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ITU agrees on road to 5G

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ITU has established the overall roadmap for the development of 5G mobile and defined the term it will apply to it as “IMT-2020”.

With the finalization of its work on the “Vision” for 5G systems at a meeting of ITU-R Working Party 5D in San Diego, California, ITU has now defined the overall goals, process and timeline for the development of 5G mobile systems. This process is now well underway within ITU, in close collaboration with governments and the global mobile industry.

The meeting also agreed that the work should be conducted under the name of IMT-2020, as an extension of the 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 next step is to establish detailed technical performance requirements for the radio systems to support 5G, taking into account the needs of a wide portfolio of future scenarios and use cases, and then to specify the evaluation criteria for assessment of candidate radio interface technologies to join the IMT-2020 family. These new 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 (IoT).

The ITU-R Radiocommunication Assembly, which meets in October 2015, is expected to formally adopt the term “IMT-2020”.

“The buzz in the industry on future steps in mobile technology – 5G – has seen a sharp increase, with attention now focused on enabling a seamlessly connected society in the 2020 timeframe and beyond that brings together people along with things, data, applications, transport systems and cities in a smart networked communications environment,” said ITU Secretary-General Houlin Zhao. “ITU will continue its partnership with the global mobile industry and governmental bodies to bring IMT-2020 to realization.”

Ongoing information on the development of IMT-2020 will be available here.

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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

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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.

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Fortnite fixes hackers’ hole

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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.

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