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Thursday, July 26, 2018

IGTV carousel funnels Instagram feed traffic to buried videos

IGTV didn’t get the benefit of being splayed out atop Instagram like Stories did. Instead, the long-form video hub is a bit more distant, located in a standalone app as well as behind a static orange button on the main app’s homescreen. That means users can go right on tapping and scrolling through Instagram without coming across IGTV’s longer videos that range up to an hour.

IGTV has only been out a month and Instagram’s feed has been around for 8 years so it makes sense to try to push views from the app’s core feature to this new one. That’s why Instagram is experimenting with a way to show off a carousel of IGTV videos in its main app’s feed. Spotted by app researcher Jane Manchun Wong, we asked Instagram about it. A spokesperson confirmed the existence of the carousel, and provided this statement: “We’re always testing new and different ways to surface interesting content for people on Instagram.”

The IGTV carousel appears below the Stories tray, pushing down the traditional feed so less of the first photo or video immediately appears on the screen. It shows a preview tile of the IGTV videos with overlaid titles and lengths, plus the creator’s name and profile pic. They look similar to Snapchat’s Discover page and the carousels of “Recent Stories” Instagram began running mid-feed last year.

By teasing IGTV’s actual content rather than just slapping a logo buton atop the screen, Instagram might get more users to check out the feature and standalone app. More views could in turn lure more content from creators. If they don’t see IGTV’s audience as significant, they won’t go to the trouble of shooting long-form vertical video for the platform or editing their landscape Instagram feed and YouTube videos for the format.

Given yesterday’s bloodbath of a Facebook earnings report, there’s more pressure than ever on Instagram to pull its weight. Facebook sunk to its slowest growth rate in history, losing users in Europe and going flat in North America. In fact, it revealed a new “family of apps audience” metric of 2.5 billion people using at least one of Facebook’s apps (Facebook, Instagram, WhatsApp, or Messenger) to distract from the bad news. That stat will let Facebook hide how younger users are abandoning it in favor of Instagram.

The big concern is that vertical videos and Stories are the future of content creation and consumption, but Facebook hasn’t figured out how to monetize these formats as well as its tried-and-true News Feed ads. Concerns about eyeballs shifting away from feeds faster than ad dollars contributed to Facebook’s 20 percent share price drop erasing $120 billion in market cap.

But Facebook’s saving grace, and the reason the stock might bounce back, is that it ruthlessly cloned Snapchat Stories for two years before it was obvious that it had to and now has 1.1 billion daily Stories users across its apps. If Facebook said Stories were the future but it was way behind, it could have been beaten down even worse by Wall Street.

Still, short-form Stories are best paired with short-form Stories ads. If it can make IGTV a hit, it could run longer o unskippable ads that earn it more. So you can expect to see more and more of IGTV in the Instagram feed.



from Social – TechCrunch https://ift.tt/2LGJGUS IGTV carousel funnels Instagram feed traffic to buried videos Josh Constine https://ift.tt/2mM3pV8
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SuperAwesome now offers kids brands an alternative to YouTube

SuperAwesome, the “kidtech” startup valued now at over $100 million, is today launching its own alternative to YouTube’s embedded video player. The technology is aimed at kids publishers – not consumers directly – and is part of the company’s larger platform of kid-safe technology. This includes tools for social engagement, parental controls, advertising, authentication, and more, all specifically designed for companies catering to kids.

The launch comes at a key time in the industry, as YouTube is now the subject of a class-action lawsuit over children’s privacy, and recently had an FTC complaint filed against it by 23 advocacy groups. The complaint says YouTube has been collecting data on children’s viewing patterns for years, in violation of federal law – meaning COPPA, aka the Children’s Online Privacy Protection Act.

The new player provided by SuperAwesome gives kids brands another choice amid all these questions over YouTube and its respect for children’s privacy.

Explains the company, the player does not capture data on children, nor does it breach regulations like COPPA (U.S.) or GDPR-K (E.U.).

The opportunity for SuperAwesome is fairly sizable here. Already, the company counts among its customer base over 190 kids’ brands like Crayola, Topps, Spin Master, Warner Bros., Hasbro, Disney, Roald Dahl, Mattel, Dreamworks, Penguin, and others. These companies use SuperAwesome’s platform and its tools for socially engaging, advertising and connecting with their under-13 audience.

“The demand for [the video player] has come directly from our customers and the player has been in beta testing for a while,” SuperAwesome CEO Dylan Collins tells TechCrunch.

As with its other tools, the kids’ publishers will be able to embed the new player within their own websites and apps, and then manage all their social content – including video – from SuperAwesome’s “PopJam” dashboard.

“To give you a sense of scale, the PopJam Connect platform is enabling tens of millions of kid-safe social engagements every month,” Collins adds.

The platform itself offers a set of basic tools for free, but larger companies pay for premium upgrades on a SaaS (software-as-a-service) basis. Because it’s working with so many big brands, SuperAwesome is now turning a profit. It’s expecting to grow 100 percent this year to reach a revenue run rate of $50 million, it recently said.

And it also just added Tim Weller, chairman of Trustpilot and Taptica, as its Chairman a few months ago, and announced former Upworthy CRO, Ben Zagorski as its North American Chief Revenue Officer.

SuperAwesome’s platform today is addressing an underserved audience: kids brands that need to abide by federal and international regulations around children’s privacy, but have had limited options in terms of technology that helps them do so.

That was the case with video in particular – there hasn’t really been a viable alternative to YouTube’s player that suits kids publishers’ needs.

“There are over 170,000 children going online for the first time every day and the kidtech ecosystem is growing equally quickly to make the broader internet compatible with this new audience,” noted SuperAwesome CTO Joshua Wohle in a statement about the player’s launch. “Many people misinterpreted children’s appearance on the internet as a temporary blip, whereas in reality it is a structural shift that is changing the landscape,” he said.

 

 

 



from Social – TechCrunch https://ift.tt/2LDBxk1 SuperAwesome now offers kids brands an alternative to YouTube Sarah Perez https://ift.tt/2uTNUyC
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Facebook acquires Redikix to enhance communications on Workplace by Facebook

Facebook had a rough day yesterday when its stock plunged after a poor earnings report. What better way to pick yourself up and dust yourself off than to buy a little something for yourself. Today the company announced it has acquired Redkix, a startup that provides tools to communicate more effectively by combining email with a more formal collaboration tool. The companies did not reveal the acquisition price.

Redkix burst out of the gate two years ago with a $17 million seed round, a hefty seed amount by any measure. What prompted this kind of investment was a tool that combined a collaboration tool like Slack or Workplace by Facebook with email. People could collaborate in Redkix itself, or if you weren’t a registered user, you could still participate by email, providing a more seamless way to work together.

Alan Lepofsky, who covers enterprise collaboration at Constellation Research, sees this tool as providing a key missing link. “Redkix is a great solution for bridging the worlds between traditional email messaging and more modern conversational messaging. Not all enterprises are ready to simply switch from one to the other, and Redkix allows for users to work in whichever method they want, seamlessly communicating with the other,” Lepofsky told TechCrunch.

As is often the case with these kinds of acquisitions, the company bought the technology  itself along with the team that created it. This means that the Redikix team including the CEO and CTO will join Facebook and they will very likely be shutting down the application after the acquisition is finalized.

After yesterday’s earning’s debacle, Facebook could be looking for ways to enhance its revenue in areas beyond the core Facebook platform. The enterprise collaboration tool does offer a possible way to do that in the future, and if they can find a way to incorporate email into it, it could make it a more attractive and broader offering.

Facebook is competing with Slack, the darling of this space and others like Microsoft, Cisco and Google around communications and collaboration. When it launched in 2015, it was trying to take that core Facebook product and put it in a business context, something Slack had been doing since the beginning.

To succeed in business, Facebook had to think differently than as a consumer tool, driven by advertising revenue and had to convince large organizations that they understood their requirements. Today, Facebook claims 30,000 organizations are using the tool and over time they have built in integrations to other key enterprise products and keep enhancing it.

Perhaps with today’s acquisition, they can offer a more flexible way to interact with platform and could increase those numbers over time.



https://ift.tt/eA8V8J Facebook acquires Redikix to enhance communications on Workplace by Facebook https://ift.tt/2uTtK7T

SuperAwesome now offers kids brands an alternative to YouTube

SuperAwesome, the “kidtech” startup valued now at over $100 million, is today launching its own alternative to YouTube’s embedded video player. The technology is aimed at kids publishers – not consumers directly – and is part of the company’s larger platform of kid-safe technology. This includes tools for social engagement, parental controls, advertising, authentication, and more, all specifically designed for companies catering to kids.

The launch comes at a key time in the industry, as YouTube is now the subject of a class-action lawsuit over children’s privacy, and recently had an FTC complaint filed against it by 23 advocacy groups. The complaint says YouTube has been collecting data on children’s viewing patterns for years, in violation of federal law – meaning COPPA, aka the Children’s Online Privacy Protection Act.

The new player provided by SuperAwesome gives kids brands another choice amid all these questions over YouTube and its respect for children’s privacy.

Explains the company, the player does not capture data on children, nor does it breach regulations like COPPA (U.S.) or GDPR-K (E.U.).

The opportunity for SuperAwesome is fairly sizable here. Already, the company counts among its customer base over 190 kids’ brands like Crayola, Topps, Spin Master, Warner Bros., Hasbro, Disney, Roald Dahl, Mattel, Dreamworks, Penguin, and others. These companies use SuperAwesome’s platform and its tools for socially engaging, advertising and connecting with their under-13 audience.

“The demand for [the video player] has come directly from our customers and the player has been in beta testing for a while,” SuperAwesome CEO Dylan Collins tells TechCrunch.

As with its other tools, the kids’ publishers will be able to embed the new player within their own websites and apps, and then manage all their social content – including video – from SuperAwesome’s “PopJam” dashboard.

“To give you a sense of scale, the PopJam Connect platform is enabling tens of millions of kid-safe social engagements every month,” Collins adds.

The platform itself offers a set of basic tools for free, but larger companies pay for premium upgrades on a SaaS (software-as-a-service) basis. Because it’s working with so many big brands, SuperAwesome is now turning a profit. It’s expecting to grow 100 percent this year to reach a revenue run rate of $50 million, it recently said.

And it also just added Tim Weller, chairman of Trustpilot and Taptica, as its Chairman a few months ago, and announced former Upworthy CRO, Ben Zagorski as its North American Chief Revenue Officer.

SuperAwesome’s platform today is addressing an underserved audience: kids brands that need to abide by federal and international regulations around children’s privacy, but have had limited options in terms of technology that helps them do so.

That was the case with video in particular – there hasn’t really been a viable alternative to YouTube’s player that suits kids publishers’ needs.

“There are over 170,000 children going online for the first time every day and the kidtech ecosystem is growing equally quickly to make the broader internet compatible with this new audience,” noted SuperAwesome CTO Joshua Wohle in a statement about the player’s launch. “Many people misinterpreted children’s appearance on the internet as a temporary blip, whereas in reality it is a structural shift that is changing the landscape,” he said.

 

 

 



https://ift.tt/2LDBxk1 SuperAwesome now offers kids brands an alternative to YouTube https://ift.tt/2uTNUyC

Snapchat “Storytellers” program pairs creators with advertisers

{rss:content:encoded} Snapchat “Storytellers” program pairs creators with advertisers https://ift.tt/2LTwl8j https://ift.tt/2LnswMx July 26, 2018 at 03:04PM

Snapchat hopes to boost ad spend by connecting businesses with its top independent creators, but it won’t take a cut of deals it helps arrange. Today Snap Inc launches its “Snapchat Storytellers” pilot program that will introduce brands to five of the app’s most popular content makers including Mplatco, Cyrene Q, and Shonduras. They’ll star in ads for Stories and Discover or provide creative direction to brands with their expertise gleaned from gathering audiences of millions over the past few years in exchange for cash. Top creators can often earn tens of thousands of dollars or more for deals with brands.

The program is late but a smart move for Snapchat, since it needs to educate businesses about how to make great Stories ads. These often require stylish vertical video that’s a big creative jump from the tiny photo, link, and text ads many are accustomed to, or even the pithy landscape videos they’ve learned to make for YouTube or Facebook. If creators can help brands make great looking ads that perform well, those businesses will be more likely to spend a lot more on Snapchat.

That’s critical for the public company which lost $385 million last quarter and missed its revenue estimate by $14 million when it brought in $230 million. With Facebook’s Snapchat Stories clones from Instagram and WhatsApp depressing Snap’s user growth rate to a measly 2.9 percent (its lowest rate ever), the company will have to figure out how squeeze more dollars out of each user it already has.

Meanwhile, if Snap extends the program to more creators, it could be a good way to help them monetize and stay loyal to the platform. YouTube has long offered ad revenue shares and Facebook’s ad breaks let creators insert commercials into their videos for a cut of money. Both are experimenting with subscription patronage and tipping options to help creators earn money. Facebook recently launched its Brand Collabs manager that offers an entire search engine of creators that brands can sort by audience demographics.

But Snapchat still doesn’t have any of these options, and its Storytellers program looks half-hearted in comparison. As the social media influencer space matures, many creators are sick of giving away their content for free, and will bring their best work to whatever network helps get them paid.

Still, Snap will take a relatively hands-off approach in terms of how deals between brands and creators are struck. It’s not going to take a cut, nor will creators get locked into exclusivity contracts with Snap or the businesses. Basically, Snap is adding the five creators that include Geeohsnap and Georgio Copter to its Creative Partners list alongside ad agencies and creative studios. If advertisers express interest in a creator, Snap will make an introduction then leave them to work out the deal.

It’s dumbfounding that Snapchat waited this long to launch this program, and it didn’t even come up with it. It was the weirdo “gummy money” former Vine star Shonduras that suggested Snapchat build the program during its first Creators Summit back in May. That shows how out of touch with the creator community Snap was until now. If it can’t grow its user count quickly, it should be doing everything it can to keep creators and advertisers from straying to Facebook’s Stories platforms with a lot more users.

Snapchat “Storytellers” program pairs creators with advertisers

Snapchat hopes to boost ad spend by connecting businesses with its top independent creators, but it won’t take a cut of deals it helps arrange. Today Snap Inc launches its “Snapchat Storytellers” pilot program that will introduce brands to five of the app’s most popular content makers including Mplatco, Cyrene Q, and Shonduras. They’ll star in ads for Stories and Discover or provide creative direction to brands with their expertise gleaned from gathering audiences of millions over the past few years in exchange for cash. Top creators can often earn tens of thousands of dollars or more for deals with brands.

The program is late but a smart move for Snapchat, since it needs to educate businesses about how to make great Stories ads. These often require stylish vertical video that’s a big creative jump from the tiny photo, link, and text ads many are accustomed to, or even the pithy landscape videos they’ve learned to make for YouTube or Facebook. If creators can help brands make great looking ads that perform well, those businesses will be more likely to spend a lot more on Snapchat.

That’s critical for the public company which lost $385 million last quarter and missed its revenue estimate by $14 million when it brought in $230 million. With Facebook’s Snapchat Stories clones from Instagram and WhatsApp depressing Snap’s user growth rate to a measly 2.9 percent (its lowest rate ever), the company will have to figure out how squeeze more dollars out of each user it already has.

Meanwhile, if Snap extends the program to more creators, it could be a good way to help them monetize and stay loyal to the platform. YouTube has long offered ad revenue shares and Facebook’s ad breaks let creators insert commercials into their videos for a cut of money. Both are experimenting with subscription patronage and tipping options to help creators earn money. Facebook recently launched its Brand Collabs manager that offers an entire search engine of creators that brands can sort by audience demographics.

But Snapchat still doesn’t have any of these options, and its Storytellers program looks half-hearted in comparison. As the social media influencer space matures, many creators are sick of giving away their content for free, and will bring their best work to whatever network helps get them paid.

Still, Snap will take a relatively hands-off approach in terms of how deals between brands and creators are struck. It’s not going to take a cut, nor will creators get locked into exclusivity contracts with Snap or the businesses. Basically, Snap is adding the five creators that include Geeohsnap and Georgio Copter to its Creative Partners list alongside ad agencies and creative studios. If advertisers express interest in a creator, Snap will make an introduction then leave them to work out the deal.

It’s dumbfounding that Snapchat waited this long to launch this program, and it didn’t even come up with it. It was the weirdo “gummy money” former Vine star Shonduras that suggested Snapchat build the program during its first Creators Summit back in May. That shows how out of touch with the creator community Snap was until now. If it can’t grow its user count quickly, it should be doing everything it can to keep creators and advertisers from straying to Facebook’s Stories platforms with a lot more users.



from Social – TechCrunch https://ift.tt/2LnswMx Snapchat “Storytellers” program pairs creators with advertisers Josh Constine https://ift.tt/2LTwl8j
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Samsung teases Note 9’s extended battery life in new video spot

{rss:content:encoded} Samsung teases Note 9’s extended battery life in new video spot https://ift.tt/2LR586r https://ift.tt/2Acxer9 July 26, 2018 at 02:00PM

Based on the many, many Galaxy Note 9 leaks we’ve seen in the past few weeks and months, it seems like a pretty safe bet that the upcoming phablet won’t look all that different from its predecessors. The phablet does, however, appear to have a lot going under the hood.

The most recent piece of news hinted at a massive 4,000 mAh battery — marking a 700 mAh jump over its predecessor. That’s some pretty rarified on-board battery air right there. The first in a series of quick video spots for the handset does appear to confirm an increased capacity, without going into any specifics. And, naturally, it takes Apple to task in the process. That’s just Samsung’s M.O. these days. 

A sizable jump in battery is notable for one key reason, of course. Samsung’s been pretty cautious on that front ever since all of those Note 7s started exploding a few years back. The company apologized profusely, before instituting a bunch of new safety mechanisms in the process. Since then, it hasn’t…played with fire, so to speak.

From the looks of it, however, the company’s August 9 event could change all of that.

Spotify hits 180M users but loses €394M in tepid Q2 earnings

Spotify is racing to sign up users before Apple Music can, even at the expense of its finances. Spotify’s second quarter as a public company saw mixed performance compared to estimate as it reached 83 million paid subscribers, up 40 percent year-over-year and up 8 million from its 75 million count last quarter. Spotify now has 180 million total users, coming in at the high end of its guidance with a 5.9 percent quarter-over-quarter growth rate, though it added fewer users than last quarter.

But Spotify saw trouble with its finances. The company had €1.27 billion ($1.49 billion) in revenue, up 26 percent year-over-year and in line with estimates, but it missed big on EPS where it saw a loss of -€2.20 compared to estimates of -€0.68. Spotify saw a net loss of €394 million and operating loss of €91 million this quarter, showing it’s still a ways off from becoming profitable under the heavy strain of its high royalty payments to record labels and artists. Spotify shares were down about 0.8 percent in pre-trading hours.

 

For comparison, Apple Music has 40 million subscribers, though is rumored to now possibly have more in the US than Spotify. Spotify now says it has 31 percent of its subscribers, or 25 million in North America as a whole.

Forecasts for Q3 see the company expecting 188 to 193 million users and 85 million 88 million paid subscribers, with €1.2 billion to €1.4 billion in revenue. During the earnings call, CEO Daniel Ek explained that it’s not a record label, “nor do we have any interest in becoming a label”, dispelling myths that it was becoming one because it licensed music directly from artists who own their own rights. Ek said these deals were not exclusive.

Instead, Ek said that Spotify’s strategy to grow its margin beyond what’s allowed by its royalty rates is to grow the number of creators on its platform, the number of creators that use its audience management and promotion tools, and the number of creators that pay for those tools. Essentially, Spotify has to use its massive audience across paid and ad-supported tiers to lure artists to pay it for help reaching them instead of the other way around.

As for podcasts, where Spotify may not have to pay as much to creators, Ek said “it’s growing really, really fast” but that that it was unclear exactly how big the opportunity is long-term.

Spotify’s average revenue per user also dropped 12 percent this quarter. because it used promotions like a $13 bundled subscription with Hulu to attract more subscribers. Still, that could be a smart bet for Spotify long-term. Music isn’t going anywhere, so whichever streaming service can lock in subscribers now by gathering personalization data and getting them to build playlists could earn monthly fees from them long into the future.



https://ift.tt/2Ogp04B Spotify hits 180M users but loses €394M in tepid Q2 earnings https://ift.tt/2LngUsQ

Snap40 raises $8M for its AI-powered patient monitoring solution

Snap40, a Scottish startup that has developed an AI-enabled wearable device to help health professionals monitor patients either on the hospital ward or at home, has raised $8 million in seed funding. The round is led by ADV, with participation from MMC Ventures, and brings total funding to $10 million.

Originally launched as a clinical pilot in August 2016, the Snap40 hardware and software platform initially set out to enable hospitals to monitor patients whose health is at risk of rapidly deteriorating while on ward, but has since expanded to increasingly focus on what happens after a patient is discharged, in addition to monitoring clinical trials.

Claiming to have the same accuracy as ICU monitoring, the wearable device captures oxygen saturation, respiration rate, pulse rate, temperature, movement and posture. In addition to onboard sensors, the Snap40 platform offers integrations with other devices e.g. a BP cuff, weighing scales, a glucose monitor. It then feeds this real-time data to the cloud where it is analysed by the company’s proprietary algorithms to identify if a patient’s health is at risk and alert a physician proactively.

In a call with Snap40 co-founder and CEO Christopher McCann he explained that where a patient has left hospital after an acute illness or has a long-term health condition, this can ultimately help to reduce hospital re-admission. In more extreme cases, it can also directly save lives.

Let’s take cardiac arrest, for example. McCann cites a report published by the U.K. National Confidential Enquiry into Patient Outcome and Death (NCEPOD) in 2012 that found physiological instability (e.g. elevation of respiration rate or a decrease in blood pressure) was present six hours prior to arrest in 62 percent of patients and twelve hours prior to arrest in 47 percent. Conversely, that instability had not been picked up on in 36 percent of cases where earlier recognition could have improved outcomes.

As another example, Sepsis, which McCann says is the number one cause of hospital readmission in the U.S., can be detected via an elevation in temperature, respiration rate or pulse rate and a drop in blood pressure or oxygen saturation. But in about 95 percent of patients in hospital, those measurements are only collected every 4 or 8 hours. And once the patient goes home, they are never collected.

“We give the physician access to both real-time and historical, trending data for the patient all on their mobile phone,” McCann says. “We wanted to create an experience where they could pull their phone out of their pocket and instantly pull up everything on a patient and allow them to see both acute changes e.g. now and long-term chronic changes over time”.

One interesting aspect of the Snap40 device is that it captures the rawest data possible (ie the actual waveforms), leaving the conversion of this data into tangible vital signs, such as respiration or pulse rate, to the company’s own software and machine learning models running in the cloud. This means that vital sign generation is easily upgradable as it is further refined and new correlations are derived from the large amount of historical data the company is amassing.

“We use non-invasive sensors to monitor the patient, transmitting the raw signal waveforms to our cloud platform, all of which we store for analysis,” says McCann. “We then use vital-sign specific machine learning models to generate each vital sign. Because we have the raw signal waveforms, this also means we can build and train new models and release new vital signs as software updates — this is quite like the Tesla model where they ship new software updates to their car that lets the car go faster”.

While Snap40’s use of machine learning/AI is currently limited to automating existing, repeatable well-defined tasks (e.g. the robust collection and generation of vital signs), moving forward the company wants to use AI to do things that aren’t humanly possible. For example, it is using historical data to build models that can predict patient deterioration based on what’s happened before across many thousands of patients.

McCann says the company is excited by the idea of being able to predict the likelihood of someone with lung disease developing an acute exacerbation of their condition. “If we can do this, with high sensitivity/specificity, then we can wrap this into a digital therapeutic, otherwise known as software as a drug… This is a whole new challenge, from a regulatory, technological and societal perspective”.

(A “digital therapeutic” is defined as software that is scientifically proven to provide some kind of positive change in someone’s health condition, either by seeking to modify the patient’s behaviour e.g. more exercise or more rest etc., or direct some other call to action, such as using a conventional device or drug in a specific way to elicit a measurable change.)

Meanwhile, Snap40 plans to use the new funding to more than double its headcount by the end of 2018, hiring in all areas of the business. The company has an office in New York and its headquarters are in Edinburgh, Scotland. Its target customer is mainly healthcare providers in the U.S., although the startup also works with NHS Trusts in England.



https://ift.tt/eA8V8J Snap40 raises $8M for its AI-powered patient monitoring solution https://ift.tt/2mJA4dK

LG Mobile’s losses continue but now sales are falling too

{rss:content:encoded} LG Mobile’s losses continue but now sales are falling too https://ift.tt/2AcgMr2 https://techcrunch.com/wp-content/uploads/2018/07/lg-mobile-struggle-continues.png?w=390 July 26, 2018 at 10:53AM

Korean electronics giant LG is soaring to new heights, but its mobile division continues to lag well behind the rest of the company and the signs aren’t promising.

LG’s latest financials released today recorded another quarter of success with operating profit jumping 16 percent year-on-year to hit KRW 771 billion ($715.1 million) as overall sales rose 3.2 percent across the group. LG said its sales and profit for the first half of 2018 are at all-time highs but — and you knew a but was coming… — its smartphone division remains a significant loss-maker.

The company’s mobile and communications division — which houses LG Mobile — posted yet another quarter in the red. Sales of KRW 2.07 trillion ($1.92 billion) represented an annual drop of 23 percent, while the division carded an operating loss of KRW 185.4 billion, or $171.95 million.

That’s compared to a quarterly profit of KRW 407 billion ($377.48 million) for LG’s home entertainment business and a KRW 457.2 billion ($424.04 million) profit for its home appliance unit, which are LG’s two stand-out business units.

There’s nothing new here, losses are commonplace for LG Mobile.

It hasn’t been break-even or profitable since 2014. Those losses have been cut by some degree since the company shook up the division with new leadership in November 2017, but there’s plenty to worry about with sales dipping noticeably over the past two quarters of business.

This time around in Q2, LG put its mobile losses down to “the slowing growth of the global smartphone market and a decline in mid- to low-end smartphone sales in Latin America.” While it claimed that the size of the operating loss was down to investments in sales and marketing ahead of the release of its next flagship devices.

There’s a hint a reorganization — perhaps even layoffs — as the company added that it would “seek to further improve its business structure” as it aims prepares to push its LG G7 ThinQ and LG V35 ThinQ devices worldwide and get ready for those new launches.

More changes are on their way, you’d imagine, as LG is surely looking for a way to stem the bleeding but also retain a mobile business has certainly been iconic despite its struggles in recent times. Perhaps the answer is a downsizing in a similar style to Sony in 2016. Back then, the Japanese firm was losing even more than LG is per quarter but it began to be more strategic with its new device launches and target sales markets. The end result of that strategy was an end to the big losses and a more sustainable mobile business.

Enterprise barcode scanner startup Scandit raises a $30 million Series B

“Augmented reality for enterprise” is the sort of phrase that surely hits all of the right neurological pleasure centers for VCs. No surprise, then, that Scandit just raised a $30 million Series B, in a round led by GV (née Google Ventures) and NGP Capital. That joins a previous $13 million raise for the Zurich-based startup.

We highlighted the company back in early 2017. At the time, its mission was focused on focused on weaning enterprises off of pricey proprietary scanning hardware — instead, its technology leveraged standard smartphones with custom software on top. AR has also always been a key part of the Scandit picture.

The company has focused on the Microsoft Hololens and other wearable displays as ways to help streamline warehouses. “A number of data capture use cases for HoloLens come to mind,” the company wrote in a 2016 blog post. “For example, a warehouse associate with a HoloLens headset could be directed with virtual markers to the correct items. They could then use the built-in HoloLens camera for hands-free scanning. HoloLens could also indicate where an item should be placed once it is scanned, or deliver additional information about scanned objects.”

This latest round will go toward growing the company globally and introducing its technology across various mobile platforms or “any camera-equipped device,” as it puts it in a press release tied to the news.

“This new funding will enable us to keep up our rapid growth, but also, looking at the bigger picture,” says CEO Samuel Mueller, “it’s going to increase the overall adoption of mobile computer vision and augmented reality in the enterprise, which will help to streamline operations and lead to cost savings.”



https://ift.tt/eA8V8J Enterprise barcode scanner startup Scandit raises a $30 million Series B https://ift.tt/2OhPHG0

Wednesday, July 25, 2018

Apple’s Search Ads expand to six more markets in Europe and Asia

{rss:content:encoded} Apple’s Search Ads expand to six more markets in Europe and Asia https://ift.tt/2LC25SM https://ift.tt/2A863xZ July 26, 2018 at 01:00AM

In December, Apple introduced a new pay-per-install ad product called Search Ads Basic aimed at smaller developers, to complement the existing Search Ads product, which then became known as Search Ads Advanced. Today, the company is expanding Search Ads to more countries, including France, Germany, Italy, Japan, South Korea, and Spain, bringing the total number of countries where Search Ads is available to thirteen.

In addition to the U.S., Search Ads Advanced had already expanded to Australia, Canada, Mexico, New Zealand, Switzerland, and the U.K.

Developers in the newly supported countries will be able to create campaigns using Search Ads Advanced starting on July 25, 2018 at 4 PM PDT, with those campaigns appearing on the App Store starting August 1, 2018 at 4 PM PDT.

Meanwhile, Search Ads Basic will be available across all thirteen supported countries starting on August 22, 2018 at 10 AM PDT.

To encourage sign-ups, Apple is offering first-time advertisers a $100 USD credit to try out the product.

While the first version of Search Ads launched back in October 2016 in the U.S., the idea behind the newer “Basic” product was to offer developers a different – and simpler – means of reaching potential customers.

Search Ads was originally designed to allow developers to target users’ keyword searches, combined with other factors like location, gender or whether or not they had installed the app in the past. Developers would pay when users tapped on those targeted ads.

With the launch of Search Ads Basic, it’s easier to set up campaigns.

Developers only have to enter the app to be advertised, the campaign’s budget, and how much they want to pay per install. Apple helps by suggesting the max developers should pay using historical data. Then, developers only pay for actual installs, not taps.

Although the App Store was redesigned with the launch of iOS 11 to offer improved discoverability, search is still a key way people find out about apps.

Apple says that over 70 percent of App Store visitors use search to discover apps, in fact, and 65 percent of all downloads come directly from an App Store search.

The ads work well, too, as they have an over 50 percent conversion rate, on average, says Apple.

Apple’s advantage over the pay-per-install ads found elsewhere on the web isn’t only the ads’ placement – at the top of App Store searches, where they’re identified with a blue background and “Ad” icon – it also manages this without violating user privacy. That is, it doesn’t build specific profiles on individuals for ad targeting purposes, and it doesn’t share user data with developers. By its nature, this makes the system GDPR compliant.

In addition, Apple only places an ad when it’s relevant to a user’s search – developers can’t pay more to have their ad shown more often across less relevant searches, which offers a more level playing field.

Apple didn’t say when Search Ads would reach other countries, but with the new expansions it has some of the top markets now covered.

 

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