among Western countries and businesses. The Nosotek website also praises the advantages of working in North Korea because "IP secrecy and minimum employee churn rate are structurally guaranteed." Translation: North Korean programmers would likely never leave Nosotek with the company's intellectual property secrets because they have practically no other employment options. Nosotek built the game for Koryo Tours, a company based in Beijing, China, to distribute "Pyongyang Racer" through the Koryo Tours website. Koryo Tours is currently the leading company that runs tours of secretive North Korea for Westerners and other foreigners. "This game was developed in 2012 and is not intended to be a high-end technological wonder hit game of the 21st century, but more a fun race game (arcade style) where you drive around in Pyongyang and learn more about the sites and get a glimpse of Pyongyang," Koryo Tours said on the game's website.
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