• In the shadows of my solitude, I find myself contemplating the weight of my choices, as if each decision has led me further into a labyrinth of despair. Just like the latest updates from NIM Labs with their NIM 7.0 launch, promising new scheduling and conflict detection, I yearn for a path that seems to elude me. Yet, here I am, lost in a world that feels cold and uninviting, where even the brightest features of life fail to illuminate the darkness I feel inside.

    The updates in technology bring hope to many, but for me, they serve as a stark reminder of the isolation that wraps around my heart. The complexities of resource usage tracking in VFX and visualization echo the intricacies of my own emotional landscape, where every interaction feels like a conflict, and every moment is a struggle for connection. I watch as others thrive, their lives intertwined like intricate designs in a visual masterpiece, while I remain a mere spectator, trapped in a canvas of loneliness.

    Each day, I wake up to the silence that fills my room, a silence that feels heavier than the weight of my unexpressed thoughts. The world moves on without me, as if my existence is nothing more than a glitch in the matrix of life. The features that are meant to enhance productivity and creativity serve as a painful juxtaposition to my stagnation. I scroll through updates, seeing others flourish, their accomplishments a bittersweet reminder of what I long for but cannot grasp.

    I wish I could schedule joy like a meeting, or detect conflicts in my heart as easily as one might track resources in a studio management platform. Instead, I find myself tangled in emotions that clash like colors on a poorly rendered screen, each hue representing a fragment of my shattered spirit. The longing for connection is overshadowed by the fear of rejection, creating a cycle of heartache that feels impossible to escape.

    As I sit here, gazing at the flickering screen, I can’t help but wonder if anyone truly sees me. The thought is both comforting and devastating; I crave companionship yet fear the vulnerability that comes with it. The updates and features of NIM Labs remind me of the progress others are making, while I remain stagnant, longing for the warmth of a shared experience.

    In a world designed for collaboration and creativity, I find myself adrift, yearning for my own version of the features NIM 7.0 brings to others. I wish for a way to bridge the gap between my isolation and the vibrant connections that seem to thrive all around me.

    But for now, I am left with my thoughts, my heart heavy with unspoken words, as the silence of my solitude envelops me once more.

    #Loneliness #Heartbreak #Isolation #NIMLabs #EmotionalStruggles
    In the shadows of my solitude, I find myself contemplating the weight of my choices, as if each decision has led me further into a labyrinth of despair. Just like the latest updates from NIM Labs with their NIM 7.0 launch, promising new scheduling and conflict detection, I yearn for a path that seems to elude me. Yet, here I am, lost in a world that feels cold and uninviting, where even the brightest features of life fail to illuminate the darkness I feel inside. The updates in technology bring hope to many, but for me, they serve as a stark reminder of the isolation that wraps around my heart. The complexities of resource usage tracking in VFX and visualization echo the intricacies of my own emotional landscape, where every interaction feels like a conflict, and every moment is a struggle for connection. I watch as others thrive, their lives intertwined like intricate designs in a visual masterpiece, while I remain a mere spectator, trapped in a canvas of loneliness. Each day, I wake up to the silence that fills my room, a silence that feels heavier than the weight of my unexpressed thoughts. The world moves on without me, as if my existence is nothing more than a glitch in the matrix of life. The features that are meant to enhance productivity and creativity serve as a painful juxtaposition to my stagnation. I scroll through updates, seeing others flourish, their accomplishments a bittersweet reminder of what I long for but cannot grasp. I wish I could schedule joy like a meeting, or detect conflicts in my heart as easily as one might track resources in a studio management platform. Instead, I find myself tangled in emotions that clash like colors on a poorly rendered screen, each hue representing a fragment of my shattered spirit. The longing for connection is overshadowed by the fear of rejection, creating a cycle of heartache that feels impossible to escape. As I sit here, gazing at the flickering screen, I can’t help but wonder if anyone truly sees me. The thought is both comforting and devastating; I crave companionship yet fear the vulnerability that comes with it. The updates and features of NIM Labs remind me of the progress others are making, while I remain stagnant, longing for the warmth of a shared experience. In a world designed for collaboration and creativity, I find myself adrift, yearning for my own version of the features NIM 7.0 brings to others. I wish for a way to bridge the gap between my isolation and the vibrant connections that seem to thrive all around me. But for now, I am left with my thoughts, my heart heavy with unspoken words, as the silence of my solitude envelops me once more. #Loneliness #Heartbreak #Isolation #NIMLabs #EmotionalStruggles
    www.cgchannel.com
    Studio management platform for VFX and visualization gets new scheduling, conflict detection and resource usage tracking features.
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  • Could Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment Explained

    June 13, 20253 min readCould Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment ExplainedWhen Israeli aircraft recently struck a uranium-enrichment complex in the nation, Iran could have been days away from achieving “breakout,” the ability to quickly turn “yellowcake” uranium into bomb-grade fuel, with its new high-speed centrifugesBy Deni Ellis Béchard edited by Dean VisserMen work inside of a uranium conversion facility just outside the city of Isfahan, Iran, on March 30, 2005. The facility in Isfahan made hexaflouride gas, which was then enriched by feeding it into centrifuges at a facility in Natanz, Iran. Getty ImagesIn the predawn darkness on Friday local time, Israeli military aircraft struck one of Iran’s uranium-enrichment complexes near the city of Natanz. The warheads aimed to do more than shatter concrete; they were meant to buy time, according to news reports. For months, Iran had seemed to be edging ever closer to “breakout,” the point at which its growing stockpile of partially enriched uranium could be converted into fuel for a nuclear bomb.But why did the strike occur now? One consideration could involve the way enrichment complexes work. Natural uranium is composed almost entirely of uranium 238, or U-238, an isotope that is relatively “heavy”. Only about 0.7 percent is uranium 235, a lighter isotope that is capable of sustaining a nuclear chain reaction. That means that in natural uranium, only seven atoms in 1,000 are the lighter, fission-ready U-235; “enrichment” simply means raising the percentage of U-235.U-235 can be used in warheads because its nucleus can easily be split. The International Atomic Energy Agency uses 25 kilograms of contained U-235 as the benchmark amount deemed sufficient for a first-generation implosion bomb. In such a weapon, the U-235 is surrounded by conventional explosives that, when detonated, compress the isotope. A separate device releases a neutron stream.Each time a neutron strikes a U-235 atom, the atom fissions; it divides and spits out, on average, two or three fresh neutrons—plus a burst of energy in the form of heat and gamma radiation. And the emitted neutrons in turn strike other U-235 nuclei, creating a self-sustaining chain reaction among the U-235 atoms that have been packed together into a critical mass. The result is a nuclear explosion. By contrast, the more common isotope, U-238, usually absorbs slow neutrons without splitting and cannot drive such a devastating chain reaction.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.To enrich uranium so that it contains enough U-235, the “yellowcake” uranium powder that comes out of a mine must go through a lengthy process of conversions to transform it from a solid into the gas uranium hexafluoride. First, a series of chemical processes refine the uranium and then, at high temperatures, each uranium atom is bound to six fluorine atoms. The result, uranium hexafluoride, is unusual: below 56 degrees Celsiusit is a white, waxy solid, but just above that temperature, it sublimates into a dense, invisible gas.During enrichment, this uranium hexafluoride is loaded into a centrifuge: a metal cylinder that spins at tens of thousands of revolutions per minute—faster than the blades of a jet engine. As the heavier U-238 molecules drift toward the cylinder wall, the lighter U-235 molecules remain closer to the center and are siphoned off. This new, slightly U-235-richer gas is then put into the next centrifuge. The process is repeated 10 to 20 times as ever more enriched gas is sent through a series of centrifuges.Enrichment is a slow process, but the Iranian government has been working on this for years and already holds roughly 400 kilograms of uranium enriched to 60 percent U-235. This falls short of the 90 percent required for nuclear weapons. But whereas Iran’s first-generation IR-1 centrifuges whirl at about 63,000 revolutions per minute and do relatively modest work, its newer IR-6 models, built from high-strength carbon fiber, spin faster and produce enriched uranium far more quickly.Iran has been installing thousands of these units, especially at Fordow, an underground enrichment facility built beneath 80 to 90 meters of rock. According to a report released on Monday by the Institute for Science and International Security, the new centrifuges could produce enough 90 percent U-235 uranium for a warhead “in as little as two to three days” and enough for nine nuclear weapons in three weeks—or 19 by the end of the third month.
    #could #iran #have #been #close
    Could Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment Explained
    June 13, 20253 min readCould Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment ExplainedWhen Israeli aircraft recently struck a uranium-enrichment complex in the nation, Iran could have been days away from achieving “breakout,” the ability to quickly turn “yellowcake” uranium into bomb-grade fuel, with its new high-speed centrifugesBy Deni Ellis Béchard edited by Dean VisserMen work inside of a uranium conversion facility just outside the city of Isfahan, Iran, on March 30, 2005. The facility in Isfahan made hexaflouride gas, which was then enriched by feeding it into centrifuges at a facility in Natanz, Iran. Getty ImagesIn the predawn darkness on Friday local time, Israeli military aircraft struck one of Iran’s uranium-enrichment complexes near the city of Natanz. The warheads aimed to do more than shatter concrete; they were meant to buy time, according to news reports. For months, Iran had seemed to be edging ever closer to “breakout,” the point at which its growing stockpile of partially enriched uranium could be converted into fuel for a nuclear bomb.But why did the strike occur now? One consideration could involve the way enrichment complexes work. Natural uranium is composed almost entirely of uranium 238, or U-238, an isotope that is relatively “heavy”. Only about 0.7 percent is uranium 235, a lighter isotope that is capable of sustaining a nuclear chain reaction. That means that in natural uranium, only seven atoms in 1,000 are the lighter, fission-ready U-235; “enrichment” simply means raising the percentage of U-235.U-235 can be used in warheads because its nucleus can easily be split. The International Atomic Energy Agency uses 25 kilograms of contained U-235 as the benchmark amount deemed sufficient for a first-generation implosion bomb. In such a weapon, the U-235 is surrounded by conventional explosives that, when detonated, compress the isotope. A separate device releases a neutron stream.Each time a neutron strikes a U-235 atom, the atom fissions; it divides and spits out, on average, two or three fresh neutrons—plus a burst of energy in the form of heat and gamma radiation. And the emitted neutrons in turn strike other U-235 nuclei, creating a self-sustaining chain reaction among the U-235 atoms that have been packed together into a critical mass. The result is a nuclear explosion. By contrast, the more common isotope, U-238, usually absorbs slow neutrons without splitting and cannot drive such a devastating chain reaction.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.To enrich uranium so that it contains enough U-235, the “yellowcake” uranium powder that comes out of a mine must go through a lengthy process of conversions to transform it from a solid into the gas uranium hexafluoride. First, a series of chemical processes refine the uranium and then, at high temperatures, each uranium atom is bound to six fluorine atoms. The result, uranium hexafluoride, is unusual: below 56 degrees Celsiusit is a white, waxy solid, but just above that temperature, it sublimates into a dense, invisible gas.During enrichment, this uranium hexafluoride is loaded into a centrifuge: a metal cylinder that spins at tens of thousands of revolutions per minute—faster than the blades of a jet engine. As the heavier U-238 molecules drift toward the cylinder wall, the lighter U-235 molecules remain closer to the center and are siphoned off. This new, slightly U-235-richer gas is then put into the next centrifuge. The process is repeated 10 to 20 times as ever more enriched gas is sent through a series of centrifuges.Enrichment is a slow process, but the Iranian government has been working on this for years and already holds roughly 400 kilograms of uranium enriched to 60 percent U-235. This falls short of the 90 percent required for nuclear weapons. But whereas Iran’s first-generation IR-1 centrifuges whirl at about 63,000 revolutions per minute and do relatively modest work, its newer IR-6 models, built from high-strength carbon fiber, spin faster and produce enriched uranium far more quickly.Iran has been installing thousands of these units, especially at Fordow, an underground enrichment facility built beneath 80 to 90 meters of rock. According to a report released on Monday by the Institute for Science and International Security, the new centrifuges could produce enough 90 percent U-235 uranium for a warhead “in as little as two to three days” and enough for nine nuclear weapons in three weeks—or 19 by the end of the third month. #could #iran #have #been #close
    Could Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment Explained
    www.scientificamerican.com
    June 13, 20253 min readCould Iran Have Been Close to Making a Nuclear Weapon? Uranium Enrichment ExplainedWhen Israeli aircraft recently struck a uranium-enrichment complex in the nation, Iran could have been days away from achieving “breakout,” the ability to quickly turn “yellowcake” uranium into bomb-grade fuel, with its new high-speed centrifugesBy Deni Ellis Béchard edited by Dean VisserMen work inside of a uranium conversion facility just outside the city of Isfahan, Iran, on March 30, 2005. The facility in Isfahan made hexaflouride gas, which was then enriched by feeding it into centrifuges at a facility in Natanz, Iran. Getty ImagesIn the predawn darkness on Friday local time, Israeli military aircraft struck one of Iran’s uranium-enrichment complexes near the city of Natanz. The warheads aimed to do more than shatter concrete; they were meant to buy time, according to news reports. For months, Iran had seemed to be edging ever closer to “breakout,” the point at which its growing stockpile of partially enriched uranium could be converted into fuel for a nuclear bomb. (Iran has denied that it has been pursuing nuclear weapons development.)But why did the strike occur now? One consideration could involve the way enrichment complexes work. Natural uranium is composed almost entirely of uranium 238, or U-238, an isotope that is relatively “heavy” (meaning it has more neutrons in its nucleus). Only about 0.7 percent is uranium 235 (U-235), a lighter isotope that is capable of sustaining a nuclear chain reaction. That means that in natural uranium, only seven atoms in 1,000 are the lighter, fission-ready U-235; “enrichment” simply means raising the percentage of U-235.U-235 can be used in warheads because its nucleus can easily be split. The International Atomic Energy Agency uses 25 kilograms of contained U-235 as the benchmark amount deemed sufficient for a first-generation implosion bomb. In such a weapon, the U-235 is surrounded by conventional explosives that, when detonated, compress the isotope. A separate device releases a neutron stream. (Neutrons are the neutral subatomic particle in an atom’s nucleus that adds to their mass.) Each time a neutron strikes a U-235 atom, the atom fissions; it divides and spits out, on average, two or three fresh neutrons—plus a burst of energy in the form of heat and gamma radiation. And the emitted neutrons in turn strike other U-235 nuclei, creating a self-sustaining chain reaction among the U-235 atoms that have been packed together into a critical mass. The result is a nuclear explosion. By contrast, the more common isotope, U-238, usually absorbs slow neutrons without splitting and cannot drive such a devastating chain reaction.On supporting science journalismIf you're enjoying this article, consider supporting our award-winning journalism by subscribing. By purchasing a subscription you are helping to ensure the future of impactful stories about the discoveries and ideas shaping our world today.To enrich uranium so that it contains enough U-235, the “yellowcake” uranium powder that comes out of a mine must go through a lengthy process of conversions to transform it from a solid into the gas uranium hexafluoride. First, a series of chemical processes refine the uranium and then, at high temperatures, each uranium atom is bound to six fluorine atoms. The result, uranium hexafluoride, is unusual: below 56 degrees Celsius (132.8 degrees Fahrenheit) it is a white, waxy solid, but just above that temperature, it sublimates into a dense, invisible gas.During enrichment, this uranium hexafluoride is loaded into a centrifuge: a metal cylinder that spins at tens of thousands of revolutions per minute—faster than the blades of a jet engine. As the heavier U-238 molecules drift toward the cylinder wall, the lighter U-235 molecules remain closer to the center and are siphoned off. This new, slightly U-235-richer gas is then put into the next centrifuge. The process is repeated 10 to 20 times as ever more enriched gas is sent through a series of centrifuges.Enrichment is a slow process, but the Iranian government has been working on this for years and already holds roughly 400 kilograms of uranium enriched to 60 percent U-235. This falls short of the 90 percent required for nuclear weapons. But whereas Iran’s first-generation IR-1 centrifuges whirl at about 63,000 revolutions per minute and do relatively modest work, its newer IR-6 models, built from high-strength carbon fiber, spin faster and produce enriched uranium far more quickly.Iran has been installing thousands of these units, especially at Fordow, an underground enrichment facility built beneath 80 to 90 meters of rock. According to a report released on Monday by the Institute for Science and International Security, the new centrifuges could produce enough 90 percent U-235 uranium for a warhead “in as little as two to three days” and enough for nine nuclear weapons in three weeks—or 19 by the end of the third month.
    0 Reacties ·0 aandelen ·0 voorbeeld
  • Too big, fail too

    Inside Apple’s high-gloss standoff with AI ambition and the uncanny choreography of WWDC 2025There was a time when watching an Apple keynote — like Steve Jobs introducing the iPhone in 2007, the masterclass of all masterclasses in product launching — felt like watching a tightrope act. There was suspense. Live demos happened — sometimes they failed, and when they didn’t, the applause was real, not piped through a Dolby mix.These days, that tension is gone. Since 2020, in the wake of the pandemic, Apple events have become pre-recorded masterworks: drone shots sweeping over Apple Park, transitions smoother than a Pixar short, and executives delivering their lines like odd, IRL spatial personas. They move like human renderings: poised, confident, and just robotic enough to raise a brow. The kind of people who, if encountered in real life, would probably light up half a dozen red flags before a handshake is even offered. A case in point: the official “Liquid Glass” UI demo — it’s visually stunning, yes, but also uncanny, like a concept reel that forgot it needed to ship. that’s the paradox. Not only has Apple trimmed down the content of WWDC, it’s also polished the delivery into something almost inhumanly controlled. Every keynote beat feels engineered to avoid risk, reduce friction, and glide past doubt. But in doing so, something vital slips away: the tension, the spontaneity, the sense that the future is being made, not just performed.Just one year earlier, WWDC 2024 opened with a cinematic cold open “somewhere over California”: Schiller piloting an Apple-branded plane, iPod in hand, muttering “I’m getting too old for this stuff.” A perfect mix of Lethal Weapon camp and a winking message that yes, Classic-Apple was still at the controls — literally — flying its senior leadership straight toward Cupertino. Out the hatch, like high-altitude paratroopers of optimism, leapt the entire exec team, with Craig Federighi, always the go-to for Apple’s auto-ironic set pieces, leading the charge, donning a helmet literally resembling his own legendary mane. It was peak-bold, bizarre, and unmistakably Apple. That intro now reads like the final act of full-throttle confidence.This year’s WWDC offered a particularly crisp contrast. Aside from the new intro — which features Craig Federighi drifting an F1-style race car across the inner rooftop ring of Apple Park as a “therapy session”, a not-so-subtle nod to the upcoming Formula 1 blockbuster but also to the accountability for the failure to deliver the system-wide AI on time — WWDC 2025 pulled back dramatically. The new “Apple Intelligence” was introduced in a keynote with zero stumbles, zero awkward transitions, and visuals so pristine they could have been rendered on a Vision Pro. Not only had the scope of WWDC been trimmed down to safer talking points, but even the tone had shifted — less like a tech summit, more like a handsomely lit containment-mode seminar. And that, perhaps, was the problem. The presentation wasn’t a reveal — it was a performance. And performances can be edited in post. Demos can’t.So when Apple in march 2025 quietly admitted, for the first time, in a formal press release addressed to reporters like John Gruber, that the personalized Siri and system-wide AI features would be delayed — the reaction wasn’t outrage. It was something subtler: disillusionment. Gruber’s response cracked the façade wide open. His post opened a slow but persistent wave of unease, rippling through developer Slack channels and private comment threads alike. John Gruber’s reaction, published under the headline “Something is rotten in the State of Cupertino”, was devastating. His critique opened the floodgates to a wave of murmurs and public unease among developers and insiders, many of whom had begun to question what was really happening at the helm of key divisions central to Apple’s future.Many still believe Apple is the only company truly capable of pulling off hardware-software integrated AI at scale. But there’s a sense that the company is now operating in damage-control mode. The delay didn’t just push back a feature — it disrupted the entire strategic arc of WWDC 2025. What could have been a milestone in system-level AI became a cautious sidestep, repackaged through visual polish and feature tweaks. The result: a presentation focused on UI refinements and safe bets, far removed from the sweeping revolution that had been teased as the main selling point for promoting the iPhone 16 launch, “Built for Apple Intelligence”.That tension surfaced during Joanna Stern’s recent live interview with Craig Federighi and Greg Joswiak. These are two of Apple’s most media-savvy execs, and yet, in a setting where questions weren’t scripted, you could see the seams. Their usual fluency gave way to something stiffer. More careful. Less certain. And even the absences speak volumes: for the first time in a decade, no one from Apple’s top team joined John Gruber’s Talk Show at WWDC. It wasn’t a scheduling fluke — nor a petty retaliation for Gruber’s damning March article. It was a retreat — one that Stratechery’s Ben Thompson described as exactly that: a strategic fallback, not a brave reset.Meanwhile, the keynote narrative quietly shifted from AI ambition to UI innovation: new visual effects, tighter integration, call screening. Credit here goes to Alan Dye — Apple VP of Human Interface Design and one of the last remaining members of Jony Ive’s inner circle not yet absorbed into LoveFrom — whose long-arc work on interface aesthetics, from the early stages of the Dynamic Island onward, is finally starting to click into place. This is classic Apple: refinement as substance, design as coherence. But it was meant to be the cherry on top of a much deeper AI-system transformation — not the whole sundae. All useful. All safe. And yet, the thing that Apple could uniquely deliver — a seamless, deeply integrated, user-controlled and privacy-safe Apple Intelligence — is now the thing it seems most reluctant to show.There is no doubt the groundwork has been laid. And to Apple’s credit, Jason Snell notes that the company is shifting gears, scaling ambitions to something that feels more tangible. But in scaling back the risk, something else has been scaled back too: the willingness to look your audience of stakeholders, developers and users live, in the eye, and show the future for how you have carefully crafted it and how you can put it in the market immediately, or in mere weeks. Showing things as they are, or as they will be very soon. Rehearsed, yes, but never faked.Even James Dyson’s live demo of a new vacuum showed more courage. No camera cuts. No soft lighting. Just a human being, showing a thing. It might have sucked, literally or figuratively. But it didn’t. And it stuck. That’s what feels missing in Cupertino.Some have started using the term glasslighting — a coined pun blending Apple’s signature glassy aesthetics with the soft manipulations of marketing, like a gentle fog of polished perfection that leaves expectations quietly disoriented. It’s not deception. It’s damage control. But that instinct, understandable as it is, doesn’t build momentum. It builds inertia. And inertia doesn’t sell intelligence. It only delays the reckoning.Before the curtain falls, it’s hard not to revisit the uncanny polish of Apple’s speakers presence. One might start to wonder whether Apple is really late on AI — or whether it’s simply developed such a hyper-advanced internal model that its leadership team has been replaced by real-time human avatars, flawlessly animated, fed directly by the Neural Engine. Not the constrained humanity of two floating eyes behind an Apple Vision headset, but full-on flawless embodiment — if this is Apple’s augmented AI at work, it may be the only undisclosed and underpromised demo actually shipping.OS30 live demoMeanwhile, just as Apple was soft-pedaling its A.I. story with maximum visual polish, a very different tone landed from across the bay: Sam Altman and Jony Ive, sitting in a bar, talking about the future. stage. No teleprompter. No uncanny valley. Just two “old friends”, with one hell of a budget, quietly sketching the next era of computing. A vision Apple once claimed effortlessly.There’s still the question of whether Apple, as many hope, can reclaim — and lock down — that leadership for itself. A healthy dose of competition, at the very least, can only help.Too big, fail too was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
    #too #big #fail
    Too big, fail too
    Inside Apple’s high-gloss standoff with AI ambition and the uncanny choreography of WWDC 2025There was a time when watching an Apple keynote — like Steve Jobs introducing the iPhone in 2007, the masterclass of all masterclasses in product launching — felt like watching a tightrope act. There was suspense. Live demos happened — sometimes they failed, and when they didn’t, the applause was real, not piped through a Dolby mix.These days, that tension is gone. Since 2020, in the wake of the pandemic, Apple events have become pre-recorded masterworks: drone shots sweeping over Apple Park, transitions smoother than a Pixar short, and executives delivering their lines like odd, IRL spatial personas. They move like human renderings: poised, confident, and just robotic enough to raise a brow. The kind of people who, if encountered in real life, would probably light up half a dozen red flags before a handshake is even offered. A case in point: the official “Liquid Glass” UI demo — it’s visually stunning, yes, but also uncanny, like a concept reel that forgot it needed to ship. that’s the paradox. Not only has Apple trimmed down the content of WWDC, it’s also polished the delivery into something almost inhumanly controlled. Every keynote beat feels engineered to avoid risk, reduce friction, and glide past doubt. But in doing so, something vital slips away: the tension, the spontaneity, the sense that the future is being made, not just performed.Just one year earlier, WWDC 2024 opened with a cinematic cold open “somewhere over California”: Schiller piloting an Apple-branded plane, iPod in hand, muttering “I’m getting too old for this stuff.” A perfect mix of Lethal Weapon camp and a winking message that yes, Classic-Apple was still at the controls — literally — flying its senior leadership straight toward Cupertino. Out the hatch, like high-altitude paratroopers of optimism, leapt the entire exec team, with Craig Federighi, always the go-to for Apple’s auto-ironic set pieces, leading the charge, donning a helmet literally resembling his own legendary mane. It was peak-bold, bizarre, and unmistakably Apple. That intro now reads like the final act of full-throttle confidence.This year’s WWDC offered a particularly crisp contrast. Aside from the new intro — which features Craig Federighi drifting an F1-style race car across the inner rooftop ring of Apple Park as a “therapy session”, a not-so-subtle nod to the upcoming Formula 1 blockbuster but also to the accountability for the failure to deliver the system-wide AI on time — WWDC 2025 pulled back dramatically. The new “Apple Intelligence” was introduced in a keynote with zero stumbles, zero awkward transitions, and visuals so pristine they could have been rendered on a Vision Pro. Not only had the scope of WWDC been trimmed down to safer talking points, but even the tone had shifted — less like a tech summit, more like a handsomely lit containment-mode seminar. And that, perhaps, was the problem. The presentation wasn’t a reveal — it was a performance. And performances can be edited in post. Demos can’t.So when Apple in march 2025 quietly admitted, for the first time, in a formal press release addressed to reporters like John Gruber, that the personalized Siri and system-wide AI features would be delayed — the reaction wasn’t outrage. It was something subtler: disillusionment. Gruber’s response cracked the façade wide open. His post opened a slow but persistent wave of unease, rippling through developer Slack channels and private comment threads alike. John Gruber’s reaction, published under the headline “Something is rotten in the State of Cupertino”, was devastating. His critique opened the floodgates to a wave of murmurs and public unease among developers and insiders, many of whom had begun to question what was really happening at the helm of key divisions central to Apple’s future.Many still believe Apple is the only company truly capable of pulling off hardware-software integrated AI at scale. But there’s a sense that the company is now operating in damage-control mode. The delay didn’t just push back a feature — it disrupted the entire strategic arc of WWDC 2025. What could have been a milestone in system-level AI became a cautious sidestep, repackaged through visual polish and feature tweaks. The result: a presentation focused on UI refinements and safe bets, far removed from the sweeping revolution that had been teased as the main selling point for promoting the iPhone 16 launch, “Built for Apple Intelligence”.That tension surfaced during Joanna Stern’s recent live interview with Craig Federighi and Greg Joswiak. These are two of Apple’s most media-savvy execs, and yet, in a setting where questions weren’t scripted, you could see the seams. Their usual fluency gave way to something stiffer. More careful. Less certain. And even the absences speak volumes: for the first time in a decade, no one from Apple’s top team joined John Gruber’s Talk Show at WWDC. It wasn’t a scheduling fluke — nor a petty retaliation for Gruber’s damning March article. It was a retreat — one that Stratechery’s Ben Thompson described as exactly that: a strategic fallback, not a brave reset.Meanwhile, the keynote narrative quietly shifted from AI ambition to UI innovation: new visual effects, tighter integration, call screening. Credit here goes to Alan Dye — Apple VP of Human Interface Design and one of the last remaining members of Jony Ive’s inner circle not yet absorbed into LoveFrom — whose long-arc work on interface aesthetics, from the early stages of the Dynamic Island onward, is finally starting to click into place. This is classic Apple: refinement as substance, design as coherence. But it was meant to be the cherry on top of a much deeper AI-system transformation — not the whole sundae. All useful. All safe. And yet, the thing that Apple could uniquely deliver — a seamless, deeply integrated, user-controlled and privacy-safe Apple Intelligence — is now the thing it seems most reluctant to show.There is no doubt the groundwork has been laid. And to Apple’s credit, Jason Snell notes that the company is shifting gears, scaling ambitions to something that feels more tangible. But in scaling back the risk, something else has been scaled back too: the willingness to look your audience of stakeholders, developers and users live, in the eye, and show the future for how you have carefully crafted it and how you can put it in the market immediately, or in mere weeks. Showing things as they are, or as they will be very soon. Rehearsed, yes, but never faked.Even James Dyson’s live demo of a new vacuum showed more courage. No camera cuts. No soft lighting. Just a human being, showing a thing. It might have sucked, literally or figuratively. But it didn’t. And it stuck. That’s what feels missing in Cupertino.Some have started using the term glasslighting — a coined pun blending Apple’s signature glassy aesthetics with the soft manipulations of marketing, like a gentle fog of polished perfection that leaves expectations quietly disoriented. It’s not deception. It’s damage control. But that instinct, understandable as it is, doesn’t build momentum. It builds inertia. And inertia doesn’t sell intelligence. It only delays the reckoning.Before the curtain falls, it’s hard not to revisit the uncanny polish of Apple’s speakers presence. One might start to wonder whether Apple is really late on AI — or whether it’s simply developed such a hyper-advanced internal model that its leadership team has been replaced by real-time human avatars, flawlessly animated, fed directly by the Neural Engine. Not the constrained humanity of two floating eyes behind an Apple Vision headset, but full-on flawless embodiment — if this is Apple’s augmented AI at work, it may be the only undisclosed and underpromised demo actually shipping.OS30 live demoMeanwhile, just as Apple was soft-pedaling its A.I. story with maximum visual polish, a very different tone landed from across the bay: Sam Altman and Jony Ive, sitting in a bar, talking about the future. stage. No teleprompter. No uncanny valley. Just two “old friends”, with one hell of a budget, quietly sketching the next era of computing. A vision Apple once claimed effortlessly.There’s still the question of whether Apple, as many hope, can reclaim — and lock down — that leadership for itself. A healthy dose of competition, at the very least, can only help.Too big, fail too was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story. #too #big #fail
    Too big, fail too
    uxdesign.cc
    Inside Apple’s high-gloss standoff with AI ambition and the uncanny choreography of WWDC 2025There was a time when watching an Apple keynote — like Steve Jobs introducing the iPhone in 2007, the masterclass of all masterclasses in product launching — felt like watching a tightrope act. There was suspense. Live demos happened — sometimes they failed, and when they didn’t, the applause was real, not piped through a Dolby mix.These days, that tension is gone. Since 2020, in the wake of the pandemic, Apple events have become pre-recorded masterworks: drone shots sweeping over Apple Park, transitions smoother than a Pixar short, and executives delivering their lines like odd, IRL spatial personas. They move like human renderings: poised, confident, and just robotic enough to raise a brow. The kind of people who, if encountered in real life, would probably light up half a dozen red flags before a handshake is even offered. A case in point: the official “Liquid Glass” UI demo — it’s visually stunning, yes, but also uncanny, like a concept reel that forgot it needed to ship.https://medium.com/media/fcb3b16cc42621ba32153aff80ea1805/hrefAnd that’s the paradox. Not only has Apple trimmed down the content of WWDC, it’s also polished the delivery into something almost inhumanly controlled. Every keynote beat feels engineered to avoid risk, reduce friction, and glide past doubt. But in doing so, something vital slips away: the tension, the spontaneity, the sense that the future is being made, not just performed.Just one year earlier, WWDC 2024 opened with a cinematic cold open “somewhere over California”:https://medium.com/media/f97f45387353363264d99c341d4571b0/hrefPhil Schiller piloting an Apple-branded plane, iPod in hand, muttering “I’m getting too old for this stuff.” A perfect mix of Lethal Weapon camp and a winking message that yes, Classic-Apple was still at the controls — literally — flying its senior leadership straight toward Cupertino. Out the hatch, like high-altitude paratroopers of optimism, leapt the entire exec team, with Craig Federighi, always the go-to for Apple’s auto-ironic set pieces, leading the charge, donning a helmet literally resembling his own legendary mane. It was peak-bold, bizarre, and unmistakably Apple. That intro now reads like the final act of full-throttle confidence.This year’s WWDC offered a particularly crisp contrast. Aside from the new intro — which features Craig Federighi drifting an F1-style race car across the inner rooftop ring of Apple Park as a “therapy session”, a not-so-subtle nod to the upcoming Formula 1 blockbuster but also to the accountability for the failure to deliver the system-wide AI on time — WWDC 2025 pulled back dramatically. The new “Apple Intelligence” was introduced in a keynote with zero stumbles, zero awkward transitions, and visuals so pristine they could have been rendered on a Vision Pro. Not only had the scope of WWDC been trimmed down to safer talking points, but even the tone had shifted — less like a tech summit, more like a handsomely lit containment-mode seminar. And that, perhaps, was the problem. The presentation wasn’t a reveal — it was a performance. And performances can be edited in post. Demos can’t.So when Apple in march 2025 quietly admitted, for the first time, in a formal press release addressed to reporters like John Gruber, that the personalized Siri and system-wide AI features would be delayed — the reaction wasn’t outrage. It was something subtler: disillusionment. Gruber’s response cracked the façade wide open. His post opened a slow but persistent wave of unease, rippling through developer Slack channels and private comment threads alike. John Gruber’s reaction, published under the headline “Something is rotten in the State of Cupertino”, was devastating. His critique opened the floodgates to a wave of murmurs and public unease among developers and insiders, many of whom had begun to question what was really happening at the helm of key divisions central to Apple’s future.Many still believe Apple is the only company truly capable of pulling off hardware-software integrated AI at scale. But there’s a sense that the company is now operating in damage-control mode. The delay didn’t just push back a feature — it disrupted the entire strategic arc of WWDC 2025. What could have been a milestone in system-level AI became a cautious sidestep, repackaged through visual polish and feature tweaks. The result: a presentation focused on UI refinements and safe bets, far removed from the sweeping revolution that had been teased as the main selling point for promoting the iPhone 16 launch, “Built for Apple Intelligence”.That tension surfaced during Joanna Stern’s recent live interview with Craig Federighi and Greg Joswiak. These are two of Apple’s most media-savvy execs, and yet, in a setting where questions weren’t scripted, you could see the seams. Their usual fluency gave way to something stiffer. More careful. Less certain. And even the absences speak volumes: for the first time in a decade, no one from Apple’s top team joined John Gruber’s Talk Show at WWDC. It wasn’t a scheduling fluke — nor a petty retaliation for Gruber’s damning March article. It was a retreat — one that Stratechery’s Ben Thompson described as exactly that: a strategic fallback, not a brave reset.Meanwhile, the keynote narrative quietly shifted from AI ambition to UI innovation: new visual effects, tighter integration, call screening. Credit here goes to Alan Dye — Apple VP of Human Interface Design and one of the last remaining members of Jony Ive’s inner circle not yet absorbed into LoveFrom — whose long-arc work on interface aesthetics, from the early stages of the Dynamic Island onward, is finally starting to click into place. This is classic Apple: refinement as substance, design as coherence. But it was meant to be the cherry on top of a much deeper AI-system transformation — not the whole sundae. All useful. All safe. And yet, the thing that Apple could uniquely deliver — a seamless, deeply integrated, user-controlled and privacy-safe Apple Intelligence — is now the thing it seems most reluctant to show.There is no doubt the groundwork has been laid. And to Apple’s credit, Jason Snell notes that the company is shifting gears, scaling ambitions to something that feels more tangible. But in scaling back the risk, something else has been scaled back too: the willingness to look your audience of stakeholders, developers and users live, in the eye, and show the future for how you have carefully crafted it and how you can put it in the market immediately, or in mere weeks. Showing things as they are, or as they will be very soon. Rehearsed, yes, but never faked.Even James Dyson’s live demo of a new vacuum showed more courage. No camera cuts. No soft lighting. Just a human being, showing a thing. It might have sucked, literally or figuratively. But it didn’t. And it stuck. That’s what feels missing in Cupertino.Some have started using the term glasslighting — a coined pun blending Apple’s signature glassy aesthetics with the soft manipulations of marketing, like a gentle fog of polished perfection that leaves expectations quietly disoriented. It’s not deception. It’s damage control. But that instinct, understandable as it is, doesn’t build momentum. It builds inertia. And inertia doesn’t sell intelligence. It only delays the reckoning.Before the curtain falls, it’s hard not to revisit the uncanny polish of Apple’s speakers presence. One might start to wonder whether Apple is really late on AI — or whether it’s simply developed such a hyper-advanced internal model that its leadership team has been replaced by real-time human avatars, flawlessly animated, fed directly by the Neural Engine. Not the constrained humanity of two floating eyes behind an Apple Vision headset, but full-on flawless embodiment — if this is Apple’s augmented AI at work, it may be the only undisclosed and underpromised demo actually shipping.OS30 live demoMeanwhile, just as Apple was soft-pedaling its A.I. story with maximum visual polish, a very different tone landed from across the bay: Sam Altman and Jony Ive, sitting in a bar, talking about the future.https://medium.com/media/5cdea73d7fde0b538e038af1990afa44/hrefNo stage. No teleprompter. No uncanny valley. Just two “old friends”, with one hell of a budget, quietly sketching the next era of computing. A vision Apple once claimed effortlessly.There’s still the question of whether Apple, as many hope, can reclaim — and lock down — that leadership for itself. A healthy dose of competition, at the very least, can only help.Too big, fail too was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
    0 Reacties ·0 aandelen ·0 voorbeeld
  • Hell is Us terrifies in all the best ways

    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more.

    You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad.

    You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS.

    Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much.

    You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself.

    While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes.

    Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.”

    The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing.

    A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    #hell #terrifies #all #best #ways
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS. Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X. #hell #terrifies #all #best #ways
    Hell is Us terrifies in all the best ways
    www.polygon.com
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS (big glowing sword). Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    0 Reacties ·0 aandelen ·0 voorbeeld
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