What happens when you decouple Zoom’s/Google Meet’s (webrtc) backend infrastructure from the front-end and bring Video Calling to 3.5 Billion people who are not connected? Raspberry Pi + Radio + Router + Omni Antenna = 1KM WIFI Hotspot for Calling and File Sharing

Trango Station’s WiFi hotspot enables HD video/audio calling and file sharing in the remotest and highest of places. Its minimalistic hardware (an antenna, a router and a small pi computer) is what sets it apart. No fiber optics, no tower, no sophisticated infrastructure required.

Next Challenge 👉 If this station can connect one village, why not two nearby villages by connecting two wireless hotspots created by trango station. So if two villages can be connected with each other, why not three four or five. Trango Station will make it possible.

Take it for a spin at web.trango.io . (You can also make online Video, Audio Calls. They are P2P, E2E encrypted and serverless.)

Details:

What started as an internal experiment at our factory has mushroomed into a passion project for all those involved. After creating a mechanism to make HD Video/Audio Calls and Share Files on the local network (which works well for all sorts of offices, factories and hotels, we decided to move further upstream and think of off-grid uses( (villages, remote areas), where people do not have access to the internet and how they can utilise our backend software. So here’s what we did:

We configured Trango to run on any SBC (Raspberry Pi), then we connected that Pi to a router. This made it a server with routing capabilities. Next we attached a Radio to the router (converts data into signals and vice versa). Finally, we connected an Omni antenna to the radio and created a full blown Wifi Hotspot + Trango Server which is portable in nature and simple to set up.

To our surprise, it worked extremely well when we tested in nearby villages. People were able to make Video, Audio Calls and even share files with each other in a 500 meter distance from the Wifi Hotspot using any smartphone or laptop. We wanted to further push the limits to we tested the Trango Station in a completely off-grid, remote and high altitude area. Our tests were successful there as well. So now we have simple solution using open-source software and off the shelf hardware to connect lets say a whole village. But our next challenge is to connect a neighbouring village with that particular village ( Picture 2). This would mean creating a Bus Network, where every village is connected to each other in a chain. Every Trango Station (Wifi hotspot) would serve as a relay node, enabling all the villages (Trango Stations) to communicate with each other. We have the hardware figured out, (in addition to the omni antenna, a directional antenna will be added).

On the software end, we would need to decentralise the discovery server and its temporary database which allows users to see who else is connected to that particular network. For this, we are looking into distributed databases and ledgers and hope to be achieving a solution soon. Since our project is open-source, anyone is more than welcome to contribute to this.|

Link to Original Post:
https://www.reddit.com/r/trango/comments/jf8xiz/videoaudio_calling_without_the_internet_for/

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Startups – Rapid Growth and Innovation is in Our Very Nature!

Scopely raises $340 million at a $3.3 billion valuation as gaming grabs investors’ interest

In a move to shore up institutional support in what’s likely to be it’s last fundraising as a private company, the Los Angeles-based mobile gaming behemoth Scopely has raised $ 340 million in its latest eye-popping round of funding.

Acting as if there’s not still a global pandemic raging throughout the world, some of the largest institutional financing firms, like Wellington Management, TSG Consumer Partners, CPP Investments and funds managed by BlackRock, poured more money into the gaming giant just one year after the company raised $ 200 million in another late-stage funding round.

“What we are seeing is that there’s a significant appetite from public market investors to interactive entertainment as a category,” said Scopely co-chief executive Walter Driver. “We were excited to cross over and invest in Scopely.”

These late-stage, traditionally pre-IPO investors joined NewView Capital, Battery Ventures, Greycroft, Revolution Growth and Highland Capital Partners in the funding, which values the company at $ 3.3 billion, according to a person familiar with the financing.

The massive windfall won’t mean anything for Scopely’s strategy, as the already wildly profitable business continues to grow both organically and through its acquisition strategy of major mobile gaming studios, according to Driver.

Unlike the other big companies that have taken billions of dollars in the gaming market — chiefly Epic Games and Unity — Scopely isn’t making tools for gaming. The focus at the Los Angeles-based company is squarely on the games themselves and the players who spend billions of dollars on them.

Scopely is focused on building the end-to-end publishing capabilities and development capabilities that will result in the longest-term relationships with players for years to come,” Driver said. “This space is evolving really quickly and we have grown exponentially. If we want to be the leading company in the space, we have to be capitalized like the leading the company in the space.”

In terms of capitalization, no other mobile gaming studio comes close. The company’s closest competitor, both in proximity and in strategy, would probably be the other LA-based mobile gaming company, Jam City . *

Scopely doesn’t shy away from developing aspects of the platform technologies that have powered Epic and Unity to their own multi-billion-dollar valuations, but it isn’t selling those tools to other companies, Driver said.

“Our belief is that over the long term the most valuable companies in this space are going to be fully vertically integrated and own proprietary technology platforms,” he said.  

For Scopely, technology development is all about user retention, and developing the publishing capabilities and development capabilities that will help the company and its games stay relevant to an increasingly expanding and increasingly savvy audience of gamers.

And the company has an eye on the future. It’s looking at moving more of its games between platforms desktop, mobile and consoles as games evolve to be played across those different systems. While that doesn’t mean developing for augmented reality or virtual reality hardware yet, Driver doesn’t rule it out.

“We do think there’s going to be continued innovation of new genres and consumer experience and more convergence and cross-pollination between platforms. Scopely is going to be focused on a player-centric approach rather than a device-centric one,” said Driver. 

For Driver and his co-founder, Javier Ferreira, Scopely’s growth — and that of the total gaming industry — represents an evolution in the ways that consumers want to be entertained.

Scopely’s players are spending 80 minutes per-day on games like “Star Trek Fleet Command,” “MARVEL Strike Force,” “Scrabble GO” and “YAHTZEE with Buddies,” and that time spent is actually spent socially.

“People have found — and investors looking at the space have found also — that people value the connection they’re getting from interactive experiences. It’s not just our relationship with the players, but their relationships with each other,” Driver said. “Inside of most passively consumed media experiences, you don’t have an identity. You don’t have friends.

Or, to put in more nakedly capitalist terms, “We believe mobile gaming’s rapid growth makes it one of the most attractive categories in entertainment from an investment standpoint,” as Dan Sundheim, the co-founder of late-stage Scopely backer D1 Capital, said in a statement. “We are confident that Scopely’s vision for the future coupled with its strategic approach to creating a vertically integrated game-making ecosystem, differentiated technology platform, and deep relationships with players will continue to cement its status as an industry leader.”

 *An earlier version of this article incorrectly cited Jam City’s valuation as $ 1.1 billion. The company has not disclosed its valuation recently. 

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