Celeno Communications, makers of semiconductors for multimedia applications,  raised $12 million, in a round led by Liberty Global. Other funders in this round include Cisco, Greylock Partners, Miven Venture Partners, and Pitango Venture Capital.

ConnectEDU,  a developer of digital career planning services and platforms, raised $7 million financing round led by Allen & Co. The company currently has 5 million high school and college-aged students registered users.

TokBox, the San Franciso-based maker of streaming Wed-based video conferencing tools, raised $12 million in a C Series of funding led by DAG Ventures. Other investors include Bain Capital and Sequoia Capital.

Kineto Wireless, a makera of mobile phone software that is Wi-Fi based, raised $3 million. Investors include Venrock Associates, Sutter Hill Ventures, Oak Investment Partners and Motorola Ventures.

 

Path, a Twitter like micro-blogging startup, launched. Path is different from Twitter in two ways. First, it allows users to tag their photos, and second, users are limited to 50 friends.

Coraid, which makes Ethernet SAN storage, raised  $25 million, in its Series B funding round of funding. The Round was led by Menlo Ventures. Other investors include Allegis Capital and Azure Capital Partners.

EMC acquired Isilon Systems for $2.25 billion. Isilon is a scalable storage systems company, that offers scalable, low-cost storage

Crowdstar games are coming to Microsoft’s search engine, Bing. While most of the  social features will remain identical to the ways the games are played on other sites, with Facebook Connect making it easy to find friends, the Bing versions will also feature Windows Live as a sign-in option.

Meebo is bringing the idea of check in’s to the Web. The company, which makes a social networks sharing toolbar, announced a new version of  the Meebo tool bar, which allows users to check into websites they  visit. The toolbar will be available on Tuesday.

Free online games, like the ones found on Facebook,  have grown in popularity. Almost one in five gamers now pay for virtual goods in these games, this has risen  from 15% in 2008, according Parks Associates

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