Steve Thomas - IT Consultant

Malta AKA “Blockchain Island” has been making waves lately in the world of cryptocurrency and governance. Their latest move involves the crypto exchange Binance and the ICO builders at Neufund.

The plan is simple: Neufund will help MSX, the Malta Stock Exchange’s skunkworks, create tokenized securities. Binance has agreed to carry these securities on its own exchange, essentially creating a straight path to regulated tokens via the already regulated Malta Stock Exchange. In short, this enables Malta to become the first country to be able to offer tokens alongside traditional equities as well as an easy way to go public in multiple ways including via ICO.

The plan is still in the pilot stage. This year they will begin “the public offering of tokenized equity on Neufund’s primary market which may later be tradable on Binance and other crypto exchanges pending regulatory and listing approvals” said Neufund CEO Zoe Adamovicz.

“We are thrilled to announce the partnerships with Malta Stock Exchange and Binance, that will ensure high liquidity to equity tokens issued on Neufund. It is the first time in history, that security tokens can be offered and traded in a legally binding way. The upcoming pilot project will allow us to test the market’s reaction and realize the overall project idea in an environment with minimized risk.” said Adamovicz.

“We are delighted to welcome Neufund as our key partner in building a Blockchain-based exchange that is fully integrated with established financial markets. With the upcoming pilot project we become a worldwide pioneer in digital finance,” said Joseph Portelli, chairman of the Malta Stock Exchange.

This move is interesting in that it offers a parallel track to companies wishing to go public via token sales. While even the terminology isn’t completely hashed out in regards to the future of these systems, having a spot like Malta lead in the matter of token sales selling alongside equities is a solid decision. Malta is increasingly becoming the testbed for these sorts of experiments and, even if this is not yet a real project, it could create a turnkey solution for ICO launches on the island.

Printrbot, a popular Kickstarter-backed 3D printer company, has shut down, leaving only a barebones website and little explanation. The founder, Brook Drumm, wrote that “Low sales led to hard decisions.”

“We will be forever grateful to all the people we met and served over the years,” he wrote. “Thank you all.”

Printrbot’s machines costs about $200 during the Kickstarter and Drumm created multiple add-ons including a belt for printing multiple objects.

Drumm also ran Vault Multimedia and appeared on Science Channel’s All-American Makers TV and a pastor. Drumm created his product after having trouble assembling an early Makerbot and finding the hardware and software difficult to use.

There is no clear information on future support or parts availability for current customers. I’ve reached out to the company for comment.

Comic book and graphic novel sales fell 6.5% in 2017 from a 2016 high of $1.015 billion. Graphic novels brought in $570 million while comic books brought in about $350 million.

A report posted to Comichron notes that comic stores are still the biggest source for revenue while $90 million is attributable to digital downloads.

“After a multiyear growth run, the comics shop market gave back some of its gains in 2017, with lackluster response to new periodical offerings and, consequently, graphic novel sales,” wrote Comichron’s John Jackson Miller. “The third quarter of 2017 saw the worst of the year-over-year declines, leading into what has turned out to be a stronger spring for stores in 2018.”

In a pattern that is now familiar in publishing, kids comics and graphic novels helped buoy the market. The same thing is happening regularly in the book market with kids titles selling briskly in print while adults abandon softcovers and hardcovers for digital downloads. While the “floppy” comic book is still clearly popular, the digital download is outpacing subscription sales but it still minuscule in comparison to print.

Interestingly, Comichron breaks up sales into comics, graphics novels, and digital downloads and it would be enlightening to compare digital sales broken up by book style. That said, it’s fascinating to see the medium change as consumption models shift to devices.

Another day, another blockchain. This time Knotel – a coworking space rental service in Manhattan – has acquired 42Floors, a commercial real estate search engine in order to, according to founder Amol Sarva, get “access to data and technology on over 10 billion square feet of office space, driving further liquidity to Knotel’s marketplace while also accelerating its plans for a blockchain platform.”

Knotel is building the Agile HQ platform, a way to rent office space for a few hours or a few months without getting stuck in a least. The company has 1 million square feet of space in New York, San Francisco, London, and Berlin and it raised $100 million in funding. The company has more has more buildings in NY than WeWork.

“42Floors built a powerful tool to organize a dark market that hasn’t changed in a hundred years,” said Amol Sarva, CEO of Knotel. “It’s still backroom and bilateral while the rest of the world is becoming digital and standardized. This is what leads to transactions that take months to close with a dozen middlemen – no reliable information. You can buy a house faster than you can rent a floor. Partnering together will help give owners and customers what they both want: truth.”

Knotel recently launched an ICO in April. Their Knotel Koin aims to speed up real estate transactions by allowing instant settlement and allow for charge-backs and shorter rental periods. The 42Floors purchase enables the company to bring new properties onto its platform and could let non-blockchain-based contracts move to the blockchain.

Kik made waves last year after a successful $100 million ICO. Now the company has released its first beta product related to its Kin token. Called Kinit, it’s a simple wallet that enables users to earn, store, and spend its tokens.

“Kinit is a fun, easy way to earn Kin, a new cryptocurrency made for your digital life. Earning Kin is just like playing a game, only better, because you get rewarded for completing fun daily activities like surveys, quizzes, interactive videos and more,” reads the Google Play Store description. You can download the app for Android here.

The Kin token is unique for a few reasons. First it is not a traditional ERC-20 token and is instead uses Ethereum for liquidity and the on the Stellar network to improve transaction speed. Further, the company is spending a great deal – about $3 million – to get developers to develop on the token through its KinEcosystem site. The Kinit app is the first effort to get normal users to adopt the tool.

The app makes it possible for users to generate a few dollars in value per day and then exchange those dollars for gift cards and perks. According to CCN, Kik has created a product without a business model and instead it wants to drive the adoption of the token through giveaways.

“Kinit is the first publicly available app dedicated to Kin. Our goal with Kinit is to get Kin into more consumers’ hands. It’s a major step towards making crypto truly consumer-friendly through fun and engaging experiences, and we plan to learn and iterate based on real-world user behavior. We’re excited to get even more people earning and spending Kin — all on the Kin Blockchain,” wrote Rod McLeod, Kik’s VP of communications. The app currently asks you to complete surveys in order to get discounts and gift card codes for products.

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With the rise of the product-less ICO it’s clear that Kik has the right idea. By encouraging usage they drive up the token price and token velocity and by launching a general beta full of cutesy imagery and text they are able to avoid the hard questions about developer adoption until far into the future. While the KinIt app is probably not what most Kin holders wanted to see, it’s at least an interim solution while the team builds out sturdier systems.

Researchers at Purdue University and the University of Virginia are now able to create “tiny, thin-film electronic circuits peelable from a surface,” the first step in creating an unobtrusive Internet-of-Things solution. The peelable stickers can sit flush to an object’s surface and be used as sensors or wireless communications systems.

The biggest difference between these stickers and traditional solutions is the removal of the silicon wafer that manufacturers use. Because the entire circuit is transferred right on the sticker there is no need for bulky packages and you can pull off and restick the circuits as needed.

“We could customize a sensor, stick it onto a drone, and send the drone to dangerous areas to detect gas leaks, for example,” said Chi Hwan Lee, Purdue assistant professor. From the release:

A ductile metal layer, such as nickel, inserted between the electronic film and the silicon wafer, makes the peeling possible in water. These thin-film electronics can then be trimmed and pasted onto any surface, granting that object electronic features.

Putting one of the stickers on a flower pot, for example, made that flower pot capable of sensing temperature changes that could affect the plant’s growth.

The system “prints” circuits by etching the circuit on a wafer and then placing the film over the traces. Then, with the help of a little water, the researchers can peel up the film and use it as a sticker. They published their findings in the Proceedings of the National Academy of Sciences.

Years ago, in the heyday of home video, I played a boardgames that used VHS tapes and electronic parts to help spur the action along. From Candy Land VCR to Captain Power, game makers were doing the best they could with a new technology. Now, thanks to Alexa, they can try something even cooler – board games that talk back.

The first company to try this is Voice Originals. Their new game, When In Rome, is a family board game that pits two teams against each other in a race to travel the world. The game itself consists of a board and a few colored pieces and the real magic comes from Alexa. You start the game by enabling the When In Rome skill and then you start the game. Alexa then prompts you with questions as you tool around the board.

The rules are simple because Alexa does most of the work. The game describes how to set up the board and gets you started and then you just trigger with your voice it as you play.

The company’s first game, Beasts of Balance, was another clever hybrid of AR and real life board game action. Both games are a bit gimmicky and a bit high tech – you won’t be able to play these in a cozy beach house without Internet, for example – but it’s a fun departure from the norm.

Like the VCR games of yore, When In Rome depends on a new technology to find a new way to have fun. It’s a clever addition to the standard board game fare and our family had a good time playing it. While it’s not as timeless as a bit of Connect 4 or Risk, it’s a great addition to the boardgames shelf and a cool use of voice technology in gaming.

Years ago, in the heyday of home video, I played a boardgames that used VHS tapes and electronic parts to help spur the action along. From Candy Land VCR to Captain Power, game makers were doing the best they could with a new technology. Now, thanks to Alexa, they can try something even cooler – board games that talk back.

The first company to try this is Voice Originals. Their new game, When In Rome, is a family board game that pits two teams against each other in a race to travel the world. The game itself consists of a board and a few colored pieces and the real magic comes from Alexa. You start the game by enabling the When In Rome skill and then you start the game. Alexa then prompts you with questions as you tool around the board.

The rules are simple because Alexa does most of the work. The game describes how to set up the board and gets you started and then you just trigger with your voice it as you play.

The company’s first game, Beasts of Balance, was another clever hybrid of AR and real life board game action. Both games are a bit gimmicky and a bit high tech – you won’t be able to play these in a cozy beach house without Internet, for example – but it’s a fun departure from the norm.

Like the VCR games of yore, When In Rome depends on a new technology to find a new way to have fun. It’s a clever addition to the standard board game fare and our family had a good time playing it. While it’s not as timeless as a bit of Connect 4 or Risk, it’s a great addition to the boardgames shelf and a cool use of voice technology in gaming.

A clever little robot made by researchers at Ben-Gurion University of the Negev can roll around, flip itself over, and even crawl like a turtle through rough terrain. The robot uses wheels, a set of star-shaped rollers, and cleverly-articulated arms to ride along at various speeds.

The robot, called Rising STAR, uses wheels and spoked “whegs” to roll around at about one meter per second and it can fold itself flat and pull itself forward when it finds mud or sand. It can also make itself very skinny to ride through tight spots and can even flip itself over if it falls.

A weighted “head” can keep the robot balanced as it tools along, allowing it to climb up and over steep surfaces and, the researchers say, even sneak through pipes or between tight walls.

Rising STAR is an updated version of the university’s Sprawl-Tuned Autonomous Robot that it displayed in 2013. This new version is far more capable and, thanks to its “whegs” and turtle-gait, far cooler.

In a paper entitled Internet Filtering and Adolescent Exposure to Online Sexual Material, Oxford Internet Institute researchers Victoria Nash and Andrew Przybylski found that Internet filters rarely work to keep adolescents away from online porn.

“It’s important to consider the efficacy of Internet filtering,” said Dr, Nash. “Internet filtering tools are expensive to develop and maintain, and can easily ‘underblock’ due to the constant development of new ways of sharing content. Additionally, there are concerns about human rights violations – filtering can lead to ‘overblocking’, where young people are not able to access legitimate health and relationship information.”

This research follows the controversial news that the UK government was exploring a country-wide porn filter, a product that will most likely fail. The UK would join countries around the world who filter the public Internet for religious or political reasons.

The bottom line? Filters are expensive and they don’t work.

Given these substantial costs and limitations, it is noteworthy that there is little consistent evidence that filtering is effective at shielding young people from online sexual material. A pair of studies reporting on data collected in 2005, before the rise of smartphones and tablets, provides tentative evidence that Internet filtering might reduce the relative risk of young people countering sexual material. A more recent study, analyzing data collected a decade after these papers, provided strong evidence that caregivers’ use of Internet filtering technologies did not reduce children’s exposure to a range of aversive online experiences including, but not limited to, encountering sexual content that made them feel uncomfortable.21 Given studies on this topic are few in number and the findings are decidedly mixed, the evidence base supporting the widespread use of Internet filtering is currently weak.

The researchers “found that Internet filtering tools are ineffective and in most cases [and] were an insignificant factor in whether young people had seen explicit sexual content.”

The study’s most interesting finding was that between 17 and 77 households “would need to use Internet filtering tools in order to prevent a single young person from accessing sexual content” and even then a filter “showed no statistically or practically significant protective effects.”

The study looked at 9,352 male and 9,357 female subjects from the EU and the UK and found that almost 50 percent of the subjects had some sort of Internet filter at home. Regardless of the filters installed subjects still saw approximately the same amount of porn.

“Many caregivers and policy makers consider Internet filters a useful technology for keeping young people safe online. Although this position might make intuitive sense, there is little empirical evidence that Internet filters provide an effective means to limit children’s and adolescents’ exposure to online sexual material. There are nontrivial economic, informational, and human rights costs associated with filtering that need to be balanced against any observed benefits,” wrote the researchers. “Given this, it is critical to know possible benefits can be balanced against their costs. Our studies were conducted to test this proposition, and our findings indicated that filtering does not play a practically significant protective role.”

Given the popularity – and lucrative nature – of filtering software this news should encourage parents and caregivers to look more closely and how and why they are filtering their home Internet. Ultimately, they might find, supervision is more important than software.

A few folks have reported a new ransomware technique that preys upon corporate inability to keep passwords safe. The notes – which are usually aimed at instilling fear – are simple: the hacker says “I know that your password is X. Give me a bitcoin and I won’t blackmail you.”

Programmer Can Duruk reported getting the email today.

The email reads:

I’m aware that X is your password.

You don’t know me and you’re thinking why you received this e mail, right?

Well, I actually placed a malware on the porn website and guess what, you visited this web site to have fun (you know what I mean). While you were watching the video, your web browser acted as a RDP (Remote Desktop) and a keylogger which provided me access to your display screen and webcam. Right after that, my software gathered all your contacts from your Messenger, Facebook account, and email account.

What exactly did I do?

I made a split-screen video. First part recorded the video you were viewing (you’ve got a fine taste haha), and next part recorded your webcam (Yep! It’s you doing nasty things!).

What should you do?

Well, I believe, $1400 is a fair price for our little secret. You’ll make the payment via Bitcoin to the below address (if you don’t know this, search “how to buy bitcoin” in Google) .

BTC Address: 1Dvd7Wb72JBTbAcfTrxSJCZZuf4tsT8V72
(It is cAsE sensitive, so copy and paste it)

Important:

You have 24 hours in order to make the payment. (I have an unique pixel within this email message, and right now I know that you have read this email). If I don’t get the payment, I will send your video to all of your contacts including relatives, coworkers, and so forth. Nonetheless, if I do get paid, I will erase the video immidiately. If you want evidence, reply with “Yes!” and I will send your video recording to your 5 friends. This is a non-negotiable offer, so don’t waste my time and yours by replying to this email.

To be clear there is very little possibility that anyone has video of you cranking it unless, of course, you video yourself cranking it. Further, this is almost always a scam. That said, the fact that the hackers are able to supply your real passwords – most probably gleaned from the multiple corporate break-ins that have happened over the past few years – is a clever change to the traditional cyber-blackmail methodology.

Luckily, the hackers don’t have current passwords.

“However, all three recipients said the password was close to ten years old, and that none of the passwords cited in the sextortion email they received had been used anytime on their current computers,” wrote researcher Brian Krebs. In short, the password files the hackers have are very old and outdated.

To keep yourself safe, however, cover your webcam when not in use and change your passwords regularly. While difficult, there is nothing else that can keep you safer than you already are if you use two-factor authentication and secure logins.

The Opera Android browser will soon be able to hold your cryptocurrencies. The system, now in beta, lets you store crypto and ERC20 tokens in your browser, send and receive crypto on the fly, and secures your wallet with your phone’s biometric security or passcode.

You can sign up to try the beta here.

The feature, called Crypto Wallet, “makes Opera the first major browser to introduce a built-in crypto wallet” according to the company. The feature could allow for micropayments in the browser and paves the way for similar features in other browsers.

From the release:

We believe the web of today will be the interface to the decentralized web of tomorrow. This is why we have chosen to use our browser to bridge the gap. We think that with a built-in crypto wallet, the browser has the potential to renew and extend its important role as a tool to access information, make transactions online and manage users’ online identity in a way that gives them more control.

In addition to being able to send money from wallet to wallet and interact with Dapps, Opera now supports online payments with cryptocurrency where merchants support exists. Users that choose to pay for their order using cryptocurrency on Coinbase Commerce-enabled merchants will be presented with a payment request dialog, asking them for their signature. The payment will then be signed and transmitted directly from the browser.

While it’s still early days for this sort of technology it’s interesting to see a mainstream browser entering the space. Don’t hold your breath on seeing crypto in Safari or Edge but Chrome and other “open source” browsers could easily add these features given enough demand.