Ahead of its scheduled release date of March 17, an open beta of Battlefield Hardline will take place from Tuesday, February 3 to Sunday, February 8. The game is powered by the Frostbite 3 game engine and includes both single player and multiplayer modes.
There will be three separate modes for gamers to enjoy: A conquest mode that is similar to traditional team-based death match, supporting up to 64 gamers on PC, PlayStation 4 and Xbox One - and 24 players for the Microsoft Xbox 360 and Sony PlayStation 3. The Hotwire mode focuses on chase scenes, and the Heist mode features bank robbers trying to complete a heist before the police capture them.
Interestingly, a "Hacker" mode is available so one person on each team can hack to operate cameras and better spot enemies, with information relayed back to teammates.
Universal Pictures has released the trailer for Ted 2, the Seth MacFarlane film featuring a crude, yet entertaining teddy bear. In addition to Ted and Mark Wahlberg as his trusty sidekick, the film also features Liam Neeson, Morgan Freeman, Jessica Barth, Dennis Haysbert - and New England Patriots quarterback Tom Brady reportedly has a brief cameo.
The original Ted movie became the highest-grossing R-rated comedy of all time, grossing more than $550 million worldwide.
Ted 2 is scheduled for release on June 26.
Connected cars will continue to help drive the Internet of Things (IoT) over the next five years, with a quarter billion connected vehicles on the road by 2020, the Gartner research group predicts. One-in-five vehicles driving on roads across the world will utilize some form of wireless network connection by 2020 - bringing enhanced infotainment and updated road reports into the vehicle.
"The connected car is already a reality, and in-vehicle wireless connectivity is rapidly expanding from luxury models and premium brands, to high-volume midmarket models," said James Hines, research director at the Gartner research group. "This increased consumption and creation of digital content within the vehicle will drive the need for more sophisticated infotainment systems, creating opportunities for application processors, graphics accelerators, displays and human-machine interface technologies."
Overall, IoT-connected "things" will increase from 4.9 billion in 2015 up to 25 billion by 2020, as casual consumers become more familiar with smart technology. Analysts predict connected devices in the household, office, and vehicles will boom in the coming years, despite security concerns and lack of a universal platform.
It was only a matter of time - some crazy drone enthusiasts have weaponized a copter by strapping Roman Candles onto it, flying it around and seeing them shoot as targets. Filmed in POV mode, don't try this at home.
This is only the first step, next we'll be seeing gattling-gun drones and sharks with lasers hunting the human population one-by-one. The video was produced by a small-time YouTube channel called PIEROGRAM, with the video in question already topping 680,000 views at the time or writing this article.
Feeling a little bored up there in first-class? Major Australian airline Qantas will now be utilizing the help of the Samsung Gear VR with an accompanied Galaxy Note 4 to see their first-class customers further enjoy their experience.
It will be first tested through LA to Sydney and Melbourne to LA flights, said to be completed through the use of Airbus A380s and Boeing 747s. 12 Gear VR headsets will be used in the beginning test period, set as four for the outbound flight, four for the inbound flight and two for each of the first-class passenger lounges located in Sydney and Melbourne.
The Gear VR device will be connected to a Qantas app on the Note 4, allowing passengers to get a 360-degree look into the Qantas first-class lounge in LAX, runway-side videos of the aircraft taking off and setting down and a virtual reality boat ride on a Northern Territory river - set as a cross promotion with Tourism NT.
With the gaming organization known as Team Solo Mid (TSM) picking up a North American CS:GO squad, they have publicly claimed to now be supporting the highest paid CS:GO players on the planet - later being bested by Team Ninjas in Pyjamas (NiP), with their CEO Per Lilliefelth claiming an even better salary for his squad.
I'm sure you're wondering exactly what the figure is here - it's $3,000 US per month, per player. Nothing celebrity status that's sure - but pretty amazing given they are playing video games for employment. But wait, there's more. This $3,000 doesn't cover any of the in-game sticker sales alongside any prize money that the players may win at international tournaments, which can include total prize pools of up to $250,000.
Different from other gaming organizations, TSM have promised to take no cut of prize money or sticker sales, meaning that if these players see themselves added into a 'legends sticker pack' they could see up to $400,000 spread between the five-man squad.
Apple has taken the top spot in the Chinese smartphone market. China has the largest population in the world, and dwarfs most of the nearest countries, with the exception of India. India isn't nearly as developed, or experiencing the massive growth rate China is, so the China market holds tremendous strategic potential for Apple.
Xiaomi and Huawei are entrenched competitors that are slowly eating away market share, particularly from Samsung. Apple seems to have deflected their rising market share with popular new smartphones. Apple also has the notable accomplishment of unseating their bitter rival Samsung from the top spot. The new iPhone 6 and 6 Plus have been big contributors to Apple's rise in the market with a 70% sales increase in Q4'14.
Apple's rise in China comes in spite of the fact their phones cost nearly double that of the competition. Apple devices are coveted in China, even resulting in large smuggling rings that bring them in to avoid taxes.
Small drones being flown by recreational hobbyists can be hijacked using malware, as a security expert found a backdoor in the Parrot AR drone. The AR quadcopter helicopter drone can be controlled by a smartphone, tablet, NVIDIA Shield and similar devices, but can be hijacked with the Maldrone malware.
Security specialist Rahul Sasi was able to infect the drone and could interfere with its navigation features. Once compromised, he could issue a kill command, or fly the drone under his command - opening the odor to potential invasion of privacy cases, or stealing an onboard camera/video recorder.
"In this we would show infecting a drone with Maldrone and expecting a reverse tcp connection from drone," according to researchers. "Once connection is established we can interact with the software as well as drivers/sensors of the drone directly. There is an existing AR drone piloting program. Our backdoors kills the autopilot and takes control. The backdoor is persistent across resets."
The FTC has ordered mobile phone provider TracFone to pay a hefty $40 million fine for throttling data for users with 'unlimited' data plans. This fine has wide-ranging implications for the mobile industry overall, as several carriers, such as AT&T and Verizon, still have users with unlimited data plans. Neither company currently offers new unlimited subscriptions, but they still have to honor their plans that are grandfathered in from past agreements.
In addition to the fine, the FTC has ordered TracFone to provide refunds to customers who experienced data throttling. TracFone not only throttled speeds when customers reached two to three gigabytes of used data, but they were also shutting off customers who reached between four and five gigabytes.
The FTC issued a blunt assessment of the situation. "The issue here is simple: When you promise consumers 'unlimited,' that means unlimited," said Jessica Rich, director of the FTC's Bureau of Consumer Protection.
Mobile gamers are spending a lot of time playing their favorite games, with more than two hours played per day in 2014, according to The NPD Group. The latest figures note a dramatic 57 percent increase, as consumers are even more comfortable using their smartphones and tablets.
Not surprisingly, kids are helping drive revenue, with kids from 2 up to 12 years of age spending the most amount of time gaming over other activities, according to the report.
"Continued mobile growth will stem from existing customers paying more to play, especially in the free-to-play portion of the market," said Liam Callahan, industry analyst at The NPD Group, in a statement. "A positive sign of consumer behavior trending this way is the fact that more than twice the number of app gamers reported making an in-game purchase than they did when we conducted this study two years ago."