Pandora has complained for years that royalties for internet-only radio stations are too steep. It may have found an end run around the problem, however: it just bought an FM radio station in South Dakota. The company's Chris Harrison argues that the deal will make ASCAP and music labels offer Pandora the same songwriting licenses that they do to rivals like iHeartRadio, which allegedly gets better terms through its traditional broadcasting roots. Opponents argue that Pandora is simply trying to dodge fair compensation through the buyout, although the streaming service claims to have been forced into more than one unfair rate hike with current licensing. Whatever the truth, Pandora is racing against the clock -- competition won't get any easier when built-in services like iTunes Radioare on the way.
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Wednesday, June 12, 2013
Pandora buys FM radio station to lower royalty rates for streaming music
Pandora has complained for years that royalties for internet-only radio stations are too steep. It may have found an end run around the problem, however: it just bought an FM radio station in South Dakota. The company's Chris Harrison argues that the deal will make ASCAP and music labels offer Pandora the same songwriting licenses that they do to rivals like iHeartRadio, which allegedly gets better terms through its traditional broadcasting roots. Opponents argue that Pandora is simply trying to dodge fair compensation through the buyout, although the streaming service claims to have been forced into more than one unfair rate hike with current licensing. Whatever the truth, Pandora is racing against the clock -- competition won't get any easier when built-in services like iTunes Radioare on the way.
Hands-on with EVR, a spaceship dogfighting game demo built for Oculus Rift HD
We've seen plenty of demos showcasing the Oculus Rift, but actual gameplay experience with the VR headset has been tough to come by. We first heard about a spaceship dogfighting game called EVR being built for the Oculus Rift by game studio CCP a couple months ago. And, today at E3 we finally got to put a dev unit to its intended use playing the game.
As we noted before, it's a Wing Commander-style game featuring 3v3 gameplay in open space and amongst asteroid field. Upon donning the Oculus Rift and a pair of Razer Kraken headphones, we found ourselves sitting in the cockpit of our very own starfighter. Looking around, we could see the sides of the launch tube, our digital hands manning the flight controls, and looking down revealed our legs and even the popped collar of our flight jacket. In previous Rift demos, we couldn't see our digital avatar, but being able to do so in EVR really added to the immersiveness of the experience.
Once we shot off into space, however, Rift-based gameplay really began to shine. We've never been particularly adept at flight sims on flat screens -- performing barrel rolls and flying in a loop have caused many a crash in our day. However, we experienced no such disorientation when we executed similar maneuvers in EVR due to our ability to change our view as we looked out of our ship's canopy. Additionally, EVR takes advantage of the Rift's three-axis motion tracking by allowing you to target enemies by moving your head to look at them. In practical terms, this meant that we could be flying in one direction, while locking on and firing missiles at an enemy flying perpendicular to us simply by tracking it with our gaze. Overall, the demo was thoroughly enjoyable, and gave us a taste of what the Oculus Rift brings to a gaming experience.
So, will we see EVR built out to a fully fleshed title? Maybe. Its makers built the game using 20-percent time at work and put in plenty of hours on the weekend to put it together in seven weeks. While they'd love to build a full game, it'll remain a design exercise until Rift is closer to a commercial reality, when CCP will make the final call. However, the game has been designed with higher-res displays in mind, and they've had it running at 1080p on flat screens, so it's ready for future Oculus Rift hardware.
Netflix streaming user profiles to launch this summer, make account sharing easier HD
Ask Netflix Vice President of Product Innovation Todd Yellin what makes the streaming giant special, and he'll start telling you about algorithms, test groups and suggestion engines. "It's the revolution of TV," he explained to us at E3. "They used to send out a TV show and then they'd have no freaking idea who was watching it, how much they were watching ... it was just Nielsen diaries." A woefully inaccurate way to track content consumption, Yellin suggested. Netflix, on the other hand, can tell what folks are watching, when they are watching it, for how long and even on what device. Netflix uses all this information to offer users extremely specific suggestions and categories based on their recent use. The problem is, many families share a single account, and all their different tastes mix into a nonsensical mess. "You and your wife might have very different tastes," Yellin explained. "Why can't you have a profile, and she has a profile?" Separating the users on the family account would allow each user to get tailored suggestions based on their personal viewing experience. "We're finally launching it this summer."
Yellin pulled out an iPad, and showed the user-based sorting in action. It's pretty simple: loading up the app offers the user a one touch choice between profiles, which then drops into that person's tailored Netflix experience. Profiles can be aged locked, ensuring that profiles for children will only load up Netflix's kid hub -- fitting, since jumping between profiles is very similar to the firm's existing parental control solution. All in all, it seemed to be a very lightweight and pain free experience. The feature might not be useful for every Netflix user, but it sounds like a boon for families with wildly different tastes in content.
Mad Catz Arcade Fightstick for Xbox One eyes
The M.O.J.O. may be Mad Catz's star of this year's E3, but the peripheral-maker's pretty darn excited to show of its latest massive gamepad, if for no other reason than the fact that the controller made a rare appearance atMicrosoft's press conference, the other day -- in fact, during our time in the company's booth, a Redmond rep popped by and gave it a thumbs up (and casually mentioned that Mad Catz happens to be the only company other than his own that happens to have the Xbox One it its booth).
The controller, as you can no doubt tell in the above image, is a bit of a beast -- you may well need both hands to onto it. Along the top, you find six buttons in two rows and a joystick, as well a mystery panel on the top -- something Mad Catz apparently isn't ready to talk about. The controller has a detachable cord on the back and will open up use a button on the front, making it easier to change artwork on the thing. Between the buttons and the sides, there's a lot glowing space on the FightStick. Check out a video of that and more, after the break.
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