• Footprints Reveal Two Early Human Species Walked the Same Lakeshore in Kenya 1.5 Million Years Ago
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    Researchers hypothesize that this footprint was made by a member of the hominin speciesParanthropus boisei.Kevin Hatala / Chatham UniversityRoughly 1.5 million years ago, members of two different species of early humans walked barefoot across a muddy lakeshore in what is now Kenya.Their footprints, made within hours or days of each other, provide the first direct, physical evidence that multiple early human species coexisted in the same habitat, according to a new study published last week in the journal Science.It really is a snapshot in time, says Tracy Kivell, a paleoanthropologist at the Max Planck Institute for Evolutionary Anthropology who was not involved with the study, to Nature News Miryam Naddaf.The mind-blowing discovery also raises new questions about how the two speciesthought to be Homo erectus and Paranthropus boiseiinteracted, as Briana Pobiner, a paleoanthropologist at the Smithsonians National Museum of Natural History who was not involved with the research, tells CNNs Katie Hunt.Maybe they actively competed for the same food;maybe they just eyed each other warily from across a grassy patch, Pobiner adds. Maybe they ignored each other entirely Its impossible to go back in time to actually observe these species 1.5 million years agobut having both of their footprints on the same surface? Thats the next best thing.Researchers first discovered the fossilized footprints in July 2021 while excavating the eastern shore of Lake Turkana in Kenya at a site called Koobi Fora. They initially found one hominin footprint, as well as tracks that were probably made by large birds, reports CNN. The team covered the footprints with fine sand until they could take a closer look.In 2022, researchers returned and excavated a 249-square-foot area. Those efforts unveiled 12 total hominin tracks in a straight line, which were probably made by the same individual. Nearby, they found three additional isolated hominin footprints that appear to have been made by three different individuals.They also uncovered dozens of tracks made by wildlife, including three from horse-like creatures and 30 made by cow-like animals. They found 61 tracks left by birds, including some that were probably made by an extinct species of giant stork called Leptoptilos falconeri. The largest bird track was more than ten inches wide.Researchers suggest the footprints were made at least 1.52 million years ago, then covered up almost immediately with sand and sediment. The footprints do not show any signs of cracking, which suggests they werent exposed to the sun and wind for very longand that they were made very close to the same time. The three scattered footprints were likely made by Homo erectus. Kevin Hatala / Chatham UniversityAt first, scientists couldnt tell whether the footprints were left by different species. And, since few fossilized remains have been discovered, they couldnt do the Cinderella thing of fitting the foot skeleton into the footprint, study co-author Kevin Hatala, a paleobiologist at Chatham University, tells the New York Times Katrina Miller.But after creating detailed 3D images and comparing them to other specimens, the team found differences in gait and foot anatomysuch as toe angles and the depth of the archsuggesting at least two species had walked along the lakeshore.The linear, 12-print path was likely made by P. bosei, a hominin that had large molars and big chewing muscles that it likely used to chow down on tough plants and hard nuts. The small-brained, flat-footed species went extinct within a few hundred thousand years after the footprints were made, but researchers dont know exactly why.The discovery of P. bosei tracks is significant in its own right, because scientists had not previously known whether the hominins walked on two legs or four. The footprints are unequivocal evidence of walking on two legs, says Ashleigh Wiseman, a biological anthropologist at University College London who was not involved with the research, to New Scientists Michael Marshall.The three scattered footprints, meanwhile, were probably made by H. erectus, which had bigger brains and human-like anatomy from the neck down. The bipedal species ate a diverse diet, used stone tools and might have cooked with fire. They survived for at least another one million years after the footprints were made and spread to new parts of the world.Skeletal remains of H. erectus and P. boisei are the only early hominin remains to have ever been found in the area, which supports the scientists idea about who made the footprints.Fossil evidence suggests the two species may have shared the site for as long as 100,000 years. This long timeframe suggests H. erectus and P. boisei must have achieved some sort of harmonious coexistence, Hatala tells the New York Timesor, at the very least, they likely didnt view each other as direct competitors.One possible explanation for this seemingly peaceful co-habitation is the two species differing diets, reports Science News Bruce Bower. H. erectus was an omnivore that ate a wide variety of foods, including meat, to fuel its large brain. P. boisei, meanwhile, was mostly eating grass-like plants known as sedges.If the species werent battling for the same resources, they could treat the lake like a 1.5-million-year-old version of a 7-Eleven store, says Bernard Wood, a paleoanthropologist at George Washington University who was not involved with the study, to Science News. Still, the footprints alone cant reveal the nature of the species interactions, and it remains possible that they competed for resources.Its also possible the two species occasionally mated with each otherjust like Neanderthals, Homo sapiens and Denisovans didbut researchers havent found any evidence of interbreeding.Human evolution is complicated and messy, and theres lots of experimentation, says William Harcourt-Smith, a paleoanthropologist at the American Museum of Natural History and the City University of New York who was not involved with the study, to NBC News Evan Bush. Its not a straight line.Get the latest stories in your inbox every weekday.Filed Under: Africa, Anthropology, Fossils, Human Evolution, Human Origins, New Research, Paleontologists, Paleontology
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  • 'Brain Rot,' the Scourge of the Chronically Online, Becomes Oxford's 2024 Word of the Year
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    "Brain rot," which is now linked to social media overload, first appeared inHenry David Thoreau's Walden in1854. Rasid Necati Aslim / Anadolu via Getty ImagesTheOxford University Press has announced its word of the year for 2024: brain rot, a term connected to the effects of wasting too much time online.According to astatement from the publisher, which assembles the Oxford English Dictionary, the word is defined as the supposed deterioration of a persons mental or intellectual state, especially viewed as the result of overconsumption of material (now particularly online content) considered to be trivial or unchallenging. Also: something characterized as likely to lead to such deterioration.Brain rot speaks to one of the perceived dangers of virtual life, and how we are using our free time, says Casper Grathwohl, the president of Oxford Languages, in the statement. It feels like a rightful next chapter in the cultural conversation about humanity and technology.While its current usage is connected to technological advances, brain rot is more than 150 years old. It first appeared inHenry David Thoreaus 1854 bookWalden, which chronicles the authors retreat to a remote cabin in Massachusetts to live in solitude and escape the burdens of communal life.While England endeavours to cure the potato rot, will not any endeavour to cure the brain-rotwhich prevails so much more widely and fatally? wrote Thoreau.Unfortunately for the author, it appears that brain rot has not been cured. Instead, it has continued to spread. Oxford notes that the term is now linked to a specific type of low-quality, low-value content that spreads quickly on social mediaand what happens to us when we spend extensive stretches of time consuming more and more of it. According to Oxford, the term's usage grew over the summer and spiked in September. Oxford University PressIn the past year, the words usage has increased by roughly 230 percent, according to Oxford. It beat out five other finalists: demure, lore, romantasy, slop and dynamic pricing.Choosing the word of the year is a bit of a dark art, Grathwohl tells theNew York Times Jennifer Schuessler, adding: The most successful ones are the ones that are slightly counterintuitive and make people think.Last year, the publishers winning word was rizz, a shortened version of charisma. After the announcement, the terms usage increased by more than 1500 percent, according to the Times. Even now, a year later, its usage is twice as high as it was before it was recognized by Oxford.To determine the 2024 finalists, Oxfords language experts examined usage data and selected words that reflect the moods and conversations that have helped shape the past year, per the statement. They then left the final decision up to a public poll. This year, more than 37,000 people participated in the vote.Several other dictionaries are also announcing their own words of the year. Collins Dictionary picked brat, which describes someone who is characterized by a confident, independent and hedonistic attitude. Meanwhile, Dictionary.com went in the opposite direction and chose demure, an adjective defined as characterized by shyness and modesty. The word, which was also on Oxfords shortlist, caught on after American TikTokerJools Lebron described herself as very demure, very mindful while doing her makeup.The popularity of brain rot is a symptom of the time were living in, Andrew Przybylski, a psychologist who specializes in human behavior and technology at Oxford University, tells BBC News Yasmin Rufo. It describes our dissatisfaction with the online world, and its a word that we can use to bundle our anxieties that we have around social media.While Thoreau helped launch brain rot, Casper says that todays younger generations have given it new life.I find it fascinating that the term brain rot has been adopted by Gen Z and Gen Alpha, those communities largely responsible for the use and creation of the digital content the term refers to, he says in the statement. It demonstrates a somewhat cheeky self-awareness in the younger generations about the harmful impact of social media that theyve inherited.Get the latest stories in your inbox every weekday.Filed Under: Brain, Internet, Language, linguistics , Technology, Trending Today
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  • dystopian AI slop wants to bust ghost engineers...
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    dystopian AI slop wants to bust ghost engineers...
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  • Liquid AIs new STAR model architecture outshines Transformer efficiency
    venturebeat.com
    The STAR framework leverages evolutionary algorithms and a numerical encoding system to balance quality and efficiency in AI models.Read More
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  • Hume launches Voice Control allowing users and developers to make custom AI voices
    venturebeat.com
    Hume focuses on providing tools for creating unique, expressive voices that align with user needs, such as customer service chatbots.Read More
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  • New report claims gamers spend more time watching videos about gaming than playing games
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    New report claims gamers spend more time watching videos about gaming than playing gamesGamers typically spend 7.4 hours a week gaming, and 8.5 watching gaming videos News by Vikki Blake Contributor Published on Dec. 2, 2024 Gamers are spending more time watching videos about gaming on YouTube and Twitch than playing games themselves.That's according to a new report by Midia Research, which concluded that gamers typically spend 7.4 hours a week gaming, and 8.5 hours a week watching game-related videos.The research, which Midia claims "highlights the untapped potential for game publishers to bring video content inside their own ecosystems," also claims that 24% of console/PC players and 48% of "in-game buyers" watch game-related content at least monthly, with the latter considered "high-spending gamers."This means "revenue left [is] on the table," according to the report's authors, with game publishers "ceding significant revenue opportunities especially advertising to third-party video platforms, even as the games market faces growth challenges."Bringing video content inside game ecosystems could also allow publishers to compete in another lane of the attention economy, the report states, "unlocking new revenue streams in the process.""It's time for game publishers to think about in-game video as something beyond marketing alone," said Rhys Elliott, games analyst, MIDiA Research.''By reclaiming video engagement, publishers have the potential to unlock new revenue streams, like advertising, and drive growth.''
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  • Project Party developer Lilith Games lays off 40 employees
    www.gamesindustry.biz
    Project Party developer Lilith Games lays off 40 employeesAFK Arena studio almost halves headcount following lukewarm beta test of life simImage credit: Lilith Games News by Vikki Blake Contributor Published on Dec. 2, 2024 Chinese studio Lilith Games has laid off around 40 of its 100 employees.According to Youxi Chaguan and GameLook and spotted by PocketGamer, the job losses follow a lukewarm beta test period of its life sim, Project Party, earlier this year.Some local reports also allege the game's producer was also cut from the project.Whilst the game has not been cancelled outright, it is reportedly set to be retooled by the 60 or so staff still employed at the studio.Lilith Games was founded in 2013 in Shanghai, China. Its first game, Soul Hunters, was released in 2014, and it expanded into publishing and game development in 2016.Lilith Games launched its own publishing brand, Farlight Games, back in 2022.
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  • My.Games sells off hypercasual games publisher Mamboo
    www.gamedeveloper.com
    Dutch publisher My.Games has sold Mamboo Entertainment back to its original founding team after acquiring the studio back in 2021In the announcement, My.Games explained it and Mamboo had "different focuses of our businesses" and elected to part ways. Selling the hypercasual studio also further "aligns with our primary business focus on mid-core gaming, reinforcing the company's commitment to innovation and growth in this area," said My.Games CEO Elena Grigorian.According to a representative of Mamboo's founding team, the developer had "stable" yearly revenue growth and a high number of daily players under MyGames' purview. After previously developing simple, free-to-play titles built around timing or puzzles, Mamboo will explore developing skill-based gambling games, which the rep believes will help the studio become "a top-five player in this genre within the next three years.""Working with Mamboo has been a valuable journey," continued Grigorian. "We believe it has strong prospects in their niche and wish the team success in their future endeavors."My.Games originally bought Mamboo for over $2 million, after purchasing a minor stake in the company the previous year. It wanted Mamboo for its presence in the hypercasual game market, since at the time, the Abu Dhabi-based studio's Shift Race had 15 million players in three months, and Billion Builders was one of China's most-downloaded iOS games in 2021.Looking ahead, Grigorian affirmed My.Games would "remain committed to developing mid-core games that captivate millions, lead their genres, and foster long-term engagement with players." As for Mamboo, she hopes the sale will "allow [it] to continue growing toward their goals and enable their teams to unlock their full potential."
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  • GOG expands preservation program to protect delisted games
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    Justin Carter, Contributing EditorDecember 2, 20242 Min ReadImage via Blizzard Entertainment.At a GlanceGOG launched its preservation program for classic PC games in November to ensure they 'live forever.'Last month, GOG committed to restoring older PC games through its preservation program. As of today, that initiative will include titles delisted by their individual developers, starting with Warcraft 1 and Warcraft 2.In its blog, the PC platform revealed Blizzard requested the two titles be pulled from its storefront on December 13. GOG confirmed it would comply with the request, but ensured the games would live on through its program. Going forward, it pledged to "maintain [a game's] compatibility, even if it gets delisted from the store."Players who own those delisted games "can still expect a seamless experience and tech support for those titles," continued GOG, and the support will also take any "potential changes in Windows OS" that would impact a game's playability into account.Press X to preserveThe GOG Preservation Program offers a commitment to the older games on the platform, guaranteeing they are compatible with modern or future PC hardware Currently, the Program only covers Windows platforms, and features such titles as the first three Resident Evil titles, Alpha Protocol, and the Ultimate Edition of Dragon Age: Origins.Last month, the company explained it wanted to address the concerns of game preservation which have grown in the past year. A 2023 study revealed nearly all games released pre-2010 are inaccessible, and a separate study earlier this year revealed Australia's game industry has its own problems with preservation.Organizations like the Video Game History Foundation (VGHF) have tried to find a way for libraries and archives to share remote access to digital out-of-print games, which was previously blocked by Section 1201 of the DMCA. The Entertainment Software Association (ESA) has actively resisted these efforts, and believes the onus for preservation and archiving falls solely to publishers.In late October, the U.S. Copyright Office rejected the Foundation's proposal to make an exemption for DMCA rules so libraries and archives could share their digital games. The Office backed specific comments from the ESA that critiqued the VGHF's stance and claimed it failed to show "that reproducing works to allow for multiple simultaneous use in the computer program class is likely to be fair."Speaking to the two Warcraft games, GOG said it was "incredibly proud of the work we've done bringing them back to life after decades of unavailability. While the delisting is unfortunate, we assure you that every user who already owns these games on GOG will continue to benefit from our commitment and have access to versions that remain compatible with modern systems, preserving their experience for years to come."Read more about:Game preservationAbout the AuthorJustin CarterContributing Editor, GameDeveloper.comA Kansas City, MO native, Justin Carter has written for numerous sites including IGN, Polygon, and SyFy Wire. In addition to Game Developer, his writing can be found at io9 over on Gizmodo. Don't ask him about how much gum he's had, because the answer will be more than he's willing to admit.See more from Justin CarterDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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