• WWW.GAMESINDUSTRY.BIZ
    QA company Testronic opens new "state-of-the-art testing facility" in the Philippines
    QA company Testronic opens new "state-of-the-art testing facility" in the Philippines The firm says "the world-class location is designed to ensure the delivery of QA services of the highest quality" Image credit: Testronic News by Vikki Blake Contributor Published on April 8, 2025 QA company Testronic has opened a new "state-of-the-art testing facility" in Manila, Philippines. Situated in the Mega Tower in Mandaluyong City, Testronic said "the world-class location is designed to ensure the delivery of QA services of the highest quality to clients around the world" and is "fully supported by leading-edge security." Led by Testronic’s APAC program director, Ralph Quiambao, with a focus on functionality QA, the Manila-based QA team "brings a wealth of experience from top game studios, blending design intuition with technical expertise." The company said it has a highly-experienced team, the wellbeing of which is paramount, as "happy testers deliver superior results." "By opening our new office, we are adding the capacity for 360 additional professionals," said Quiambao. "I’ve been leading the QA team here for 12 years and games are more than just a job for us. It’s our passion. Every day our teams here are playing games, both professionally and personally. I may be biased, but it’s this passion that makes us the perfect place for QA. This deep-rooted dedication means our clients benefit from sharper insights, faster turnarounds, and the highest quality testing standards in the industry.” Testronic was established in 1998 in London and now employs 2000 employees across the world in Warsaw, New Orleans, Lisbon, Bucharest, Belgrade, and now in Manila.
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  • WWW.GAMEDEVELOPER.COM
    'We have way more power than any corporation:' Union workers call on developers to fight for their future
    Chris Kerr, News EditorApril 8, 20258 Min ReadImage via Game Developer / Chris Kerr"The way we fight back is by teaching workers to stand up for themselves and stand up for one another," says union organizer and industry veteran, Witt Yao, during an somewhat impromptu roundtable interview on the final day of GDC 2025.It was the last meeting I had during a hectic week that saw union workers make their voices heard by staging a rally that stretched from Moscone West to Yerba Buena Gardens and launching UVW-CWA, a new direct-join union that attracted over 300 new members in just a few days.I had initially intended to interview a couple of CWA union members to hear why they feel collective action is absolutely fundamental if you're someone who believes the game industry can—and, crucially, should—be better. In hindsight, it was absurd to think I could plant myself in the middle of the CWA booth for a modest chat.My interview quickly morphed into a passionate roundtable with around seven workers, most of whom had simply clocked the fact I was here for a press interview and leapt at the chance to share their story. As more folks squeezed themselves around what I suspect might have been the smallest table in San Francisco, it became apparent just how ferociously passionate CWA union members feel about an industry that rarely seems to reciprocate that affection.Related:"We still have a lot of energy in us to help our industry be better than it is," says Brian Ostrander, a software engineer and CODE-CWA member, when asked about the motivations behind launching UVW-CWA. "We're excited about leveling up the organizing capacity at the conference over the last couple of days to get them on our level and get them fighting the boss as well."UVW organizing committee member, Kaitlin 'KB' Bonfiglio, explains unions are ultimately movements about "worker protagonism." The appeal of UVW-CWA is that you simply pay your dues to receive your membership, but that's merely the first step on a larger journey towards seizing control of your own fate. "This is a moment by and for all of us," says KB. "We've been answering a lot of questions such as 'what do I get by joining?' This movement is just beginning. If you think of IATSE and SAG-AFTRA—those unions have been around for hundreds of years. So if you think of this as the beginning of an industry-wide movement, you get to decide and vote on what we do and how our funds are used."CWA union members begin a rally in Moscone West at GDC 2025 / Image via Game DeveloperRight now, UVW-CWA is focused on protecting workers from the encroachment of generative AI and the corporate sledgehammer of mass layoffs.If you're wondering just how prevalent the latter issue has become, one organizing committee member explains that, during their founding meeting, every single person in the room had either been impacted directly by layoffs or knew someone who had.Related:"The emotion [in that room] was so palpable," they explain. "The sadness. The anger. The compassion. It's very clear that's the galvanizing issue. Everything else kind of flowed downstream from it."Those sat around me believe fighting back means convincing others that collective power can overwhelm even the largest corporation—who they feel have grown far too accustomed to exploiting a workforce that has accepted a false status quo."The real point of this movement is to engage people and to get them to understand that we have way more power than any corporation will ever have," says Yao. "These are issues that are deeply rooted in human dignity and self respect, and we are told so often to put that all aside for your career. I believe that is a false dichotomy. You can have both and you should have both. We are trying to teach people that you deserve both."There's a sense within the group that corporate leaders across the industry view video games as shimmering golden goose. That might go some way to explaining the growing disconnect between the developers pouring their hearts and souls into their work and those cutting their paychecks.Related:"The C-suite, at least in my experience, are not from the industry," explains Ray, a unionized worker at Sega of America. "They don't have a background in gaming. They often come from different industries, but they see the video game industry as this huge cash grab."It a sentiment that others around the table share. Ostrander notes how studios are frequently bought by private equity and "squeezed for all they're worth"—but also feels there can sometimes be issues at smaller, indie studios, where some bosses might be laboring under the auteur delusion. He reiterates all workers—at every level—make valuable contributions when bringing a project to market. So why are some still struggling to get the recognition they deserve?"We want those workers to feel empowered as well—and not to be pushed around by bosses who think they have better taste," he adds.Union members fear their passion and creativity is being 'crushed and destroyed'The fight for recognition and better conditions has also been hampered by union busting. When workers begin to organize, it's not uncommon for employers to undermine their attempts by deploying a litany of well-worn tactics. I'm told the playbook often includes misclassifying people who should be full-time workers as contractors to limit their rights, jettisoning large groups of employees post-launch to halt any organization attempts in their tracks, or siloing remote workers to prevent them from communicating with their colleagues and presenting a united front. It can make the fight harder, but not impossible.One member explains the CWA is now adept at spotting union-busting in action and is more then prepared to push back. The alternative to fighting—at least, for those sat around me—isn't worth thinking about."We can see where [the game industry] is going to go [without unions]," explains Taylor Welling, OneBGS union member and organizer at Bethesda Game Studios. "Replacing employees with AI. Replacing employees with outsourcing. Treating employees poorly. It's really heading towards an unpleasant working experience for workers."Yao agrees. "I've already seen where this is heading within the multiple workplaces, where all the passion and creativity that goes into these games is just being crushed and destroyed," he explains. "We are experiencing burnout at an unprecedented rate—and the answer I keep hearing is 'stop caring about what you do.' We don't get into this industry because we don't care about video games. We absolutely care about this art form. So, to tell me the only way I can survive and have a career is to turn that side of my brain off and to stop caring about the art that I'm working on and the people I'm working with—that's impossible."A digital version of the UVW-CWA informational zine handed out at GDC 2025 / Image via UVW-CWAThe passion and empathy is palpable. There is also steely resolve and iron-clad determination forged in the fires of an industry that appears to believe its talented workforce is disposable. An asset to be depleted and discarded without mercy. Can unions provide a quick fix? No. This skirmish has been raging for years. In what feels like a battle for the very soul of the industry, it seems they do offer something in abundance: hope."[I hope unions] can usher in a future where we don't look around and wonder where all of our older mentors have gone. Where we don't look around and wonder where all of the younger interns have gone, because it's an industry that's incompatible with having a family or taking care of a loved one when they're in the hospital," says Ostrander."[I hope it becomes] an industry that's sustainable. One that reflects the people who play our games. Gaming is an incredibly diverse space. The appeal of games [is] wide and spans every walk of lives, and the people who reflect the games should reflect that diversity."Yao envisions future where people can expect a career that spans decades instead of "five years at the best." The outpouring from those around me continues. How about a future full of worker cooperatives? Full of people who have benefits? The security of full-time roles? These are all concrete things unions are collectively driving towards. For those still on the fence, one member poses a very simple question: are you satisfied with where you're at now?"It's not going to get better if you do not do something about it," says KB.Ostrander feels the recent onslaught of layoffs and studio closures has underscored the risk of simply doing nothing. So does Yao, who explains devs were told to "survive until '25" only to arrive and realize the industry is still capitulating. "It's no longer about surviving," he says. "It's about taking the reins and making the change ourselves."For Welling, there is now only one way forward. "Nobody with power is going to just turn around and become benevolent and start taking care of you in the way that you really need them to," she adds. "The only way to get that is to use your own power and collectively work with other people to demand to be treated like humans." Read more about:GDC 2025LaborUnionizationTop StoriesAbout the AuthorChris KerrNews Editor, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • WWW.THEVERGE.COM
    Trump believes iPhones can be made in the US, says White House
    With time continuing to tick down until President Trump’s higher tariffs take effect after midnight, White House press secretary Karoline Leavitt doubled down on the idea that products like iPhones could realistically shift to US manufacturing, claiming that “if Apple didn’t think the United States could do it they probably wouldn’t have put up that big chunk of change,” citing its recently announced $500 billion US investment plan.The only problem is that, other than at least one analyst’s explanation of the investment as “in line with what one might expect the company to be spending anyway,” Steve Jobs and Tim Cook have already explained the reasons that they don’t think it’s possible.RelatedAsked by New York Times reporter Maggie Haberman about US Commerce Secretary Howard Lutnick’s comments over the weekend that the tariffs would lead to things like “the army of millions and millions of human beings screwing in little screws to make iPhones” coming to the US, Leavitt said of Trump that “absolutely he we have the labor we have the workforce we have the resources to do it.”Walter Isaacson’s biography, Steve Jobs, clearly describes meetings between Jobs and then-president Barack Obama in 2010 and 2011, where Jobs explained that the problem is that America lacks the 30,000 properly trained engineers needed to support a factory workforce rivaling the 700,000 workers employed in China:Apple had 700,000 factory workers employed in China, he said, and that was because it needed 30,000 engineers on-site to support those workers. ‘You can’t find that many in America to hire,’ he said.Tim Cook has been just as blunt, describing the issue in 2017 at Fortune Magazine’s Global Forum event.…the truth is China stopped being the low labor costscountry many years ago and that is not the reason to come to China from a supply point of view. The reason is because of the skill and the, the quantity of skill in one location, and the type of skill. It is like the products we do require really advanced tooling and the precision that you have to have in tooling and working with the materials that we do are state-of-the-art, and the tooling skill is very deep here. You know in, in the US, you could have a meeting of tooling engineers, and I’m not sure we could fill the room — in China you could fill multiple football fields.See More:
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  • NEWS.XBOX.COM
    Highway to Hell: Diablo IV Releases Its First Roadmap
    SummaryThe first roadmap for Diablo IV is here, showing what’s to come for 2025.Game director Brent Gibson talks about the coming seasons in the Age of Hatred, and more.Sanctuary is what it is thanks to communication, so please keep that feedback coming! Diablo wouldn’t be what it is today without our players — Sanctuary belongs to you as much as it belongs to us. Every shred of feedback, every heated debate, and every shared moment in-game fuels the fire that drives how we continue to grow our game together. Today, our team released our first roadmap for Diablo IV, showcasing what’s going to come for the rest of the year. Transparency is our guiding star with its reveal, and we’re excited to pull back the curtain and deepen our conversation with you, our community, by providing a view of the path ahead. Click to expand. In the above image, you can see the next three Diablo IV seasons of 2025 — Belial’s Return, Sins of the Horadrim, and Infernal Chaos — and their respective themes of power. Alongside those seasons, we’ll be making significant, permanent updates and improvements to the base game, ranging from existing systems, keyboard and mouse support for console, and much more. You also see that we are bringing two IP collaborations into Diablo IV this year! While I won’t spoil anything here, I will say we are personally extremely excited about this, and we are thrilled to be working with universes that resonate deeply with the dark themes of the Diablo universe. Additionally, our second anniversary is coming up! Details are coming soon, but we’re very eager to celebrate two years of slaying alongside our players. Finally, this year is all building toward our next expansion, arriving in 2026. Plus, Leaderboards will be making their Diablo IV debut, so you can earn recognition for your achievements. Your thoughts on what lies beyond are crucial. We’re so thankful to be building Sanctuary alongside you, so if you have any thoughts around what you see here, please feel free to share them on our forums or on social media via X and Instagram. See you in Hell! Diablo® IV – Expansion Bundle Blizzard Entertainment ☆☆☆☆☆ 548 ★★★★★ $69.99 $55.99 Get it now The Diablo® IV – Expansion Bundle includes: – Diablo® IV for Xbox One / Xbox Series X|S – Diablo® IV: Vessel of Hatred™ – Standard Edition for Xbox One / Xbox Series X|S Start demon-slaying today with the Diablo® IV – Expansion Bundle. Fight back endless hordes of Hell across beautiful but tormented regions of Sanctuary, traverse the campaign solo or with friends, and uncover the latest chapter in the new expansion, Vessel of Hatred™. Diablo® IV is the ultimate action-RPG experience with endless evil to slaughter, countless abilities to master, nightmarish dungeons, and legendary loot. Embark on the epic campaign solo or with friends, meeting memorable characters through a gripping story in a beautifully dark world, or explore an expansive end game: battle iconic bosses for powerful loot, fight back the encroaching onslaught of Hell in Helltides, master the Forge to create your ultimate weapons and progress powerful characters, with cross-play and cross-progression on all available platforms. Uncover the next chapter of Diablo® IV in Vessel of Hatred™. Continue your fight to thwart the diabolical plot of the Prime Evil, Mephisto. Battle as the all-new Spiritborn class, empowered by mystical Spirits. Expand your map to the new region of Nahantu and traverse through its lush jungles. Recruit new Mercenaries, take on new enemies, dungeons, a new PvE co-op challenge, and more. Plus, explore base game updates that introduce new power and continue to enhance the world of Diablo® IV. Battle.net® account required. Internet connection required. For more information, please visit Diablo.com. © 2024 Blizzard Entertainment, Inc. Diablo and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S and/or other countries. Diablo® IV: Vessel of Hatred™ – Standard Edition Blizzard Entertainment ☆☆☆☆☆ 97 ★★★★★ $39.99 $27.99 Get it now Diablo® IV: Vessel of Hatred™ – Standard Edition includes: – Vessel of Hatred™ for Xbox One / Xbox Series X|S Uncover the next chapter of Diablo® IV in Vessel of Hatred™. Continue your fight to thwart the diabolical plot of the Prime Evil, Mephisto. Battle as the all-new Spiritborn class, empowered by mystical Spirits. Expand your map to the new region of Nahantu and traverse through its lush jungles. Recruit new Mercenaries, take on new enemies, dungeons, a new PvE co-op challenge, and more. Plus, explore base game updates that introduce new power and continue to enhance the world of Diablo® IV. Diablo® IV base game required to play. Battle.net® account required. Internet connection required. For more information, please visit Diablo.com. © 2024 Blizzard Entertainment, Inc. Diablo and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S and/or other countries. Diablo® IV Blizzard Entertainment ☆☆☆☆☆ 941 ★★★★★ Get it now Xbox Game Pass Diablo® IV is the next-gen action RPG experience with endless evil to slaughter, countless abilities to master, nightmarish Dungeons and legendary loot. Embark on the campaign solo or with friends, meeting memorable characters throughout a beautifully dark open world and a gripping story. Dive into an expansive End Game where players can meet in towns to trade, team up to battle larger-than-life World Bosses, unlock robust character and loot customization, and uncover tons more action-packed activities to explore with cross-play and cross-progression on all available platforms. This is only the beginning for Diablo® IV, with new events, stories, Seasons, rewards, and more looming on the horizon. Battle.net® account required. Internet connection required. For more information, please visit Diablo.com. © 2024 Blizzard Entertainment, Inc. Diablo and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S and/or other countries. Diablo® IV PC Blizzard Entertainment ☆☆☆☆☆ ★★★★★ Get it now PC Game Pass Diablo® IV is the next-gen action RPG experience with endless evil to slaughter, countless abilities to master, nightmarish Dungeons, and legendary loot. Embark on the campaign solo or with friends, meeting memorable characters through beautifully dark settings and a gripping story, or go rogue through an expansive End Game and shared world where players will meet in towns to trade, team up to battle World Bosses, or descend into PVP zones to test their skills against other players – no lobbies necessary – with cross-play and cross-progression on all available platforms. This is only the beginning for Diablo® IV, with new events, stories, seasons, rewards, and more looming on the horizon. Battle.net account required. Internet connection required. For more information, please visit Diablo.com. © 2024 Blizzard Entertainment, Inc. Diablo, Diablo Immortal, World of Warcraft, and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc. in the U.S and/or other countries. All rights reserved.
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  • 9TO5MAC.COM
    Zens Quattro Charger Pro 4 wins as a family charging station with a useful off-label mode
    Zens recently sent over their Quattro Charger Pro 4 to try after Apple started selling it, and it’s already become a family favorite. In testing, I also discovered a fun, off-label use that potential buyers may appreciate. Hands-on impressions Right out of the box, the Zens Quattro Charger Pro 4 makes a positive impression. The actual charger is both more compact and more dense than I expected. While I expected something that charges up to four devices to take up more space, it’s pleasantly small and properly weighted such that it feels hefty when held. The charger’s dimensions and weight are 6.89 × 2.68 × 2.60 inches and 1.64 pounds. Of course, with great power comes great… power cords. The supplied power supply is rather thick, adequate in length at 1.5 meters, and braided white. Since each wireless charging spot delivers up to 15W of power, the power adapter is rated at 65W to support multiple devices simultaneously. It also ships with type A (US), type C (EU), type G (UK), and type I (ANZ) plug adapters in the box. The fact that it can deliver the fastest available MagSafe charging speeds from all four charging spots at the same time matters a lot to me. There’s no worrying about if my phone is charging slower if someone else is charging their phone or AirPods. MagSafe makes the difference MagSafe is also the key to making this product work. Without MagSafe, it would be too annoying to properly align each device and double-check that wireless charging has initiated. Since it has MagSafe, you can set your iPhone or AirPods case down and feel it magnetically snap into exactly the right place and be confident you’re getting up to 15W of charging. The Zens Quattro Charger Pro 4 is also Qi2-certified. This means it works with other devices that can wirelessly charge without MagSafe — like the iPhone 16e and AirPods 4. Another consideration is that it properly supports iPhone sizes that didn’t exist when Apple unveiled its failed three-device charging pad called AirPower in 2017. My testing has consisted of charging an iPhone 16 Pro Max, iPhone 16 with Apple’s MagSafe case, iPhone 14 with an OtterBox case, and either AirPods Pro 2 or AirPods 4. While my mix includes one iPhone with a Lightning port and the other devices use USB-C, wireless charging is shared charging solution that simplifies family iPhone charging. The Zens Quattro Charger Pro 4 is a great place to put devices during dinner or after hours. Charger bang for your buck Priced at just under $150, Quattro Charger Pro 4 is a fair value and much sleeker than four MagSafe chargers and power adapters from Apple at more than $230. The price is just $20 above that of my favorite nightstand charging solution from Belkin which charges one iPhone with Standby mode support, one AirPods case, and one Apple Watch. And while it’s possible to position Quattro Charger Pro 4 vertically and view two unobscured iPhones in Standby mode, this off-label use doesn’t work with Max phones on bottom. Still, it’s a pretty cool hidden trick. Charging works as advertised no matter the mix, and the family will promptly complain the moment you relocate Quattro Charger Pro 4. You can find it from Apple and zens.tech. Find more great Zens charging solutions on Amazon. Best Apple accessories Follow Zac Hall: X | Threads | Instagram | Mastodon Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
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  • FUTURISM.COM
    China Creates Mocking AI Video of Average Americans Working in Garment Factory
    As Americans fret about what their future looks like amidst Donald Trump's heightening trade wars, the people of China have a suggestion: get used to sweatshops.A wild AI-generated post depicting schlubby Americans toiling in dingy factories has gone viral on Chinese social media before leaking out onto US trending tabs. It pokes fun at Trump's so-called "reindustrialization" gambit to bring factories back to the US — and anyone foolish enough to believe the billionaire's policies will benefit American workers.Once it hit the US net, the clip clearly resonated with frustrated Americans."Fake... no mobility scooters," wrote one Reddit user, playing into the stereotype of the overweight American consumer. "Bold to assume anyone can afford those (or has health insurance at all) when this day arrives," replied another.In contrast to their more critical counterparts, right-wing social media users can't seem to agree if sweatshops represent a desirable return to masculinity, or a backslide into dystopian drudgery for US workers."Make the sock" goes one AI-generated meme, which shows a Patagonia-vested finance bro weeping over a garment machine as a massive frowning portrait of Trump looks on."People [are] turning on President Trump and Elon Musk after they have sacrificed so much for you," groused another poster on X-formerly-Twitter. "They are already rich af and don’t need to do any of this!"If nothing else, the Chinese meme highlights a notable shift in attitudes as US-China relations crumble.Americans have long stereotyped their fellow Chinese worker as human drones hammering out cheap junk, overlooking the thriving sweatshop ecosystem that still exists in their own country. Now the shoe's on the other foot, as economists warn that Trump's plan could decimate the already-struggling American working class while ramping up the control corporate oligarchs have over their lives.Case in point, former hedge fund billionaire turned Treasury Secretary, Scott Bessent, recently intoned that federal workers fired by Elon Musk's DOGE could find jobs in sparkly new factories built thanks to Trump's tariffs.Of course, that all overlooks the reality that US manufacturing is in far better shape than Trump's rhetoric suggests. It's currently the second largest manufacturing base in the world, making up almost 16 percent of global output. While it's true that America has outsourced the labor of producing cheap consumer goods to the developing world, US manufacturing has shifted to high-tech industries like pharmaceuticals, aerospace, and semiconductors.If Trump's manufacturing plans come to fruition — and that's a big if — the US won't be returning to the post-war nirvana of the 1950s. If anything, it's more likely to evoke the Gilded Age of American industrialization, when children toiled in mines and industry moguls rigged elections. But hey, at least the cheap plastic junk at Walmart won't say "made in China" anymore.More from Futurism: China Attacks Trump With Sassy AI-Generated Music VideoShare This Article
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  • THEHACKERNEWS.COM
    Fortinet Urges FortiSwitch Upgrades to Patch Critical Admin Password Change Flaw
    Apr 08, 2025Ravie LakshmananNetwork Security / Vulnerability Fortinet has released security updates to address a critical security flaw impacting FortiSwitch that could permit an attacker to make unauthorized password changes. The vulnerability, tracked as CVE-2024-48887, carries a CVSS score of 9.3 out of a maximum of 10.0. "An unverified password change vulnerability [CWE-620] in FortiSwitch GUI may allow a remote unauthenticated attacker to modify admin passwords via a specially crafted request," Fortinet said in an advisory released today. The shortcoming impacts the following versions - FortiSwitch 7.6.0 (Upgrade to 7.6.1 or above) FortiSwitch 7.4.0 through 7.4.4 (Upgrade to 7.4.5 or above) FortiSwitch 7.2.0 through 7.2.8 (Upgrade to 7.2.9 or above) FortiSwitch 7.0.0 through 7.0.10 (Upgrade to 7.0.11 or above), and FortiSwitch 6.4.0 through 6.4.14 (Upgrade to 6.4.15 or above) The network security company said the security hole was internally discovered and reported by Daniel Rozeboom of the FortiSwitch web UI development team. As workarounds, Fortinet recommends disabling HTTP/HTTPS access from administrative interfaces and restricting access to the system to only trusted hosts. While there is no evidence that the vulnerability has been exploited, a number of security flaws affecting Fortinet products have been weaponized by threat actors, making it essential that users move quickly to apply the patches. Found this article interesting? Follow us on Twitter  and LinkedIn to read more exclusive content we post. SHARE    
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  • WEWORKREMOTELY.COM
    GrowthX: Principle Design Engineer
    About the role:As a Principal Design Engineer at GrowthX, you'll be a key member of our design team, crafting innovative and user-focused solutions for our platform. You'll collaborate closely with Product Managers, Engineers, and other designers to take ideas from concept to completion, ensuring a seamless and intuitive user experience across all GrowthX products.Your work will directly impact businesses, making AI more accessible, powerful, and easy to use. You'll push boundaries and set new standards in how companies leverage AI for growth, driving both visual and functional improvements across the GrowthX ecosystem.You'll have opportunities to lead, propose, and execute projects across various products and tools. Whether refining designs, optimizing workflows, enhancing user interfaces, or launching new features, your contributions will shape our platform's future.RequirementsWe NeedDesign Expertise: Proven experience in creating user-friendly interfaces with a strong portfolio showcasing digital product design. Ability to adapt to different design styles as necessary.Problem-Solver: Creative thinking to address complex design challenges."Demo Over Essay": Ability to align teams with working prototypes, user flows, or high-fidelity mockups, choosing the most effective communication method.Collaboration and Communication: Excellent communication skills and experience working in a cross-functional team environment.Research Proficiency: Skilled in conducting user research and analysis to inform design decisions.Time Management: Capable of prioritizing tasks and managing time efficiently in a fast-paced environment.Attention to Detail: High standards for design quality and user experience.What We Don't Need:Prefer to work alone: If you prefer to work independently without regular collaboration, this role isn't for you.Shallow Technical Knowledge: A deep understanding of modern design principles and tools is essential.Resistance to Feedback: Comfort with iterating based on feedback, data, and testing is key.Inflexibility: This role requires adaptability to changing requirements and team dynamics.Low Initiative: If you need constant direction and lack proactivity, this environment won't suit you.Day-to-Day Expectations: Here's how you can expect to spend your time each week35% – Feature Development: Building and implementing frontend components, features, and interactions using modern web technologies.25% – Design Development: Creating wireframes, prototypes, and high-fidelity designs that you'll help implement.20% – Technical Collaboration: Working with full-stack engineers to integrate your frontend work with backend systems.10% – Research & Testing: Conducting technical feasibility assessments and user tests, then implementing feedback.5% – Design & Code Reviews: Participating in team reviews to ensure quality and consistency in both design and implementation.5% – Continuous Improvement: Staying updated on design and development trends, exploring new technologies and best practices for ongoing professional growth.BenefitsCompetitive Compensation: Salary range of $200,000 to $250,000 of plus stock options at fast growing startup.Remote Flexibility: Work from wherever you’re most productive (location does not impact compensation).Ample Time Off: Unlimited vacation policy, with a recommended minimum of 15 days.Impactful Work: Join a team transforming how businesses leverage AI for growth.Less Meetings, More Async Work: Autonomy and asynchronous collaboration are prioritized.Apply NowLet's start your dream job Apply now Automatically Apply to Remote Design JobsLet your copilot automatically search and apply to remote jobs from We Work Remotely
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  • WWW.CNET.COM
    Today's Wordle Hints, Answer and Help for April 9, #1390
    Here are hints and the answer for today's Wordle No. 1,390 for Wednesday, April 9.
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  • WWW.SCIENTIFICAMERICAN.COM
    People Likely Aren’t as Susceptible to False Memories as Researchers Thought
    OpinionApril 8, 20255 min readPeople Likely Aren’t as Susceptible to False Memories as Researchers ThoughtNew studies underscore the difficulty of implanting entirely fictional events in a person’s recollectionBy Bernice Andrews & Chris R. Brewin Francescoch/Getty ImagesHow much can we trust our memories? We know that our mind keeps an imperfect record of the past. We can forget or misremember details with frustrating consequences. Our attention can be diverted in ways that make it all too easy to miss key events.But a particularly disturbing idea suggests that we readily form false memories—that is, we can become convinced we experienced something that never actually occurred. This concept is often used to cast doubt on the reliability of a plaintiff’s testimony in a court case, suggesting it is easy to create false memories of entire events. For example, lawyers representing Harvey Weinstein cited this idea to raise questions about several women’s allegations against him.Recently we had the opportunity to take a closer look at this concept by analyzing data from a study that intended to replicate one of the most iconic experiments on false memories to date.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.The experiment was published by American psychologists Elizabeth Loftus and Jacqueline Pickrell in 1995. Decades earlier, Loftus had demonstrated that people’s memories of visual details could be manipulated by posing questions that contained misinformation. She then wanted to see whether it was possible to implant an entire false memory for a childhood event that had never happened. To that end, in the 1995 study, she and Pickrell misled participants into believing that, according to their parents or older sibling, around age five, they had been lost in a shopping mall and then found by an older woman.Over the course of two sessions, the researchers strongly encouraged 24 participants to remember and describe all they could about this experience (which the parents or older sibling denied had actually happened). The experimenters evaluated the participants’ responses and concluded that one quarter of them had been led to remember the suggested fake event either partially or fully. Loftus had previously claimed some therapists could implant false memories of childhood sexual abuse in their clients. Her “lost in the mall” experiment therefore offered evidence that such a thing might be possible. Over the years, other scientists have implanted false memories of events, such as knocking over a punch bowl at a wedding, traveling in a hot air balloon or putting Slime in a teacher’s desk.In a 2017 paper we identified two big questions that have been hanging over these studies. The first is: How confident can we be in the experimenters’ false memory judgments? For example, would the participants themselves agree that they not only believed in the false event on their relative’s say-so but had an actual memory of it? And secondly, what exactly was it that the participants remembered? Could some of those recollections have been true memories? And what does a “partial” false memory consist of? Our new analysis digs into these questions and suggests that the body of research on false memory induction must be treated with caution: it is likely much more difficult to convince someone of a false memory than past work has suggested.In 2023 Irish psychologist Gillian Murphy and her colleagues closely repeated the “lost in the mall” study, following the original methods. They used a larger sample of 123 people and reported that 35 percent of participants had a false memory, 10 percent more than in the original study. When asked, however, less than half (14 percent) of these participants agreed they had a memory of the fake event.Murphy’s team’s data and transcriptions of what participants actually said were made freely available to other researchers, reflecting a move toward greater transparency in psychological research. We were impressed by this open approach to science, which is the only way to establish whether the claims made for memory implantation stand up to the scrutiny of independent researchers. For the first time, it was possible to examine what was really going on.Before reanalyzing their data, we broke the suggested “lost in the mall” story down into its six core elements. These were that the person was around age five, was lost for an extended period, had cried, was found by an older woman, and was reunited with their family and that this event occurred in the specifically suggested shopping location.To our surprise, none of the participants in the replication study remembered all six elements. Those rated as having a full false memory recalled fewer than three of the details on average, while those described as having a partial false memory recalled about one detail. Even more strikingly, 20 percent of those with a full memory and 60 percent of those with a partial memory did not explicitly remember the defining detail of being lost.We also found that half of those judged to have a false memory had actually been lost before or experienced a similarly analogous situation but not in a way suggested by the experimenters. In all cases, these participants described real events that they clearly distinguished from the suggested fake event. One participant said, “My memory is completely different to the other [suggested] memory.” Another said, “I don’t really remember that one.... But like me getting lost in the shop was like a regular occurrence.” Others were so uncertain about the suggested details in the fake story that their testimony would have little value in court. One participant commented, “I don’t even know if I ever did get lost in the shop before so I’m not sure if it's completely constructed or whether it’s the right memory.”Taking everything into account, we estimated that only five participants could reasonably be claimed to have a false memory rather than the 43 that were originally claimed. The participants were clearly very engaged by the study and approached the task of weighing up what, if anything, they remembered about the suggested event in a sophisticated way. Their comments revealed, for example, that they compared the scenario with other episodes of being lost, thinking about who would have been present and considering if the mall was as suggested. Labeling their musings as a false memory does not capture these important aspects of their experience.Our findings raise serious questions about claims made in court that it is easy to implant entire false memories in others. The great majority of these so-called false memories were much more limited, and held with much less conviction, than the claims made about this type of experiment led us to expect. While these questions remain, psychologists should be very cautious about how they present the findings on memory implantation to others. It is easy to overstate the relevance or generalizability of scientific evidence.Nonpsychologists can take comfort in these findings. Though memory is limited and sometimes mistaken, completely false memories are not easy to implant. Most of the time, memory does a good enough job. And while it is valuable to bring critical distance and skepticism when considering the reliability of memory—particularly in legal contexts—we should not be too quick to throw out a person’s testimony simply because it could be imperfect.Are you a scientist who specializes in neuroscience, cognitive science or psychology? And have you read a recent peer-reviewed paper that you would like to write about for Mind Matters? Please send suggestions to Scientific American’s Mind Matters editor Daisy Yuhas at dyuhas@sciam.com.This is an opinion and analysis article, and the views expressed by the author or authors are not necessarily those of Scientific American.
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