• Bit by Bit Inc: Enterprise Storage / Data Protection Systems Engineer - Indonesia

    Work Hours: United States Eastern Time Salary Range: -per monthAbout BitByBit BitByBitis a dynamic Managed Service Providerdedicated to helping small and medium-sized businesses overcome their technical challenges. We are seeking a skilled and dedicated Storage Engineer based in Indonesia to provide outstanding technical support to our US-based clients. Join a fast-paced, technology-driven environment that offers opportunities for growth and skill enhancement. Position SummaryThe Data Protection Engineer will be responsible for the architecture, installation, management, operation, upgrade, and data migration of the Enterprise Data Protectionenvironments within the organization. The Data Protection engineer ensures critical data is protected and available in the event data recovery is required.   This role includes oversight and administrative responsibilities for the day-to-day operation, strategic planning, and data retention/recovery polices for enterprise storage and data backup environments. This position will support an enterprise Backup environment on premise, both physical and virtual in a Microsoft Azure Cloud environment. The purpose of the role is to ensure the availability, stability, and consistent performance, scalability, maintainability, and reliability of our enterprise backup/data protection environments, for databases, applications, and end users. This is a "hands-on" position requiring strong technical skills, as well as excellent informal leadership, interpersonal and communication skills.Responsibilities Responsible for the Support and administration of the Enterprise Data Protection environment using DELL/EMC Avamar and Data Domain technologiesSupport and administer a Cyber Vault utilizing DELL/EMC Cyber Recovery Vault and Cyber Sense softwareSupport of cloud-based storage solutions in the Microsoft Azure environment utilizing DELL/EMC DDVEWork with application development, business team and end user to specify and implement data retention and recovery plans and strategies.Knowledge of SAN/NAS environments and switching fabric with new installations, upgrades and patching/firmware upgrades consisting of DELL/EMC, PURE and IBM devices a plus.RequirementsCore SkillsStrong time-management, prioritization, multi-tasking, problem-solving skills·       Ability to think critically, analytically, and strategically.Expert experience to maintain and administrate an Enterprise Data Protection environment using DELL/EMC Avamar, DataDomain and Cyber Recovery Vault technologiesWorking with various application development and database teams to define the backup schedules and retention policies required to protect critical data and restore systems in an emergency.  Strong knowledge of DDBoost for backing up data base environments requiredExperience maintaining and administering Cyber Recovery Vault for critical data protectionExperience maintaining and administering a backup environment in the Azure cloud utilizing DELL/EMC Avamar and DDVEExperience in administration of SAN and NAS devices utilizing DELL/EMC storage systems, PURE Storage and IBMa plusExperience configuring and maintaining storage pools in a Azure cloud environment a plusWorking within a ServiceNow environment is preferredExperience Minimum of 8 years in Storage / Data Protection Administration. Education Bachelor's degree in Computer Science, Engineering, or a related field. Relevant certifications are a plus.Why Join Us?Opportunity to work on cutting-edge automation and infrastructure projects.Collaborative and innovative team environment.Competitive salary, benefits, and professional growth opportunities.BenefitsCompetitive salary based on experience + bonus. Paid vacation. Apply NowLet's start your dream job Apply now Meet JobCopilot: Your Personal AI Job HunterAutomatically Apply to Remote All Other Remote JobsJust set your preferences and Job Copilot will do the rest-finding, filtering, and applying while you focus on what matters. Activate JobCopilot
    #bit #inc #enterprise #storage #data
    Bit by Bit Inc: Enterprise Storage / Data Protection Systems Engineer - Indonesia
    Work Hours: United States Eastern Time Salary Range: -per monthAbout BitByBit BitByBitis a dynamic Managed Service Providerdedicated to helping small and medium-sized businesses overcome their technical challenges. We are seeking a skilled and dedicated Storage Engineer based in Indonesia to provide outstanding technical support to our US-based clients. Join a fast-paced, technology-driven environment that offers opportunities for growth and skill enhancement. Position SummaryThe Data Protection Engineer will be responsible for the architecture, installation, management, operation, upgrade, and data migration of the Enterprise Data Protectionenvironments within the organization. The Data Protection engineer ensures critical data is protected and available in the event data recovery is required.   This role includes oversight and administrative responsibilities for the day-to-day operation, strategic planning, and data retention/recovery polices for enterprise storage and data backup environments. This position will support an enterprise Backup environment on premise, both physical and virtual in a Microsoft Azure Cloud environment. The purpose of the role is to ensure the availability, stability, and consistent performance, scalability, maintainability, and reliability of our enterprise backup/data protection environments, for databases, applications, and end users. This is a "hands-on" position requiring strong technical skills, as well as excellent informal leadership, interpersonal and communication skills.Responsibilities Responsible for the Support and administration of the Enterprise Data Protection environment using DELL/EMC Avamar and Data Domain technologiesSupport and administer a Cyber Vault utilizing DELL/EMC Cyber Recovery Vault and Cyber Sense softwareSupport of cloud-based storage solutions in the Microsoft Azure environment utilizing DELL/EMC DDVEWork with application development, business team and end user to specify and implement data retention and recovery plans and strategies.Knowledge of SAN/NAS environments and switching fabric with new installations, upgrades and patching/firmware upgrades consisting of DELL/EMC, PURE and IBM devices a plus.RequirementsCore SkillsStrong time-management, prioritization, multi-tasking, problem-solving skills·       Ability to think critically, analytically, and strategically.Expert experience to maintain and administrate an Enterprise Data Protection environment using DELL/EMC Avamar, DataDomain and Cyber Recovery Vault technologiesWorking with various application development and database teams to define the backup schedules and retention policies required to protect critical data and restore systems in an emergency.  Strong knowledge of DDBoost for backing up data base environments requiredExperience maintaining and administering Cyber Recovery Vault for critical data protectionExperience maintaining and administering a backup environment in the Azure cloud utilizing DELL/EMC Avamar and DDVEExperience in administration of SAN and NAS devices utilizing DELL/EMC storage systems, PURE Storage and IBMa plusExperience configuring and maintaining storage pools in a Azure cloud environment a plusWorking within a ServiceNow environment is preferredExperience Minimum of 8 years in Storage / Data Protection Administration. Education Bachelor's degree in Computer Science, Engineering, or a related field. Relevant certifications are a plus.Why Join Us?Opportunity to work on cutting-edge automation and infrastructure projects.Collaborative and innovative team environment.Competitive salary, benefits, and professional growth opportunities.BenefitsCompetitive salary based on experience + bonus. Paid vacation. Apply NowLet's start your dream job Apply now Meet JobCopilot: Your Personal AI Job HunterAutomatically Apply to Remote All Other Remote JobsJust set your preferences and Job Copilot will do the rest-finding, filtering, and applying while you focus on what matters. Activate JobCopilot #bit #inc #enterprise #storage #data
    weworkremotely.com
    Work Hours: United States Eastern Time (8 PM - 6 AM EST) Salary Range: $1,800-$2,200 (USD) per monthAbout BitByBit (BBB) BitByBit (BBB) is a dynamic Managed Service Provider (MSP) dedicated to helping small and medium-sized businesses overcome their technical challenges. We are seeking a skilled and dedicated Storage Engineer based in Indonesia to provide outstanding technical support to our US-based clients. Join a fast-paced, technology-driven environment that offers opportunities for growth and skill enhancement. Position SummaryThe Data Protection Engineer will be responsible for the architecture, installation, management, operation, upgrade, and data migration of the Enterprise Data Protection (EDP) environments within the organization. The Data Protection engineer ensures critical data is protected and available in the event data recovery is required.   This role includes oversight and administrative responsibilities for the day-to-day operation, strategic planning, and data retention/recovery polices for enterprise storage and data backup environments. This position will support an enterprise Backup environment on premise, both physical and virtual in a Microsoft Azure Cloud environment. The purpose of the role is to ensure the availability, stability, and consistent performance, scalability, maintainability, and reliability of our enterprise backup/data protection environments, for databases, applications, and end users. This is a "hands-on" position requiring strong technical skills, as well as excellent informal leadership, interpersonal and communication skills.Responsibilities Responsible for the Support and administration of the Enterprise Data Protection environment using DELL/EMC Avamar and Data Domain technologiesSupport and administer a Cyber Vault utilizing DELL/EMC Cyber Recovery Vault and Cyber Sense softwareSupport of cloud-based storage solutions in the Microsoft Azure environment utilizing DELL/EMC DDVEWork with application development, business team and end user to specify and implement data retention and recovery plans and strategies.Knowledge of SAN/NAS environments and switching fabric with new installations, upgrades and patching/firmware upgrades consisting of DELL/EMC, PURE and IBM devices a plus.RequirementsCore SkillsStrong time-management, prioritization, multi-tasking, problem-solving skills·       Ability to think critically, analytically, and strategically.Expert experience to maintain and administrate an Enterprise Data Protection environment using DELL/EMC Avamar, DataDomain and Cyber Recovery Vault technologiesWorking with various application development and database teams to define the backup schedules and retention policies required to protect critical data and restore systems in an emergency.  Strong knowledge of DDBoost for backing up data base environments requiredExperience maintaining and administering Cyber Recovery Vault for critical data protectionExperience maintaining and administering a backup environment in the Azure cloud utilizing DELL/EMC Avamar and DDVEExperience in administration of SAN and NAS devices utilizing DELL/EMC storage systems (such as VNX, XIO, PowerStore), PURE Storage and IBM (XIV, V9000, etc.) a plusExperience configuring and maintaining storage pools in a Azure cloud environment a plusWorking within a ServiceNow environment is preferredExperience Minimum of 8 years in Storage / Data Protection Administration. Education Bachelor's degree in Computer Science, Engineering, or a related field (master's degree preferred). Relevant certifications are a plus.Why Join Us?Opportunity to work on cutting-edge automation and infrastructure projects.Collaborative and innovative team environment.Competitive salary, benefits, and professional growth opportunities.BenefitsCompetitive salary based on experience + bonus. Paid vacation. Apply NowLet's start your dream job Apply now Meet JobCopilot: Your Personal AI Job HunterAutomatically Apply to Remote All Other Remote JobsJust set your preferences and Job Copilot will do the rest-finding, filtering, and applying while you focus on what matters. Activate JobCopilot
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  • Plans submitted for jmarchitects' 415-home regeneration scheme in Bolton

    Source: Watson
    A planning application has been submitted for the £100 million redevelopment of Church Wharf, a long-vacant 7.5-acre site at a key gateway to Bolton town centre.
    Developer Watson has lodged proposals with Bolton council for a four-phase, mixed-use scheme designed by jmarchitects. The project forms part of the town centre’s regeneration masterplan and is supported by £5 million from the Greater Manchester Combined Authority Brownfield Housing Fund.
    The proposed development includes 415 homes across a mix of one, two and three-bedroom houses and apartments, with an unspecified proportion expected to be delivered as affordable housing. Plans also include a 130-bedroom hotel, as well as retail and restaurant units.
    According to the application, the development is designed to create a new urban neighbourhood close to Bolton Parish Church, with public realm improvements, pedestrian connections and active ground floor uses.
    If approved, construction is scheduled to begin in summer 2025, with completion expected by 2029.

    Source: Watson

    Source: Watson

    Source: Watson

    Source: Watson

    Source: Watson

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    show caption

    An economic impact assessment submitted with the plans projects that the development could create 1,500 jobs and contribute £64 million in gross value added to the local economy. It also estimates that the scheme could generate £7 million in annual household spending from future residents.
    Watson is currently also delivering the Creams Mill housing project in Little Lever.
    #plans #submitted #jmarchitects039 #415home #regeneration
    Plans submitted for jmarchitects' 415-home regeneration scheme in Bolton
    Source: Watson A planning application has been submitted for the £100 million redevelopment of Church Wharf, a long-vacant 7.5-acre site at a key gateway to Bolton town centre. Developer Watson has lodged proposals with Bolton council for a four-phase, mixed-use scheme designed by jmarchitects. The project forms part of the town centre’s regeneration masterplan and is supported by £5 million from the Greater Manchester Combined Authority Brownfield Housing Fund. The proposed development includes 415 homes across a mix of one, two and three-bedroom houses and apartments, with an unspecified proportion expected to be delivered as affordable housing. Plans also include a 130-bedroom hotel, as well as retail and restaurant units. According to the application, the development is designed to create a new urban neighbourhood close to Bolton Parish Church, with public realm improvements, pedestrian connections and active ground floor uses. If approved, construction is scheduled to begin in summer 2025, with completion expected by 2029. Source: Watson Source: Watson Source: Watson Source: Watson Source: Watson 1/5 show caption An economic impact assessment submitted with the plans projects that the development could create 1,500 jobs and contribute £64 million in gross value added to the local economy. It also estimates that the scheme could generate £7 million in annual household spending from future residents. Watson is currently also delivering the Creams Mill housing project in Little Lever. #plans #submitted #jmarchitects039 #415home #regeneration
    Plans submitted for jmarchitects' 415-home regeneration scheme in Bolton
    www.bdonline.co.uk
    Source: Watson A planning application has been submitted for the £100 million redevelopment of Church Wharf, a long-vacant 7.5-acre site at a key gateway to Bolton town centre. Developer Watson has lodged proposals with Bolton council for a four-phase, mixed-use scheme designed by jmarchitects. The project forms part of the town centre’s regeneration masterplan and is supported by £5 million from the Greater Manchester Combined Authority Brownfield Housing Fund. The proposed development includes 415 homes across a mix of one, two and three-bedroom houses and apartments, with an unspecified proportion expected to be delivered as affordable housing. Plans also include a 130-bedroom hotel, as well as retail and restaurant units. According to the application, the development is designed to create a new urban neighbourhood close to Bolton Parish Church, with public realm improvements, pedestrian connections and active ground floor uses. If approved, construction is scheduled to begin in summer 2025, with completion expected by 2029. Source: Watson Source: Watson Source: Watson Source: Watson Source: Watson 1/5 show caption An economic impact assessment submitted with the plans projects that the development could create 1,500 jobs and contribute £64 million in gross value added to the local economy. It also estimates that the scheme could generate £7 million in annual household spending from future residents. Watson is currently also delivering the Creams Mill housing project in Little Lever.
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  • The Built by Nature Prize 2025 is open for entries until 31 May

    Architects are encouraged to enter the prize, which recognises global excellence in responsible timber construction

    The Built by Nature Prize 2025 celebrates real-world applications of the Principles for Responsible Timber Construction. This global award recognises excellence in new buildings and renovations that demonstrate leadership in responsible timber construction and the integration of other bio-based materials. Any project stakeholder may submit up to three entries per organisation. Eligible projects must be completed, occupied and primarily constructed from timber. Entries close on 31 May 2025.
    The Prize supports Built by Nature’s mission to lead a global transformation of the built environment by accelerating the responsible use of timber and bio-based materials. It aims to highlight exemplary projects that help shift the construction industry towards a more regenerative, climate-resilient future.
    A panel of international experts from across the construction value chain will judge submissions based on their alignment with the Principles for Responsible Timber Construction. Applications will undergo an initial assessment from our technical assessment team, with shortlisted projects examined by the international expert judging panel. The 2025 Judges are:

    Ana Belizário, Commercial Head, Urbem
    Joelle Chen, Head of Sustainability, Asia Pacific, LaSalle Investment Management
    Mae-Ling Lokko, Assistant Professor, Yale School of Architecture
    Gert-Jan Nabuurs, Professor of European Forest Resources, Wageningen University
    Manuel Pulgar-Vidal, Global Leader of Climate and Energy, WWF, and Interim Chair, IUCN Climate Crisis Commission
    Maureen Wheelan, Manager of Multilateral Affairs, Canadian Forest Service

    Benefits for winners and shortlisted projects
    Shortlisted applications will gain international recognition at Woodrise 2025 in September, with the winners to be announced at the Built by Nature Summit in London in October 2025. Winners will be profiled in a global media campaign and featured in a documentary film to premiere at COP30 in Belém, Brazil.
    By spotlighting real-world leadership, the Prize supports greater visibility and policy engagement for timber and bio-based buildings. It provides a platform to connect pioneering projects with key influencers and decision-makers in the construction and climate sectors.
    For full submission guidelines and FAQs, click here.
    Enquiries to: prize@builtbn.org
    About Built by Nature
    Built by Natureis a not-for-profit organisation with a mission to lead a global transformation of the built environment by accelerating the responsible use of timber and bio-based materials. BbN connects demand-side construction industry leaders across Europe – from city officials and developers to architects and investors – fostering collaboration and knowledge-sharing to drive systemic change. Its funding enables innovative cross-sector initiatives that overcome challenges and amplify the role of bio-based materials in decarbonising construction for the benefit of climate, nature and people.

    To enter and for more information, click here

    2025-05-20
    Mary Douglas

    comment and share
    #built #nature #prize #open #entries
    The Built by Nature Prize 2025 is open for entries until 31 May
    Architects are encouraged to enter the prize, which recognises global excellence in responsible timber construction The Built by Nature Prize 2025 celebrates real-world applications of the Principles for Responsible Timber Construction. This global award recognises excellence in new buildings and renovations that demonstrate leadership in responsible timber construction and the integration of other bio-based materials. Any project stakeholder may submit up to three entries per organisation. Eligible projects must be completed, occupied and primarily constructed from timber. Entries close on 31 May 2025. The Prize supports Built by Nature’s mission to lead a global transformation of the built environment by accelerating the responsible use of timber and bio-based materials. It aims to highlight exemplary projects that help shift the construction industry towards a more regenerative, climate-resilient future. A panel of international experts from across the construction value chain will judge submissions based on their alignment with the Principles for Responsible Timber Construction. Applications will undergo an initial assessment from our technical assessment team, with shortlisted projects examined by the international expert judging panel. The 2025 Judges are: Ana Belizário, Commercial Head, Urbem Joelle Chen, Head of Sustainability, Asia Pacific, LaSalle Investment Management Mae-Ling Lokko, Assistant Professor, Yale School of Architecture Gert-Jan Nabuurs, Professor of European Forest Resources, Wageningen University Manuel Pulgar-Vidal, Global Leader of Climate and Energy, WWF, and Interim Chair, IUCN Climate Crisis Commission Maureen Wheelan, Manager of Multilateral Affairs, Canadian Forest Service Benefits for winners and shortlisted projects Shortlisted applications will gain international recognition at Woodrise 2025 in September, with the winners to be announced at the Built by Nature Summit in London in October 2025. Winners will be profiled in a global media campaign and featured in a documentary film to premiere at COP30 in Belém, Brazil. By spotlighting real-world leadership, the Prize supports greater visibility and policy engagement for timber and bio-based buildings. It provides a platform to connect pioneering projects with key influencers and decision-makers in the construction and climate sectors. For full submission guidelines and FAQs, click here. Enquiries to: prize@builtbn.org About Built by Nature Built by Natureis a not-for-profit organisation with a mission to lead a global transformation of the built environment by accelerating the responsible use of timber and bio-based materials. BbN connects demand-side construction industry leaders across Europe – from city officials and developers to architects and investors – fostering collaboration and knowledge-sharing to drive systemic change. Its funding enables innovative cross-sector initiatives that overcome challenges and amplify the role of bio-based materials in decarbonising construction for the benefit of climate, nature and people. To enter and for more information, click here 2025-05-20 Mary Douglas comment and share #built #nature #prize #open #entries
    The Built by Nature Prize 2025 is open for entries until 31 May
    www.architectsjournal.co.uk
    Architects are encouraged to enter the prize, which recognises global excellence in responsible timber construction The Built by Nature Prize 2025 celebrates real-world applications of the Principles for Responsible Timber Construction. This global award recognises excellence in new buildings and renovations that demonstrate leadership in responsible timber construction and the integration of other bio-based materials. Any project stakeholder may submit up to three entries per organisation. Eligible projects must be completed, occupied and primarily constructed from timber. Entries close on 31 May 2025. The Prize supports Built by Nature’s mission to lead a global transformation of the built environment by accelerating the responsible use of timber and bio-based materials. It aims to highlight exemplary projects that help shift the construction industry towards a more regenerative, climate-resilient future. A panel of international experts from across the construction value chain will judge submissions based on their alignment with the Principles for Responsible Timber Construction. Applications will undergo an initial assessment from our technical assessment team, with shortlisted projects examined by the international expert judging panel. The 2025 Judges are: Ana Belizário, Commercial Head, Urbem Joelle Chen, Head of Sustainability, Asia Pacific, LaSalle Investment Management Mae-Ling Lokko, Assistant Professor, Yale School of Architecture Gert-Jan Nabuurs, Professor of European Forest Resources, Wageningen University Manuel Pulgar-Vidal, Global Leader of Climate and Energy, WWF, and Interim Chair, IUCN Climate Crisis Commission Maureen Wheelan, Manager of Multilateral Affairs, Canadian Forest Service Benefits for winners and shortlisted projects Shortlisted applications will gain international recognition at Woodrise 2025 in September, with the winners to be announced at the Built by Nature Summit in London in October 2025. Winners will be profiled in a global media campaign and featured in a documentary film to premiere at COP30 in Belém, Brazil. By spotlighting real-world leadership, the Prize supports greater visibility and policy engagement for timber and bio-based buildings. It provides a platform to connect pioneering projects with key influencers and decision-makers in the construction and climate sectors. For full submission guidelines and FAQs, click here. Enquiries to: prize@builtbn.org About Built by Nature Built by Nature (BbN) is a not-for-profit organisation with a mission to lead a global transformation of the built environment by accelerating the responsible use of timber and bio-based materials. BbN connects demand-side construction industry leaders across Europe – from city officials and developers to architects and investors – fostering collaboration and knowledge-sharing to drive systemic change. Its funding enables innovative cross-sector initiatives that overcome challenges and amplify the role of bio-based materials in decarbonising construction for the benefit of climate, nature and people. To enter and for more information, click here 2025-05-20 Mary Douglas comment and share
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  • I Stepped Into the Future of Hyper-Connected Entertainment. It Made Me Surprisingly Emotional

    Passing through a green warp pipe, I see a colorful mushroom kingdom spreading out in front of me. Almost.  Headset pressed to my face, volume up, I'm actually watching the Super Mario Bros. movie in Apple's Vision Pro from a room in my house, the screen stretched out in 3D.  But I'm feeling a little emotional, sort of a visceral thrill, like a memory. That's because the film's blending with my memories of being at Universal Studios' Epic Universe theme park a few weeks ago, when I was walking around an actual physical Mushroom Kingdom, passing through a real and very large green warp pipe — but in Orlando, Florida.  In the park, it's all walls I can touch, blocks I can tap. Coming back to watch the movie again, in 3D, it now feels a little bit like coming home. Imaginary worlds are expanding… both in my brain, and in the virtual and physical realms. It's happening in movies, in games, in VR and in places like Epic Universe, the biggest new theme park in the US in 20 years, which opens to the public on May 22.  All these immersive worlds are tapping into universes we already have somewhat mapped out in our minds, and by mapping them out even further, creators are laying emotional groundwork for staying more deeply connected in the future.  I'm obsessed with immersive technologies and write extensively about them at CNET; I've been reviewing VR and AR headsets and games for over a decade now. But I'm finding that physical places — like theme parks — can fuel our memories, too, and they begin to blend in strange ways. And that's very much by design. We're living in a hyper-connected state of entertainment, and Epic Universe just feels like the latest, biggest step. "The thirst for things that are live, things that are unpredictable, has only increased now that we're getting all of these franchise-based experiences out there," says Kathryn Yu, co-founder of the Immersive Experience Institute in Los Angeles. "Otherwise, that IP is just a thing that you stream that happens to other people in a little box. The next logical conclusion is, well, I would love to go there." The vast new world of Epic Universe is a lot to take in, even without the crowds there. I visited ahead of its opening, intensely curious about the experiences and the technology and what it would all add up to. I saw the future, and also the past. And what I experienced through a frenzied day was that the details, and surprises, were everywhere.  This was my journey there, in the moment itself and remembered from a distance, filtered through the nostalgia that movies, games and immersive tech fill me with now as I look back. I'm going to walk you through what I encountered and put it all into perspective. In this article: A past full of portals Theme parks have been imagining other worlds for years. Disneyland, which dreamed of a series of worlds visited via connected pathways starting from a central hub — a "hub and spokes" model that's mirrored in most major theme parks now — opened way back in 1955. But in the last couple of decades, the ante has been upped, and upped again. CNET/Zooey LiaoParks have gotten more theme-immersive over time: Universal opened Islands of Adventure in Orlando in 1999, where it created mini lands based on franchises like Jurassic Park, Marvel, Dr. Seuss and Harry Potter.  Disney's Animal Kingdom, also in Florida, started with a theme around animals from various continents. It added Pandora in 2017, a section made to feel like you're walking around the alien world from James Cameron's Avatar movies. Disney also has a Toy Story land at Hollywood Studios, opened in 2018, Star Wars-themed lands in both its California and Florida parks that opened in 2019 and Avengers Campus, which opened at Disneyland in 2021.  In a sense, Epic Universe in Orlando is a park full of these extreme-themed locations, connected like magic portals. Four big places, four familiar and deep wells of movie memories to draw from: Nintendo, How to Train Your Dragon, Harry Potter and classic Universal monsters. Of course, these particular themes are in areas where new movies, games and shows are emerging constantly. A live-action How to Train Your Dragon movie arrives this summer; the Nintendo Switch 2 launches in June; there's a new Harry Potter series for HBO Max that's in the works. These are no accidents. On the other hand, if you have no connection to those intellectual properties, then you might not feel the need to visit. "It becomes kind of a double-edged sword, because you have folks who really love a franchise and will definitely buy a ticket if you're featuring that franchise," says Yu of the Immersive Experience Institute. "And then you have folks who may not be so hot on that, and you still need to appeal to them." Franchises are now made to bleed between film, TV, game and theme park. It's a cross-media world, and our physical presence in a park, playing a role in experiencing something first-hand, can end up making all the other pieces feel more emotionally important. Is there a limit to the immersive theming? Disney hit a wall with Galactic Starcruiser, a multiday self-contained hotel experience that opened in 2022 but closed a year later, something that was aiming high but was way too expensive and too immersive to appeal to many people, not to mention badly timed during a pandemic.Bridget Carey, CNET editor at large and theme park expert, who visited Epic Universe with me last month, experienced the ill-fated Galactic Starcruiser firsthand and felt it was a blend of theme park and video game, but it was an experience that locked you into a commitment — both of time and price.  Large-scale immersive theater experiences aren't always successful, either: Life and Trust, a massive multilevel New York theater event designed to be a spiritual follow-up to the decade-plus run of Sleep No More, closed after only nine months. Yet these types of projects show where immersiveness in parks could expand. "The Starcruiser experience didn't just lean into sci-fi tech for a Star Wars vibe. What made it impressive was the improvisational actors that made the sets and effects more transportive," Carey says. "Universal also is weaving that ingredient into Epic, and I was surprised by the number of human character actors we saw in each land — helping make those robotic dragons and magical creatures have emotional connections with guests."  What's different with Epic compared to how theme parks have already been evolving? In some ways, not as much as you'd think. But it's the more intense focus on immersion, combined with the portals that become the entry gates, that feel new. Universal's marketing is all about wanting you to feel like you're teleporting into these places.The portal gates are made to feel like they're constructed intentionally, waiting for you to make the leap. And I've felt that portal feeling many times before, at home: in VR, where jumping to other worlds almost feels like a ritual — laying out a play space, opening an app, stepping through. All right. Here we go. Into the portals Celestial Park The entrance to Epic Universe begins with a portal. And it has portals all the way through, to the individual subworlds, and even to worlds within those worlds. It's the theme to the whole park. The entrance is the biggest portal of all, called the "Chronos," and it looks sort of like a stargate. It's also just a familiar entrance gate, adorned with symbols to the worlds that await inside,  something of a steampunk galactic theme. Jeffrey Hazelwood/CNETInside, things are strangely sedate. The first "hub world," Celestial Park, is lovely, beautifully landscaped and chill. So chill that you might wonder where the park excitement is hiding. The gardens and vaguely retrofuture architecture feels a bit like the Star Wars planet Naboo, or even the front part of Epcot that used to be called Future World. There are some rides, but just a few. There's an ornate domed carousel, and an interactive water fountain. There's also the park's best roller coaster, a massive twin beast called Stardust Racers, where two trains appear to race as they barrel roll over each other.  The dual coaster has a design that feels both inspired by the lore of an Atlantis lost world and fantasies of Jules Verne. Look closely and you can find an Easter egg: the flux capacitor from Back to the Future — a Universal property that used to have its own ride — flickers on the back of each coaster car. There's no promise of time travel, but the ride accelerates to speeds that feel as intense as Velocicoaster, Universal's notorious Jurassic World-themed ride. Celestial Park feels like a world between worlds. It's the place where the portals to every other world live. Celestial Park's got a lot of good food, relaxing restaurants and calming fountains. I could see this being the place where Universal has future festivals, pop-up experiences. It's also a centering space, a reset point, a rest stop between dives into other worlds. It clears your mind before you head into the next hyper-immersive place.  "The future of the attractions industry isn't one-size-fits-all. It's about creating moments that feel personal, unforgettable and emotionally resonant, regardless of the scale."
    Jakob Wahl, president and CEO of IAAPA
    Are centering places like this key to the future of more intense immersive experiences? In my early days of going to VR installations, there was a big focus on the onboarding process, as well as a decompression space where you'd be able to rest and be in your own thoughts for a while. The more stimulation we have, the more we need a way to remove ourselves from it. "For an immersive spectacle to work, it's really got to be all encompassing, but that also means what's on the outside needs to be thought through, too," says Noah Nelson, founder of the immersive entertainment site No Proscenium. "There's a whole art to path making, and while I'm not sure if we need to go the full 'chill room at the rave' route, there is something to be said for an 'ontological crossfade' from one 'reality' into another." All around the edges of Celestial Park, golden gates beckon with statues stacked on top. These are the other worlds, and entering them, you definitely feel the strong crossfade. Super Nintendo World Coin fountains and castle decorations surround Nintendo's portal, and the moment you head in, you ride an escalator. It's a warp pipe, with light beams shooting off to the sides. Then you're inside a familiar castle, Mushroom Kingdom portraits on the walls. Exiting it, you're looking out at a multilevel vista of moving blocks, Yoshis and bouncing creatures: It looks just like a level map from a Super Mario game.  It's made to overwhelm and dazzle you. The paths seem to go everywhere: down, up, to the sides and who knows where else. You descend into it, sinking into the immersion. Jeffrey Hazelwood/CNETSuper Nintendo World already exists in Universal's Tokyo park and in Universal Studios Hollywood, but Orlando's layout is larger and extends through an additional portal tunnel into a subworld of Donkey Kong that's full of palm trees, banana piles and a mine cart coaster that runs in and out of an ancient temple. That moment in the Super Mario Bros. movie where Mario and Peach go to Donkey Kong's kingdom and see all the looping paths everywhere? It's sort of that feeling, but smaller. If you buy a Power-Up Bandfrom Universal, you can pair it with your phone and bop it against blocks and surfaces everywhere in the land, unlocking scores in mini games you can track on the Universal app. The bands also work as tappable NFC-enabled Amiibo for the Nintendo Switch, giving unlockable extras. I keep thinking that Nintendo could expand that park-to-Switch relationship further, maybe even with the Switch 2.  There aren't that many rides here, but they are memorable. A calmer Yoshi ride moves slowly around the Mushroom Kingdom's edges, more of a young kid's ride or even a way to take in the vistas without walking. And Mario Kart: Bowser's Challenge is also surprisingly slow moving for a racing ride, but it's because you wear augmented reality head visors, tethered to your car, that float images of video game opponents all around you. The goal is to shoot flying turtle shells at opponents by turning your wheel and pressing buttons. The best parts feel like you're almost living inside the game itself — a dark tunnel where Rainbow Road floats.  The tech feels old now compared to home headsets like the Apple Vision Pro or Meta's Quest 3 — it is, since it was made for similar rides back in 2021 — but it's also the only AR ride in this park, or nearly anywhere else. And I think future rides could go a lot further. It reminds me instantly of the remote-control Mario Kart toys that Nintendo made to work with an AR-enabled Switch game called Mario Kart Live, which I drove around my home during the pandemic in 2020. Switch 2 games and connected toys could in the future further expand these rides. The Donkey Kong Mine Cart Madness ride is the best of the bunch: The coaster's hidden ride mechanism makes it seem like you're on cartoonishly broken tracks, but you're not. The cart flies off them, jumping gaps, leaping into space, making what seem like impossible turns, and it's full of surprises. It's not loaded with visible tech: Its magic tricks are subtler.  "The thirst for things that are live, things that are unpredictable, has only increased now that we're getting all of these franchise-based experiences." 
    Kathryn Yu, co-founder of the Immersive Experience Institute
    While there are little corners to explore around Super Nintendo World, like extra Power-Up Band challenges and little Nintendo Easter eggs, I want more. I want the Power-Up Band minigames to feel even more game-like. I want crazy levels of extra things to find. Maybe that can still come. Nintendo's rumored to make an expansion to Super Nintendo World, possibly adding a Zelda-themed Hyrule area to time with a future Zelda movie Universal is releasing in 2027. Pokemon is also a rumored expansion focus.  The possibilities seem endless, but the cost and planning of building areas that feel timeless and popular enough to work is a whole other challenge. This space filled with Mario and Donkey Kong echoes lots of existing games, and probably games to come. When I played Donkey Kong Bananza and Mario Kart World on the Switch 2, I couldn't help thinking about Super Nintendo World all over again. And that's clearly the point: They reflect each other.
    A Photo Tour Inside Epic Universe
    See all photos Franchises are now made to bleed between film, TV, game and theme park. It's a cross-media world, and our physical presence in a park, playing a role in experiencing something first-hand, can end up making all the other pieces feel more emotionally important. The same way I watch movies about the UK nostalgically after I've traveled there, I watch the Super Mario Bros. movie and play Super Mario games after I visited Epic Universe. "Epic Universe is a powerful example of how immersive storytelling, cutting-edge technology, and bold vision are shaping the future of themed entertainment," says Jakob Wahl, president and CEO of IAAPA, the Global Association for the Attractions Industry. "It reflects a growing demand from guests for deeply integrated, multisensory experiences that transport them into entirely new worlds with characters from some of the world's most popular movies and video games." How to Train Your Dragon: Isle of Berk Entering the portal into the world of How to Train Your Dragon, you're greeted with an expanse of water, massive carved statues and bridges beyond. Wide skies, flying rides: This is the Isle of Berk, and it's full of dragons, water and people roleplaying as characters from the films. It's the most wide-open feeling world in the park, inviting you to seemingly wander in any direction. It's the biggest, and has the most rides and shows, too. Jeffrey Hazelwood/CNETI didn't grow up with these movies, but I could see the crowds who did, and waited in line for a chance to pet a robotic Toothless dragon in a stable. Chances to meet dragons are everywhere: One, puppeted by somebody inside, proudly struts around, guided by Viking handlers.  In one corner, if you're patient, a baby dragon emerges for photo opps: This is Dart, a self-powered robot that's so convincingly animated that it hypnotized me in my tracks — it has a feel similar to Boston Dynamics' robot dogs, but turned into cartoon form. Disney isn't putting free-roaming robots into its parks yet, although it's test-driving Nvidia-powered BD-0 droids that should be making more appearances in Star Wars: Galaxy's Edge eventually.  "The BDX droids are just the beginning," Kyle Laughlin, senior vice president at Walt Disney Imagineering, said when the droids were shown off at an Nvidia conference in March, referring to AI advances to come via Google DeepMind and Nvidia. "This collaboration will allow us to create a new generation of robotic characters that are more expressive and engaging than ever before."  Meanwhile, Universal is already doing that with its little Dart appearances. Dart shows the future: animated and free-walking, and acting alongside real human actors that make it feel like the world has come alive.  Drone dragons wheel overhead, too — not during my initial visit, but they'll be there on park opening. Other robotic dragon tails poke out of nests. One ice-breathing dragon pokes its head out from behind a wall.  The dragon moments continue in a lavish show called The Untrainable Dragon, which blends screens and actors and dragons that look like a combination of puppeting and robotics. Toothless wheels overhead during the show, and the emotional scale of it all made me cry.  "For an immersive spectacle to work, it's really got to be all encompassing ... there's a whole art to path making."
    Noah Nelson, founder of the immersive entertainment site No Proscenium
    In this land, the rides almost feel secondary. A wheeling, tame sky ride called Dragon Racer's Rally was fine for kids, maybe not worth it for adults. A water-blasting boat ride called Fyre Drill was fun, but similar to a ride I've tried at New York's Legoland. But the family coaster here, called Hiccup's Wing Gliders, is the best thing to try: It's fast, zips over water and around the island, and has other dragons to see. It's a story experience as much as a thrill ride, like Hagrid's Magical Creatures coaster at Universal's Islands of Adventure.Berk doesn't have interactive features like Power-Up Bands or wands, but it has plenty of other merch. It's also, I think, about just feeling happy and free. It feels loose, like a festival. And maybe more of a Disney-type place than any other part of Universal. "The sheer number of dragon animatronics exposed to the outdoors was impressive — both in the ride and peppered across the landscape. But what really amps up the emotion and whimsy is the music from John Powell's soundtrack, which got me bawling happy tears on the coaster," says Carey. "Universal leans hard into movie scores throughout each portal to activate your emotions quickly — which stands out from Disney's choice to use more subtle, natural-sounding background tracks. But I think that's where Epic got it right. People want the music to have that connection." What I remember most from this world, as I portaled back out, was the dragons, whether they were drones, robots or puppets. All of the dragons.  Wizarding World of Harry Potter: Ministry of Magic The Harry Potter portal gate leads into a subway exit, with a wall full of French posters. Around a corner, there's a massive arch. And through that arch is a wide city street, shops everywhere, hints of a skyline in the distance. The Ministry of Magic's recreation of 1920s Paris hits me on a grander, more detailed scale than any of the other worlds.  Jeffrey Hazelwood/CNETThe buildings loom high. The city's farther-off attractions poke above rooftops. It feels like we've teleported. Take the previous Wizarding World areas at Universal and imagine them even bigger, and you have this. Windows in storefronts are interactive, if you have a wand you've purchased from a shop. Wave it in a certain pattern to make magical things happen. Finding the windows is a little game in itself. Some windows have interactive paintings that speak to you, too. In the middle of the city square is a circus tent, hosting Cirque Arcanus, a live theater spectacle that looks like it's impossibly tucked into this tent, with an immersive show blending magic tricks and screens. Deeper inside, the main show seems to take place inside the suitcase of Newt Scamander from the Fantastic Beasts and Where to Find Them movies. Different creatures emerge from shadows and dimensional windows, made of a mix of high-res displays, puppets, robotics and stage magic.  Down one end of the Paris streets is the only ride: a showstopping experience called the Battle for the Ministry of Magic. We pass through a MetroFloo station, entering yet another portal that flashes green smoke as we end up on the other side in a massive recreation of the Ministry of Magic from the Harry Potter movies, but now in modern-day London. I don't realize until I get home days later and rewatch the movies how spot-on this recreation is: Much like Disney's Rise of the Resistance ride, it feels like you've been beamed right into a film.  The Ministry of Magic ride itself, down endless corridors of talking portraits and interactive details you might linger on during what could be seriously long waits, is an elevator you sit in as it leaps and glides through a journey involving Harry, Hermione, Ron, Dolores Umbridge and things that seem real and virtual at the same time.  "Universal leans hard into movie scores throughout each portal to activate your emotions quickly ... People want the music to have that connection."
    Bridget Carey, CNET editor at large
    Universal says this ride has a whole new mechanism technology — it reminds me of both the Gringotts and Forbidden Journey rides at Universal's other parks, but more like you're watching a magical theater experience unfold. It's the most eye-popping ride in the park. I wished I could floo-hop over to the other Wizarding World sections at Universal's other parks. You can't: This park is miles from the others, and misses out on the magic train connection. Dark Universe Through another portal that looks embedded in a gnarled mountain of rocks and roots, we pass into a cemetery, tombstones everywhere, leading to a haunted-looking European village. In some ways the most intimate of the four worlds, this lurking gothic zone, themed to house Universal's classic monsters, feels like a permanent version of Universal's Halloween Horror-themed events.  Jeffrey Hazelwood/CNETThe path snakes around a series of rides and taverns, with details like menacing statues and a cart full of body parts in bottles. You'll see actors here that play various roles: a mad violinist plays a tune and spins through the square. The Invisible Man peers through bandages and insults your intelligence. At The Burning Blade Tavern, a pub at the end of the path that has a burning windmill above it, actors play the roles of monster hunters. The biggest draw here is a decaying mansion that houses Monsters Unchained: The Frankenstein Experiment, a ride that throws all of Universal's monsters into animatronic form. The ride's built on the same arm structure as Harry Potter and the Forbidden Journey: You feel like you're being propelled through rooms where werewolves, the Creature From the Black Lagoon, Frankenstein's monster and Dracula battle each other. The vibe is more video game and comic-infused than something truly scary. Still, it's the most animatronics-filled experience in the park — Frankenstein's monster towers above me in the preshow room, stepping forward as if he's about to walk right toward us.  One other roller coaster, Curse of the Werewolf, is weirdly lacking in any actual werewolves, and felt tamer than I expected. And my visit, during the day, didn't seem to fit the horror style of the surroundings.  At night, and with plenty of role-playing actors around, Dark Universe could take on whole new dimensions. This part of the park feels like the biggest leap into an unknown, and could use even more building out to add in extra thrills. But what I felt the most in this subdued, ominous-feeling part of the park was the promise of roleplay. What if I stayed longer and tried to follow the violinist? What if the Invisible Man tried to recruit me for a mission? What does Ygor have to tell me if I seek him out? If I go to the pubs and lurking corners, will I find more mysteries to unravel? As a doorway to the oldest part of Universal's history, could Dark Universe be a permanent way to explore the weird horrors of Halloween all year long? I'd like to stick around here for dinner after dark and see what happens. The future beyond Epic On my way home again, thinking ahead to my next visit around the time of the park's opening day, I wondered about what Epic Universe represents for the future of where amusement parks and immersive entertainment are heading, and what it could also mean for all the games, movies, shows and toys that connect to them. Theme parks are conceived years ahead of time, slowly emerging into completion. Epic Universe is here in 2025, but its ideas were birthed back in 2019 and intended for 2023, delayed because of the pandemic. What we're seeing now is the bleeding edge of large-scale theme parks, but not necessarily a sign of what the future holds.  It's hard to keep large-scale things in business, so I often think about the future of immersive entertainment as coming from smaller productions. There have been a ton of contained immersive ticketed attractions in the last decade that give the I've-been-to-a-park experience, often at a lower cost.  My mind turns to Meow Wolf, a growing collective that makes hallucinatory installations that have mysteries and parts that unlock extras on a phone app. One of Meow Wolf's next locations, in New York, looks to add even more mixed reality and interaction.  Meow Wolf's founders say that smaller indoor spaces can build out higher levels of next-level interaction beyond what Universal or Disney can do.  "We see them as sort of scratching the surface," Meow Wolf's Vince Kladubek tells me, speaking about parks like Epic Universe. "When you have a dedicated indoor space, you have far more possibilities than when you're in an outdoor theme park land. We're really honing in on the capabilities that are now possible when you have a fixed indoor space in bringing this mixed-reality experience forward." "Epic Universe is a powerful example of how immersive storytelling, cutting-edge technology and bold vision are shaping the future of themed entertainment."
    Jakob Wahl, president and CEO of IAAPA
    And while these smaller interactive experiences emerge, it's rare to see a completely new theme park open in the US — the last one was Disney's California Adventure in 2001. Disney and Universal have been locked in a back-and-forth competition for decades, one-upping each other with new immersive ideas, licensing deals and park upgrades, but Disney has no new US park planned. Instead, Disney is focused on specific park upgrades — a Monsters, Inc. area for Hollywood Studios, new Cars and Villains lands for Magic Kingdom, an Encanto and Indiana Jones expansion to Animal Kingdom, more Avengers rides at California Adventure. New parks are opening overseas, though: Universal has a UK park in development, and Disney just announced a deal to open a theme park in Abu Dhabi. Universal's next steps beyond Epic are already in the works, but in lots of smaller pieces. A horror-themed permanent Universal attraction, called Universal Horror Unleashed, opens in Las Vegas this August. Its four haunted houses should feel like the ones in Universal's seasonal horror night fests, but year-round. Universal also has a kid-focused, smaller park that's opening in Frisco, Texas next year. "We're seeing
    #stepped #into #future #hyperconnected #entertainment
    I Stepped Into the Future of Hyper-Connected Entertainment. It Made Me Surprisingly Emotional
    Passing through a green warp pipe, I see a colorful mushroom kingdom spreading out in front of me. Almost.  Headset pressed to my face, volume up, I'm actually watching the Super Mario Bros. movie in Apple's Vision Pro from a room in my house, the screen stretched out in 3D.  But I'm feeling a little emotional, sort of a visceral thrill, like a memory. That's because the film's blending with my memories of being at Universal Studios' Epic Universe theme park a few weeks ago, when I was walking around an actual physical Mushroom Kingdom, passing through a real and very large green warp pipe — but in Orlando, Florida.  In the park, it's all walls I can touch, blocks I can tap. Coming back to watch the movie again, in 3D, it now feels a little bit like coming home. Imaginary worlds are expanding… both in my brain, and in the virtual and physical realms. It's happening in movies, in games, in VR and in places like Epic Universe, the biggest new theme park in the US in 20 years, which opens to the public on May 22.  All these immersive worlds are tapping into universes we already have somewhat mapped out in our minds, and by mapping them out even further, creators are laying emotional groundwork for staying more deeply connected in the future.  I'm obsessed with immersive technologies and write extensively about them at CNET; I've been reviewing VR and AR headsets and games for over a decade now. But I'm finding that physical places — like theme parks — can fuel our memories, too, and they begin to blend in strange ways. And that's very much by design. We're living in a hyper-connected state of entertainment, and Epic Universe just feels like the latest, biggest step. "The thirst for things that are live, things that are unpredictable, has only increased now that we're getting all of these franchise-based experiences out there," says Kathryn Yu, co-founder of the Immersive Experience Institute in Los Angeles. "Otherwise, that IP is just a thing that you stream that happens to other people in a little box. The next logical conclusion is, well, I would love to go there." The vast new world of Epic Universe is a lot to take in, even without the crowds there. I visited ahead of its opening, intensely curious about the experiences and the technology and what it would all add up to. I saw the future, and also the past. And what I experienced through a frenzied day was that the details, and surprises, were everywhere.  This was my journey there, in the moment itself and remembered from a distance, filtered through the nostalgia that movies, games and immersive tech fill me with now as I look back. I'm going to walk you through what I encountered and put it all into perspective. In this article: A past full of portals Theme parks have been imagining other worlds for years. Disneyland, which dreamed of a series of worlds visited via connected pathways starting from a central hub — a "hub and spokes" model that's mirrored in most major theme parks now — opened way back in 1955. But in the last couple of decades, the ante has been upped, and upped again. CNET/Zooey LiaoParks have gotten more theme-immersive over time: Universal opened Islands of Adventure in Orlando in 1999, where it created mini lands based on franchises like Jurassic Park, Marvel, Dr. Seuss and Harry Potter.  Disney's Animal Kingdom, also in Florida, started with a theme around animals from various continents. It added Pandora in 2017, a section made to feel like you're walking around the alien world from James Cameron's Avatar movies. Disney also has a Toy Story land at Hollywood Studios, opened in 2018, Star Wars-themed lands in both its California and Florida parks that opened in 2019 and Avengers Campus, which opened at Disneyland in 2021.  In a sense, Epic Universe in Orlando is a park full of these extreme-themed locations, connected like magic portals. Four big places, four familiar and deep wells of movie memories to draw from: Nintendo, How to Train Your Dragon, Harry Potter and classic Universal monsters. Of course, these particular themes are in areas where new movies, games and shows are emerging constantly. A live-action How to Train Your Dragon movie arrives this summer; the Nintendo Switch 2 launches in June; there's a new Harry Potter series for HBO Max that's in the works. These are no accidents. On the other hand, if you have no connection to those intellectual properties, then you might not feel the need to visit. "It becomes kind of a double-edged sword, because you have folks who really love a franchise and will definitely buy a ticket if you're featuring that franchise," says Yu of the Immersive Experience Institute. "And then you have folks who may not be so hot on that, and you still need to appeal to them." Franchises are now made to bleed between film, TV, game and theme park. It's a cross-media world, and our physical presence in a park, playing a role in experiencing something first-hand, can end up making all the other pieces feel more emotionally important. Is there a limit to the immersive theming? Disney hit a wall with Galactic Starcruiser, a multiday self-contained hotel experience that opened in 2022 but closed a year later, something that was aiming high but was way too expensive and too immersive to appeal to many people, not to mention badly timed during a pandemic.Bridget Carey, CNET editor at large and theme park expert, who visited Epic Universe with me last month, experienced the ill-fated Galactic Starcruiser firsthand and felt it was a blend of theme park and video game, but it was an experience that locked you into a commitment — both of time and price.  Large-scale immersive theater experiences aren't always successful, either: Life and Trust, a massive multilevel New York theater event designed to be a spiritual follow-up to the decade-plus run of Sleep No More, closed after only nine months. Yet these types of projects show where immersiveness in parks could expand. "The Starcruiser experience didn't just lean into sci-fi tech for a Star Wars vibe. What made it impressive was the improvisational actors that made the sets and effects more transportive," Carey says. "Universal also is weaving that ingredient into Epic, and I was surprised by the number of human character actors we saw in each land — helping make those robotic dragons and magical creatures have emotional connections with guests."  What's different with Epic compared to how theme parks have already been evolving? In some ways, not as much as you'd think. But it's the more intense focus on immersion, combined with the portals that become the entry gates, that feel new. Universal's marketing is all about wanting you to feel like you're teleporting into these places.The portal gates are made to feel like they're constructed intentionally, waiting for you to make the leap. And I've felt that portal feeling many times before, at home: in VR, where jumping to other worlds almost feels like a ritual — laying out a play space, opening an app, stepping through. All right. Here we go. Into the portals Celestial Park The entrance to Epic Universe begins with a portal. And it has portals all the way through, to the individual subworlds, and even to worlds within those worlds. It's the theme to the whole park. The entrance is the biggest portal of all, called the "Chronos," and it looks sort of like a stargate. It's also just a familiar entrance gate, adorned with symbols to the worlds that await inside,  something of a steampunk galactic theme. Jeffrey Hazelwood/CNETInside, things are strangely sedate. The first "hub world," Celestial Park, is lovely, beautifully landscaped and chill. So chill that you might wonder where the park excitement is hiding. The gardens and vaguely retrofuture architecture feels a bit like the Star Wars planet Naboo, or even the front part of Epcot that used to be called Future World. There are some rides, but just a few. There's an ornate domed carousel, and an interactive water fountain. There's also the park's best roller coaster, a massive twin beast called Stardust Racers, where two trains appear to race as they barrel roll over each other.  The dual coaster has a design that feels both inspired by the lore of an Atlantis lost world and fantasies of Jules Verne. Look closely and you can find an Easter egg: the flux capacitor from Back to the Future — a Universal property that used to have its own ride — flickers on the back of each coaster car. There's no promise of time travel, but the ride accelerates to speeds that feel as intense as Velocicoaster, Universal's notorious Jurassic World-themed ride. Celestial Park feels like a world between worlds. It's the place where the portals to every other world live. Celestial Park's got a lot of good food, relaxing restaurants and calming fountains. I could see this being the place where Universal has future festivals, pop-up experiences. It's also a centering space, a reset point, a rest stop between dives into other worlds. It clears your mind before you head into the next hyper-immersive place.  "The future of the attractions industry isn't one-size-fits-all. It's about creating moments that feel personal, unforgettable and emotionally resonant, regardless of the scale." Jakob Wahl, president and CEO of IAAPA Are centering places like this key to the future of more intense immersive experiences? In my early days of going to VR installations, there was a big focus on the onboarding process, as well as a decompression space where you'd be able to rest and be in your own thoughts for a while. The more stimulation we have, the more we need a way to remove ourselves from it. "For an immersive spectacle to work, it's really got to be all encompassing, but that also means what's on the outside needs to be thought through, too," says Noah Nelson, founder of the immersive entertainment site No Proscenium. "There's a whole art to path making, and while I'm not sure if we need to go the full 'chill room at the rave' route, there is something to be said for an 'ontological crossfade' from one 'reality' into another." All around the edges of Celestial Park, golden gates beckon with statues stacked on top. These are the other worlds, and entering them, you definitely feel the strong crossfade. Super Nintendo World Coin fountains and castle decorations surround Nintendo's portal, and the moment you head in, you ride an escalator. It's a warp pipe, with light beams shooting off to the sides. Then you're inside a familiar castle, Mushroom Kingdom portraits on the walls. Exiting it, you're looking out at a multilevel vista of moving blocks, Yoshis and bouncing creatures: It looks just like a level map from a Super Mario game.  It's made to overwhelm and dazzle you. The paths seem to go everywhere: down, up, to the sides and who knows where else. You descend into it, sinking into the immersion. Jeffrey Hazelwood/CNETSuper Nintendo World already exists in Universal's Tokyo park and in Universal Studios Hollywood, but Orlando's layout is larger and extends through an additional portal tunnel into a subworld of Donkey Kong that's full of palm trees, banana piles and a mine cart coaster that runs in and out of an ancient temple. That moment in the Super Mario Bros. movie where Mario and Peach go to Donkey Kong's kingdom and see all the looping paths everywhere? It's sort of that feeling, but smaller. If you buy a Power-Up Bandfrom Universal, you can pair it with your phone and bop it against blocks and surfaces everywhere in the land, unlocking scores in mini games you can track on the Universal app. The bands also work as tappable NFC-enabled Amiibo for the Nintendo Switch, giving unlockable extras. I keep thinking that Nintendo could expand that park-to-Switch relationship further, maybe even with the Switch 2.  There aren't that many rides here, but they are memorable. A calmer Yoshi ride moves slowly around the Mushroom Kingdom's edges, more of a young kid's ride or even a way to take in the vistas without walking. And Mario Kart: Bowser's Challenge is also surprisingly slow moving for a racing ride, but it's because you wear augmented reality head visors, tethered to your car, that float images of video game opponents all around you. The goal is to shoot flying turtle shells at opponents by turning your wheel and pressing buttons. The best parts feel like you're almost living inside the game itself — a dark tunnel where Rainbow Road floats.  The tech feels old now compared to home headsets like the Apple Vision Pro or Meta's Quest 3 — it is, since it was made for similar rides back in 2021 — but it's also the only AR ride in this park, or nearly anywhere else. And I think future rides could go a lot further. It reminds me instantly of the remote-control Mario Kart toys that Nintendo made to work with an AR-enabled Switch game called Mario Kart Live, which I drove around my home during the pandemic in 2020. Switch 2 games and connected toys could in the future further expand these rides. The Donkey Kong Mine Cart Madness ride is the best of the bunch: The coaster's hidden ride mechanism makes it seem like you're on cartoonishly broken tracks, but you're not. The cart flies off them, jumping gaps, leaping into space, making what seem like impossible turns, and it's full of surprises. It's not loaded with visible tech: Its magic tricks are subtler.  "The thirst for things that are live, things that are unpredictable, has only increased now that we're getting all of these franchise-based experiences."  Kathryn Yu, co-founder of the Immersive Experience Institute While there are little corners to explore around Super Nintendo World, like extra Power-Up Band challenges and little Nintendo Easter eggs, I want more. I want the Power-Up Band minigames to feel even more game-like. I want crazy levels of extra things to find. Maybe that can still come. Nintendo's rumored to make an expansion to Super Nintendo World, possibly adding a Zelda-themed Hyrule area to time with a future Zelda movie Universal is releasing in 2027. Pokemon is also a rumored expansion focus.  The possibilities seem endless, but the cost and planning of building areas that feel timeless and popular enough to work is a whole other challenge. This space filled with Mario and Donkey Kong echoes lots of existing games, and probably games to come. When I played Donkey Kong Bananza and Mario Kart World on the Switch 2, I couldn't help thinking about Super Nintendo World all over again. And that's clearly the point: They reflect each other. A Photo Tour Inside Epic Universe See all photos Franchises are now made to bleed between film, TV, game and theme park. It's a cross-media world, and our physical presence in a park, playing a role in experiencing something first-hand, can end up making all the other pieces feel more emotionally important. The same way I watch movies about the UK nostalgically after I've traveled there, I watch the Super Mario Bros. movie and play Super Mario games after I visited Epic Universe. "Epic Universe is a powerful example of how immersive storytelling, cutting-edge technology, and bold vision are shaping the future of themed entertainment," says Jakob Wahl, president and CEO of IAAPA, the Global Association for the Attractions Industry. "It reflects a growing demand from guests for deeply integrated, multisensory experiences that transport them into entirely new worlds with characters from some of the world's most popular movies and video games." How to Train Your Dragon: Isle of Berk Entering the portal into the world of How to Train Your Dragon, you're greeted with an expanse of water, massive carved statues and bridges beyond. Wide skies, flying rides: This is the Isle of Berk, and it's full of dragons, water and people roleplaying as characters from the films. It's the most wide-open feeling world in the park, inviting you to seemingly wander in any direction. It's the biggest, and has the most rides and shows, too. Jeffrey Hazelwood/CNETI didn't grow up with these movies, but I could see the crowds who did, and waited in line for a chance to pet a robotic Toothless dragon in a stable. Chances to meet dragons are everywhere: One, puppeted by somebody inside, proudly struts around, guided by Viking handlers.  In one corner, if you're patient, a baby dragon emerges for photo opps: This is Dart, a self-powered robot that's so convincingly animated that it hypnotized me in my tracks — it has a feel similar to Boston Dynamics' robot dogs, but turned into cartoon form. Disney isn't putting free-roaming robots into its parks yet, although it's test-driving Nvidia-powered BD-0 droids that should be making more appearances in Star Wars: Galaxy's Edge eventually.  "The BDX droids are just the beginning," Kyle Laughlin, senior vice president at Walt Disney Imagineering, said when the droids were shown off at an Nvidia conference in March, referring to AI advances to come via Google DeepMind and Nvidia. "This collaboration will allow us to create a new generation of robotic characters that are more expressive and engaging than ever before."  Meanwhile, Universal is already doing that with its little Dart appearances. Dart shows the future: animated and free-walking, and acting alongside real human actors that make it feel like the world has come alive.  Drone dragons wheel overhead, too — not during my initial visit, but they'll be there on park opening. Other robotic dragon tails poke out of nests. One ice-breathing dragon pokes its head out from behind a wall.  The dragon moments continue in a lavish show called The Untrainable Dragon, which blends screens and actors and dragons that look like a combination of puppeting and robotics. Toothless wheels overhead during the show, and the emotional scale of it all made me cry.  "For an immersive spectacle to work, it's really got to be all encompassing ... there's a whole art to path making." Noah Nelson, founder of the immersive entertainment site No Proscenium In this land, the rides almost feel secondary. A wheeling, tame sky ride called Dragon Racer's Rally was fine for kids, maybe not worth it for adults. A water-blasting boat ride called Fyre Drill was fun, but similar to a ride I've tried at New York's Legoland. But the family coaster here, called Hiccup's Wing Gliders, is the best thing to try: It's fast, zips over water and around the island, and has other dragons to see. It's a story experience as much as a thrill ride, like Hagrid's Magical Creatures coaster at Universal's Islands of Adventure.Berk doesn't have interactive features like Power-Up Bands or wands, but it has plenty of other merch. It's also, I think, about just feeling happy and free. It feels loose, like a festival. And maybe more of a Disney-type place than any other part of Universal. "The sheer number of dragon animatronics exposed to the outdoors was impressive — both in the ride and peppered across the landscape. But what really amps up the emotion and whimsy is the music from John Powell's soundtrack, which got me bawling happy tears on the coaster," says Carey. "Universal leans hard into movie scores throughout each portal to activate your emotions quickly — which stands out from Disney's choice to use more subtle, natural-sounding background tracks. But I think that's where Epic got it right. People want the music to have that connection." What I remember most from this world, as I portaled back out, was the dragons, whether they were drones, robots or puppets. All of the dragons.  Wizarding World of Harry Potter: Ministry of Magic The Harry Potter portal gate leads into a subway exit, with a wall full of French posters. Around a corner, there's a massive arch. And through that arch is a wide city street, shops everywhere, hints of a skyline in the distance. The Ministry of Magic's recreation of 1920s Paris hits me on a grander, more detailed scale than any of the other worlds.  Jeffrey Hazelwood/CNETThe buildings loom high. The city's farther-off attractions poke above rooftops. It feels like we've teleported. Take the previous Wizarding World areas at Universal and imagine them even bigger, and you have this. Windows in storefronts are interactive, if you have a wand you've purchased from a shop. Wave it in a certain pattern to make magical things happen. Finding the windows is a little game in itself. Some windows have interactive paintings that speak to you, too. In the middle of the city square is a circus tent, hosting Cirque Arcanus, a live theater spectacle that looks like it's impossibly tucked into this tent, with an immersive show blending magic tricks and screens. Deeper inside, the main show seems to take place inside the suitcase of Newt Scamander from the Fantastic Beasts and Where to Find Them movies. Different creatures emerge from shadows and dimensional windows, made of a mix of high-res displays, puppets, robotics and stage magic.  Down one end of the Paris streets is the only ride: a showstopping experience called the Battle for the Ministry of Magic. We pass through a MetroFloo station, entering yet another portal that flashes green smoke as we end up on the other side in a massive recreation of the Ministry of Magic from the Harry Potter movies, but now in modern-day London. I don't realize until I get home days later and rewatch the movies how spot-on this recreation is: Much like Disney's Rise of the Resistance ride, it feels like you've been beamed right into a film.  The Ministry of Magic ride itself, down endless corridors of talking portraits and interactive details you might linger on during what could be seriously long waits, is an elevator you sit in as it leaps and glides through a journey involving Harry, Hermione, Ron, Dolores Umbridge and things that seem real and virtual at the same time.  "Universal leans hard into movie scores throughout each portal to activate your emotions quickly ... People want the music to have that connection." Bridget Carey, CNET editor at large Universal says this ride has a whole new mechanism technology — it reminds me of both the Gringotts and Forbidden Journey rides at Universal's other parks, but more like you're watching a magical theater experience unfold. It's the most eye-popping ride in the park. I wished I could floo-hop over to the other Wizarding World sections at Universal's other parks. You can't: This park is miles from the others, and misses out on the magic train connection. Dark Universe Through another portal that looks embedded in a gnarled mountain of rocks and roots, we pass into a cemetery, tombstones everywhere, leading to a haunted-looking European village. In some ways the most intimate of the four worlds, this lurking gothic zone, themed to house Universal's classic monsters, feels like a permanent version of Universal's Halloween Horror-themed events.  Jeffrey Hazelwood/CNETThe path snakes around a series of rides and taverns, with details like menacing statues and a cart full of body parts in bottles. You'll see actors here that play various roles: a mad violinist plays a tune and spins through the square. The Invisible Man peers through bandages and insults your intelligence. At The Burning Blade Tavern, a pub at the end of the path that has a burning windmill above it, actors play the roles of monster hunters. The biggest draw here is a decaying mansion that houses Monsters Unchained: The Frankenstein Experiment, a ride that throws all of Universal's monsters into animatronic form. The ride's built on the same arm structure as Harry Potter and the Forbidden Journey: You feel like you're being propelled through rooms where werewolves, the Creature From the Black Lagoon, Frankenstein's monster and Dracula battle each other. The vibe is more video game and comic-infused than something truly scary. Still, it's the most animatronics-filled experience in the park — Frankenstein's monster towers above me in the preshow room, stepping forward as if he's about to walk right toward us.  One other roller coaster, Curse of the Werewolf, is weirdly lacking in any actual werewolves, and felt tamer than I expected. And my visit, during the day, didn't seem to fit the horror style of the surroundings.  At night, and with plenty of role-playing actors around, Dark Universe could take on whole new dimensions. This part of the park feels like the biggest leap into an unknown, and could use even more building out to add in extra thrills. But what I felt the most in this subdued, ominous-feeling part of the park was the promise of roleplay. What if I stayed longer and tried to follow the violinist? What if the Invisible Man tried to recruit me for a mission? What does Ygor have to tell me if I seek him out? If I go to the pubs and lurking corners, will I find more mysteries to unravel? As a doorway to the oldest part of Universal's history, could Dark Universe be a permanent way to explore the weird horrors of Halloween all year long? I'd like to stick around here for dinner after dark and see what happens. The future beyond Epic On my way home again, thinking ahead to my next visit around the time of the park's opening day, I wondered about what Epic Universe represents for the future of where amusement parks and immersive entertainment are heading, and what it could also mean for all the games, movies, shows and toys that connect to them. Theme parks are conceived years ahead of time, slowly emerging into completion. Epic Universe is here in 2025, but its ideas were birthed back in 2019 and intended for 2023, delayed because of the pandemic. What we're seeing now is the bleeding edge of large-scale theme parks, but not necessarily a sign of what the future holds.  It's hard to keep large-scale things in business, so I often think about the future of immersive entertainment as coming from smaller productions. There have been a ton of contained immersive ticketed attractions in the last decade that give the I've-been-to-a-park experience, often at a lower cost.  My mind turns to Meow Wolf, a growing collective that makes hallucinatory installations that have mysteries and parts that unlock extras on a phone app. One of Meow Wolf's next locations, in New York, looks to add even more mixed reality and interaction.  Meow Wolf's founders say that smaller indoor spaces can build out higher levels of next-level interaction beyond what Universal or Disney can do.  "We see them as sort of scratching the surface," Meow Wolf's Vince Kladubek tells me, speaking about parks like Epic Universe. "When you have a dedicated indoor space, you have far more possibilities than when you're in an outdoor theme park land. We're really honing in on the capabilities that are now possible when you have a fixed indoor space in bringing this mixed-reality experience forward." "Epic Universe is a powerful example of how immersive storytelling, cutting-edge technology and bold vision are shaping the future of themed entertainment." Jakob Wahl, president and CEO of IAAPA And while these smaller interactive experiences emerge, it's rare to see a completely new theme park open in the US — the last one was Disney's California Adventure in 2001. Disney and Universal have been locked in a back-and-forth competition for decades, one-upping each other with new immersive ideas, licensing deals and park upgrades, but Disney has no new US park planned. Instead, Disney is focused on specific park upgrades — a Monsters, Inc. area for Hollywood Studios, new Cars and Villains lands for Magic Kingdom, an Encanto and Indiana Jones expansion to Animal Kingdom, more Avengers rides at California Adventure. New parks are opening overseas, though: Universal has a UK park in development, and Disney just announced a deal to open a theme park in Abu Dhabi. Universal's next steps beyond Epic are already in the works, but in lots of smaller pieces. A horror-themed permanent Universal attraction, called Universal Horror Unleashed, opens in Las Vegas this August. Its four haunted houses should feel like the ones in Universal's seasonal horror night fests, but year-round. Universal also has a kid-focused, smaller park that's opening in Frisco, Texas next year. "We're seeing #stepped #into #future #hyperconnected #entertainment
    I Stepped Into the Future of Hyper-Connected Entertainment. It Made Me Surprisingly Emotional
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    Passing through a green warp pipe, I see a colorful mushroom kingdom spreading out in front of me. Almost.  Headset pressed to my face, volume up, I'm actually watching the Super Mario Bros. movie in Apple's Vision Pro from a room in my house, the screen stretched out in 3D.  But I'm feeling a little emotional, sort of a visceral thrill, like a memory. That's because the film's blending with my memories of being at Universal Studios' Epic Universe theme park a few weeks ago, when I was walking around an actual physical Mushroom Kingdom, passing through a real and very large green warp pipe — but in Orlando, Florida.  In the park, it's all walls I can touch, blocks I can tap. Coming back to watch the movie again, in 3D, it now feels a little bit like coming home. Imaginary worlds are expanding… both in my brain, and in the virtual and physical realms. It's happening in movies, in games, in VR and in places like Epic Universe, the biggest new theme park in the US in 20 years, which opens to the public on May 22.  All these immersive worlds are tapping into universes we already have somewhat mapped out in our minds, and by mapping them out even further, creators are laying emotional groundwork for staying more deeply connected in the future.  I'm obsessed with immersive technologies and write extensively about them at CNET; I've been reviewing VR and AR headsets and games for over a decade now. But I'm finding that physical places — like theme parks — can fuel our memories, too, and they begin to blend in strange ways. And that's very much by design. We're living in a hyper-connected state of entertainment, and Epic Universe just feels like the latest, biggest step. "The thirst for things that are live, things that are unpredictable, has only increased now that we're getting all of these franchise-based experiences out there," says Kathryn Yu, co-founder of the Immersive Experience Institute in Los Angeles. "Otherwise, that IP is just a thing that you stream that happens to other people in a little box. The next logical conclusion is, well, I would love to go there." The vast new world of Epic Universe is a lot to take in, even without the crowds there. I visited ahead of its opening, intensely curious about the experiences and the technology and what it would all add up to. I saw the future, and also the past. And what I experienced through a frenzied day was that the details, and surprises, were everywhere.  This was my journey there, in the moment itself and remembered from a distance, filtered through the nostalgia that movies, games and immersive tech fill me with now as I look back. I'm going to walk you through what I encountered and put it all into perspective. In this article: A past full of portals Theme parks have been imagining other worlds for years. Disneyland, which dreamed of a series of worlds visited via connected pathways starting from a central hub — a "hub and spokes" model that's mirrored in most major theme parks now — opened way back in 1955. But in the last couple of decades, the ante has been upped, and upped again. CNET/Zooey LiaoParks have gotten more theme-immersive over time: Universal opened Islands of Adventure in Orlando in 1999, where it created mini lands based on franchises like Jurassic Park, Marvel, Dr. Seuss and Harry Potter.  Disney's Animal Kingdom, also in Florida, started with a theme around animals from various continents. It added Pandora in 2017, a section made to feel like you're walking around the alien world from James Cameron's Avatar movies. Disney also has a Toy Story land at Hollywood Studios, opened in 2018, Star Wars-themed lands in both its California and Florida parks that opened in 2019 and Avengers Campus, which opened at Disneyland in 2021.  In a sense, Epic Universe in Orlando is a park full of these extreme-themed locations, connected like magic portals. Four big places, four familiar and deep wells of movie memories to draw from: Nintendo, How to Train Your Dragon, Harry Potter and classic Universal monsters. Of course, these particular themes are in areas where new movies, games and shows are emerging constantly. A live-action How to Train Your Dragon movie arrives this summer; the Nintendo Switch 2 launches in June; there's a new Harry Potter series for HBO Max that's in the works. These are no accidents. On the other hand, if you have no connection to those intellectual properties, then you might not feel the need to visit. "It becomes kind of a double-edged sword, because you have folks who really love a franchise and will definitely buy a ticket if you're featuring that franchise," says Yu of the Immersive Experience Institute. "And then you have folks who may not be so hot on that, and you still need to appeal to them." Franchises are now made to bleed between film, TV, game and theme park. It's a cross-media world, and our physical presence in a park, playing a role in experiencing something first-hand, can end up making all the other pieces feel more emotionally important. Is there a limit to the immersive theming? Disney hit a wall with Galactic Starcruiser, a multiday self-contained hotel experience that opened in 2022 but closed a year later, something that was aiming high but was way too expensive and too immersive to appeal to many people, not to mention badly timed during a pandemic.Bridget Carey, CNET editor at large and theme park expert, who visited Epic Universe with me last month, experienced the ill-fated Galactic Starcruiser firsthand and felt it was a blend of theme park and video game, but it was an experience that locked you into a commitment — both of time and price.  Large-scale immersive theater experiences aren't always successful, either: Life and Trust, a massive multilevel New York theater event designed to be a spiritual follow-up to the decade-plus run of Sleep No More, closed after only nine months. Yet these types of projects show where immersiveness in parks could expand. "The Starcruiser experience didn't just lean into sci-fi tech for a Star Wars vibe. What made it impressive was the improvisational actors that made the sets and effects more transportive," Carey says. "Universal also is weaving that ingredient into Epic, and I was surprised by the number of human character actors we saw in each land — helping make those robotic dragons and magical creatures have emotional connections with guests."  What's different with Epic compared to how theme parks have already been evolving? In some ways, not as much as you'd think. But it's the more intense focus on immersion, combined with the portals that become the entry gates, that feel new. Universal's marketing is all about wanting you to feel like you're teleporting into these places. (Also, the new rides are a whole lot of fun.) The portal gates are made to feel like they're constructed intentionally, waiting for you to make the leap. And I've felt that portal feeling many times before, at home: in VR, where jumping to other worlds almost feels like a ritual — laying out a play space, opening an app, stepping through. All right. Here we go. Into the portals Celestial Park The entrance to Epic Universe begins with a portal. And it has portals all the way through, to the individual subworlds, and even to worlds within those worlds. It's the theme to the whole park. The entrance is the biggest portal of all, called the "Chronos," and it looks sort of like a stargate. It's also just a familiar entrance gate, adorned with symbols to the worlds that await inside,  something of a steampunk galactic theme. Jeffrey Hazelwood/CNETInside, things are strangely sedate. The first "hub world," Celestial Park, is lovely, beautifully landscaped and chill. So chill that you might wonder where the park excitement is hiding. The gardens and vaguely retrofuture architecture feels a bit like the Star Wars planet Naboo, or even the front part of Epcot that used to be called Future World. There are some rides, but just a few. There's an ornate domed carousel, and an interactive water fountain. There's also the park's best roller coaster, a massive twin beast called Stardust Racers, where two trains appear to race as they barrel roll over each other.  The dual coaster has a design that feels both inspired by the lore of an Atlantis lost world and fantasies of Jules Verne. Look closely and you can find an Easter egg: the flux capacitor from Back to the Future — a Universal property that used to have its own ride — flickers on the back of each coaster car. There's no promise of time travel, but the ride accelerates to speeds that feel as intense as Velocicoaster, Universal's notorious Jurassic World-themed ride. Celestial Park feels like a world between worlds. It's the place where the portals to every other world live. Celestial Park's got a lot of good food, relaxing restaurants and calming fountains. I could see this being the place where Universal has future festivals, pop-up experiences. It's also a centering space, a reset point, a rest stop between dives into other worlds. It clears your mind before you head into the next hyper-immersive place.  "The future of the attractions industry isn't one-size-fits-all. It's about creating moments that feel personal, unforgettable and emotionally resonant, regardless of the scale." Jakob Wahl, president and CEO of IAAPA Are centering places like this key to the future of more intense immersive experiences? In my early days of going to VR installations, there was a big focus on the onboarding process, as well as a decompression space where you'd be able to rest and be in your own thoughts for a while. The more stimulation we have, the more we need a way to remove ourselves from it. "For an immersive spectacle to work, it's really got to be all encompassing, but that also means what's on the outside needs to be thought through, too," says Noah Nelson, founder of the immersive entertainment site No Proscenium. "There's a whole art to path making, and while I'm not sure if we need to go the full 'chill room at the rave' route, there is something to be said for an 'ontological crossfade' from one 'reality' into another." All around the edges of Celestial Park, golden gates beckon with statues stacked on top. These are the other worlds, and entering them, you definitely feel the strong crossfade. Super Nintendo World Coin fountains and castle decorations surround Nintendo's portal, and the moment you head in, you ride an escalator. It's a warp pipe, with light beams shooting off to the sides. Then you're inside a familiar castle, Mushroom Kingdom portraits on the walls. Exiting it, you're looking out at a multilevel vista of moving blocks, Yoshis and bouncing creatures: It looks just like a level map from a Super Mario game.  It's made to overwhelm and dazzle you. The paths seem to go everywhere: down, up, to the sides and who knows where else. You descend into it, sinking into the immersion. Jeffrey Hazelwood/CNETSuper Nintendo World already exists in Universal's Tokyo park and in Universal Studios Hollywood, but Orlando's layout is larger and extends through an additional portal tunnel into a subworld of Donkey Kong that's full of palm trees, banana piles and a mine cart coaster that runs in and out of an ancient temple. That moment in the Super Mario Bros. movie where Mario and Peach go to Donkey Kong's kingdom and see all the looping paths everywhere? It's sort of that feeling, but smaller. If you buy a Power-Up Band ($40) from Universal, you can pair it with your phone and bop it against blocks and surfaces everywhere in the land, unlocking scores in mini games you can track on the Universal app. The bands also work as tappable NFC-enabled Amiibo for the Nintendo Switch, giving unlockable extras. I keep thinking that Nintendo could expand that park-to-Switch relationship further, maybe even with the Switch 2.  There aren't that many rides here, but they are memorable. A calmer Yoshi ride moves slowly around the Mushroom Kingdom's edges, more of a young kid's ride or even a way to take in the vistas without walking. And Mario Kart: Bowser's Challenge is also surprisingly slow moving for a racing ride, but it's because you wear augmented reality head visors, tethered to your car, that float images of video game opponents all around you. The goal is to shoot flying turtle shells at opponents by turning your wheel and pressing buttons. The best parts feel like you're almost living inside the game itself — a dark tunnel where Rainbow Road floats.  The tech feels old now compared to home headsets like the Apple Vision Pro or Meta's Quest 3 — it is, since it was made for similar rides back in 2021 — but it's also the only AR ride in this park, or nearly anywhere else. And I think future rides could go a lot further. It reminds me instantly of the remote-control Mario Kart toys that Nintendo made to work with an AR-enabled Switch game called Mario Kart Live, which I drove around my home during the pandemic in 2020. Switch 2 games and connected toys could in the future further expand these rides. The Donkey Kong Mine Cart Madness ride is the best of the bunch: The coaster's hidden ride mechanism makes it seem like you're on cartoonishly broken tracks, but you're not. The cart flies off them, jumping gaps, leaping into space, making what seem like impossible turns, and it's full of surprises. It's not loaded with visible tech: Its magic tricks are subtler.  "The thirst for things that are live, things that are unpredictable, has only increased now that we're getting all of these franchise-based experiences."  Kathryn Yu, co-founder of the Immersive Experience Institute While there are little corners to explore around Super Nintendo World, like extra Power-Up Band challenges and little Nintendo Easter eggs, I want more. I want the Power-Up Band minigames to feel even more game-like. I want crazy levels of extra things to find. Maybe that can still come. Nintendo's rumored to make an expansion to Super Nintendo World, possibly adding a Zelda-themed Hyrule area to time with a future Zelda movie Universal is releasing in 2027. Pokemon is also a rumored expansion focus.  The possibilities seem endless, but the cost and planning of building areas that feel timeless and popular enough to work is a whole other challenge. This space filled with Mario and Donkey Kong echoes lots of existing games, and probably games to come. When I played Donkey Kong Bananza and Mario Kart World on the Switch 2, I couldn't help thinking about Super Nintendo World all over again. And that's clearly the point: They reflect each other. A Photo Tour Inside Epic Universe See all photos Franchises are now made to bleed between film, TV, game and theme park. It's a cross-media world, and our physical presence in a park, playing a role in experiencing something first-hand, can end up making all the other pieces feel more emotionally important. The same way I watch movies about the UK nostalgically after I've traveled there, I watch the Super Mario Bros. movie and play Super Mario games after I visited Epic Universe. "Epic Universe is a powerful example of how immersive storytelling, cutting-edge technology, and bold vision are shaping the future of themed entertainment," says Jakob Wahl, president and CEO of IAAPA, the Global Association for the Attractions Industry. "It reflects a growing demand from guests for deeply integrated, multisensory experiences that transport them into entirely new worlds with characters from some of the world's most popular movies and video games." How to Train Your Dragon: Isle of Berk Entering the portal into the world of How to Train Your Dragon, you're greeted with an expanse of water, massive carved statues and bridges beyond. Wide skies, flying rides: This is the Isle of Berk, and it's full of dragons, water and people roleplaying as characters from the films. It's the most wide-open feeling world in the park, inviting you to seemingly wander in any direction. It's the biggest, and has the most rides and shows, too. Jeffrey Hazelwood/CNETI didn't grow up with these movies, but I could see the crowds who did, and waited in line for a chance to pet a robotic Toothless dragon in a stable. Chances to meet dragons are everywhere: One, puppeted by somebody inside, proudly struts around, guided by Viking handlers.  In one corner, if you're patient, a baby dragon emerges for photo opps: This is Dart, a self-powered robot that's so convincingly animated that it hypnotized me in my tracks — it has a feel similar to Boston Dynamics' robot dogs, but turned into cartoon form. Disney isn't putting free-roaming robots into its parks yet, although it's test-driving Nvidia-powered BD-0 droids that should be making more appearances in Star Wars: Galaxy's Edge eventually.  "The BDX droids are just the beginning," Kyle Laughlin, senior vice president at Walt Disney Imagineering, said when the droids were shown off at an Nvidia conference in March, referring to AI advances to come via Google DeepMind and Nvidia. "This collaboration will allow us to create a new generation of robotic characters that are more expressive and engaging than ever before."  Meanwhile, Universal is already doing that with its little Dart appearances. Dart shows the future: animated and free-walking, and acting alongside real human actors that make it feel like the world has come alive.  Drone dragons wheel overhead, too — not during my initial visit, but they'll be there on park opening. Other robotic dragon tails poke out of nests. One ice-breathing dragon pokes its head out from behind a wall.  The dragon moments continue in a lavish show called The Untrainable Dragon, which blends screens and actors and dragons that look like a combination of puppeting and robotics. Toothless wheels overhead during the show, and the emotional scale of it all made me cry.  "For an immersive spectacle to work, it's really got to be all encompassing ... there's a whole art to path making." Noah Nelson, founder of the immersive entertainment site No Proscenium In this land, the rides almost feel secondary. A wheeling, tame sky ride called Dragon Racer's Rally was fine for kids, maybe not worth it for adults. A water-blasting boat ride called Fyre Drill was fun, but similar to a ride I've tried at New York's Legoland. But the family coaster here, called Hiccup's Wing Gliders, is the best thing to try: It's fast, zips over water and around the island, and has other dragons to see. It's a story experience as much as a thrill ride, like Hagrid's Magical Creatures coaster at Universal's Islands of Adventure.Berk doesn't have interactive features like Power-Up Bands or wands, but it has plenty of other merch. It's also, I think, about just feeling happy and free. It feels loose, like a festival. And maybe more of a Disney-type place than any other part of Universal. "The sheer number of dragon animatronics exposed to the outdoors was impressive — both in the ride and peppered across the landscape. But what really amps up the emotion and whimsy is the music from John Powell's soundtrack, which got me bawling happy tears on the coaster," says Carey. "Universal leans hard into movie scores throughout each portal to activate your emotions quickly — which stands out from Disney's choice to use more subtle, natural-sounding background tracks. But I think that's where Epic got it right. People want the music to have that connection." What I remember most from this world, as I portaled back out, was the dragons, whether they were drones, robots or puppets. All of the dragons.  Wizarding World of Harry Potter: Ministry of Magic The Harry Potter portal gate leads into a subway exit, with a wall full of French posters. Around a corner, there's a massive arch. And through that arch is a wide city street, shops everywhere, hints of a skyline in the distance. The Ministry of Magic's recreation of 1920s Paris hits me on a grander, more detailed scale than any of the other worlds.  Jeffrey Hazelwood/CNETThe buildings loom high. The city's farther-off attractions poke above rooftops. It feels like we've teleported. Take the previous Wizarding World areas at Universal and imagine them even bigger, and you have this. Windows in storefronts are interactive, if you have a wand you've purchased from a shop. Wave it in a certain pattern to make magical things happen. Finding the windows is a little game in itself. Some windows have interactive paintings that speak to you, too. In the middle of the city square is a circus tent, hosting Cirque Arcanus, a live theater spectacle that looks like it's impossibly tucked into this tent, with an immersive show blending magic tricks and screens. Deeper inside, the main show seems to take place inside the suitcase of Newt Scamander from the Fantastic Beasts and Where to Find Them movies. Different creatures emerge from shadows and dimensional windows, made of a mix of high-res displays, puppets, robotics and stage magic.  Down one end of the Paris streets is the only ride: a showstopping experience called the Battle for the Ministry of Magic. We pass through a MetroFloo station, entering yet another portal that flashes green smoke as we end up on the other side in a massive recreation of the Ministry of Magic from the Harry Potter movies, but now in modern-day London. I don't realize until I get home days later and rewatch the movies how spot-on this recreation is: Much like Disney's Rise of the Resistance ride, it feels like you've been beamed right into a film.  The Ministry of Magic ride itself, down endless corridors of talking portraits and interactive details you might linger on during what could be seriously long waits, is an elevator you sit in as it leaps and glides through a journey involving Harry, Hermione, Ron, Dolores Umbridge and things that seem real and virtual at the same time.  "Universal leans hard into movie scores throughout each portal to activate your emotions quickly ... People want the music to have that connection." Bridget Carey, CNET editor at large Universal says this ride has a whole new mechanism technology — it reminds me of both the Gringotts and Forbidden Journey rides at Universal's other parks, but more like you're watching a magical theater experience unfold. It's the most eye-popping ride in the park. I wished I could floo-hop over to the other Wizarding World sections at Universal's other parks. You can't: This park is miles from the others, and misses out on the magic train connection. Dark Universe Through another portal that looks embedded in a gnarled mountain of rocks and roots, we pass into a cemetery, tombstones everywhere, leading to a haunted-looking European village. In some ways the most intimate of the four worlds, this lurking gothic zone, themed to house Universal's classic monsters, feels like a permanent version of Universal's Halloween Horror-themed events.  Jeffrey Hazelwood/CNETThe path snakes around a series of rides and taverns, with details like menacing statues and a cart full of body parts in bottles. You'll see actors here that play various roles: a mad violinist plays a tune and spins through the square. The Invisible Man peers through bandages and insults your intelligence. At The Burning Blade Tavern, a pub at the end of the path that has a burning windmill above it, actors play the roles of monster hunters. The biggest draw here is a decaying mansion that houses Monsters Unchained: The Frankenstein Experiment, a ride that throws all of Universal's monsters into animatronic form. The ride's built on the same arm structure as Harry Potter and the Forbidden Journey: You feel like you're being propelled through rooms where werewolves, the Creature From the Black Lagoon, Frankenstein's monster and Dracula battle each other. The vibe is more video game and comic-infused than something truly scary. Still, it's the most animatronics-filled experience in the park — Frankenstein's monster towers above me in the preshow room, stepping forward as if he's about to walk right toward us.  One other roller coaster, Curse of the Werewolf, is weirdly lacking in any actual werewolves, and felt tamer than I expected. And my visit, during the day, didn't seem to fit the horror style of the surroundings.  At night, and with plenty of role-playing actors around, Dark Universe could take on whole new dimensions. This part of the park feels like the biggest leap into an unknown, and could use even more building out to add in extra thrills. But what I felt the most in this subdued, ominous-feeling part of the park was the promise of roleplay. What if I stayed longer and tried to follow the violinist? What if the Invisible Man tried to recruit me for a mission? What does Ygor have to tell me if I seek him out? If I go to the pubs and lurking corners, will I find more mysteries to unravel? As a doorway to the oldest part of Universal's history, could Dark Universe be a permanent way to explore the weird horrors of Halloween all year long? I'd like to stick around here for dinner after dark and see what happens. The future beyond Epic On my way home again, thinking ahead to my next visit around the time of the park's opening day, I wondered about what Epic Universe represents for the future of where amusement parks and immersive entertainment are heading, and what it could also mean for all the games, movies, shows and toys that connect to them. Theme parks are conceived years ahead of time, slowly emerging into completion. Epic Universe is here in 2025, but its ideas were birthed back in 2019 and intended for 2023, delayed because of the pandemic. What we're seeing now is the bleeding edge of large-scale theme parks, but not necessarily a sign of what the future holds.  It's hard to keep large-scale things in business, so I often think about the future of immersive entertainment as coming from smaller productions. There have been a ton of contained immersive ticketed attractions in the last decade that give the I've-been-to-a-park experience, often at a lower cost.  My mind turns to Meow Wolf, a growing collective that makes hallucinatory installations that have mysteries and parts that unlock extras on a phone app. One of Meow Wolf's next locations, in New York, looks to add even more mixed reality and interaction (it's themed like an interdimensional arcade).  Meow Wolf's founders say that smaller indoor spaces can build out higher levels of next-level interaction beyond what Universal or Disney can do.  "We see them as sort of scratching the surface," Meow Wolf's Vince Kladubek tells me, speaking about parks like Epic Universe. "When you have a dedicated indoor space, you have far more possibilities than when you're in an outdoor theme park land. We're really honing in on the capabilities that are now possible when you have a fixed indoor space in bringing this mixed-reality experience forward." "Epic Universe is a powerful example of how immersive storytelling, cutting-edge technology and bold vision are shaping the future of themed entertainment." Jakob Wahl, president and CEO of IAAPA And while these smaller interactive experiences emerge, it's rare to see a completely new theme park open in the US — the last one was Disney's California Adventure in 2001. Disney and Universal have been locked in a back-and-forth competition for decades, one-upping each other with new immersive ideas, licensing deals and park upgrades, but Disney has no new US park planned. Instead, Disney is focused on specific park upgrades — a Monsters, Inc. area for Hollywood Studios, new Cars and Villains lands for Magic Kingdom, an Encanto and Indiana Jones expansion to Animal Kingdom, more Avengers rides at California Adventure. New parks are opening overseas, though: Universal has a UK park in development, and Disney just announced a deal to open a theme park in Abu Dhabi. Universal's next steps beyond Epic are already in the works, but in lots of smaller pieces. A horror-themed permanent Universal attraction, called Universal Horror Unleashed, opens in Las Vegas this August. Its four haunted houses should feel like the ones in Universal's seasonal horror night fests, but year-round. Universal also has a kid-focused, smaller park that's opening in Frisco, Texas next year. "We're seeing
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  • Exercise Boosts Your Gut Microbiome, Which Helps Your Metabolism, Immune System, and More

    OpinionMay 20, 20254 min readA Good Workout Gets Your Helpful Gut Microbes in Shape, TooA workout boosts the fitness of your gut microbiome. This creates molecules that aids your immune system, metabolism, and moreBy Lydia Denworth Jay BendtThe idea that our workouts could benefit the trillions of microbes that live in our guts—bacteria and viruses that help our immune systems, metabolism, digestion, and other key bodily functions—isn’t obvious. At least it’s not as obvious as the connection between diet and the gut microbiome, as these microbes are called. But evidence is growing that an aerobic workout such as jogging can improve the health of the gut microbes, which in turn improves overall physical health. There are early indications that the relationship works the other way, too: a healthy gut microbiome seems to increase exercise capacity.“When people think about the gut, they default to diet and probiotics,” says Sara Campbell, an exercise physiologist at Rutgers University who specializes in gut microbiota. But now many scientists are “moving toward the reality that exercise can be beneficial for the intestines,” she says.A “healthy” microbiome usually means gut bacteria are abundant and diverse; exercise appears to affect both these qualities. The gut microbes of an elite athlete are more diverse than those of nonathletes or recreational athletes. But a more pertinent issue for health, says Jacob Allen, an exercise physiologist at the University of Illinois Urbana-Champaign, is “what the microbe is actually doing.”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.Aerobic exercise encourages activity in bacteria that produce short-chain fatty acids, which provide essential support for physiological processes.One important finding is that aerobic exercise encourages activity in bacteria that produce short-chain fatty acids, which provide essential support for physiological processes. Most fatty acid molecules consist of 16 or 18 carbons, but—as the name suggests—short-chain fatty acids range from just one to six.Of these smaller molecules, butyrate has emerged as an especially important link between exercise and the gut. It supplies energy for a variety of tissues, including the epithelial cells lining the gut, and it can reduce inflammation and improve the ability of cells to take in insulin. Our bodies naturally make a little bit of butyrate, but most is produced by microbes, and its output is boosted by aerobic exercise.This link between exercise and the gut was barely a glimmer in scientists’ eyes some 15 years ago, when exercise immunologist Marc Cook was a graduate student at the Urbana-Champaign campus. He knew exercise improved symptoms of inflammatory bowel disease, particularly the type called ulcerative colitis. But scientists didn’t understand why. Cook turned to mice to investigate and found that if they ran on a wheel, they were protected against a mouse version of colitis. In addition, there was a sevenfold increase in beneficial bacteria in the lining of the rodents’ colons.In a 2018 study, Allen, Cook, and others tested a gut-health exercise intervention in humans for the first time. They trained both lean and obese people, all of whom were sedentary, to exercise on a treadmill or bike. Everyone started at moderate intensity three days a week and increased to one hour of high-intensity exercise per session.After six weeks all participants showed increases in butyrate and two other short-chain fatty acids, acetate and propionate. They also got the expected benefits of exercise, such as reductions in fat mass and improvements in cardiorespiratory fitness.After a further six weeks in which everyone stopped exercising, microbes in the gut returned to baseline levels, and health benefits decreased.Researchers haven’t fully teased out which effects of exercise can be directly attributed to microbiota versus the other changes brought on by physical activity, but there is a clear difference in gut environment. “We know there’s a slight shunting of blood toward the muscles and away from the gastrointestinal tract during exercise,” Allen says. That causes a small decrease in oxygen in gut tissue. There are changes in pH and temperature within the GI tract as well. Each of these shifts could affect which microbes survive.Studies in humans are complicated by the enormous diversity of microbiomes from person to person and from group to group. Researchers are now trying to account for differences in response. Campbell is investigating variations by sex. Cook is studying the effects of short-chain-fatty-acid-producing bacteria in Black people, who have a high rate of hypertension. In a pilot study, he and his colleagues identified bacteria associated with high blood pressure in Black athletes, and they hope to identify a target for intervention.As for the effects of microbiota on exercise capacity, most of that evidence comes from mice. Animals dosed with antibiotics to kill off their microbiomes exercise less than mice with healthy microbiomes and reach exhaustion faster. Research has also shown that an intact gut microbiota contributes to more muscle development.This evolving research doesn’t change the standard recommendation for human exercise, which is to engage in at least 150 minutes of moderate physical activity a week. But it adds strength to the arguments for doing such activity and may ultimately help explain why people respond to exercise differently. Someday there may even be a way boost the microbiome so that it responds better to time in the gym. Already, though, the science gives new meaning to the idea of gutting out your workout.This is an opinion and analysis article, and the views expressed by the author or authors are not necessarily those of Scientific American.
    #exercise #boosts #your #gut #microbiome
    Exercise Boosts Your Gut Microbiome, Which Helps Your Metabolism, Immune System, and More
    OpinionMay 20, 20254 min readA Good Workout Gets Your Helpful Gut Microbes in Shape, TooA workout boosts the fitness of your gut microbiome. This creates molecules that aids your immune system, metabolism, and moreBy Lydia Denworth Jay BendtThe idea that our workouts could benefit the trillions of microbes that live in our guts—bacteria and viruses that help our immune systems, metabolism, digestion, and other key bodily functions—isn’t obvious. At least it’s not as obvious as the connection between diet and the gut microbiome, as these microbes are called. But evidence is growing that an aerobic workout such as jogging can improve the health of the gut microbes, which in turn improves overall physical health. There are early indications that the relationship works the other way, too: a healthy gut microbiome seems to increase exercise capacity.“When people think about the gut, they default to diet and probiotics,” says Sara Campbell, an exercise physiologist at Rutgers University who specializes in gut microbiota. But now many scientists are “moving toward the reality that exercise can be beneficial for the intestines,” she says.A “healthy” microbiome usually means gut bacteria are abundant and diverse; exercise appears to affect both these qualities. The gut microbes of an elite athlete are more diverse than those of nonathletes or recreational athletes. But a more pertinent issue for health, says Jacob Allen, an exercise physiologist at the University of Illinois Urbana-Champaign, is “what the microbe is actually doing.”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.Aerobic exercise encourages activity in bacteria that produce short-chain fatty acids, which provide essential support for physiological processes.One important finding is that aerobic exercise encourages activity in bacteria that produce short-chain fatty acids, which provide essential support for physiological processes. Most fatty acid molecules consist of 16 or 18 carbons, but—as the name suggests—short-chain fatty acids range from just one to six.Of these smaller molecules, butyrate has emerged as an especially important link between exercise and the gut. It supplies energy for a variety of tissues, including the epithelial cells lining the gut, and it can reduce inflammation and improve the ability of cells to take in insulin. Our bodies naturally make a little bit of butyrate, but most is produced by microbes, and its output is boosted by aerobic exercise.This link between exercise and the gut was barely a glimmer in scientists’ eyes some 15 years ago, when exercise immunologist Marc Cook was a graduate student at the Urbana-Champaign campus. He knew exercise improved symptoms of inflammatory bowel disease, particularly the type called ulcerative colitis. But scientists didn’t understand why. Cook turned to mice to investigate and found that if they ran on a wheel, they were protected against a mouse version of colitis. In addition, there was a sevenfold increase in beneficial bacteria in the lining of the rodents’ colons.In a 2018 study, Allen, Cook, and others tested a gut-health exercise intervention in humans for the first time. They trained both lean and obese people, all of whom were sedentary, to exercise on a treadmill or bike. Everyone started at moderate intensity three days a week and increased to one hour of high-intensity exercise per session.After six weeks all participants showed increases in butyrate and two other short-chain fatty acids, acetate and propionate. They also got the expected benefits of exercise, such as reductions in fat mass and improvements in cardiorespiratory fitness.After a further six weeks in which everyone stopped exercising, microbes in the gut returned to baseline levels, and health benefits decreased.Researchers haven’t fully teased out which effects of exercise can be directly attributed to microbiota versus the other changes brought on by physical activity, but there is a clear difference in gut environment. “We know there’s a slight shunting of blood toward the muscles and away from the gastrointestinal tract during exercise,” Allen says. That causes a small decrease in oxygen in gut tissue. There are changes in pH and temperature within the GI tract as well. Each of these shifts could affect which microbes survive.Studies in humans are complicated by the enormous diversity of microbiomes from person to person and from group to group. Researchers are now trying to account for differences in response. Campbell is investigating variations by sex. Cook is studying the effects of short-chain-fatty-acid-producing bacteria in Black people, who have a high rate of hypertension. In a pilot study, he and his colleagues identified bacteria associated with high blood pressure in Black athletes, and they hope to identify a target for intervention.As for the effects of microbiota on exercise capacity, most of that evidence comes from mice. Animals dosed with antibiotics to kill off their microbiomes exercise less than mice with healthy microbiomes and reach exhaustion faster. Research has also shown that an intact gut microbiota contributes to more muscle development.This evolving research doesn’t change the standard recommendation for human exercise, which is to engage in at least 150 minutes of moderate physical activity a week. But it adds strength to the arguments for doing such activity and may ultimately help explain why people respond to exercise differently. Someday there may even be a way boost the microbiome so that it responds better to time in the gym. Already, though, the science gives new meaning to the idea of gutting out your workout.This is an opinion and analysis article, and the views expressed by the author or authors are not necessarily those of Scientific American. #exercise #boosts #your #gut #microbiome
    Exercise Boosts Your Gut Microbiome, Which Helps Your Metabolism, Immune System, and More
    www.scientificamerican.com
    OpinionMay 20, 20254 min readA Good Workout Gets Your Helpful Gut Microbes in Shape, TooA workout boosts the fitness of your gut microbiome. This creates molecules that aids your immune system, metabolism, and moreBy Lydia Denworth Jay BendtThe idea that our workouts could benefit the trillions of microbes that live in our guts—bacteria and viruses that help our immune systems, metabolism, digestion, and other key bodily functions—isn’t obvious. At least it’s not as obvious as the connection between diet and the gut microbiome, as these microbes are called. But evidence is growing that an aerobic workout such as jogging can improve the health of the gut microbes, which in turn improves overall physical health. There are early indications that the relationship works the other way, too: a healthy gut microbiome seems to increase exercise capacity.“When people think about the gut, they default to diet and probiotics,” says Sara Campbell, an exercise physiologist at Rutgers University who specializes in gut microbiota. But now many scientists are “moving toward the reality that exercise can be beneficial for the intestines,” she says.A “healthy” microbiome usually means gut bacteria are abundant and diverse; exercise appears to affect both these qualities. The gut microbes of an elite athlete are more diverse than those of nonathletes or recreational athletes. But a more pertinent issue for health, says Jacob Allen, an exercise physiologist at the University of Illinois Urbana-Champaign, is “what the microbe is actually doing.”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.Aerobic exercise encourages activity in bacteria that produce short-chain fatty acids, which provide essential support for physiological processes.One important finding is that aerobic exercise encourages activity in bacteria that produce short-chain fatty acids, which provide essential support for physiological processes. Most fatty acid molecules consist of 16 or 18 carbons, but—as the name suggests—short-chain fatty acids range from just one to six.Of these smaller molecules, butyrate has emerged as an especially important link between exercise and the gut. It supplies energy for a variety of tissues, including the epithelial cells lining the gut, and it can reduce inflammation and improve the ability of cells to take in insulin. Our bodies naturally make a little bit of butyrate, but most is produced by microbes, and its output is boosted by aerobic exercise. (Very few studies have looked at the connection between strength training and butyrate levels, and those that have didn’t find the same effect.)This link between exercise and the gut was barely a glimmer in scientists’ eyes some 15 years ago, when exercise immunologist Marc Cook was a graduate student at the Urbana-Champaign campus. He knew exercise improved symptoms of inflammatory bowel disease, particularly the type called ulcerative colitis. But scientists didn’t understand why. Cook turned to mice to investigate and found that if they ran on a wheel, they were protected against a mouse version of colitis. In addition, there was a sevenfold increase in beneficial bacteria in the lining of the rodents’ colons.In a 2018 study, Allen, Cook (who is now at North Carolina A&T State University), and others tested a gut-health exercise intervention in humans for the first time. They trained both lean and obese people, all of whom were sedentary, to exercise on a treadmill or bike. Everyone started at moderate intensity three days a week and increased to one hour of high-intensity exercise per session.After six weeks all participants showed increases in butyrate and two other short-chain fatty acids, acetate and propionate. They also got the expected benefits of exercise, such as reductions in fat mass and improvements in cardiorespiratory fitness. (All the effects were greater in lean people, a finding that the researchers don’t yet understand.) After a further six weeks in which everyone stopped exercising, microbes in the gut returned to baseline levels, and health benefits decreased.Researchers haven’t fully teased out which effects of exercise can be directly attributed to microbiota versus the other changes brought on by physical activity, but there is a clear difference in gut environment. “We know there’s a slight shunting of blood toward the muscles and away from the gastrointestinal tract during exercise,” Allen says. That causes a small decrease in oxygen in gut tissue. There are changes in pH and temperature within the GI tract as well. Each of these shifts could affect which microbes survive.Studies in humans are complicated by the enormous diversity of microbiomes from person to person and from group to group. Researchers are now trying to account for differences in response. Campbell is investigating variations by sex. Cook is studying the effects of short-chain-fatty-acid-producing bacteria in Black people, who have a high rate of hypertension. In a pilot study, he and his colleagues identified bacteria associated with high blood pressure in Black athletes, and they hope to identify a target for intervention.As for the effects of microbiota on exercise capacity, most of that evidence comes from mice. Animals dosed with antibiotics to kill off their microbiomes exercise less than mice with healthy microbiomes and reach exhaustion faster. Research has also shown that an intact gut microbiota contributes to more muscle development.This evolving research doesn’t change the standard recommendation for human exercise, which is to engage in at least 150 minutes of moderate physical activity a week. But it adds strength to the arguments for doing such activity and may ultimately help explain why people respond to exercise differently. Someday there may even be a way boost the microbiome so that it responds better to time in the gym. Already, though, the science gives new meaning to the idea of gutting out your workout.This is an opinion and analysis article, and the views expressed by the author or authors are not necessarily those of Scientific American.
    0 Комментарии ·0 Поделились ·0 предпросмотр
  • Nintendo announces Gamescom return, following Switch 2 launch

    Nintendo announces Gamescom return, following Switch 2 launch
    Absence makes the Kart grow fonder.

    Image credit: Nintendo

    News

    by Victoria Kennedy
    News Reporter

    Published on May 20, 2025

    Nintendo will be present at Gamescom 2025, having skipped the event last year.
    The company confirmed it would be returning to the annual German event, which is the highest attended gaming convention in the world, in a post on social media.
    "Mark your calendar in red: Nintendo will be back at @gamescom in 2025," Nintendo's German X account announced, adding it is "forward to welcoming you to Cologne from August 20th to 24th!"

    Nintendo Switch 2 Hands-On Preview: Mario Kart World Impressions & More! Watch on YouTube
    Yes, Gamescom will be held in August, which - as I'm sure you're aware - is after Nintendo Switch 2 releases. So, with that in mind, what can those attending the convention expect to see from the Mario maker?
    Well, Nintendo hasn't shared specifics. However, two of Nintendo's biggest first party games Mario Kart World and Donkey Kong Bananza will have already been released by the time Gamescom comes around, though it seems likely these will be available for players to demo while in Cologne.
    "Yes, everyone might have been expecting Mario, but Bananza's brawny obliteration is far better suited to his one-time enemy," our former EIC Tom Phillips wrote after going hands-on with Donkey Kong Bananza.

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    Meanwhile, other games coming to the Switch successor have also been available to try out at other events including Metroid Prime 4, so it again seems fair to assume it will be playable at Nintendo's Gamescom booth. Maybe we will hear a firm release date around then, as well.
    Our Ed called Metroid Prime 4 "the best example of Switch 2's varied control capabilities" when he took the upcoming release for a spin earlier this year, though for now he isn't totally convinced by the mouse.
    "I played Metroid Prime 4 with each Joy-Con 2 placed on my thighs. This worked surprisingly well, with the controls still responsive despite being on an uneven surface. Nintendo told me the sensitivity can be tweaked too, allowing for smaller movements," he wrote in Eurogamer's Metroid Prime 4 demo preview.
    "Still, how usable this method is will likely depend on the size of your thighs: if you don't have enough real estate to move the controller around, you'll be moving based on quick adjustments rather than smooth, sweeping motions."We will keep you posted with any more news regarding Gamescom 2025, and of course Switch 2, as and when we hear more. In the meantime, you can check out our handy guide to all Nintendo Switch 2 launch games here.
    #nintendo #announces #gamescom #return #following
    Nintendo announces Gamescom return, following Switch 2 launch
    Nintendo announces Gamescom return, following Switch 2 launch Absence makes the Kart grow fonder. Image credit: Nintendo News by Victoria Kennedy News Reporter Published on May 20, 2025 Nintendo will be present at Gamescom 2025, having skipped the event last year. The company confirmed it would be returning to the annual German event, which is the highest attended gaming convention in the world, in a post on social media. "Mark your calendar in red: Nintendo will be back at @gamescom in 2025," Nintendo's German X account announced, adding it is "forward to welcoming you to Cologne from August 20th to 24th!" Nintendo Switch 2 Hands-On Preview: Mario Kart World Impressions & More! Watch on YouTube Yes, Gamescom will be held in August, which - as I'm sure you're aware - is after Nintendo Switch 2 releases. So, with that in mind, what can those attending the convention expect to see from the Mario maker? Well, Nintendo hasn't shared specifics. However, two of Nintendo's biggest first party games Mario Kart World and Donkey Kong Bananza will have already been released by the time Gamescom comes around, though it seems likely these will be available for players to demo while in Cologne. "Yes, everyone might have been expecting Mario, but Bananza's brawny obliteration is far better suited to his one-time enemy," our former EIC Tom Phillips wrote after going hands-on with Donkey Kong Bananza. To see this content please enable targeting cookies. Meanwhile, other games coming to the Switch successor have also been available to try out at other events including Metroid Prime 4, so it again seems fair to assume it will be playable at Nintendo's Gamescom booth. Maybe we will hear a firm release date around then, as well. Our Ed called Metroid Prime 4 "the best example of Switch 2's varied control capabilities" when he took the upcoming release for a spin earlier this year, though for now he isn't totally convinced by the mouse. "I played Metroid Prime 4 with each Joy-Con 2 placed on my thighs. This worked surprisingly well, with the controls still responsive despite being on an uneven surface. Nintendo told me the sensitivity can be tweaked too, allowing for smaller movements," he wrote in Eurogamer's Metroid Prime 4 demo preview. "Still, how usable this method is will likely depend on the size of your thighs: if you don't have enough real estate to move the controller around, you'll be moving based on quick adjustments rather than smooth, sweeping motions."We will keep you posted with any more news regarding Gamescom 2025, and of course Switch 2, as and when we hear more. In the meantime, you can check out our handy guide to all Nintendo Switch 2 launch games here. #nintendo #announces #gamescom #return #following
    Nintendo announces Gamescom return, following Switch 2 launch
    www.eurogamer.net
    Nintendo announces Gamescom return, following Switch 2 launch Absence makes the Kart grow fonder. Image credit: Nintendo News by Victoria Kennedy News Reporter Published on May 20, 2025 Nintendo will be present at Gamescom 2025, having skipped the event last year. The company confirmed it would be returning to the annual German event, which is the highest attended gaming convention in the world, in a post on social media. "Mark your calendar in red: Nintendo will be back at @gamescom in 2025," Nintendo's German X account announced, adding it is "[looking] forward to welcoming you to Cologne from August 20th to 24th!" Nintendo Switch 2 Hands-On Preview: Mario Kart World Impressions & More! Watch on YouTube Yes, Gamescom will be held in August, which - as I'm sure you're aware - is after Nintendo Switch 2 releases. So, with that in mind, what can those attending the convention expect to see from the Mario maker? Well, Nintendo hasn't shared specifics. However, two of Nintendo's biggest first party games Mario Kart World and Donkey Kong Bananza will have already been released by the time Gamescom comes around, though it seems likely these will be available for players to demo while in Cologne. "Yes, everyone might have been expecting Mario, but Bananza's brawny obliteration is far better suited to his one-time enemy," our former EIC Tom Phillips wrote after going hands-on with Donkey Kong Bananza. To see this content please enable targeting cookies. Meanwhile, other games coming to the Switch successor have also been available to try out at other events including Metroid Prime 4, so it again seems fair to assume it will be playable at Nintendo's Gamescom booth. Maybe we will hear a firm release date around then, as well. Our Ed called Metroid Prime 4 "the best example of Switch 2's varied control capabilities" when he took the upcoming release for a spin earlier this year, though for now he isn't totally convinced by the mouse (as a reminder, the Switch 2 Joy-Con will boast mouse functionality on the console's release). "I played Metroid Prime 4 with each Joy-Con 2 placed on my thighs. This worked surprisingly well, with the controls still responsive despite being on an uneven surface. Nintendo told me the sensitivity can be tweaked too, allowing for smaller movements," he wrote in Eurogamer's Metroid Prime 4 demo preview. "Still, how usable this method is will likely depend on the size of your thighs: if you don't have enough real estate to move the controller around, you'll be moving based on quick adjustments rather than smooth, sweeping motions." (Personally, I have quite generous thigh real estate.) We will keep you posted with any more news regarding Gamescom 2025, and of course Switch 2, as and when we hear more. In the meantime, you can check out our handy guide to all Nintendo Switch 2 launch games here.
    0 Комментарии ·0 Поделились ·0 предпросмотр
  • Stalker: Legends of the Zone Trilogy Enhanced Edition review bombed for removing Russian voices, Soviet symbols and more

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    GSC Game World has released Stalker: Legends of the Zone Enhanced Edition as a free upgrade for gamers on PC, Xbox and PlayStation. The new remasters, which enhance visuals and offer modern performance optimisations, have been met with immediate review bombs with many taking issue at the censorship of Russian content.
    A Ukrainian adaptation of the Russian book Roadside Picnic by Arkady and Boris Strugatsky, the Stalker video game series has a large number of Russian fans. However, following the country’s invasion of Ukraine which has resulted in the deaths of countless civillians, developer GSC Game World decided to remove Russian languages and Soviet era iconography from its releases.
    All three entries of the new remasters are sitting at “Mostly Negative” on Steam.
    While the original Stalker Trilogy is still available in an untouched form on PC, the developer’s new Enhanced Edition games no longer include the originals’ Russian voice options. Following the release of the new remasters, PC players on Steam immediately took to review bombing the new releases for their removal of Russian content.
    There are some major issues with the new remasters of the original Stalker Trilogy, including a weird blurry look even when you disable the game’s on-by-default FSR image reconstruction. However, while the game does technically run slower than before, it is a much more stable experience with less crashes, hitching and other major issues that plagued the originals.
    Thankfully, on PC, GSC Game World has not removed the original games from sale in favour of its own remasters. Gamers who buy the remasters have instant access to their original versions; everyone who owns the original also has access to the new versions of the games.
    Stalker: Legends of the Zone Enhanced Edition is a weird issue. The remasters are clearly decent options, and there will undoubtedly be a Steam Workshop mod to re-add the removed Russian content in the very near future. However, there are real issues such as the bizarrely blurry visuals, newly introduced bugs and more.

    S.T.A.L.K.E.R.: Shadow Of Chernobyl

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    Action, First Person, Shooter

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    #stalker #legends #zone #trilogy #enhanced
    Stalker: Legends of the Zone Trilogy Enhanced Edition review bombed for removing Russian voices, Soviet symbols and more
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here GSC Game World has released Stalker: Legends of the Zone Enhanced Edition as a free upgrade for gamers on PC, Xbox and PlayStation. The new remasters, which enhance visuals and offer modern performance optimisations, have been met with immediate review bombs with many taking issue at the censorship of Russian content. A Ukrainian adaptation of the Russian book Roadside Picnic by Arkady and Boris Strugatsky, the Stalker video game series has a large number of Russian fans. However, following the country’s invasion of Ukraine which has resulted in the deaths of countless civillians, developer GSC Game World decided to remove Russian languages and Soviet era iconography from its releases. All three entries of the new remasters are sitting at “Mostly Negative” on Steam. While the original Stalker Trilogy is still available in an untouched form on PC, the developer’s new Enhanced Edition games no longer include the originals’ Russian voice options. Following the release of the new remasters, PC players on Steam immediately took to review bombing the new releases for their removal of Russian content. There are some major issues with the new remasters of the original Stalker Trilogy, including a weird blurry look even when you disable the game’s on-by-default FSR image reconstruction. However, while the game does technically run slower than before, it is a much more stable experience with less crashes, hitching and other major issues that plagued the originals. Thankfully, on PC, GSC Game World has not removed the original games from sale in favour of its own remasters. Gamers who buy the remasters have instant access to their original versions; everyone who owns the original also has access to the new versions of the games. Stalker: Legends of the Zone Enhanced Edition is a weird issue. The remasters are clearly decent options, and there will undoubtedly be a Steam Workshop mod to re-add the removed Russian content in the very near future. However, there are real issues such as the bizarrely blurry visuals, newly introduced bugs and more. S.T.A.L.K.E.R.: Shadow Of Chernobyl Platform: PC Genre: Action, First Person, Shooter 8 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #stalker #legends #zone #trilogy #enhanced
    Stalker: Legends of the Zone Trilogy Enhanced Edition review bombed for removing Russian voices, Soviet symbols and more
    www.videogamer.com
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here GSC Game World has released Stalker: Legends of the Zone Enhanced Edition as a free upgrade for gamers on PC, Xbox and PlayStation. The new remasters, which enhance visuals and offer modern performance optimisations, have been met with immediate review bombs with many taking issue at the censorship of Russian content. A Ukrainian adaptation of the Russian book Roadside Picnic by Arkady and Boris Strugatsky, the Stalker video game series has a large number of Russian fans. However, following the country’s invasion of Ukraine which has resulted in the deaths of countless civillians, developer GSC Game World decided to remove Russian languages and Soviet era iconography from its releases. All three entries of the new remasters are sitting at “Mostly Negative” on Steam. While the original Stalker Trilogy is still available in an untouched form on PC, the developer’s new Enhanced Edition games no longer include the originals’ Russian voice options. Following the release of the new remasters, PC players on Steam immediately took to review bombing the new releases for their removal of Russian content. There are some major issues with the new remasters of the original Stalker Trilogy, including a weird blurry look even when you disable the game’s on-by-default FSR image reconstruction. However, while the game does technically run slower than before, it is a much more stable experience with less crashes, hitching and other major issues that plagued the originals. Thankfully, on PC, GSC Game World has not removed the original games from sale in favour of its own remasters. Gamers who buy the remasters have instant access to their original versions; everyone who owns the original also has access to the new versions of the games. Stalker: Legends of the Zone Enhanced Edition is a weird issue. The remasters are clearly decent options, and there will undoubtedly be a Steam Workshop mod to re-add the removed Russian content in the very near future. However, there are real issues such as the bizarrely blurry visuals, newly introduced bugs and more. S.T.A.L.K.E.R.: Shadow Of Chernobyl Platform(s): PC Genre(s): Action, First Person, Shooter 8 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • Elton John is furious about plans to let Big Tech train AI on artists' work for free

    Elton John called the UK government 'absolute losers' for failing to safeguard artists from AI.

    CBS Photo Archive/CBS via Getty Images

    2025-05-18T12:50:06Z

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    Elton John attacked UK plans to let Big Tech train AI on creative work without permission or pay.
    He called ministers "absolute losers" and accused them of "thievery on a high scale."
    John warned that young artists "haven't got the resources" to take on Big Tech.

    Elton John has accused the UK government of betraying artists with plans to allow Big Tech to train AI on creative works without permission or payment.The 78-year-old music icon said the plans meant "committing theft, thievery on a high scale," in an interview with the BBC on Sunday.He was commenting on the DataBill, which would allow companies to train AI on works such as music and books, unless the copyright holder specifically opts out.John said he was "very angry," calling the government "absolute losers."He told the BBC that young artists "haven't got the resources" to take on Big Tech and that the legislation would "rob young people of their legacy and their income.""It's criminal, in that I feel incredibly betrayed," he said.The bill was passing through the country's parliament until earlier this week, when the House of Lords voted to amend it to require tech companies to disclose and seek consent before scraping copyrighted material.But the lower house, the House of Commons, rejected that change, sending the bill back into parliamentary limbo.In his BBC interview, Sir Elton called on UK Prime Minister Keir Starmer to "wise up," saying he was prepared to take ministers to court and "fight it all the way."The UK Government had not responded to a Business Insider request for comment when this article went live.John was one of over 400 musicians, writers, and artists — including Paul McCartney — who signed an open letter to the Prime Minister earlier this year, warning that AI needed proper copyright safeguards to protect artists.Sir Paul McCartney warned in January that AI could "rip off" artists and result in a "loss of creativity."

    Recommended video
    #elton #john #furious #about #plans
    Elton John is furious about plans to let Big Tech train AI on artists' work for free
    Elton John called the UK government 'absolute losers' for failing to safeguard artists from AI. CBS Photo Archive/CBS via Getty Images 2025-05-18T12:50:06Z d Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? Elton John attacked UK plans to let Big Tech train AI on creative work without permission or pay. He called ministers "absolute losers" and accused them of "thievery on a high scale." John warned that young artists "haven't got the resources" to take on Big Tech. Elton John has accused the UK government of betraying artists with plans to allow Big Tech to train AI on creative works without permission or payment.The 78-year-old music icon said the plans meant "committing theft, thievery on a high scale," in an interview with the BBC on Sunday.He was commenting on the DataBill, which would allow companies to train AI on works such as music and books, unless the copyright holder specifically opts out.John said he was "very angry," calling the government "absolute losers."He told the BBC that young artists "haven't got the resources" to take on Big Tech and that the legislation would "rob young people of their legacy and their income.""It's criminal, in that I feel incredibly betrayed," he said.The bill was passing through the country's parliament until earlier this week, when the House of Lords voted to amend it to require tech companies to disclose and seek consent before scraping copyrighted material.But the lower house, the House of Commons, rejected that change, sending the bill back into parliamentary limbo.In his BBC interview, Sir Elton called on UK Prime Minister Keir Starmer to "wise up," saying he was prepared to take ministers to court and "fight it all the way."The UK Government had not responded to a Business Insider request for comment when this article went live.John was one of over 400 musicians, writers, and artists — including Paul McCartney — who signed an open letter to the Prime Minister earlier this year, warning that AI needed proper copyright safeguards to protect artists.Sir Paul McCartney warned in January that AI could "rip off" artists and result in a "loss of creativity." Recommended video #elton #john #furious #about #plans
    Elton John is furious about plans to let Big Tech train AI on artists' work for free
    www.businessinsider.com
    Elton John called the UK government 'absolute losers' for failing to safeguard artists from AI. CBS Photo Archive/CBS via Getty Images 2025-05-18T12:50:06Z Save Saved Read in app This story is available exclusively to Business Insider subscribers. Become an Insider and start reading now. Have an account? Elton John attacked UK plans to let Big Tech train AI on creative work without permission or pay. He called ministers "absolute losers" and accused them of "thievery on a high scale." John warned that young artists "haven't got the resources" to take on Big Tech. Elton John has accused the UK government of betraying artists with plans to allow Big Tech to train AI on creative works without permission or payment.The 78-year-old music icon said the plans meant "committing theft, thievery on a high scale," in an interview with the BBC on Sunday.He was commenting on the Data (Use and Access) Bill, which would allow companies to train AI on works such as music and books, unless the copyright holder specifically opts out.John said he was "very angry," calling the government "absolute losers."He told the BBC that young artists "haven't got the resources" to take on Big Tech and that the legislation would "rob young people of their legacy and their income.""It's criminal, in that I feel incredibly betrayed," he said.The bill was passing through the country's parliament until earlier this week, when the House of Lords voted to amend it to require tech companies to disclose and seek consent before scraping copyrighted material.But the lower house, the House of Commons, rejected that change, sending the bill back into parliamentary limbo.In his BBC interview, Sir Elton called on UK Prime Minister Keir Starmer to "wise up," saying he was prepared to take ministers to court and "fight it all the way."The UK Government had not responded to a Business Insider request for comment when this article went live.John was one of over 400 musicians, writers, and artists — including Paul McCartney — who signed an open letter to the Prime Minister earlier this year, warning that AI needed proper copyright safeguards to protect artists.Sir Paul McCartney warned in January that AI could "rip off" artists and result in a "loss of creativity." Recommended video
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  • Fortnite's AI Darth Vader hasn't just created problems for Epic by being Jedi mind-tricked into saying bad words, it's led SAG-AFTRA to file an unfair labour practice charge

    Force Pushback

    Fortnite's AI Darth Vader hasn't just created problems for Epic by being Jedi mind-tricked into saying bad words, it's led SAG-AFTRA to file an unfair labour practice charge
    "We must protect our right to bargain terms and conditions around uses of voice that replace the work of our members."

    Image credit: Epic

    News

    by Mark Warren
    Senior Staff Writer

    Published on May 20, 2025

    Late last week, Fortnite got a Darth Vader chatbot you can squad up with and have stilted AI-powered conversations that use James Earl Jones' actual voice. It's not just said a bunch of stuff it wasn't supposed to - it's now led the SAG-AFTRA union to file unfair labour practice charge.
    If you weren't around last week, Epic quickly had to issue a patch to the bot - which has been made with the approval of deceased Vader VA Jones' family - not long after it was released into the wild, because players had managed to get it to say stuff it shouldn't. You know, swears, slurs, and chatter about breasts.

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    Fast forward to last night, when voice acting union SAG-AFTRA issued a statement on the AI Vader bot, challenging Epic on it being a thing and revealing that it's filed an unfair labour practice charge with the US National Labour Relations Board.

    "We celebrate the right of our members and their estates to control the use of their digital replicas and welcome the use of new technologies to allow new generations to share in the enjoyment of those legacies and renowned roles," the union wrote, acknowledging Jones' estate having approved the bot, "However, we must protect our right to bargain terms and conditions around uses of voice that replace the work of our members, including those who previously did the work of matching Darth Vader's iconic rhythm and tone in video games.
    "Fortnite's signatory company, Llama Productions, chose to replace the work of human performers with A.I. technology. Unfortunately, they did so without providing any notice of their intent to do this and without bargaining with us over appropriate terms. As such, we have filed an unfair labor practice charge with the NLRB against Llama Productions."
    VG247 has reached out to Epic for comment.
    So, we'll have to see what, if anything comes of the union challenging Llama Productions over allegedly not providing it notice of its plans to use AI to create AI Vader. It's yet another chapter in the union and many voice actors' efforts to secure protections against the use of AI to mimic voices, which it's been argued presents an existential threat to their profession.
    After all, as the union argues here, getting another actor to deliver voice lines for Fortnite Vader that sound like Jones would have been an alternative option to using AI her. Though as I've said, Epic and Llama did secure the right permission from those representing the AI-emulated actor's interests.
    How do you feel about AI Vader? Let us know below.
    #fortnite039s #darth #vader #hasn039t #just
    Fortnite's AI Darth Vader hasn't just created problems for Epic by being Jedi mind-tricked into saying bad words, it's led SAG-AFTRA to file an unfair labour practice charge
    Force Pushback Fortnite's AI Darth Vader hasn't just created problems for Epic by being Jedi mind-tricked into saying bad words, it's led SAG-AFTRA to file an unfair labour practice charge "We must protect our right to bargain terms and conditions around uses of voice that replace the work of our members." Image credit: Epic News by Mark Warren Senior Staff Writer Published on May 20, 2025 Late last week, Fortnite got a Darth Vader chatbot you can squad up with and have stilted AI-powered conversations that use James Earl Jones' actual voice. It's not just said a bunch of stuff it wasn't supposed to - it's now led the SAG-AFTRA union to file unfair labour practice charge. If you weren't around last week, Epic quickly had to issue a patch to the bot - which has been made with the approval of deceased Vader VA Jones' family - not long after it was released into the wild, because players had managed to get it to say stuff it shouldn't. You know, swears, slurs, and chatter about breasts. To see this content please enable targeting cookies. Fast forward to last night, when voice acting union SAG-AFTRA issued a statement on the AI Vader bot, challenging Epic on it being a thing and revealing that it's filed an unfair labour practice charge with the US National Labour Relations Board. "We celebrate the right of our members and their estates to control the use of their digital replicas and welcome the use of new technologies to allow new generations to share in the enjoyment of those legacies and renowned roles," the union wrote, acknowledging Jones' estate having approved the bot, "However, we must protect our right to bargain terms and conditions around uses of voice that replace the work of our members, including those who previously did the work of matching Darth Vader's iconic rhythm and tone in video games. "Fortnite's signatory company, Llama Productions, chose to replace the work of human performers with A.I. technology. Unfortunately, they did so without providing any notice of their intent to do this and without bargaining with us over appropriate terms. As such, we have filed an unfair labor practice charge with the NLRB against Llama Productions." VG247 has reached out to Epic for comment. So, we'll have to see what, if anything comes of the union challenging Llama Productions over allegedly not providing it notice of its plans to use AI to create AI Vader. It's yet another chapter in the union and many voice actors' efforts to secure protections against the use of AI to mimic voices, which it's been argued presents an existential threat to their profession. After all, as the union argues here, getting another actor to deliver voice lines for Fortnite Vader that sound like Jones would have been an alternative option to using AI her. Though as I've said, Epic and Llama did secure the right permission from those representing the AI-emulated actor's interests. How do you feel about AI Vader? Let us know below. #fortnite039s #darth #vader #hasn039t #just
    Fortnite's AI Darth Vader hasn't just created problems for Epic by being Jedi mind-tricked into saying bad words, it's led SAG-AFTRA to file an unfair labour practice charge
    www.vg247.com
    Force Pushback Fortnite's AI Darth Vader hasn't just created problems for Epic by being Jedi mind-tricked into saying bad words, it's led SAG-AFTRA to file an unfair labour practice charge "We must protect our right to bargain terms and conditions around uses of voice that replace the work of our members." Image credit: Epic News by Mark Warren Senior Staff Writer Published on May 20, 2025 Late last week, Fortnite got a Darth Vader chatbot you can squad up with and have stilted AI-powered conversations that use James Earl Jones' actual voice. It's not just said a bunch of stuff it wasn't supposed to - it's now led the SAG-AFTRA union to file unfair labour practice charge. If you weren't around last week, Epic quickly had to issue a patch to the bot - which has been made with the approval of deceased Vader VA Jones' family - not long after it was released into the wild, because players had managed to get it to say stuff it shouldn't. You know, swears, slurs, and chatter about breasts. To see this content please enable targeting cookies. Fast forward to last night, when voice acting union SAG-AFTRA issued a statement on the AI Vader bot, challenging Epic on it being a thing and revealing that it's filed an unfair labour practice charge with the US National Labour Relations Board. "We celebrate the right of our members and their estates to control the use of their digital replicas and welcome the use of new technologies to allow new generations to share in the enjoyment of those legacies and renowned roles," the union wrote, acknowledging Jones' estate having approved the bot, "However, we must protect our right to bargain terms and conditions around uses of voice that replace the work of our members, including those who previously did the work of matching Darth Vader's iconic rhythm and tone in video games. "Fortnite's signatory company, Llama Productions, chose to replace the work of human performers with A.I. technology. Unfortunately, they did so without providing any notice of their intent to do this and without bargaining with us over appropriate terms. As such, we have filed an unfair labor practice charge with the NLRB against Llama Productions." VG247 has reached out to Epic for comment. So, we'll have to see what, if anything comes of the union challenging Llama Productions over allegedly not providing it notice of its plans to use AI to create AI Vader. It's yet another chapter in the union and many voice actors' efforts to secure protections against the use of AI to mimic voices, which it's been argued presents an existential threat to their profession. After all, as the union argues here, getting another actor to deliver voice lines for Fortnite Vader that sound like Jones would have been an alternative option to using AI her. Though as I've said, Epic and Llama did secure the right permission from those representing the AI-emulated actor's interests. How do you feel about AI Vader? Let us know below.
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  • Nintendo Files New Trademark For A DS Cult Classic

    Room service.Hotel Dusk: Room 215 has racked up quite the cult following over the years. This Nintendo-published text-based adventure first arrived on the DS back in 2007 and received a sequel, Last Window: The Secret of Cape West, three years later before developer Cing bit the dust after declaring for bankruptcy. Things have, naturally, been pretty quiet from the series ever since, but this week, it has sprung back to mind.That's because Nintendo has filed a new trademark for Hotel Dusk's Western title in Japan, marking the first time that the name has been legally claimed in the region. The trademark filing was submitted on 9th May and was published in Japan on 19th May.Read the full article on nintendolife.com
    #nintendo #files #new #trademark #cult
    Nintendo Files New Trademark For A DS Cult Classic
    Room service.Hotel Dusk: Room 215 has racked up quite the cult following over the years. This Nintendo-published text-based adventure first arrived on the DS back in 2007 and received a sequel, Last Window: The Secret of Cape West, three years later before developer Cing bit the dust after declaring for bankruptcy. Things have, naturally, been pretty quiet from the series ever since, but this week, it has sprung back to mind.That's because Nintendo has filed a new trademark for Hotel Dusk's Western title in Japan, marking the first time that the name has been legally claimed in the region. The trademark filing was submitted on 9th May and was published in Japan on 19th May.Read the full article on nintendolife.com #nintendo #files #new #trademark #cult
    Nintendo Files New Trademark For A DS Cult Classic
    www.nintendolife.com
    Room service.Hotel Dusk: Room 215 has racked up quite the cult following over the years. This Nintendo-published text-based adventure first arrived on the DS back in 2007 and received a sequel, Last Window: The Secret of Cape West, three years later before developer Cing bit the dust after declaring for bankruptcy. Things have, naturally, been pretty quiet from the series ever since, but this week, it has sprung back to mind (thanks, VGC).That's because Nintendo has filed a new trademark for Hotel Dusk's Western title in Japan (it already holds the rights to the Japanese title, 'Wish Room'), marking the first time that the name has been legally claimed in the region. The trademark filing was submitted on 9th May and was published in Japan on 19th May.Read the full article on nintendolife.com
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