• Modular wireless earbuds concept has a case that makes removing earbuds easy
    www.yankodesign.com
    Thanks to Apple, popping earbuds in and out of their charging cases almost feels natural these days. That doesnt mean theyre convenient or easy, especially when you have to actually open the case first to get the earbuds out. It shouldnt be that hard, but convention isnt always on the side of common sense, especially when sticking to the norm is more cost-effective.This concept design for a pair of modular wireless earbuds tries to challenge the status quo on many levels. It tries to create an ecosystem that goes beyond just playing audio in your ears, resulting in a few features that are, admittedly, a bit peculiar. Curiously, one of the most interesting parts of its design isnt actually the modules but is instead its equally unconventional charging case.Designer: Dongkyun KimYes, the charging case, which is actually a lot larger than your typical design, still has a cover that you open up to reveal its contents. In fact, it might even be weirder than most charging cases because the cover opens down like a drawbridge. That doesnt matter much, though, because you dont even need to open it to access the earbuds. There are openings on each side that allow you to take them out and put them back in without opening the case at all.Its becoming more common for TWS earbud cases to have screens of their own to display important stats, and the Orbit concept is no different. Where it differs is that the screen is so small to avoid being distracting, though it also raises the question of whether it will be readable at all. Its just a minor convenience anyway, something to add some flavor to the already intriguing design.Created using Luxion Technology (luxion.com)Created using Luxion Technology (luxion.com)Of course, the real meat of the Orbit design concept is its modularity and the modules it comes with out of the box, or rather out of the charging case. Theres a cog-shaped wheel, for example, that magnetically latches onto one of the earbuds to add some tactile feedback for more precise and satisfying controls. Presuming there will be other products in the Orbit ecosystem, this wheel could also be a controller for those.The camera modules are a bit of an odd feature. Theyre supposed to improve motion tracking and spatial awareness, though that could also raise privacy concerns. It could be used to take photos or record videos that are sent to a paired smartphone in a way that looks almost natural because of their proximity to your eyes. Given their size, however, they might not be that capable of recording important memories.The wireless earbuds themselves have a rather unusual design. In addition to adopting an open-ear technology, the buds are meant to clip to the sides of the ear, which could be uncomfortable and unstable. Indeed, the concept has quite a few interesting ideas that go beyond the actual purpose of the earbuds, but its really the case that could be considered to be its selling point.The post Modular wireless earbuds concept has a case that makes removing earbuds easy first appeared on Yanko Design.
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  • How to draw a male figure
    www.creativebloq.com
    Discover how to draw a man in a standing pose with this video/step-by-step tutorial.
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  • Check Out These Extraordinary New Images of Mercury
    www.wired.com
    New photos of Mercury taken during the joint European and Japanese BepiColombo mission reveal fascinating details of the small rocky planet.
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  • Trump Is Said to Consider Executive Order to Circumvent TikTok Ban
    www.nytimes.com
    The move is under discussion as the Chinese-owned app faces a Sunday deadline to find a new buyer or shut down in the United States.
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  • Apples stuffed 2025 release calendar is missing one very important product
    www.macworld.com
    MacworldA fresh leak has given us a look at Apples release calendar for the next 12 monthsand its jam-packed. Starting in just a few weeks, the company plans to launch more than a dozen new products before the end of 2025, with nearly everything in its catalog getting a refresh.Heres a look at Apples plans based on the rumors so far:FebruaryMacBook Air: A minor refresh to the 13-inch and 15-inch models with an M4 chip and FaceTime camera.MarchiPhone SE: A major overhaul with a design based on the iPhone 14, an OLED display, and an A18 chip with Apple Intelligence support.iPad 11: Apples entry-level tablet gets a new chip and 8GB of RAM to allow it to run Apple Intelligence.iPad Air: Likely a simple spec bump that jumps the mid-range tablet straight to the M4.JuneMac Studio: An overdue update to Apples mid-range desktop with M4 Max and M4 Ultra processors and Thunderbolt 5.Mac Pro: Wed love to see the rumors of a smaller design come to fruition, but it will likely just get an upgrade to the M4 Ultra.Studio Display: The design will likely stay the same but bring mini-LED backlighting and camera enhancements.Pro Display XDR: Apples high-end monitor is due for an update to 120Hz ProMotion, possibly with Spatial Audio and a FaceTime camera as well.SeptemberiPhone 17: The iPhone will get a new design for the first time in years. This includes a new iPhone 17 Air model, which will be substantially thinner than the others.Apple Watch Series 11: The new Apple Watch isnt expected to deviate much from the design of the previous model but it could gain high blood pressure detection.Apple Watch Ultra 3: The 3rd-gen Apple Watch Ultra will also have a similar design but will gain satellite connectivity and 5G RedCap network access.Apple Watch SE 3: Apples cheaper watch will get a new look geared toward kids.AirPods Pro 3: Apples high-end earbuds are due to get an update with a new shorter-stem design, H3 chip, and additional health features.OctoberSmart home hub: A brand-new device with an iPad-like display that can hang on a wall or rest on a counter.HomePod mini 2: An update to the 2020 model with a new chip and smart home functionality.Apple TV 4K 4: Apples set-top will get a new chip and a renewed smart home focus.NovemberMacBook Pro: Dont expect much more than a bump to the M5 chip.iPad Pro: Same as the MacBook Pro, expect an M5 processor and little else.AirTag 2: Updated UWB chip and additional privacy protections.Thats a huge list, but youll notice one major product conspicuously absent: Vision Pro. While Apples headset was announced in 2023 and released in 2024, its not expected to get an update until later in 2026. The lower-cost model everyone is waiting for, meanwhile, might not arrive until 2027. And the glasses? Well, lets just say you shouldnt hold your breath.Otherwise, the only products not expected to get an update are the AirPods 4 and AirPods Max, iPad mini, iMac, and Mac mini, all of which were just updated in the fall.Apple is expected to hold its first event in March or April to announce the redesigned iPhone SE and 11th-gen iPad.
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  • Save $420 on Apple's M4 Max 16-inch MacBook Pro with a 40-core GPU
    appleinsider.com
    The exclusive price drop on this 16-inch MacBook Pro delivers substantial savings on a premium spec with Apple's top-of-the-line M4 Max chip.Save $420 on a premium M4 Max MacBook Pro 16-inch.Units are in stock at press time on this Space Black 16-inch MacBook Pro with an M4 Max 16-core CPU/40-core GPU chip, 48GB RAM, and 1TB of storage that's marked down to $3,579 at Apple Authorized Reseller Adorama with promo code APINSIDER.The savings are in the form of a $400 instant rebate stacked with the $20 off promo code, bringing the total discount to $420 off retail. The same coupon also takes $40 off three years of AppleCare. Activation instructions for where to find the promo code field can be found further down this page. Continue Reading on AppleInsider | Discuss on our Forums
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  • New Black Architects Archive documents contributions of D.C.s overlooked design forefathers
    archinect.com
    A group of architects and historians in the Washington, D.C.metro area are now spearheading a push to enshrine the contributions of Black professional architecture's forefathers to the built environment of our nations capital through preservation research. Their advocacy was recently picked up recently by Washingtonian magazine, which mentioned their involvement with the DC Preservation League in creating the new Black Architects Archive.The group includes Princeton University assistant professor Jay Cephas andMelvin Mitchell, one of the more prominent advocates for the better development of an academic-to-professional pipeline at HBCUs including his alma mater Howard and Morgan State University in Maryland. Mitchells efforts at getting to a more equitable profession were also featured in last years look at existing barriers to licensure withNCARBCEO Mike Armstrong and formerNOMAPresident Pascale Sablan.
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  • State of Play Coming in February Rumor
    gamingbolt.com
    Fresh off of correctly reporting the Nintendo Switch 2s reveal date, leaker NateTheHate has teased the next State of Play for February. Further details havent been revealed, but it sounds reasonable given Sonys propensity for the month (or close enough) over recent years.The real question is what it could reveal. Last year featured Silent Hill 2 remake gameplay, the reveal of Sonic X Shadow Generations, Rise of the Ronin, Silent Hill: The Short Message, Metro Awakening, and Final Fantasy 7 Rebirth. Kojima Productions also featured heavily on the broadcast, presenting new Death Stranding 2: On the Beach footage and announcing a new stealth action IP, Physint.Death Stranding 2 will receive a release date this year, so why not at the next State of Play? We could also learn more about Sucker Punchs Ghost of Yotei (also out in 2025) and Haven Studios co-op heist shooter Fairgame$. Maybe Bend Studios next IP will appear as well. Stay tuned in the meantime.Hows February sound? NateTheHate2 (@NateTheHate2) January 16, 2025
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  • Googles new neural-net LLM architecture separates memory components to control exploding costs of capacity and compute
    venturebeat.com
    Titans architecture complements attention layers with neural memory modules that select bits of information worth saving in the long term.Read More
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  • Five takeaways from Matthew Ball's 2025 State of Gaming data
    www.gamedeveloper.com
    Can any one person describe the entire state of the video game marketplace? Entrepreneur, author, and Epyllion CEO Matthew Ball is certainly giving it a shot. The man who wrote "The Metaverse" is out this week with a slide deck full of data and analysis capturing the economic headwinds facing the business.Ball's presentation gets to the heart of a very uncomfortable fact: according to analysts, video game spending didn't just fail to grow after the COVID-19 pandemic, it dipped 3.5 percent in 2022 and only climbed back a few percentage points by the end of 2024. Other data points, like a declining amount of playtime in games, are also enough to trigger game developers' anxiety (and mine!).Ball identifies the slowing growth as being a symptom of major interlocking growth drivers of the period between 2011-2021 (when consoles and mobile devices exploded in capabilities and new social networks came online) losing steam. It's not a pretty picture, but this is a business built on solving big problems by staring them right in the face.His lengthy explanation of the complicated market effects at play might warn investors and executives from investing more in the video game businessbut that leaves and opportunity for savvy developers and leaders to slip in and find victories where others retreated.I have no doubt this slide deck is bouncing through the inboxes of various studios right now and sliding across the desks of different C-suite execs. If you want to make the most of Ball's data, you'll need to think about how it applies to your day-to-day life. Here are a few takeaways that might resonate with rank-and-file developers.Video game budgets have to come downThis is probably thuddingly obvious to many of our readers but Ball's data makes a very clear point: video game budgets are too dang high. The amount of money invested in individual games is becoming more difficult to turn a profit on when a fewer percentage of players are picking up new games every year. "Excluding annual releases, but including sequels, only 6.5 percent of gametime in 2023 was for new games," Ball writes. "Always On" games-as-a-service titles released before 2019 earned the most "gametime" in that year. "Tens of billions in development and marketing investment and thousands of games competed for that 6.5 percent of total players hours (and four titles won half of it)."Marvel's Spider-Man 2 is the unfortunate poster child for Ball's breakdown here, as his breakdown of sales versus budget of the widely beloved sequel relative to its predecessors shows the heart of the problem. The series' production budget shot from just over $100 million to over $300 million across three games (Miles Morales clocked in at just over $150 million), but lifetime sales of the series haven't increased exponentially.Image via Matthew Ball.Pair that against the small market share the series is competing for and the economics become rough. I don't know the fate of the budgets for future Marvel's Spider-Man games, I do know Insomniac is aware players aren't necessarily seeing the payoff of the increased spending, a fact that came out in the frustrating dump of leaked documents obtained by hackers targeting the studio.Now here's where things get hard: how do you reduce budgets? There are only three major tools: lower salaries, lower development time, or lower headcounts. Each has frustrating tradeoffs that in many cases, punish workers and reward executives who ballooned the budgets in the first place.Devs need to dance with governmentsBall's data points to two obvious ways government regulators could influence the game industryone explicit, the other implicit.The implicit argument isn't clearly stated, and I wonder if Ball would take issue with my analysis. But reading between the lines, an understated challenge of bigger budgets is this: game development is hit brutally hard by the cost of living and inflation. As we discussed last year, the same number of developers you stick on a game costs dramatically different depending on the country you're operating in. Developers in higher-cost-of-living regions are being undermined by ones in lower-cost-of-living regions, and developers in the latter territories risk being exploited because they have less agency to leverage better wages.Image via Matthew Ball.Ball's explicit argument targets the purported monopoly Google and Apple have on their mobile platforms. He says that if the iOS and Android app platforms need to "open up." New stores could, among other things, drive competition that lowers the 30 percent "platform fee" claimed by Google and Apple, drive new discoverability methods that connect players to a wider variety of games, and spark innovation for new genres of games.Both topics may require industry leaders to grit their teeth and press local and national governments in support of regulatory action. Industry lobbying groups to date have largely focused on tax breaks and legislation surrounding the import cost of parts and access to internet bandwidth. That's a lot of work invested into legislation that primarily benefits the world's largest publishers and studios.Just like Mr. Smith, it's time for video games to go to Washington (or London, Ottowa, etc. etc.).Players respond to exciting "new genres"but where do new genres come from?Speaking of new game genres, Ball's analysis concludes that the emergence of new game genres could be a shot in the arm for the video game market place. He points to the era of the battle royale genre's as being the kind of event that can drive new growth. The industry, he says, could use a shot of innovation.His suggestions for where new genres might come from are concentrated on possible technological advances in "mass concurrency," "high-bandwidth data streaming," "higher-persistence game worlds," and "cloud native games." His analysis of generative AI also focuses on the technology's potential to introduce new genres, as some developers like those at Hidden Door are experimenting with.Image via Matthew Ball.Ball's technology-focused thinking isn't out of place, as many previous industry advances came out of graphical and rendering advances. But there might be a missing variable here: unpaid modding.Many breakout new genres of the 2010s began life as mods (born of unpaid labor) for entirely different games. That goes for MOBAs, battle royale games, tactical shooters like Counter-Strike, and more.That trend muddies of the waters of where developers can find true innovation that will land with playersand who benefits from it. Valve and Blizzard jumped into action to try and profit off genres built on mods of their games. Meanwhile, Brendan Greene was lucky to find a business partner that could turn his ARMA 3 mod into a full game, but Epic Games fast-followed with Fortnite so hard it became the defining version of the genre in the United States.A bubbling example of this phenomenon right now might be Grand Theft Auto Online's roleplaying servers. Their popularity speaks to Ball's analysis that the next generation of video game players prioritizes social play over competition, and right now Rockstar Games is the beneficiary of unpaid time and labor from players setting up their own mini improv theaters. Will Rockstar build on this audience after the release of Grand Theft Auto VI? Will other developers swoop in to try and eat their lunch?Internationalism is impacting the market (and boosting PC market share)Video game analysts from the early 2000s have a fair bit of egg on their face as one of the few bright spots for the traditional video game marketplace is consistent growth in the world of PC games. Declining sales around 2010 led some to think consoles and mobile would inevitably beat out PC games, which were (and sometimes are) difficult and fiddly to get running."Twenty years ago, PC's share of non-mobile console spending was 29 percent. It's now 53 percent," writes Ball. "And while console [spending] has stagnated since 2021, PC has grown 20 percent."Before you jump out of your desk and greenlight another generation of flight simulators, you should check out why PC spending is growing. "The largest share of Steam users now use Chinese as their default client language (which probably underrepresents China's total share of Steam users)," says Ball.Additional data he shares shows that Chinese client language users are among the group that has grown the most on Steam from December 2021 to September 2024. This group represents what many publishers hope to reacha "fresh audience" with different tastes and interests than the more calcified existing market.But while Chinese player spending on video games has grown by $39 billion since 2011, only 20 percent of their domestic spending goes to imported titles. Spending on imported titles declined five percent from 2023 through 2024. Ball compares this phenomenon to one also taking place in the film industry: locally-made entertainment is outpacing imported entertainment across the globe in China, Nigeria, and India.Image via Matthew Ball.Box office hits like Wandering Earth, A Tribe Called Judah, and RRR are cinematic cousins of Black Myth: Wukongentertainment produced by local artists that are wildly popular in their countries of origin and also find audiences abroad."As foreign markets grow, their domestic production capabilities and supply grow too, and this always results in national preferences then shifting to local product," Ball observes.There's opportunity for the game industry to meet this moment. We've seen rustling from South Korea about expanded interest in triple-A games alongside the country's longtime passion for free-to-play multiplayer titles, and regions like Brazil and Eastern Europe are following similar trends.If you're not in those regions, you might wonder how your neck of the game industry can benefit. For now, the best I can offer is that if overseas audience spend more time on consoles and PCs than mobile devices, developers have an opportunity to catch some of that interest by investing in localization.Understanding player socialization should be a priorityWoven through Ball's analysis is another long-running trend: how players and why socialize through games is changing.The Roblox phenomenon, for instance, isn't just about younger players being drawn to blocky graphics and user-generated content, it's that the platform's flexible tools have become a haven for self-expression and social play. We can again look at the proliferation of Grand Theft Auto Online roleplaying servers as another data point in this phenomenon, and outside of games, the increasing growth of chat platform Discord."One in five Discord users (or 40 million total) use the app to stream gameplay to their friends each monthand just under one in three watches monthly," Ball notes. It's a piece of social glue that accelerates interest in games like Palworld, Smite 2, Phasmophobia, and Lethal Company.Discord's list of users playing Steam Early Access titles as a share of total observed players is largely loaded with co-op multiplayer games, but also features single-player titles like Fields of Mistria, Hades II, and Manor Lords. Ball describes this as "disproportionate" game discovery behavior.Image via Matthew Ball.The developers behind these games probably didn't do any weird science studying the habits of Discord users (unless they did, in which case, hey reach out to me I want to know what you learned), but enough of them have succeeded on the platform in a way that suggests studying how players engage with and use Discord might be a vector for developers to grow, explore new genres, and succeed in 2025 and beyond.(And Discord may not deserve all the credit heresocial apps across the globe likely drive similar behavior in different regions).How do developers handle an uncertain future?I'll be honest here. When I first read Ball's report, I came away with some degree of anxiety. The human brain struggles to wrangle numbers like these, and it's easy to spiral into an unhelpful spree of if->then statements that make a decline in billions of dollars in spending feel like the end of the world. The problems and solutions are so big and abstract that if you aren't a big-money decision makerjust a humble programmer, artist, designer, or a writer like meyou can feel like you have no agency in a field you deeply love. And even if you have the power to greenlight a game, what if the games Ball is proposing aren't the ones you want to or even can make?The solution, I think, is to look at Ball's data and analysis as a map. Maps don't serve one purposethey lay out the territory as best they can so another traveler can navigate it. Plenty will read Ball's map and see "X marks the spot" where others will see "here there be dragons."You don't have to change or fix the game industry. But to make the game you want to make, having a map handy might keep you from sailing into dangerous waters.
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