In short, when a user applies one of the six standard licenses, which range from "attribution" to "attribution with noncommercial and no derivatives," it gives those who intend to use the video elsewhere a specific set of rules for what they can do with it--all without having to first contact the creator for explicit permission.
Snapfish, which was acquired by HP in 2005, has long had its own video-sharing tools, as well as a burgeoning photo-printing business. However, a business was never built around the site's video-sharing tools, which were used mostly for private sharing among friends and families.
Motionbox, on the other hand, began as a free and paid video offering, with a side business for selling DVDs and even flipbooks made out of user videos.
Alongside Motionbox's consumer offering, the company also ran a … Read more
Thought 1080p video on YouTube was big? Think bigger.
YouTube on Friday announced that its player now supports 4k, a standard resolution for films that measures 4096x3072 pixels. As YouTube Engineer Ramesh Sarukkai explained in the announcement on YouTube's official blog, "4K is nearly four times the size of 1080p," and it dwarfs even Imax, which projects films in the slightly smaller 2k format, with its 2048?1080-pixel resolution.
OpenFeint, the free social-networking layer that can be found on a large number of iOS games, is headed to Google's Android platform.
According to the company, Android developers will be getting the same version of the OpenFeint SDK that's available for iOS developers. The Android release will also include the game discovery tools, and a micropayments system that was introduced as part of OpenFeint X platform back in February.
iPhone, iPod Touch, and iPad users who have ventured onto the App Store in the past year have undoubtedly noticed OpenFeint's presence, as the service has been built … Read more
In a note to Woot employees, founder Matt Rutledge said, "We plan to continue to run Woot the way we have always run Woot--with a wall of ideas and a dartboard. From a practical point of view, it will be as if we are simply adding one person to the organizational … Read more
SOUTH SAN FRANCISCO--While the release of the iPhone 4 may have taken some of the wind out of Apple's iPad marketing sails, developers are still scrambling to produce apps for the new tablet device. One of the biggest problems to crop up though, is how much of a priority the iPad continues to be, versus creating something for the iPhone--or another platform first.
At first blush the reasoning behind this seems simple: there are just more iPhones and iPod Touches out there than the iPad can hope to approach in the next few years. Especially after this past weekend, where Apple announced that it sold 1.7 million iPhone 4s in just three days; that's compared to the 3 million iPads Apple sold after its first 80 days on the market. Any developer hoping to make a profit out of their first app knows full well there are more potential customers where there are more devices.
But there's more to the problem than size. It's that developing apps, and games in particular, for the iPad, is very different than it is on the iPhone. Not in the software or familiarity when coming from the iPhone, but in how the game ends up playing on a bigger screen. And to make the really great apps for either device does not always mean they'll port over well to either platform--at least according to developers and industry insiders at Monday's inaugural iPad Games Summit in South San Francisco.
Take for example Playfirst, the makers of the popular Diner Dash series. At the Summit, Playfirst's lead game designer Dana Nelson explained to the crowd that the company had had great ambitions of including complex, gesture-based minigames as part of one of its Dash iPhone games, but that in the end, the small-screen real estate proved to be a problem. When moving their Diner Dash title up to an iPad, Nelson explained that they tried out the mechanic again, and finally found a set of simple gestures and a "can't fail" game mechanic that worked. The only problem was that it couldn't be ported back over to the iPhone--at least not in a way that they've figured out yet.
For any developer, that difference creates problems when developing a game, since you can't always scale things up and hope it will still play the same. Peter Farago, the vice president of Flurry Analytics, which has been tracking the usage habits of Apple's hardware (including the iPad prior to its release), echoed similar concern during a panel about market research. He emphasized that iPhone games, even when scaled up, tend not to translate well to the larger hardware based on the ergonomics of the device. "It's a one-button philosophy. You hold the iPhone in one hand, so a game like Doodle Jump where you can use the accelerometer, or [something else] with a button or two works well," he said. "Games we think work better [on the iPad] are Words with Friends and real-time strategy games like a Command and Conquer where it was a mouse, and a point-and-click experience."
Farago's solution? Just start from scratch, and build a title that's been designed from the ground up for that hardware.
Though according to Jason Spero, who is the vice president and North American general manager of Google-owned AdMob, that's not always as important as good timing. Spero suggested going one step further. Using the iPhone and iPod Touch as recent examples, Spero said developers in search of early success should design apps timed for the launch of these new devices that take advantage of the specialized hardware. Then "camp outside of Apple, with a sign that says 'feature me!'" to get a chance at being a promoted application.
The "holy grail" though, which was referenced several times throughout the day, was something far deeper than a pat on the back from Apple, and arguably a goal that developers on any platform could try to reach. "You want to be that app that people want to fire up to show off to their friends," explained Playfirst's director Chris Williams. "The one that helps them justify purchasing that $500 device." … Read more
Gamers spending days straight in front of the couch is nothing new. Only in recent years, however, has it been put to good use in raising money for charity.
One such effort, called the "Mario Marathon" just kicked off its third-annual event on Friday, and will run through the weekend (or possibly longer). From a living room in Lafayette, Ind., Brian Brinegar, John Groth, and Chris Deckard plan to play through nine different games in Nintendo's Mario series, which span 809 levels; all with no stops in the action except to switch discs and cartridges.
As the … Read more
Updated at 4:57 p.m. PDT with a statement from a Facebook spokesperson.Updated at 6:31 p.m. PDT with a statement from a Twitter spokesperson.
A new feature within Twitter's Facebook app that let users find who among their friends has a Twitter account has been put on ice by Facebook.
The feature would cull through Facebook contacts and compare the list of names to users on Twitter, offering up things like Twitter profile information and a link to follow. Now, trying to use the app on the popular social network brings up a message that … Read more
Flickr is unveiling a dramatic face lift on Wednesday that takes the Yahoo-owned photo-sharing site into the wide-screen era. Both photo pages and the site's home page have been stretched out to accommodate users with wider screens, as well as to put more of an emphasis on what users have uploaded.
Photos now get 640 pixels of width, instead of the previous 500, which makes for a 30 percent increase in size. While seemingly a small boost when compared to the originals of photos (which can stretch to close to 10 times that size), that extra space ends up … Read more
Eager to get your hands on the latest and greatest version of Apple's iOS for your iPhone or iPod Touch? Apparently you're not alone, as CNET readers, Twitter users, and our own staff members have been experiencing heavily extended download times, as well as download failures on the software update.
For this reporter, the start-to-finish time to grab Apple's 378MB iOS 4 firmware update (which is one of Apple's biggest yet) was estimated at 4 hours and 29 minutes, averaging 20KB to 30KB downloaded per second. It also had to be restarted twice, due to connection … Read more