• WWW.WIRED.COM
    17 Best Smart Home Lighting (2024): Decorative Panels, LED Strips, and Ambient Lamps
    Add some color to your life, find accent lighting to match your mood, and transform the feel of your home with these decorative connected devices.
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  • WWW.NYTIMES.COM
    OpenAI Details Plans for Becoming a For-Profit Company
    OpenAI said it will be restructured as a public benefit corporation, and the nonprofit that controls the organization would receive shares in the new company.
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  • WWW.MACWORLD.COM
    Why the Apple Watch needs a reboot
    MacworldApple unveiled the Apple Watch ten years ago last September, prompting the rumour mill to speculate about an anniversary watchjust like the iPhone X once was. The Apple Watch X was supposed to feature a new magnetic wristband system that could free up more space in the case for the battery and other modules.Several months ago, there was speculation about an estimate of blood pressure, which Apple is said to have finally succeeded in doing. Just a few years ago, the blogosphere was buzzing about blood glucose measurement, but hopes for this feature to arrive has shifted to the late 2020s, if then.What Apple presented in September was without question a solid update: the Apple Watch Series 10 has retained the best of the Apple Watch Ultra, with larger battery sacrificed for even less weight and even slimmer dimensions. But even for me as an Apple Watch enthusiast, there was a strange aftertaste: like when youre looking forward to cold sparkling water on a hot day and are served lukewarm, stale soda instead. In short, it was somewhat disappointing.And its not just me. The latest sales figures for Apples wearables division show this. The Apple Watch makes up a large part of Apples balance sheet, as can be seen from the reliable spikes every first quarter when the accounts for the Apple Watch presented in September roll in. The Apple Watch reached its peak with Series 7, introduced at the end of 2021. Since then, not even the new Apple Watch Ultra has been able to generate noticeable growth.Of course, the coronavirus pandemic played into the Apple Watchs hands. Above all, Apple introduced the hand-washing reminder just one version earlier. Blood oxygen saturation could also be monitored with the Apple Watch since the Series 6. Since then, however, Apples smartwatch has offered few arguments for switching to it, apart from the new Ultra.Apple Watch Series 10 (42mm)Read our reviewBest Prices Today:439 at Computeruniverse | 449 at Alternate | 419,33 at tease-ShopThe main line around the Series 8, 9 and 10 only brought evolutionary improvements: Series 8 brought a temperature sensor for the first time and an improved accelerometer that could detect car accidents, Series 9 was eclipsed by the new Ultra despite the new one-handed operation , Series 10 had inherited the water temperature sensor from the Ultra.Apple Watch is no longer unique or is it?If you look around the market, Apple Watch doesnt offer any unique features. Withings & Co. also have comprehensive health monitoring and provide comparable vital signs. Garmin also offers outdoor maps and tracks your own hikes, like the Ultra. The Samsung Galaxy Watch has a blood pressure estimate on board, albeit with huge compromises, more on this later. Somewhat absurd, but a unique selling point of the Apple Watch is the huge range of wristbands from third-party manufacturers. With my test samples alone, I could wear a new Apple Watch every day, with a matching colour or material for every top or dress. The connection to the iPhone and the overall package of features can also convince customers. But these are arguments that only emerge after the purchase, not before.Apple Watch Ultra 2Read our reviewPrice When Reviewed:899Best Prices Today:0.01 at idealo | 859 at Computeruniverse | 779,99 at baur.deThis impression of stagnation is probably due to Apples philosophy regarding health. On the one hand, the company has the ambition to positively influence the lives of humanity, or at least the part of it that can afford an Apple Watch. On the other hand, this means that the new health functions will only be released if they are also beneficial from a medical perspective.Apple doesnt want to release features like the blood pressure feature on Samsungs Galaxy Watch, where the user has to calibrate the watchs blood pressure data at regular intervals using a conventional cuff. The Galaxy Watch has also not been included in the European Society of Hypertensions database of validated devices.Research takes time, and Apples ambitions are high. This is precisely why the new blood pressure estimation function has been delayed by at least a year. But Apple must finally introduce something fundamentally new in the health sector. Both the Apple Watch and its users can cope with the new start.This article originally appeared on our sister publicationMacweltand was translated and localized from German.
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  • APPLEINSIDER.COM
    How to fix System Data filling your iPhone's storage
    Your iPhone may have low storage because it's been consumed by System Data, which can potentially consume all available capacity. Here's how to regain space when things get too bloated to function.Other System Data issues in iOS can quickly fill up all available iPhone storage. Storage capacity is a significant issue for mobile device users. The available space on an iPhone, iPad, and even a Mac a sensitive concern for everyone.Users with expansive storage capacities have less trouble with it than most. Those saving money with more modest storage may be more hard-pressed. Continue Reading on AppleInsider | Discuss on our Forums
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  • ARCHITIZER.COM
    The Why Factory (T?F) by MVRDV: The Potential of a Visionary Architectural Think-Tank
    Architects: Want to have your project featured? Showcase your work throughArchitizerand sign up for ourinspirational newsletters.The Why Factory (T?F) is a global think-tank founded in 2008 and led by Winy Maas, founding partner of MVRDV and Professor of Urbanism and Architecture at the Delft University of Technology. It explores possibilities for the future development of cities by utilizing innovative methods of production and visualization. It analyses, theorizes and constructs scientific and fictional city scenarios in order to tackle contemporary urgencies both global and local, universal and specific. Since its inception, The Why Factory has organized an array of exhibitions, publications, workshops and panel discussions, in an attempt to foster public debates on architecture and urbanism.That is the traditional (rigid) way of introducing such research groups; by stating their timeline, their goals, their process and their output. However, what is unique regarding The Why Factory is the primary question it asks: Why be visionary? and I would also add, why is it important to be a visionary architect in todays world? In the Why Factorys first publication, Visionary Cities in 2009, Winy Maas extensively discusses the need for and potential of visionary thinking in architecture and urbanism:A vision is, in a way, what happens between a question mark and a proposal. It asks the big questions and then paints an image for the future with its answer. Most importantly, it is a dream for the city and for its spatial translation that offers a long-term, cohesive, seductive, and strong perspective for future societies. It is part curiosity, part exploration, part fantasy, and part real problem solving. The role of the visionary is to guide, and direct and summarize the course for this increasingly urban world.The world, according to Mass, is currently caught between globalization and individualism. With the rise of technology and the internet, any human can now work, communicate and socialize through their own individual screen; their location does not matter anymore. Even the most secluded farm in the Highlands can have the same virtual access to someone living in a large metropolis. In parallel, country borders have faded. The world can be seen as one large city, dealing with crises (financial, environmental, etc.) which are no longer localized, but rendered as global challenges.For Mass, the answer to those two extremities as he calls it is vision. Frankly, the use of this word causes great scepticism and fear amongst people, often related to either too narrow-minded, too politically motivated and too bureaucratic or on the other hand, too extreme. Nevertheless, visions can uncover wider collective desires, still stemming from individuals but eventually pointing to wider goals that, in the case of architecture, create new spatial environments that look forward and stage a more optimistic future.Wego: Tailor-made HousingThe project starts with the hypothesis that by establishing a participatory process in housing design, where each resident can create their house based on their unique desires, then cities would achieve maximum density by optimizing land use, combating inequality as well as limiting the threat of urban sprawl.The research was a joint effort between The Why Factory, the students from TU Delft and IIT Chicago, RMIT Melbourne and Bezalel Academy Jerusalem. Initially, students were presented with a challenge to convert density into desire, while following a restricted urban envelope with low energy consumption. Eventually, they developed a game that acts as a typological puzzle and pairs different clients, cultures and desires, resulting in a unique housing intensity.The Green DipThe project investigates architectural strategies that incorporate plants into buildings by going back to the basic questions: why green? What are its capacities? How does green perform? How can green be implemented to our cities? Can we create a database of plant species? Can we create a software to help us, do it? Can we invent a series of green elements to be implemented?Instead of designing a building, a park or anything else that speaks green, the researchers created a new software tool that combines the knowledge of buildings with the knowledge of plants, titled The Green Maker. The software includes a database of 4500 plants, outlining their water needs, total weight, maximum height, oxygen production and CO2 absorption, a catalogue of parametric elements that enables the placement of grasses, shrubs, and trees on any surface in and around buildings as well as additional biome data that ensures that only native plants are selected for each specific site.AnarCity: When Do We Need Our Neighbors?The project investigates and designs the anarchistic city, i.e., a city without rules. It asks, arent citys overruled? claiming that in most major citys nowadays, especially the highly dense ones, rules and top-down governance bodies restrict freedom, particularly when it comes to urban uniformity. By using an interactive generative process, tested on an abstract city model as well as in real cities, the project explores the relationship between density and anarchy, arguing that even though rules do provide solutions to societal conflicts, a truly advanced society would be the one where anarchy is not associated with chaos and danger but rather as a collective agreement to certain rules, enforced equally by city inhabitants.As a final note, I would like to point out that The Why Factory is an exemplary synergy between architectural practice and architectural education. Driven from both academic and professional perspectives, this research group tackles architectural vision in a way that bridges the gap between speculative thought and practical application, making The Why Factory not only a pioneer in architectural research but also a critical incubator for the next generation of visionary thinkers and practitioners.Architects: Want to have your project featured? Showcase your work throughArchitizerand sign up for ourinspirational newsletters.Featured Image: Why Factory Tribune by MVRDV, 132, Julianalaan, Delft, NetherlandsThe post The Why Factory (T?F) by MVRDV: The Potential of a Visionary Architectural Think-Tank appeared first on Journal.
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  • WWW.CGCHANNEL.COM
    Faceform releases Wrap 2024.11 and Wrap4D 2024.11
    Friday, December 27th, 2024Posted by Jim ThackerFaceform releases Wrap 2024.11 and Wrap4D 2024.11html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN" "http://www.w3.org/TR/REC-html40/loose.dtd"Faceform has released Wrap 2024.11 and Wrap4D 2024.11, the latest versions of its topology transfer software for creating CG characters from 3D scan data.Wrap 2024.11 includes significant quality-of-life improvements to the softwares node graph and brush tools, and introduces new options for working with vertex masks.Wrap4D 2024.11 also introduces a complete new toolset for creating and working with blendshape-based facial rigs.(Full disclosure: both updates were released last month, but we didnt manage to post a story at the time.)Powerful standalone tools for processing 3D scans of actors for games and VFX workFirst released in 2014, Wrap is a topology transfer tool for 3D scan data.It transfers clean topology from a reference mesh to a raw 3D scan, speeding up the process of creating animation-ready digital doubles of actors.The process is semi-automatic, and due to Wraps node graph-based architecture, adjustments made for one scan can then be rolled out to others.The extended edition, Wrap4D, is part of a set of tools for creating time sequences of scans from head-mounted camera rigs, for capturing an actors facial expressions in 3D.The software is used by game developers and visual effects studios including EA Vancouver, Rocksteady Studios, Framestore and The Mill.Wrap 2024.11: significant improvements to the node graphWrap 2024.11 is the first update to the software in a year, and its a sizeable release.There are a number of important quality-of-life improvements when working in the node graph, including the option to group nodes, to find nodes within large graphs by searching by name, and to temporarily disable nodes to speed up graph evaluation.A new SwitchGeom node switches between input geometries for a graph, helping to preview experimental changes.There are also new nodes for cleaning and retargeting scan data, including nodes for smoothing geometry to remove high-frequency artifacts, blending between transforms, and mirroring geometry.Updates to the brush toolsetWraps brush toolset, for cleaning and editing scans manually, gets a number of updates.It is now possible to display reference images within Wrap, as a guide for editing geometry.There are also five new brush types: Move Surface, Relax Surface, Mirror Clone, Clone Project and Erase.Extended vertex mask workflowThe update also extends workflows based around vertex masks, with new Draw and Fill modes to define how brushstrokes overlap when painting masks manually.There are also new nodes for displaying the difference between two geometries as a vertex mask, for transferring vertex masks between geometries with different topologies, and converting vertex masks to images, for export to other DCC applications.Changes to file exportFor pipeline integration, it is now possible to export geometry sequences from Wrap to other applications as a single Alembic file.It is also now possible to export cameras created in Wrap to other applications, this time in FBX format.Wrap4D 2024.11: New toolset for creating and working with blendshape rigsWrap4D 2024.11 has all of the same features, plus a complete new blend rig pipeline.Its a set of new nodes for creating, editing and exporting blendshape-based facial rigs, combining 3D geometries for facial expressions and corrective blendshapes.According to Faceform, solving a 4D sequence within a blendshape rig makes it easier to carry out common tasks like modifying gaze direction, or enhancing expressions.Pricing and availabilityWrap 2024.11 and Wrap4D 2024.11 are compatible with Windows and Linux.For users with revenue under $100,000/year, perpetual node-locked Indie licenses of wrap cost $570. Full Professional licenses of Wrap cost $1,070 for node-locked licenses; $1,470 for floating licenses. The software is free to students and educational institutions.Wrap4D is priced on enquiry.Read a full list of new features in Wrap 2024.11 and Wrap4D 2024.11Have your say on this story by following CG Channel on Facebook, Instagram and X (formerly Twitter). As well as being able to comment on stories, followers of our social media accounts can see videos we dont post on the site itself, including making-ofs for the latest VFX movies, animations, games cinematics and motion graphics projects.Latest NewsFaceform releases Wrap 2024.11 and Wrap4D 2024.11Check out the new features in the topology transfer tools for creating digital doubles and blendshapes from 3D scans of actors.Friday, December 27th, 2024DreamWorks Animation releases MoonRay 1.7Check out the latest features in the open-source release of DreamWorks' renderer, used on movies like The Wild Robot.Thursday, December 26th, 2024Sparseal releases Uniform 1.3Check out the new features in the modeling and texturing iPad app, including support for procedural objects and projection painting.Thursday, December 26th, 2024Happy holidays to all CG Channel readers!Updates to the site may be less frequent than usual over the next two weeks, but normal service resumes on 6 January.Wednesday, December 25th, 2024Tutorial: Introduction to Marvelous DesignerGet started with the industry-standard tool for creating clothing for 3D characters with The Gnomon Workshop's beginners' guide.Tuesday, December 24th, 2024Black Friday, Cyber Monday and Holiday 2024 deals for CG artistsUpdated 24 December: Find discounts on CG hardware and software available until New Year, including 3DCoat, FumeFX and Yeti.Tuesday, December 24th, 2024More NewsRandomControl releases Maverick Indie and Maverick Studio 2024Pilgway releases 3DCoat 2024.30Terragen Sky now lets you paint clouds into the sky directlyPlanetside Software releases Terragen 4.8Photoshop users can now create filters in Substance 3D DesignerPixar releases RenderMan 26.3Create game characters with CC Auto Setup for 3ds Max and V-RayLeopoly releases Shapelab 2025 and Shapelab LiteAdobe releases Photoshop 26.2Check out Blender's experimental anime rendering buildsCell Fluids 2.0 for Blender is outUnigine 2.19.1 can now import and export USD filesOlder Posts
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  • WWW.GAMESINDUSTRY.BIZ
    Maintaining Personal Boundaries and Wellbeing as an HR Leader | HR Summit Video
    Maintaining Personal Boundaries and Wellbeing as an HR Leader | HR Summit VideoEmma Smith of Hestia Talent takes to the 2024 GamesIndustry.biz HR Summit to discuss the role of HR in today's challenging times News by Christopher Dring Head of Games B2B Published on Dec. 27, 2024 Over three months on from the excellent (if we do say so ourselves) GamesIndustry.biz HR Summit, and we're making available some of our best sessions from the event for you to view online.And our second one for you to check out is called 'Maintaining Personal Boundaries and Wellbeing as an HR Leader'.This fascinating talk was by Hestia Talent boss Emma Smith, who is an award-winning games industry HR veteran. In this session, she discusses the role of HR in today's challenging times, and the importance of HR leaders taking care of themselves. You can watch the talk below.The HR Summit took place at the Royal Institution in London back in September, and preceded the Best Places To Work Awards 2024. To watch all the talks from the event, simply click here.Watch on YouTube
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  • WWW.THEVERGE.COM
    2024s best games channeled the heart and soul of the 90s
    In 2024, we gamed like it was 1997. Games like Metaphor: ReFantazio, Astro Bot, and the solo-developed Balatro remixed genres of console generations past (or, in Balatros case, remixed the very old game of poker itself) to critical and commercial success, while Capcom was one of the most successful companies of the year supported by a healthy mix of titles across different genres. With the industrys biggest publishers increasingly chasing massive, broadly appealing games meant to be played forever, it was heartening to see old formats come back with some new tricks. And these successes could provide the blueprint needed to pull the video game industry out of its current tailspin. Image: AtlusPersona developer Atlus has once again innovated on the turn-based RPG with Metaphor: ReFantazio. What makes Metaphors combat interesting in a way thats hard to replicate with traditional turn-based RPGs is that Atlus has built a unique ability system powered by anticipation and anxiety. Characters have access to powerful summons, each with their own abilities, along with strengths and weaknesses that enemies also share. Hitting an enemys weakness or having your own exploited results in monumental shifts in the momentum of battle. Every attack becomes consequential, as you dont know what will work against your foes or what they have to work against you.Atlus has built a unique ability system powered by anticipation and anxiety.Despite dominating with games like Final Fantasy in the late 80s and through the 90s, turn-based RPGs have largely been left behind. (With the notable exception of the Dragon Quest series, which consistently sells beaucoup copies in Japan.) Modern tastes have evolved to prefer the active, frenetic, and combo-dependent combat of the action RPG over the passive, implied action of turn-based games. But through the Persona series, and now with Metaphor, Atlus has proven it is uniquely equipped to make turn-based RPGs feel just as kinetic and engaging as their action-based cousins. Image: PlaystackThe poker roguelike Balatro is perhaps the game that best represents the success that can be had by melding old genres with new features. Roguelikes can be a difficult sell, especially to players unfamiliar with the genre. To get them to stick, players not only have to be okay with the idea of failure as progression but also have to be invested enough in the games wider world to want to keep playing through it multiple times. For every Hades, there are hundreds of games on digital storefronts that blur together into smears of generic fantasy dungeon crawlers.[Balatro is] catnip for the players who cant resist number go up. One of the reasons Balatro became an instant success was because it didnt have that hurdle. Poker is known all over the world and hasnt really changed much in the centuries since its invention. Balatro took advantage of that familiarity and combined it with great humor and an ingenious progression system that made it catnip for the players who cant resist number go up. More than that, Balatro feels more permissive than its roguelike cousins. The best runs in Hades are typically the result of lucking into specific boons or items, whereas Balatro is lousy with jokers, card modifiers, perks, and more that make scores get stupid fast. Balatro took home a slew of Game Awards, and it probably would have won Game of the Year if not for that one meddling robot. Image: Team AsobiSpeaking of perhaps the biggest example of 2024s Return trend is Astro Bot. Developed by Team Asobi, Astro Bot is a full-sized, standalone expansion of the PS5 pack-in game Astros Playroom that takes the little robots adventures beyond the confines of the PS5 console and into the wider universe. At its core, though, Astro Bot is a mascot platformer reminiscent of the games from PlayStations earliest days like Crash Bandicoot and Spyro the Dragon. Indeed, Astro Bot pays homage to those very characters, featuring them as robots to rescue along with other characters from PlayStations 30-year history.Astro Bot is stuffed with so many items and secrets to collect. That kind of mechanic can get tedious in games suited to modern tastes like Assassins Creed, as finding things feels no better than ticking off a box in the slow march to 100 percent completion. But each of Astros powers like the dog jetpack or the shrinking mouse inject whimsy into the act of collecting.And when I do find a secret, Im rewarded with a little celebration of cheering bots that somehow never gets old.Mascot platformers fell out of favor, especially with PlayStation studios, despite initial success. Naughty Dog and Sucker Punch have transitioned away from the lightheartedness of Crash Bandicoot and Sly Cooper to make serious games for mature audiences, and PlayStations recent catalog reflects that overall trend. Astro Bot is an outlier in form and tone and parlayed that uniqueness into a shower of accolades. It would be such a missed opportunity if Sony didnt respond to that success with similar projects.When I do find a secret, Im rewarded with a little celebration of cheering bots that somehow never gets old.Over the last two years, prolific layoffs and studio closures have left tens of thousands of developers unemployed, in large part because companies spent too much money on getting bigger or developing huge, expensive games that may have made sense years ago but no longer do. Companies dumped hundreds of millions of dollars and considerable development resources into the next live-service shooter in hopes of replicating Fortnite and Call of Dutys runaway success and profits. But as those games continue to top the monthly video game spending charts, refreshed by a steady cadence of new content, the idea that a newcomer like XDefiant could compete at that same level becomes increasingly remote. This leaves studios with an expensive product nobody wants to play, along with a pipeline of upcoming games too sparse to make up the difference. Image: CapcomBut the way out of this precipitous (and avoidable) decline doesnt necessarily mean giving up on the big multiplayer or open-world projects. Capcom, for example, has proven that por qu no los dos can be a winning strategy. The company has boasted record profits the last seven years with a diverse catalog composed of heavy hitters like Monster Hunter, Resident Evil remakes, and Street Fighter, along with smaller, weirder games like Dragons Dogma 2 and Kunitsu-gami: Path of The Goddess. Contrast that with Square Enix reporting less-than-expected profits after it failedmake Foamstars happen on top of releasing three different AAA Final Fantasy titles in a 12-month period. Capcom has the right idea and is doubling down on it, stating that it plans on re-activating dormant IPs that havent had a new title launch recently after revealing new entries in its OkamiOnimusha series.But more than just appealing to gamer nostalgia, these success stories which also extend to survival horror and Metroidvanias offer a healthier alternative to the trends the big publishers and studios are pursuing. (Nintendo, of course, is always exempt from these generalizations.) While there will always be an appetite for big online shooters or bespoke open-world games with hours of Hollywood-acted voice and motion performance, these breakout releases of 2024 prove (or should at least remind decision-makers) that there is so much worth to also be found in smaller, quirkier, and most importantly, cheaper projects. If the big publishers want to staunch the bleeding of the last two miserable years, they could take the lessons Capcom, Balatro, Metaphor, and Astro Bot provide.
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  • WWW.THEVERGE.COM
    A fake Nintendo lawyer is scaring YouTubers, and its not clear YouTube can stop him
    In late September, Dominik Domtendo Neumayer received a troubling email. He had just featured The Legend of Zelda: Echoes of Wisdom in a series of videos on his YouTube channel. Now, those videos were gone.Some of your videos have been removed, YouTube explained matter-of-factly. The email said that Domtendo had now received a pair of copyright strikes. He was now just one copyright strike away from losing his 17-year-old channel and the over 1.5 million subscribers hed built up.At least, he would have been, if Domtendo hadnt spotted something fishy about the takedown notice something YouTube had missed.Domtendo had been a little bit confused right from the start;The next copyright strike will close your channelNintendo has a complicated relationship with the fans who use its copyrighted works, infamously shutting down all sorts of unauthorized projects by sending cease-and-desists. It has gone after YouTubers, too. But both the Japanese gaming giant and the broader gaming industry typically leave Lets Plays alone, because they serve as free marketing for their games.And yet, YouTube had received a legit-looking request apparently justifying these takedowns under the Digital Millennium Copyright Act (DMCA), signed Tatsumi Masaaki, Nintendo Legal Department, Nintendo of America.It was in a second email from YouTube that Domtendo spotted something off. The takedown requests came from a personal account at an encrypted email service: tatsumi-masaaki@protonmail.com.YouTube took action on Domtendos videos, even though the requests cited a personal email address. Image: DomtendoFake takedowns are real. YouTube says over six percent of takedown requests through its public webform are likely fake, and the company accepts requests via plain email too, meaning anyone can file them. Fighting fake takedowns can cost creators time, money, and stress. But creators cant easily be sure that a takedown is fake and they can lose their entire channel if they get it wrong and clash with a company that has a legitimate copyright claim.When the well-respected Retro Game Corps received his second Nintendo copyright strike, he publicly declared he would self-censor all his future work to hopefully escape the companys wrath. But first, he checked that Nintendos threat was real. He checked to see who YouTube listed as the complaining party, and that it came from a Nintendo email address. Then he checked with his YouTube Partner Manager to be extra safe.RelatedRumors of fake Nintendo takedowns have swirled in the past. Earlier this year, Garrys Mod developer Garry Newman removed 20 years worth of Nintendo-related fan content from his sandbox video game over takedown threats. Fans speculated that it may actually have been someone posing as a Nintendo lawyer. But Newman eventually revealed Nintendo was legitimately behind those takedowns despite using seemingly suspicious names and emails.Domtendo thought he might have an actual case of a Nintendo faker. So he decided to push back. At first, it seemed to work. He emailed YouTube, and it soon reinstated his videos. But Tatsumi was back the next day this time, emailing Domtendo directly.Dear Domtendo, I represent Nintendo of America Inc. (Nintendo) in intellectual property matters, the first email began. After a bunch of legalese, Tatsumi eventually explains why hes reaching out: I submitted a notice through YouTubes legal copyright system, but the infringing content still appears.He wouldnt let it go.Domtendo wasnt about to risk his livelihood just in case Tatsumi was real. He got spooked, and began voluntarily pulling his videos off YouTube. But his new pen pal just kept asking for more removals. Tatsumi reached out day after day, sometimes multiple times a day, according to emails shared with The Verge. The threats got weirder, too:October 3rd:I ask for your expeditious removal of all infringing material that use Nintendo Switch game emulators by 6th October 2024. Please note that the amount of videos infringing Nintendos copyrights is too high to be able to list them all in this e-mail and we hope that you will conscientiously remove all infringing videos before the next week.October 8th:Nintendo hereby prohibits you from any future use of its intellectual and copyrighted property. Existing content may remain as long as there is no request to remove it. Nintendo of America Inc. would like to avoid further legal action and therefore hopes that their intellectual property will no longer be used by you. This cease-and-desist declaration is valid immediately and has been approved by President of Nintendo of America Doug Spencer Bowser.October 12th:Nintendo of America Inc. (Nintendo) will no longer tolerate this behavior and is now on the verge of filing a lawsuit. Note that we work closely with our subsidiary Nintendo of Europe, located in Germany and therefore already have your address from the time you have been Nintendo Partner and/or will receive your new address from the residents registration office.Domtendo began reaching out to friends and fellow content creators, and discovered he wasnt alone. Waikuteru, a streamer who develops Zelda mods, had been targeted by Tatsumi as well. Only that time, the takedown notices were filed in Japanese, and YouTube claimed theyd come from a seemingly real email address: anti-piracy3@nintendo.co.jp. Whoever submitted those notices claimed to be a Group Sub-Manager in Nintendos Intellectual Property Department.Could Tatsumi be legit? Was Domtendo staring down a real threat?The Verge could find no public record of a Tatsumi Masaaki working for Nintendo of America or Nintendos legal team, period. Nintendo did not respond to The Verges repeated requests to fact-check whether such a lawyer even exists.But there was a person by a similar name working on Nintendo technology patents in its home country of Japan, public records show, and Domtendo was dismayed to find a Nintendo email address for that person on the public web.This is the name of a real person ( ) who worked for Nintendo out of Kyoto, Japan, but the company wouldnt tell The Verge one word about it. Image: USPTOTo a trained eye, there were signs that Domtendos Tatsumi was probably a fake. What business would a Japanese game technology inventor have individually chasing down a German YouTuber and threatening them with the laws of the United States? If they were a real lawyer, wouldnt they know that threatening Domtendo with DMCA 512 is laughable, because thats the portion of the law that protects platforms like YouTube rather than individual creators?But Domtendo didnt want to take the risk, not without proof. His livelihood was at stake. So as Tatsumis email threats rolled in, he reached out to Nintendo himself.To his great surprise, Nintendo replied.Please note that tatsumi-masaaki@protonmail.com is not a legitimate Nintendo email address and the details contained within the communication do not align with Nintendo of America Inc.s enforcement practices. We are investigating further, the companys legal department wrote on October 10th, according to a screenshot shared with The Verge.Heres how Nintendo replied to Domtendo.Even then, Domtendo didnt feel safe. Hed seen how Waikuteru had received a legal threat that seemingly came from a legitimate Nintendo email. Perhaps Tatsumi just wasnt using his proper email account? Domtendo tried emailing tasumi_masaaki@nintendo.co.jp to find out.His anxiety ratcheted even higher when Tatsumis next email arrived, asking him not to send email to that address. Please understand that matters are not currently handled from there, he wrote. Even though it seemed impossible that Tatsumi could be real, he somehow knew things that he shouldnt.Then, on October 18th, Tatsumi suddenly changed his tune: Dear Domtendo, I hereby retract all of my preceding claims.The end?Tatsumi wasnt done with Domtendo quite yet. Two more emails arrived the same day, explaining that while Nintendo had suspended him from filing copyright infringement claims, his Nintendo colleagues would now file them on his behalf. Hours later, Domtendo received what was in some ways the most legit-looking email yet, seemingly sent from anti-piracy3@nintendo.co.jp rather than a personal email address.But that email turned out to be Tatsumis undoing, when Domtendo checked the headers and discovered theyd spoofed Nintendos email address using a publicly available tool on the web. I took the tool for a spin, and sure enough unless you check, anyone can make an email look like it was sent from Nintendo that way.Domtendo still doesnt understand how Tatsumi knew hed emailed the real Tatsumi at Nintendo. He changed his passwords and reformatted his computer, just to be safe. Today, his best guess is that the troll was lurking in his personal Discord channel.Hes angry at YouTube for letting this happen. Its their fault, he tells me. Every idiot can strike every YouTuber and there is nearly no problem to do so. Its insane, he writes. It has to change NOW.Every idiot can strike every YouTuberIts true there isnt a terribly high bar to submit a YouTube copyright claim, something that YouTube itself admits. Currently, bad actors just need to fill in a form on a website, a place where YouTube sees a 10 times higher attempted abuse rate than tools with more limited access. Or they can just email YouTubes copyright department directly. And while the law technically requires a copyright holder to provide their name and address and state under penalty of perjury that theyre authorized to complain on Nintendos behalf, theres nothing compelling YouTube to check they arent lying before slapping creators with penalties.Why is Nintendo targeting this YouTuber?Russ Crandall, aka Retro Game Corps, was actually targeted by Nintendo. Heres the story of how the Japanese game company (and YouTube) are threatening his livelihood.If you have first-hand information about Nintendo, you can reach me securely on Signal at seanhollister.01. The thing to remember is the DMCAs Safe Harbor isnt here to protect creators, EFF legal director Corynne McSherry explained to me in 2022. When rightsholders realized they wouldnt be able to sue every uploader, and internet platforms realized they wouldnt be able to survive under an onslaught of uploader lawsuits, the law became a compromise to protect platforms from liability as long as they remove infringing content fast. It creates a situation where service providers have very strong incentives to respond, said McSherry. They dont want to mess around and try to figure out if they might be liable or not.Waikuteru and Rimea, a pair of other creators harassed by Tatsumi, agree that the YouTube system is unfair. Neither know for sure whether trolls were responsible for all the takedown notices theyre received, and thats part of the problem. The idea that months of worries were caused by a single troll as opposed to a big untouchable company is a hard pill to swallow either way, says Rimea.But they also claim YouTube doesnt allow smaller channels to challenge copyright strikes in the first place, arguing that it automatically and arbitrarily rejects the legal notices that would let them reinstate their videos. YouTube decides whether someone loses his channel based on channel size, says Waikuteru.YouTube isnt particularly interested in talking about any of this, though.While YouTube spokesperson Jack Malon did confirm that Tatsumi made false claims, the company wouldnt explain why the company even briefly accepted false claims from a protonmail.com email address as legitimate, and repeatedly dodged questions about whether Tatsumi made false claims on other creators videos, too. YouTube wouldnt even tell me whether Domtendo was still in danger of false copyright claims from this specific individual, or offer assurances that it would take any new action to prevent this sort of behavior in the future.Malon does claim that YouTube has dedicated teams working to detect and prevent abuse, however, and work to ensure that any associated strikes are reversed when bad actors make false claims.As for the troll, Tatsumi declined The Verges interview request. Dear Sean, I am an authorized agent for Nintendo of America Inc, they replied, staying in character to the very end.
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    The USB-C charging mandate arrives in the EU heres what that means
    From December 28th, a large percentage of the gadgets bought inside the EU are required to charge via USB-C. The goal for Directive 2022/2380, known colloquially as the common charging solution, is to reduce e-waste and solve market fragmentation. You may recall Apple and the EU butting heads over this a few years ago.The requirement for USB-C is just the surface of this directive though. It also includes regulations on fast charging, unbundling charging bricks from retail devices, and the introduction of improved labelling and it has the potential to make life for gadget enthusiasts in the EU a whole lot simpler. If it works, of course.To begin, some background. EU countries and parliament came to a provisional agreement on the common charging solution on June 7th, 2022. The legislation was formally approved in October of the same year. After it was given the green light by the council, countries had until December 28th, 2024 to merge these into their national laws, at which point companies operating inside the bloc must abide by them.Freedom to use USB-CThe sheer breadth of this directive means its impact will be felt by both consumers and businesses, as the common charging solution applies to anything the EU defines as radio equipment. This, it states, is an electrical or electronic product that intentionally emits or receives radio waves for the purpose of communication and/or radiodetermination.The regulation explicitly covers handheld mobile phones, tablets, digital cameras, headphones, headsets, handheld videogame consoles, portable speakers, e-readers, keyboards, mice, portable navigation systems, and earbuds that are rechargeable with a wired cable and can operate with a power delivery of up to 100 watts.A PlayStation 5, for example, has a 350W power rating, meaning it wont fall under the directive. The Nintendo Switch draws up to 6W in TV mode, meaning it will. The only current exception to this definition are laptops, which have until April 28, 2026, to comply with the directive.There are grey areas though. Drones, for example, arent on the list, and its unclear if they fit into other categories like digital cameras. In instances like this, the Commission says it will continuously assess market developments, market fragmentation, and technological progress with the aim of keeping this list of devices as relevant and up-to-date as possible.Wireless charging also isnt covered by the directive. For now, the Commission says it will promote the harmonization of the practice to avoid future fragmentation of the internal market and any negative effects on consumers and the environment. What shape this may take is anyones guess, but the EU has it on the radar.Despite these pools of murkiness, the key point is the majority of consumer-facing tech in the EU must be equipped with a USB-C receptacle. Although, this only applies to the device side, as charging brick connections arent covered in this directive.Goodnight Lightning. Photo by Amelia Holowaty Krales / The VergeStill, for the average user, there wont be a heap of change come December 28th around charging inputs. The majority of devices on the market that fall under this directive already use USB-C. Even Apple, the big holdout with its Lightning technology, shifted to the format on most of its devices more on that in a second.An interesting wrinkle in this regulation is the EU hasnt actually banned proprietary charging ports. Instead, hardware just needs the ability to charge via USB-C. This means the current MacBook range with MagSafe is compliant, as you can charge them with both Apples magnetic connector and the EUs chosen tech.Impact on salesSo what happens if a device that falls under the common charger directive is being sold in the bloc without a USB-C charging port? In most cases, even if it was released before the December 28th deadline, it cant be sold. For example, Apple is reportedly gearing up to remove the iPhone 14, iPhone SE, and the Magic Keyboard without TouchID the final devices it sells with a Lightning charging port from its retail portfolio in the EU as it has already done in Switzerland.There are exceptions to this though. When it comes to products that are already in circulation, devices without USB-C ports that are placed on the market for the first time before December 28th can still be sold within the EU.The governing bloc, for the purposes of this legislation, defines being placed on the market as the moment when a manufacturer or importer supplies a product to a distributor or an end-user for the first time. Manufacturers, importers and distributors need to be given time to exercise any rights they have acquired under any pre-existing, national or EU rules, the European Commission states, for example to sell their stocks of products manufactured in line with the pre-existing rules.In other words, much of the pre-existing stock can be sold if it is already owned by a retailer, although the store wont be able to purchase any more units. We may find retailers being cautious though, and simply removing the hardware from sale, or shifting it to markets where the regulations arent in force.Fast charging, but make it simplerAnother important, but less well-known, aspect of the common charging directive is around the unification of fast charging. The EUs goal being the simplification of this oft-confusing practice. The governing body defines fast charging as anything that can be recharged via a wire with voltages higher than 5 volts, currents higher than 3 amperes, or powers higher than 15 watts.When devices hit this threshold, they must work with USB Power Delivery (USB PD), a charging protocol that enables devices to transfer power over USB in addition to data. While some devices, such as iPhones and the Google Pixel range have used this standard for some time, other handsets, such as OnePlus and OPPO, use the proprietary charging SUPERVOOC standard without also supporting USB PD.This directive aims to ensure that devices that offer fast charging are compatible with any charger. Consumers, then, should be able to power up their hardware at the maximum speed the charging equipment supports. The key element here is that the full functionality of USB PD must be enabled and not hampered by any other charging protocol.For consumers, the field of fast charging will probably remain confusing in the short term, but as the hardware people already own is slowly replaced, the directive should make this process simpler in the future.To bundle or not to bundle (charging bricks)The third part of the common charging solution is, as the European Commission puts it, giving consumers the chance to purchase a new electronic device without a new charger. Its aim is to stop excessive waste resulting from buyers owning too many duplicate chargers that go unused.On the surface, this wont be a hassle for many companies. Apple stopped selling its iPhones and other devices with charging bricks some time ago, a trend thats been repeated across the industry. For consumers, this will be one of the bigger changes.The days of receiving a charger with every purchase of an electronic device in the EU are over, and its bound to lead to some confusion, with people expecting a wall brick with their new device and not receiving one. Over time though, the public will adapt especially with the help of the final part of the directive.Specifically, this is the introduction of a new visual language for charging. The first example is self-explanatory, with a graphic showing whether or not theres a charging brick in the box:Pictograms showing whether a charger is or is not included in the box. Although companies can choose their own design, these icons will have to be shown for every relevant purchase. Image: European CommissionThe second pictogram could actually help people get a grasp on what their devices are capable of in terms of receiving power. The outline looks like this, where XX is the minimum amount of power needed for the device to charge, while YY is the maximum, and USB PD will be displayed if the hardware can support that protocol:A new pictogram will help buyers understand the charging characteristics of their new device. It will vary slightly by manufacturer so long as it communicates the basics. Image: European CommissionWhile the introduction of this visual language is a simple idea, it will help educate users about powering, as well as helping to tie many of the above regulations together.Now what?The elephant in the room is how the common charging solution is actually enforced. This will be down to the member states themselves, as theyre responsible for performing market surveillance.Each nation will be able to use a variety of measures, including fines and the forced withdrawal of the non-compliant equipment. The issue is how these bodies will manage and verify the huge influx of cheap technology coming from outside the bloc. While big hitters like Samsung or Apple will comply, as they know theyll have regulators eyes on them, its harder to ascertain whether smaller businesses will adapt as quickly or receive the same level of scrutiny.Ultimately, its hard to view the common charging solution as anything other than a good thing for those inside the EU. Although the transition to USB-C already had a lot of momentum, one can argue that this shift was accelerated by the regulations, especially in Apples case.The directive is untested, however, and it remains to be seen how nimble it can be adapted in the face of new device categories and the development of improved charging solutions and interfaces. This, in a way, is the microcosm of regulators continued battle with tech: how the slow-moving process of lawmaking handles an industry whose only constant is change.
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