Thursday, May 10, 2007

Vonage Appeal Cites Supreme Court Patent Ruling

A new Verizon appeal cites a Supreme Court decision that may make it easier to invalidate patent claims.
Caron Carlson, Network World

Thursday, May 10, 2007 10:00 AM PDT   

In its appeal of a jury verdict in the patent infringement case brought against it by Verizon, Vonage has turned to a recent U.S. Supreme Court decision that some analysts see as making it easier to invalidate patent claims.

In a brief filed May 9 with the U.S. Court of Appeals for the Federal Circuit, Vonage argued that the March jury verdict relied on a standard of analysis that the Supreme Court has since rejected. The jury found that Vonage's service infringed three patents, and the VoIP provider was ordered to pay US$58 million in damages. Vonage asked the appeals court to rule Verizon's patent claims invalid or to at least order a new trial.

Vonage's argument rests on a decision by the Supreme Court in late April in KSR International vs. Teleflex.  In that decision, the Supreme Court looked at the standard for determining whether a patent claim is obvious. It ruled that courts should consider whether an alleged improvement to an invention is more than just the predictable use of existing elements.  If, for example, at the time of an invention there was a known problem with an obvious solution, a patent claim may not be valid.

Rather than using this functional approach to determine whether Verizon's patent claims were obvious, the U.S. District Court for the Eastern District of Virginia instructed the jury to use a more rigid standard.

"The District Court's erroneous jury instruction on the wrong standard for [obviousness], thus, materially prejudiced Vonage's ability to present its invalidity case, and is strong grounds for vacating the validity finding," Vonage told the appeals court on May 9.

Verizon's patent claims are invalid because they are based on combinations of predictable elements that already exist, Vonage argued.  In other words, it would have been obvious to try the solutions in the patent claims. 

"Under KSR, [experts] would have found it obvious to try uniting the VocalTec Iphone software on the Harvard wireless laptops talking to the Internet wirelessly," Vonage said about one of the patents. About another patent, it said that experts "would have found it obvious to try using routing control records, or other similar table lookups, to perform the conditional analysis translation . . . "

Verizon is scheduled to file its brief with the appeals court May 23, and Vonage's reply is due May 30.  The court is scheduled to hear arguments June 25.

While the appeal is pending, Vonage is permitted to continue signing up new customers, and the company remains determined to increase its business.

Read More...

The Appeal of User Generated Gaming

As user-created content becomes an integral part of the gaming ecosystem, MTV Networks is getting in on the action

Nickelodeon MTVN Kids and Family Group recently made a series of announcements relating to Shockwave.com and AddictingGames. These two online gaming destinations have experienced major growth of late; during 2006 AddictingGames saw its unique users grow 100 percent, while Shockwave.com grew its users by nearly 50 percent. AddictingGames had 21.3 million unique visitors and 343 million page views in March, while Shockwave.com garnered 19.7 million unique visitors and almost 117 million page views.

"We bought [AddictingGames] from a small team in Canada when it was about the third of the size of what it is now," detailed Dave Williams, the newly named Senior Vice President across both AddictingGames and Shockwave. "It started as a series of links to their favorite sites, then it evolved into a directory before we eventually bought it out. We realized it was much more like a conventional media site, as in users were treating the games like videos, playing things once [and] then looking for new ones. We enhanced it and added our own resources and now they're over 1000 developers.

"Shockwave.com has been around for a very long time. It was originally built as a multimedia showcase for all the stuff you can do with Adobe Shockwave. Since then, we've built in all sorts of technologies for games. The site features something for everyone, with puzzle and casual games that really appeal to the women 30+ group and other games for early teens. It has helped build up brands for advertisers, which is very appealing to third-parties. Our daily project and photo sharing results in an amazing amount of sharing that you can't do in any other medium. We're also probably more focused than anyone to try and get [casual games] to work for advertisers."

In yet another sign of the web 2.0/game 3.0 phenomenon, one of the new features of the site is a game upload feature. User-created content is bound to have an increasingly profound effect on this industry. Already, the company has received 200 new game submissions in the past month, empowered by a game sponsorship program, which pays developers of popular games for integration on AddictingGames and provides them with enhanced distribution and marketing.

"One of the challenges for lightweight casual games is that there isn't much of a business model for them," explained Williams. "We worked on solutions for our two different sites. On AddictingGames, we offer to sponsor a creator's game with our brand and that helps create traffic for the site because it might be distributed to other websites. On Shockwave, there's a royalty pool that's based upon the amount of revenue received. I think this is going to drive content going forward because we're willing to pay for their games. We have multiple options for users, but advertising is at least as important as something like subscriptions for us. A couple other sites have mentioned something like this, but I think we've been making more from ad sales than anyone else.

"I think what we're seeing from AddictingGames... is that a lot of these users know Flash, whether for their job or from their school. They're having fun with it and getting their games published using our method. Really, it is a site that is born off its users and it is very much part of the heart of the site."

The announcement also touched on new integrated advertising deals with Nissan and HP. "Shockwave has been known for game customization for advertisers; we helped build some of the original advergames. At the same time, our sphere of online games lend themselves to user generated content. We get dozens of submissions of content users want to see. We try and reconcile these two factors with advertiser sponsored games. It demonstrates a way that we can integrate user content with advertiser needs."

"The Shockwave Mother's Day photo sponsorship offers a more engaging user experience than could be provided through a standard ad banner buy," said Steve Kerho, Director, Media & Interactive Marketing, Nissan North America. "It demonstrates an understanding of how to reach the Quest target through leveraging the strengths of the Shockwave brand, since 65% of Shockwave users share photos with others."

"HP consumer PCs are the preferred choice for casual gamers worldwide," said Tracey Trachta, worldwide director of consumer advertising, Personal Systems Group, HP. "We're excited to be working with Shockwave because they offer us a unique vehicle to reach both parents and children in a safe, casual gaming environment."

"Games like this have been sort of under the radar for something that could be the basis of a business. We have the resources and we can afford to invest more... I think it's going to be a great thing for the consumer," added Williams.

Provided by GameDAILY—Your daily dose of gaming

Read More...

Investors Pour Funding Into ProVina Whose 2006 WinePod Sold Out

winepod logo.png San Jose-based ProVina, maker of the WinePod personal wine brewing device, has raised $4M in the firm's first outside investment. The round was led by VantagePoint Venture Partners. The company's board includes Cypress Semiconductor CEO TJ Rodgers.

WinePod is a wireless web-connected device that allows wine snobs to mix their own wines. The price is $3,500 per unit plus shipping. WinePod is a 2-foot tall insulated metal egg with a 2-ton metal press and automatic temperature control that ferments your wine. It can take from a few months to a year or more for your wine to distill. Your batch should yield about 6 cases. Your dashboard tells you to adjust pH or temperature, add water, etc. Clearly there is no practical reason to own won but so many people these days are showy with their wine collections, this is the state of the art in keeping up with the Joneses.

winepod grab.png winepod grab2.png

View - Winepod site

Read More...

Tibco Ponies Up $195M For Analytics' Spotfire

spotfire logo.png TIBCO Software [Nasdaq: TIBX] says it will buy Spotfire in an all-cash $195M deal. Built on Microsoft’s .Net architecture, Spotfire is designed to allow business users to analyze and publish corporate reports without needing help from the IT department and to get data quicker and with prettier graphs than they were used to. Spotfire says it has over 800 active customers. Investors in Spotfire include Atlas Ventures.

spotfire grab.png

Read More...

Analysis: The New Math - How Did MySpace Value PhotoBucket

photobuket.png If we had a dollar for every time we see someone roll their eyes about the return of the "bubble." Folks don't want to see companies get bought at valuations that are stretched thin. They don't want to see another Mark Cuban created. Why? Because the bubble aftermath sucked. We all knew the bubble was nuts at the time but Blodgett, Meeker and Co. told us to chill.

With that in mind, we think the discussions over the valuation of PhotoBucket and other big deals are somewhat important. If the deal is officially confirmed at $300M, that is 50x trailing revenue and over $17 per monthly unique visitor.

Mike Arrington calls the $300M (with earnout) that MySpace paid for PhotoBucket a steal. His logic is that: + Google paid $1.65B for YouTube. By the time the deal closed, the Google stock was worth nearly $1.8B. MySpace paid 1/5 of that. YouTube had little revenue, while PhotoBuckets projects it will make $25M in 2007. Photobucket has 80% of the visitors that YouTube had when it was acquired. + MySpace got a discount when it cut off PhotoBucket's users before the deal to show who wears the pants.

+ In a more recent post, he hedges, however, that PhotoBucket and MySpace might have 100% user overlap, so for $250M its gets no new users.

+ Valleywag accuses TechCrunch of being a shill for PhotoBucket's iBankers Lehman Brothers. We don't have any way of assessing this information.

Henry Blodget takes the case even further, arguing that PhotoBucket could barely give itself away, a dramatic statement he agrees.

Counterpoint is Microsoft's Don Dodge who instructs Blodget and Arrington to come to their senses:

"At some point the end user of all these free services is the same user and they can't be monetized any further no matter how many new services are added. Advertisers will eventually figure this out. Ad rates will drop. Revenues will drop...and stock prices will drop. It is all about the stock price. No one cares about real revenues and earnings as long as the stock price is high.When stock prices drop everyone along the chain starts to rethink their assumptions about value and ROI. The changes ripple all the way back up the food chain. The individual stockholders get more conservative and move out of bubble stocks. The Internet companies stop acquiring because their stock price has deflated. The entrepreneurs stop agreeing to acquisitions because the rewards are less. The VCs stop funding new startups because the risk/reward ratio doesn't work.

We have seen this before. It was the nuclear winter that lasted from 2000 to 2003. It is amazing how quickly we forget. As I always say "fear is temporary...greed is permanent"

HipMojo joins the naysers arguing that PhotoBucket is no YouTube. His point here is that Photobucket is just a utility and does not command attention.

Read More...