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It’s finally here: The next-generation console.

Except, well, you can’t see the console.

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As expected, Sony tonight announced the PlayStation 4, the newest videogame console from the Japanese electronics maker.

However, no console was shown during the two-hour event. Sony instead appealed to its hard-core gaming audience with a string of new game titles.

We know the new PlayStation 4 includes an x86, 8-core AMD “Jaguar” CPU, an enhanced PC graphics processor and a secondary custom chip for background processing of digital titles. It comes with 8 gigabytes of internal memory. And its controller is a DualShock 4 controller with a touchpad and “3-D” camera-tracking.

Sony said the console has been in development for the past five years. But, aside from teasing that the console would be available in the 2013 holiday season, no additional details on price or availability were given.

There are some interesting new features to the PS4 system. It will offer the ability to “trim” portions of the game and share clips of the games with friends over social networks, in addition to sharing over the PlayStation network. And Sony, perhaps looking to revitalize its not-exactly-best-selling PS Vita, also showed how PS4 games can be played remotely on the handheld mobile device.

As expected, cloud gaming is also a part of the PS4 announcement: Gaikai co-founder and CEO Dave Perry appeared on stage to discuss how Gaikai, which Sony acquired last year, is being integrated to make game titles readily available in the cloud. Gamers will be allowed to try some titles before they buy.

PS4 games can be played remotely on the PS Vita.

PS4 games can be played remotely on the PS Vita.

The company kicked off the event stating that it marked a bold step forward for Sony as a company. “The living room is no longer the focal point of the PlayStation ecosystem,” said Sony’s president and CEO of Sony Computer entertainment Andrew House.

Despite that, Sony spent a good portion of its event on Tuesday showing off game trailers for exclusive console titles like Knack, Killzone Shadow Fall and Drive Club, showing more attention toward its hard-core gaming audience than video-streaming consumers or mobile game adopters. Executives from Capcom, Square Enix and Ubisoft also appeared on stage touting new game titles.

And Bungie, the game developer behind the popular Halo franchise, showed a new first-person shooter game called Destiny that will be available for PS4 and PS3.

The new PlayStation 4 console comes at a particularly perilous time for the traditional videogame industry. Gaming software sales, especially, have suffered due to the rise of cheap or free Web-based games, while Sony, Nintendo and Microsoft have allowed several-year gaps in between new consoles, causing some to question the relevance of the console.

An image from Killzone Shadow Fall, one of the new games exclusive to PS4.

An image from Killzone Shadow Fall, one of the new games exclusive to PS4.

Sony to date has sold more than 70 million PlayStation 3 units worldwide, and claims more than 110 million members in its PlayStation Network. But about two years ago, the company suffered a setback when roughly 77 million user accounts were hacked, causing the company to temporarily shut down the network. Sony later said the hack cost the company $171 million that fiscal year.

In January the NPD Group, a research firm that tracks videogame hardware and software but not digital sales, reported that the Microsoft Xbox 360 had outsold the other home consoles for the 25th month in a row. But that was a mere silver lining: Software and hardware sales overall were still down 13 and 17 percent, respectively, when adjusted for a four-week month.

Microsoft is also widely expected to roll out its own new console, possibly named the Microsoft Xbox 720, this year.

Let’s hope Microsoft shows off the actual console at its event.

It’s already pretty straightforward to set up a Square account, but the company wants to streamline the process of registering with its app even further.

Today, the company is launching “Business in a Box” — a package that includes a cash drawer, an iPad stand, card readers and an optional printer for printing receipts. It costs $299 for the readers and cash drawer, and $599 if you include the printer.

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Campaigners herald boost for accessibility of scientific information and say Aaron Swartz case gave momentum

The White House has announced that is expanding public access to federally-funded research. The move was heralded as a “landmark” by open-access advocates.

A new directive issued on Friday states that federal agencies which spend more than $100m in research and development must develop a way to make the results of such federally-funded research publicly available within one year of publication. This is similar to the National Institute of Health’s policy, which requires its research to be publicly available a year after it is published.

“I think at the core of this executive order is a real understanding by the administration of the value of enhancing access to scientific information,” said Kenneth Crews, director of Columbia University’s copyright advisory office.

The government invests billions of dollars in research and Crews said the directive will have major benefits for researchers and regular citizens. “Most of the important research today in the US is the result of federal funding,” he said. “The taxpayers definitely have an interest in having access to it.”

Public support for open-access issues increased after the open-internet advocate Aaron Swartz killed himself in January. At the time of his death, Swartz was facing up to 35 years in prison and a $1m fine, for downloading academic journal articles from the JSTOR database.

Open-access advocates have campaigned for legislation for nearly a decade. FASTR, a bill that would require federal agencies to make research public within six months of the publication date, was reintroduced in Congress last week.

“We’re happy to see the Obama administration take some direct action to move it forward more quickly than would have been feasible had it moved through the congressional process,” Crews said.

The White House said it has been looking into the issue for some time, and that an online petition on its We The People site was one of many factors that influenced the administration’s decision.

A White House statement said: “The final policy reflects substantial inputs from scientists and scientific organizations, publishers, members of Congress, and other members of the public – over 65 thousand of whom recently signed a We the People petition asking for expanded public access to the results of taxpayer-funded research.”

Nancy Sims, a copyright librarian at the University of Minnesota and a lawyer, has been hoping for a directive that applies to all federal agencies for several years. “This is definitely something that the University of Minnesota libraries, and I think a lot of research libraries, have been working towards for a long time and its great to see action at the White House level,” she said.

She said the Swartz case had added momentum to the open-access campaign. “I think that made the research-access question of greater interest to people who would not have been paying attention otherwise and to some politically active people who would not have been paying attention otherwise,” she said.

Heather Joseph, executive director of SPARC, a group that works to broaden public access to scholarly research, said in a statement that the directive was a “watershed moment”.

“The directive will accelerate scientific discovery, improve education, and empower entrepreneurs to translate research into commercial ventures and jobs,” Joseph said. “It’s good for our nation, our economy, and our future.”

By blending high and low art, Roy Lichtenstein tested the contradictions at the heart of our ideas about art. He was labelled a heretic, but half a century later, we get the joke

In November 2011, Roy Lichtenstein’s 1961 I Can See the Whole Room … and There’s Nobody in It! was sold by Christie’s for $43.2 million. The painting depicts a large back square, out of which a circle has been cut. From behind the circle peers the face of a jutting-jawed comic-strip man, illuminated by a bright background of yellow. He is looking through a peephole, at the viewer; above him a dialogue bubble declares that he can see no one in the room where we, presumably, are standing. The irony shoots in many directions, not least towards that perennial question demanded of modern art: is there any there there?

Painted in the same year as his breakthrough Look Mickey, the work in which Lichtenstein first discovered the possibilities of using cartoons and comic strips, I Can See the Whole Room … and There’s Nobody in It! encapsulates Lichtenstein’s wittiness and insight. The painting quotes abstract expressionism – the image suggests such seminal works as Kazimir Malevich’s 1915 Black Square – while entirely subverting its tone. The avant garde confronts kitsch, the old world confronts the new, the individual confronts the mass-produced, and the confrontational confronts the jocular, even as the visible is declaring its viewers invisible. But Lichtenstein is just as willing to efface the image, and its maker, as his audience: in his 1978 Self-Portrait, he puts a blank mirror where the artist’s head should be.

At the same moment that Lichtenstein was discovering that he could use popular culture to ask searching questions about concept, form and technique, Andy Warhol was, quite independently, also using cartoon in his experimental work: neither artist knew it yet, but Pop Art was about to spring fully formed from America’s forehead. The nation did not initially enjoy looking in the mirror that Lichtenstein and Warhol were thrusting toward it: in 1964, Life magazine asked of Lichtenstein, “Is he the worst artist in America?”

Half a century later, the first major exhibition since Lichtenstein’s death in 1997 has arrived at Tate Modern, having travelled from the Art Institute of Chicago, where it opened last year. Although it took a while for museums to warm to Lichtenstein’s then heretical blending of high and low art, the original and the copy, the serious and the trivial, satire and homage, mechanical and handmade, produced and reproduced, far-seeing connoisseurs recognised something new and exciting, and immediately began collecting him.

His work explores ideas of clich s and icons, the ersatz and the manufactured. In the beginning, cartoons and comic strips provided his source material, although he soon moved away from them. But he never abandoned his signature method, the Ben-Day dot (named after inventor Benjamin Day’s 1879 technique for reproducing printed images by using dots to recreate gradations of shading), ensuring that his work would remain as recognisable as it was quotable.

Lichtenstein’s paintings are far more technically demanding than it seems at first glance. His work was described by the critic Hal Foster as the “handmade readymade”: not industrially mechanised, but blending careful techniques of handwork (drawing, tracing, painting, emphasising brushstroke, line, and Ben-Day dot) with the reproduction and screening of found images. It is not art trouv but art retrouv : refashioned, recovered, reframed. And in the process, our simplistic distinctions between making and manufacturing begin to dissolve.

Like Marcel Duchamp before him, Lichtenstein was criticised for not producing original art but plagiarising the originals. Unlike Duchamp, however, Lichtenstein couldn’t even offer the avant-garde defence of aggressive “obscenity”: his work is resolutely unconfrontational, tonally serene, even when the subject matter (such as Drowning Girl or WHAAM!) is pain or violence. This led to persistent accusations of detachment, distance, a frigidity that some say makes his work hard to love. Conversely, others charge that Lichtenstein’s art is too lovable: too accessible, commercial, art “lite” for the merely acquisitive.

His work tests the contradictions at the heart of our ideas about art and taste: reproduction enables accessibility and democratisation (good), but prompts anxieties about vulgarisation and popularisation (bad). But vulgarisation, Lichtenstein said, was what he was exploring: “The colour range I use is perfect for the idea, which has always been about vulgarisation.” The Ben-Day dots, too, were meant to suggest the manufactured and simulated: “The dots I use to make the image ersatz. And I think the dots also may mean data transmission.” The work is “supposed to look like a fake, and it achieves that, I think,” he explained.

It is no coincidence that Lichtenstein’s painstaking, hand-made works about reproduction do not themselves reproduce well: when they are reproduced, they lose their individuality, specificity, scope and delicacy. But the ideas remain, and they are wiser and more prescient than is sometimes acknowledged. Along with the other pop artists, Lichtenstein helped to suggest that any representation is mediated, emphasising new ways of seeing in the age of the industrialised image.

What is the relationship between imagination and the images that have shaped it? As I Can See the Whole Room … and There’s Nobody in It! suggests, Lichtenstein asks questions about perception and environment: apertures and camera shutters, peepholes and voyeurism, frame and screens define the way we view our surroundings. “My work isn’t about form,” he once said. “It’s about seeing. I’m excited about seeing things, and I’m interested in the way I think other people saw things.”

What he saw, and saw others seeing, was mid-century America in all its tawdry grandeur: a brash, jazzy, garish world of bright colours and arrested motion, industrialised and mechanised, through which real human experience keeps pushing its way. Lichtenstein brings noise and narrative into painting, introducing time and motion into a still life. The sensibility of much of his work is not far from the mid-century Hollywood musical: an unnatural, stylised world of primary colours, formulae and clich s, featuring carefully designed outbursts of spontaneous emotion, painstakingly recreated. Lichtenstein’s meticulously hand-painted dots may be no more reminiscent of French pointillism than of Fred Astaire re-recording each tap in a tap dance for the film’s soundtrack. And like the Hollywood musical, his work has been accused of nostalgia, conservatism, appeasement, even as it is celebrated for its energy, technical skill and charm.

Roy Fox Lichtenstein was born on 27 October 1923, and raised in New York City, the son of affluent middle-class parents. It was the jazz age; Scott Fitzgerald was in the midst of the parties that would inspire The Great Gatsby. The young Lichtenstein grew up surrounded by that world of exploding mass culture and commercial advertisement, jazz and prohibition (the peephole in I Can See the Whole Room has suggested the speakeasy to some viewers). Surrounded by the art moderne of the 1930s, influenced by the geometrical, modernist world of art deco and futurism, Lichtenstein also loved the superheroes of radio and film serials, and the popular music of his day, especially jazz. One of his finest paintings, The Melody Haunts My Reverie, features one of his perfect blondes (recently, and accurately, likened to Betty Draper in Mad Men) crooning a line from “Stardust” by the great Hoagy Carmichael.

He studied art at Ohio State University until the second world war interrupted his studies. Sent to Europe, he worked as a draughtsman, among other duties, and encountered European art, including exhibitions of C zanne and Toulouse Lautrec in London. After the war, he returned to Ohio, where he completed his degree and taught art for the next 10 years, while he pursued his painting, searching for an original style. He returned to New York in 1957, and four years later had his breakthrough with Look Mickey.

When the dealer Leo Castelli took him on in 1961, Lichtenstein joined a group of artists that included Robert Rauschenberg and Jasper Johns, and whom Warhol would soon join and eclipse, at least in the celebrity stakes. For the next 45 years Lichtenstein remained at the forefront of the American art world. The conspicuous in America interested him, he said in 1965: “I think there’s the apparent lack of subtlety and sort of make-believe anti-sensibility connected with American art. I think this is a style and it does relate to our culture and I think it would be anachronistic maybe to pretend to be involved with subtle changes and modulations and things like that because it’s really not part of America.”

But such a statement was not necessarily a criticism. “The things that I have apparently parodied I actually admire,” Lichtenstein said, and humour is as central to his work as is a very American buoyancy. Even the 1963 Drowning Girl is defiant: “I don’t care! I’d rather sink – than call Brad for help!” the girl’s thought bubble declares. Lichtenstein added later that, as far as he was concerned, the drowning girl didn’t drown. This relentlessly sanguine perspective, his cheerful willingness to celebrate rather than to excoriate, continues to mean that some will always view him as a lightweight, an artist manqu who sold out to the juggernaut of American popular culture. But context is crucial to parody and pastiche: pastiche reframes the work of art both literally and metaphorically, making us look at it anew. As with most modern art, parody and pastiche mean that the artist must also be a critic, engaging with a tradition that has been inherited without being overwhelmed or suffocated by it.

And clich , Lichtenstein maintained from the start, was central to his work. He was fascinated by the possibilities of reanimating a dead metaphor, playing with the bromidic visual formulae of mass culture, asking questions about inarticulacy, probing the tension between surface and depth. For an artist so interested in reproduction, he also understood the dangers of repeating himself, and worked hard to keep reinventing his work by turning to new themes and source material.

Reimagining Monet’s iconic series of Cathedrals and Haystacks, for example, Lichtenstein explained that they were “meant to be manufactured Monets”, at the same time as they were “a play on cubist composition”, borrowing imagery from the 1930s. “The theme is hackneyed, which is part of the idea”: the Monets “deal with the impressionist clich of not being able to read the image close up – it becomes clearer as you move away from it.”

When he turned to Van Gogh’s famous room at Arles, Lichtenstein’s sense of humour itself became a way of exploring that painter’s romanticised “madness”. Lichtenstein painted Bedroom at Arles, not after The Artist’s Room at Arles, but after a postcard of it, offering a tongue-in-cheek explication of how his painting “improved” Van Gogh’s: “I’ve cleaned his room up a little bit for him; and he’ll be very happy when he gets home from the hospital to see that I’ve straightened his shirts and bought some new furniture. Mine is a rather large painting and his is rather small … His is much better, but mine is much bigger.” This might seem merely facetious, but it subverts our supposedly straightforward evaluative criteria, while affectionately poking fun at American values, reminding us that bigger is not always better.

Lichtenstein added in a more serious vein: “Where the Van Gogh is so emotional, and feverish, and spontaneous, my work is planned and premeditated, and painfully worked out.” Lichtenstein is a conceptual artist who uses conventional representations to explore his abstract concepts. He liked using cartoon symbols, such as seeing stars, or the curving lines that indicate an arm in motion, because, he said, they “related to the way the futurists would have portrayed motion. There are certain marks, like these, that I am fond of using because they have no basis in reality, only in ideas.” And yet they convey ideas about how to depict the most physical of our realities: motion, time, collision. When Lichtenstein is faulted for being emotionally reserved, this is to deny that humour has an emotional impact. It can be defensive, but it can also be a profound point of connection, connectedness, even of sorrow and regret, and certainly of self-deprecation in an art world often accused of overweening narcissism.

Look Mickey, in which Donald Duck exclaims that he’s hooked a big one, features Donald raptly leaning toward his own image in the water, a Narcissus confronted not by his face, but by the artist’s signature, a small, sardonic, “rfl.” Or take the famous Masterpiece, which features another Hitchcock blonde admiringly telling the square-jawed artist: “WHY, BRAD DARLING, THIS PAINTING IS A MASTERPIECE! MY, SOON YOU’LL HAVE ALL OF NEW YORK CLAMORING FOR YOUR WORK!” He wasn’t wrong, but he kept laughing at himself, and that in itself is a virtue worth preserving.

When Lichtenstein died of pneumonia at the age of 73, his last words were: “Well, here I go,” a sentiment that could have appeared in one of his dialogue bubbles – humorous and forward-looking to the end.

The USPTO has published a new patent application today from Google, which describes in comprehensive detail the complete system that would go on to become Google Glass, originally filed in August of 2011. The newly discovered patent describes not only individual components of Glass as we’ve seen previously, but the overall system, including display, frames, image projection and capture, wireless connections, sensors and more.

Some of the technical drawings included in the patent look a lot like the Google Glass we’ve come to know and love from its public appearance adorning sky divers and tech company founders who could be mistaken for jewel thieves. But others depict designs that resemble cheap paper 3D glasses, and hipster specs you might expect to see at Warby Parker. Google is clearly looking at multiple ways to bring Glass to market, aside from the sci-fi style visor it’s been showing around.

The text of the patent gets into extreme technical detail, offering a granular look at how Glass actually functions. It describes how the lens mounted display would operate in relation to the movement of a wearer’s head to keep the projected image consistent, and how objects in the real world can be overlaid with digital images to create augmented reality experiences. It goes into detail about various configurations of glasses arms and where the housing for the ‘brains’ of the device could be located relative to the rest of the glasses apparatus, and talks about building touch-sensitive surfaces into frame to accept user input.

Google also describes the limitations of current wearable tech interfaces in a section on background, which it uses to essentially give a reasoning for its creation of Google Glass. Existing systems were, in a word, deficient, according to the company’s filing:

Both head-mounted and heads-up displays can be connected to a video source that receives a video signal that the device can read and convert into the image that they present to the user. The video source can be received from a portable device such as a video player, a portable media player or computers [...] The functionality of these types of displays is, however, limited to passive actions wherein the display simply receives information from an external source and presents it to the wearer in limited forms. Accordingly, further advances in wearable devices including displays have been needed.

Some of the more interesting elements from the detailed description of the patent include alternative display methods. We’ve seen the use of lens-mounted displays in the current prototype, but the patent also describes alternatives including “a laser or LED source and scanning system [that] could be used to draw a raster display directly onto the retina of one or more of the user’s eyes.” That sounds a little terrifying but also potentially exciting.

Overall, the patent is primarily about locking down Google’s IP with respect to the Glass project in as technically detailed a manner as possible, but it’s an interesting read for gadget heads or engineers who want to learn more about the nitty-gritty background behind Google’s most daring consumer hardware project.

King.com, the casual social games maker, today is announcing a couple of milestones in its growth: the company’s Candy Crush Saga is now the number-one overall app on Facebook, on the back of 9 billion monthly gameplays across all of King.com’s titles — news that it has released at the same time that it has announced that Candy Crush Saga and another hit game, Bubble Witch Saga, would be going Japan and Korea with localized versions for iOS, Android, web and Facebook.

Asia is an important market for casual social games — and thus for King.com. The company says that it has already seen some 1 million daily active players of Candy Crush Saga in Hong Kong, which is equivalent to one-seventh of its population.

The stats on Candy Crush Saga leading the rest of the pack come from AppData statistics, which count usage based on Facebook log-ins.

Alex Dale, CMO for King.com, notes that Facebook-logins are used by many of those who play the the company’s games, but he would not spell out just how many that meant. Still, that King.com holds up Appdata’s numbers as a measure of how well it is doing indicates that it’s a representative enough sample. (The same could not be said in all cases, for example in a recent study of Instagram usage using data from Appdata.)

According to Appdata’s numbers, Candy Crush Saga is now number-one both in terms of daily active users and monthly active users. In DAUs, the game has 15.6 million users, coming some 1.4 million users ahead of the number-two app, Microsoft Live. In MAUs, it’s number-one with 43.5 million users, with Zynga’s in second at 38.4 million.

To put this into context, King.com has seen very rapid growth. Candy Crush Saga only launched an iOS edition in November 2012. It only entered Facebook’s top 10, with 1 billion gameplays per month, in October 2011.

In the wider scheme of things, however, King.com is still lacking the range of games that Zynga has to win on overall volumes. Zynga still tops the developer leaderboard with 259 million users for estimated MAUs, with King.com at number two with 99 million.

King.com’s approach, as has been the case with other developers of casual games, has been to develop socially focused games with “hundreds” of levels that users can access across different platforms with the experience remaining continuous throughout — so completing level 23 of Bubble Witch Saga, for example, on your iPhone, you can continue to play 24 on your work computer (firewall and micro-managing boss permitting).

“It is one of the key drivers behind the growth of our games,” Dale said earlier. “The players who do this are extremely engaged in the game playing on many different devices. We believe the level of synchronization we offer is unique.”

With some 250 million games now on the Facebook platform, this has made the social network into a formidable games platform, so it doesn’t look like King.com will look for ways of moving away from that as its focus any time soon. Dale also notes that it has a “fantastic mobile discovery mechanic,” with those who play Facebook games on desktop getting automatic offers to download their mobile versions through Facebook when the social network gets accessed on mobile.

We will have to see if King.com can weather the bigger issue around the fact that while casual social games as a category remain perennially popular, the same cannot be said for individual games.

Dale notes that King.com remains committed to trying out new games for more expansion of the catalog, although he wouldn’t comment on whether King.com would consider expansion in terms of platforms, beyond the four it covers today, except to note that audience size and base are two important factors.

Windows and BlackBerry are two obvious native mobile omissions at the moment, although King.com is certainly not the only developer to have passed those over for now.

Release below.

King.com Expands its Global Footprint with Local Game Releases in Asia

King.com’s Candy Crush Saga topples Windows Live Messenger for the coveted #1 most popular overall Facebook application by daily and monthly active user

San Francisco, CA & London, UK – February 21, 2013 – King.com, the leading casual social games company, today announces that it will be offering two of its most popular Facebook games, Candy Crush Saga and Bubble Witch Saga, in both the Japanese and Korean markets – localising the versions for each region. Mobile iOS (iPhone, iPad and iPod Touch) and Google Play (Android) versions of both localised games will be following shortly.

The company also announced that it has nearly doubled its monthly gameplays in less than a month, now seeing over 9 billion gameplays a month. Additionally, Candy Crush Saga has taken over as the largest application on Facebook amongst all categories – leading over Windows Live Messenger, Spotify, Yahoo! and others by daily and monthly active user according to AppData.

Separately, King.com announced that in Hong Kong more than 1 million daily players are already enjoying Candy Crush Saga even prior to the launch of the localized version – almost 1/7th of the entire population.

“We have been looking towards Asian markets for some time now and feel this is the perfect time to offer localized versions of our games in Japan and Korea,” said Riccardo Zacconi, co-founder and CEO of King.com. “We are delighted to see our hit game Candy Crush Saga being played by one out of every seven residents of Hong Kong. People have been literally asking strangers on the street to friend them and give them lives so they can continue playing the game without waiting.”

About King.com:
King.com is a worldwide leader in casual social games with more than 9 billion games played per month globally. King.com offers over 150 exclusive games in 12 languages through its premier destination, King.com (www.king.com), mobile devices (iOS and Android), Google Play, and Facebook, where it is a top 10 Facebook developer. The company is the exclusive provider of online games for leading global portals, websites and media companies. King.com has offices in London, Stockholm, Barcelona, Bucharest, Hamburg, Malta, Malmo and San Francisco. For more information, visit http://about.king.com.

Credit card company Visa is ramping up its partner program to help integrate its payments technologies in mobile devices and platforms. The new initiative, called the Visa Ready Partner Program, aims to help mobile device manufacturers, technology partners, mobile network operators, and others gain access to Visa IP, licenses and more.

While Visa has an existing program for the approval of mobile NFC-enabled devices, the company is revealing a new program to enable APIs, and SDKs for all mobile point-of-sale acceptance and payments. In addition, Visa has developed the new Visa Ready symbol to identify payment devices and solutions approved for use with Visa payments.

The program itself has a number of layers. First, it is a resource for developers to determine whether devices, software and and other technologies used to initiate or accept Visa payments are compatible with Visa’s requirements, which Visa says, varies by country. For financial institutions and merchants, the Visa Ready Partner Program will provide the ways that these companies can adopt and access tested and secure mobile payments solutions.

As part of the program, Visa will make APIs and SDKs available to allow mobile point of sale providers to connect to Visa via payments gateways CyberSource and Authorize.Net. Visa says it will also provide other tools, applications and services to help developers build products that are compatible with magnetic-stripe, EMV-chip, and contactless-card payments.

Visa is also streamlining its compliance testing process for both mobile NFC devices and secure chips that host the Visa payWave application. Part of this process includes establishing a required signal range for mobile NFC-enabled devices hosting the Visa payWave application.

Visa, which invested in payments company Square a few years ago, is looking for more ways to be part of the development process of new technologies as more companies and startups dip their toes in mobile payments products. This program is a way to work with developers to make sure they are developing secure products, and incorporating the ability to accept Visa into these payments portals.

Windows Phone 8 is Nokia’s big play for the future, but as a result of focusing on those devices and their higher-end target market, the company is giving up ground to firms like Huawei and ZTE with lower end devices. But the Finnish company may be looking to get its budget-friendly groove back with the introduction of new, basic handsets not based on Microsoft’s mobile OS, to be unveiled at MWC next week according to Reuters.

The tails of new models come from “company sources,” according to Reuters, and suggest Nokia will introduce “cut-price” hardware in multiple handsets, as well as a single new Lumia device on Windows Phone 8, but one designed with affordability in mind. Nokia already offers the budget Lumia 620, a $249 smartphone with Microsoft’s latest OS onboard, but that’s still over $200, whereas the average selling price of Nokia mobile phones in general was 31 in 2012, Reuters notes, with net sales of mobile phones accounting for 9.44 billion in sales in 2012 for the company.

Nokia has had tremendous success with its Series 40 line of devices, as Natasha noted in an article late last year, but even that market where it has traditionally been strong is under attack from rival manufacturers. Nokia is failing to attract audiences in its traditionally strong markets with even low-cost Lumia handsets. And it’s losing share fast to Huawei and ZTE, which are quickly charging up the ranks of global handset manufacturers thanks to an emphatic focus on lower end devices.

Nokia’s candle is burning at both ends, with the company facing threats in both smartphones and with low-end devices. The company said to “expect a lot of things” in 2013 based on the Series 40 platform at the end of 2012, and it looks likely we’ll see some of those things unveiled at MWC. A revamped Series 4 line could definitely help shore up its shrinking share of the under $100 market, and if a new Lumia can break the $200 barrier, we might see Nokia win back some precious smartphone share as well.

The “silly sideshow” around Greenlight Capital and Apple issuing preferred stock, as Apple CEO Tim Cook put it, will go on according to a ruling today by U.S. District Judge Richard Sullivan in NYC today. Sullivan sided with Greenlight Capital manager David Einhorn, blocking Apple from being able to proceed with a shareholder vote on whether or not the company can issue preferred stock.

In the now infamous “Proposal No. 2,” Apple would have taken away its ability to directly issue any preferred stock, instead putting that power in the hands of shareholders via a vote. Einhorn’s lawsuit challenged the proposal on the grounds that it violated SEC rules, by packing in the preferred shares issue with two other matters in a single proxy vote issue. Einhorn is angling for Apple to begin issuing preferred stock as a way to spread out more of Apple’s $137 billion stockpile to shareholders, looking for a perpetual 4 percent dividend on select shares.

For its part, Apple has been nothing but dismissive of the lawsuit spearheaded by Einhorn. In a keynote interview with Cook February 12th, the Apple CEO shared that he found the entire movement against Proposal No. 2 and a shareholder vote on preferred stock bewildering.

“[F]rankly I find it bizarre that we would find ourselves being sued for something that’s good for consumers,” Cook said. “I think it’s a … it’s a silly sideshow, honestly.” He went on to say that the entire thing was little more than a buzzing fly around Apple’s head. “We’re not going to do a mailing campaign on it,” he said. He characterized it as “a waste of shareholder money, and it’s a distraction, and it’s not a seminal issue for Apple.” Cook further added that the company would insist on a common vote from shareholders before any issuance of preferred stock, whether or not the proposal went through.

Judge Sullivan blocked the proposal from being voted on at the February 27 annual stockholders meeting, issuing a temporary injunction pending further investigation by the cour on the matter. Einhorn argues that Apple is missing out on delivering a lot of additional value to shareholders by blocking the proposal, but other shareholders don’t see the wisdom in the move.

“Our concern is that Apple’s proposal is a very pro- shareholder resolution that is being hijacked,” Rich Clayton, research director at CtW Investment Group, a company that advises funds owning some two million in Apple stock told Bloomberg in a recent interview. “It’s in no way, shape or form necessary to oppose shareholder Proposal 2 for [Einhorn's plan] to happen. Greenlight’s tactics don’t make a lot of sense.”

Greenlight Capital released the following statement regarding the Judge’s ruling today:

This is a significant win for all Apple shareholders and for good corporate governance. We are pleased the Court has recognized that Apple’s proxy is not compliant with the SEC’s rules because it bundles different matters in Proposal 2. We look forward to Apple’s evaluation of our iPref idea and we encourage fellow shareholders to urge Apple to unlock the significant value residing on its balance sheet.

As mentioned, Apple clearly sees little value in making a big deal out of this case against it, but Einhorn definitely doesn’t seem as eager to let things lie low. The shareholder meeting on February 27 could be the scene of some major fireworks, depending on how things proceed.

Framebench is a newly launched platform for creative collaboration, specifically aimed at those working in digital agencies and other creative design firms. There are a number of tools already available serving this industry (here’s a big list, for example), but Framebench’s focus on real-time communication, collaboration and sync gives it an edge.

CEO Rohit Agarwal likens the product as something of a Google Docs for the creative design industry. “Before Google Docs came into existence, you would probably email a document, and [a collaborator] would review it and send it back. Then came Google Docs, where in real-time you could communicate with the other person and edit a document together,” Agarwal explains. “The key innovation there was the real-time component, using technologies that were very, very new. That’s where the web is moving now,” he says. And that’s where Framebench aims to go, too.

Agarwal says that many of the tools for sharing creative designs are still stuck in the asynchronous era. You can mark up files and email them to other people, but multiple people can’t collaborate on those files in real-time, or communicate with each other directly via voice or text.

To address that problem, Framebench is combining some of the same tools found in online document creation software programs, with editing functions designed for creatives, as well as communication tools similar to things like Google talk or Skype.

From an online dashboard, users can delve into collections related to their project, and upload files or even the videos that they want to work on. The system supports simple editing tools, annotations, freestyle markup, and more, as well as file versioning. The team is currently working on a tool that will also allow users to quickly compare file versions, too.

On the right side of this collaboration screen is the IM-like feature which right now supports text-based chat, but next week will include a WebRTC-based web conferencing solution as well. That way, users won’t have to run a secondary program like Skype or get on the phone – they can voice chat directly in the main interface.

Agarwal also acknowledges that getting Framework to take off means getting the product fitted into to users’ current workflow. That’s why the company is actively integrating with other platforms, including Basecamp and Dropbox, as well as Clear from Prime Focus Technologies. It also recently just closed on a partnership with another early stage startup, the recently seed-funded DIY animation platform PowToon. Going forward, everyone who creates a video on PowToon will be able to collaborate on that video using Framebench.

Based in New Delhi, the team of now seven full-time employees is planning to hire UI experts and a sales team, the latter to help it grow through channels sales and partnerships. These additions will be funded through its own recent seed investment ($150,000) from local VC firm Blume Ventures, plus angel investors Maneesh Bhandari (SENA Systems founder), Anuj Pulstya, and Jai Natarajan. Natarajan will be especially helpful to Framebench, given his industry connections as CEO of CG animation shop Xentrix Studios (“Care Bears” on The Hub; BBC’s “Everything’s Rosie;” “Winx Club” on Nickelodeon).

Having just exited from private beta a week or so ago, Framebench currently has 1,250 users, including three larger advertising companies who are already on the platform. These users are just now reaching the end of their 30-day trials and are being asked to convert to paid plans. A basic free plan will remain, but those who need to store more files and videos can upgrade starting at $19 per month.

Interested users can also sign up here to start their own trial.

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