The ITU Radiocommunication Assembly has made a number of significant decisions that will influence the future development of radiocommunications worldwide in an increasingly wireless environment.
The Radiocommunication Assembly (RA-15) was chaired by Akira Hashimoto. Around 460 participants from 97 countries attended the Assembly.
“The ITU Radiocommunication Sector plays a central role in the technological progress of telecommunications and information and communication technologies,” said ITU Secretary-General Houlin Zhao, noting that issues facing the ICT sector have become increasingly diverse and complex.
“At a time when technical solutions require greater innovation and skill, this Radiocommunication Assembly addressed the rapid changes underway in the global telecommunications environment in a manner commensurate with its future needs,” said François Rancy, Director of the ITU Radiocommunication Bureau.
RA-15 set future work programmes on many technical issues in the field of radiocommunications and approved worldwide radiocommunication standards (ITU-R Recommendations). Resolutions were approved to focus future studies and new radiocommunication techniques and applications while also agreeing on changes to streamline the working methods of the ITU Radiocommunication Sector (ITU-R).
IMT-2020 Resolution approved, paving the way for 5G mobile systems
RA-15 established the principles and processes for the development of IMT-2020 – the next-generation 5G mobile system – as an extension of ITU’s existing family of global standards for International Mobile Telecommunication systems (IMT-2000 and IMT-Advanced), which serve as the basis for all of today’s 3G and 4G mobile systems. The World Radiocommunication Conference (WRC-15), in session 2-27 November, will address the requirements for additional spectrum to support IMT mobile broadband.
The 5G systems, set to become available in 2020, will usher in new paradigms in connectivity in mobile broadband wireless systems to support, for example, extremely high definition video services, real time low latency applications and the expanding realm of the Internet of Things.
Internet of Things (IoT)
International standards for the Internet of Things (IoT) technologies and its applications, including machine-to-machine (M2M) networks, smart cities and Ubiquitous Sensor Networks (USN) have been under development in the ITU Standardization Sector (ITU-T) and other standards bodies. RA-15 recognized that the globally connected world of IoT builds on the connectivity and functionality made possible by radiocommunication networks and that the growing number of IoT applications may require enhanced transmission speed, device connectivity, and energy efficiency to accommodate the significant amounts of data among a plethora of devices.
RA-15 resolved to conduct studies on the technical and operational aspects of radio networks and systems for IoT in collaboration with ITU-T and relevant standards development organizations.
RA-15 examined the issues related to the growing number of small satellites (with a mass less than 100 kg), including nanosatellites (typically 1 to 10 kg in mass) and picosatellites (typically 0.1 to 1 kg in mass), which provide an affordable means to access orbital resources for new entrants in space, including new space-faring nations. RA-15 resolved to develop material, such as Recommendations (standards), Reports, and a Handbook on small satellites, to enhance knowledge of the procedures for submitting filings of satellite networks to ITU. RA-15 also requested the ITU Secretary-General to bring this Resolution to the attention of the United Nations Committee On Peaceful Use of Outer Space.
RA-15 recognized the ongoing work in the Radiocommunication Sector (ITU‑R) to support and protect the needs of persons with disabilities and persons with specific needs. It asked ITU-R to continue studies and research related to accessibility in the development of devices and applications while promoting compatibility of new technologies. ITU-R will conduct these studies in collaboration with ITU’s Telecommunication Standardization and Development sectors and in consultation with persons with disabilities and specific needs.
AppDate: DStv taps Xbox, Hisense for app
DStv Now app expands, FNB gets Snapchat lens, Spotify offers data saver mode, in SEAN BACHER’s apps roundup
DStv Now for Xbox and Hisense
Usage of DStv Now, the online DStv service available free to DStv customers, is increasing rapidly with more than two million plays of live and Catch Up content per week. In addition to using DStv Now to watch TV on tablets and smartphones, an increasing number of DStv customers are also opting to use it as their primary method of getting DStv on additional TVs in the house. This is set to increase with the release of two new big-screen TV apps, one for Xbox gaming consoles (Xbox One, Xbox One S, Xbox One X) and another for Hisense smart TVs (2018 and newer models).
Expect to pay: A free download.
Platform: Any of the Xbox One range of gaming consoles and 2018 or later Hisense smart TVs.
Stockists: Visit the store linked to your Xbox console or HiSense smart TV.
Santam Safety Ideas
Start-up businesses that have a FinTech or InsurTech business venture brewing are called to enter the third annual Santam Safety Ideas competition. Safety solutions or InsurTech ventures that are ready for piloting could win up to R150 000 worth of incubation support and R200 000 in seed funding.
The Safety Ideas competition was launched two years ago in partnership with LaunchLab, Stellenbosch University’s startup incubator that facilitates valuable connections for corporates and startups sourced from the startup ecosystem and partner universities in South Africa. The previous winners are Herman Bester and Anton Swanevelder, co-founders of MyLifeLine – a wearable panic device that won the competition last year; and Ntsako Mgiba and Ntandoyenkosi Shezi, co-founders of Jonga – a cost-effective security system for low income families, which won the competition in 2017.
Entries close on 28 February 2019. For more information on how to enter, visit: www.santam.co.za/safetyideas/
Click here to read about the FNB Snapchat lens, Spotify Free with data saver, and 00:37.
Fortnite fixes hackers’ hole
Epic Games has repaired a vulnerability that exposed Fortnite, the world’s most popular game of the moment, to hackers. The hole, which was left in Epic’s web infrastructure, allowed hackers to target players with email that appeared to come from Epic Games, but would have led them to a phishing site, where their log-in details would have been stolen.
Researchers at cyber security solutions provider Check Point Software alerted Epic to vulnerabilities that could have affected any player of the hugely popular online battle game.
Fortnite has nearly 80 million players worldwide. The game is popular on all gaming platforms, including Android, iOS, PC via Microsoft Windows and consoles such as Xbox One and PlayStation 4. In addition to casual players, Fortnite is used by professional gamers who stream their sessions online, and is popular with e-sports enthusiasts.
If exploited, the vulnerability would have given an attacker full access to a user’s account and their personal information as well as enabling them to purchase virtual in-game currency using the victim’s payment card details. The vulnerability would also have allowed for a massive invasion of privacy, as an attacker could listen to in-game chatter as well as surrounding sounds and conversations within the victim’s home or other location of play.
While Fortnite players had previously been targeted by scams that deceived them into logging into fake websites that promised to generate Fortnite’s ‘V-Buck’ in-game currency, these new vulnerabilities could have been exploited without the player handing over any login details
Click here to read how the Fortnite hack worked
To win a set of three Fortnite Funko Pop Figurines, click here.