Tim Cook says the situation around the collection and use of people's data is "dire" and that "well-crafted" rules are probably needed.
Designing speakers is a juggling act, says ELAC’s Andrew Jones.
Commentary: Another day, another Apple ad featuring someone dancing. Is this getting a touch unoriginal?
Who's Earth's Mightiest Hero now? "Black Panther" will fall to "Pacific Rim Uprising" in the weekend box-office race, but the overall throne is safe.
The many sounds and visions of Bowie draw big crowds at the Brooklyn Museum. Here's a tour.
Commentary: The famous director says anything Netflix does is, by definition, a TV movie.
Show Us Yours: Chris Majestic considers his home theater low to midrange, but we found it mighty impressive, especially since he put it all together himself.
Sea of Thieves leaves a bewildering first impression, a magnificent second one, and, so far, a disappointing lasting taste. The piratical goof-'em-up does almost nothing to explain itself, and much of the game’s joy is in discovering how to navigate and progress through its multiplayer pond. The problem is, once you learn the basics, you just as quickly find Sea of Thieves provides very little in the way of interesting goals and tasks to perform.
This goes beyond a lack of content to a more basic dearth of interactivity. The very first seconds of your buccaneer career are marred with strange, artificial limitations that continue to pockmark the rest of the game. In a game where progression is largely about unlocking cosmetics, for instance, you’re not allowed to customize your own character. Sea of Thieves simply boots up a load of randomly generated avatars which you can re-roll as many times as you like before making your final choice.
After loading a scallywag not quite to my liking, I was greeted by 20 seconds of on-screen text, the game’s limited excuse for a tutorial. That text explained how to access my inventory, where to pick up quests, and... that’s about it. Essentials like the finer points of sailing control and just how the quest system works are blank spaces that have to be filled in by the player (or the players, if you’re playing with friends or strangers, as you really should).Open eyes, open ocean
After some solo bumbling on my boat, trying to figure out just how to make it go, I intuited that the sails were likely roped to whatever control mechanism Sea of Thieves provided. Sure enough: I traced those rope lines between mast and bulkhead to find the “controls.” From there, it was mostly smooth, entirely enjoyable sailing.
CNET found now-defunct apps from Apple and Samsung on Facebook that had access to all kinds of data about you and your friends. They're unlikely to be the only ones.
Commentary: We could see new iPads, coding initiatives -- and maybe a few surprises.
With this latest wearable gadget, you could really sink your teeth into tracking your diet and health.
A tiny tooth-mounted sensor can wirelessly transmit radio frequency data about the foods you’re noshing, reporting on sugar, salt, and alcohol in real-time. The creators, led by biomedical engineer Fiorenzo Omenetto of Tufts University, hope that the dental device will someday help consumers and researchers make “conclusive links between dietary intake and health.” They report their prototype in a study that will be published next week in the journal Advanced Materials.
Omenetto’s team has long been working on such radio frequency sensors—ones for the skin, brain, and surgical implants. It made sense to move to the mouth, Omenetto tells Ars. “There are a plethora of markers in the mouth that… are very relevant to our health states,” he said. But the team was in talks with the nutrition researchers at Tufts that they thought “’gee, wouldn’t it be great if you could track your diet.’”
These strange collection of stars aren’t galaxies, but random groups of hundreds of millions of stars.
SAN FRANCISCO—With every year of the Game Developers Conference, there comes a rash of panels. This being a developer- and coder-centric event, they focus largely on niche game-design topics like rendering techniques, procedural generation, and art pipelines. That's all informative and thorough, well and good, but one animator's treasure can be another programmer's trash.
For nerdy panels that have something to offer everyone, we look to GDC's classic postmortems: the stories of long-ago games from the designers who led the projects and still remember a lot from those '70s, '80s, and (now) early '90s games.
This year's two best GDC postmortems landed firmly in the early '90s, with one of the games in focus, NBA Jam, celebrating its 25th anniversary this year. Both postmortem'ed franchises exploded as rebellious, industry-shifting upstarts during their era, and as such, their GDC origin stories included plenty of attitude and jokes. Even better, the staffers for both of these series came with reams of data in hand—and in one case, there might be delectable, super-rare EPROMs to follow.
Super portability and easy access to AI assistants make these wireless headphones must-haves on your next trip.
The Stelvio Corsa makes no sense, but we love that Pirelli is producing it for all 36 250 GTOs and nothing else.
Apple in mid-1993 was reeling. Amidst declining Mac sales, Microsoft had gained a stranglehold over the PC industry. Worse, the previous year Apple had spent $600 million on research and development, on products such as laser printers, powered speakers, color monitors, and the Newton MessagePad system—the first device to be branded a "personal digital assistant," or PDA. But little return had yet come from it—or indeed looked likely to come from it.
The Newton's unreliable handwriting recognition was quickly becoming the butt of jokes. Adding to the turmoil, engineering and marketing teams were readying for a radical transition from the Motorola 68k (also known as the 680x0) family of microprocessors that had powered the Mac since 1984 to the PowerPC, a new, more powerful computer architecture that was jointly developed by Apple, Motorola, and IBM. Macs with 68k processors wouldn't be able to run software built for PowerPC. Similarly, software built for 68k Macs would need to be updated to take advantage of the superior PowerPC.
It was in this environment that COO Michael Spindler—a German engineer and strategist who'd climbed through the ranks of Apple in Europe to the very top layer of executive management—was elevated to CEO. (The previous CEO, John Sculley, was asked to resign.) Spindler spearheaded a radical and cost-heavy reorganisation of the company, which harmed morale and increased the chaos, and he developed a reputation for having horrendous people skills. He'd hold meetings in which he'd ramble incoherently, scribble illegible notes on a whiteboard, then leave before anybody could ask a question, and his office was usually closed.
Reddit bans, Atlanta ransomware, and more of the week's top security news.
Chandler Klang Smith's new novel is full of surreal weirdness.
Insiders have long viewed Uber as a laggard in the driverless car race, but internal documents obtained by The New York Times suggest that the company's self-driving car program may be even further behind its rivals than had been publicly known.
The key statistic: prior to last Sunday's fatal crash in Tempe, Arizona, Uber's self-driving cars in Arizona were "struggling" to go 13 miles between interventions by a safety driver—known as a disengagement.
The Times points out that, in 2017, Waymo's self-driving cars in California traveled 5,600 miles between incidents in which a driver had to take over for safety reasons. Cruise, GM's self-driving car subsidiary, had a safety-related disengagement once every 1,250 miles in the state. We don't know either company's statistics in Arizona because Arizona law doesn't require them to be disclosed.
A side effect of Euro-style board games’ preoccupation with European history as a theme is that many such games hinge on colonialism. Most board games are not “pro-colonialist,” of course, but simulating a long history of European imperialism necessarily means that a lot of us sit around on game nights trying to figure out the most efficient way to exploit the resources (and sometimes, uncomfortably, the people) of a newly “discovered” land.
Spirit Island, a cooperative strategy game for one to four players, flips this well-worn script on its head. Instead of playing as settlers building out villages and roads in a new land, you and your friends take on the role of god-like elemental spirits charged with protecting the island's various landscapes from those pesky invaders, who are controlled by the game itself. It’s kind of like a complex, wildly asymmetric Pandemic—but here, people are the disease.
The island's natives are there to help you fight back when they can, but it's mostly up to you and your teammates to destroy the settlers' fledgling cities, remove the blight they introduce as they ravage your pristine lands, and gain more and better powers to help you on your way. Gameplay is driven by cards, and as the game progresses, you'll get more and better powers and strike more and more fear into the invaders' hearts. Drive them off to win.