AI

Is AI Making Silicon Valley Rich on Other People's Work? (mercurynews.com) 111

Slashdot reader rtfa0987 spotted this on the front page of the San Jose Mercury News. "Silicon Valley is poised once again to cash in on other people's products, making a data grab of unprecedented scale that has already spawned lawsuits and congressional hearings. Chatbots and other forms of generative artificial intelligence that burst onto the technology scene in recent months are fed vast amounts of material scraped from the internet — books, screenplays, research papers, news stories, photos, art, music, code and more — to produce answers, imagery or sound in response to user prompts... But a thorny, contentious and highly consequential issue has arisen: A great deal of the bots' fodder is copyrighted property...

The new AI's intellectual-property problem goes beyond art into movies and television, photography, music, news media and computer coding. Critics worry that major players in tech, by inserting themselves between producers and consumers in commercial marketplaces, will suck out the money and remove financial incentives for producing TV scripts, artworks, books, movies, music, photography, news coverage and innovative software. "It could be catastrophic," said Danielle Coffey, CEO of the News/Media Alliance, which represents nearly 2,000 U.S. news publishers, including this news organization. "It could decimate our industry."

The new technology, as happened with other Silicon Valley innovations, including internet-search, social media and food delivery, is catching on among consumers and businesses so quickly that it may become entrenched — and beloved by users — long before regulators and lawmakers gather the knowledge and political will to impose restraints and mitigate harms. "We may need legislation," said Congresswoman Zoe Lofgren, D-San Jose, who as a member of the House Judiciary Committee heard testimony on copyright and generative AI last month. "Content creators have rights and we need to figure out a way how those rights will be respected...."

Furor over the content grabbing is surging. Photo-sales giant Getty is also suing Stability AI. Striking Hollywood screenwriters last month raised concerns that movie studios will start using chatbot-written scripts fed on writers' earlier work. The record industry has lodged a complaint with federal authorities over copyrighted music being used to train AI.

The article includes some unique perspectives:
  • There's a technical solution being proposed by the software engineer-CEO of Dazzle Labs, a startup building a platform for controlling personal data. The Mercury News summarizes it as "content producers could annotate their work with conditions for use that would have to be followed by companies crawling the web for AI fodder."
  • Santa Clara University law school professor Eric Goldman "believes the law favors use of copyrighted material for training generative AI. 'All works build upon precedent works. We are all free to take pieces of precedent works. What generative AI does is accelerate that process, but it's the same process. It's all part of an evolution of our society's storehouse of knowledge...."

Youtube

Twitch, YouTube Influencers Are Becoming Video Game Publishers (bloomberg.com) 26

Influencers in the video-game industry are evolving from playing games to making them. From a report: Over the weekend, One True King, a media company focused on gaming content, launched Mad Mushroom, a new publishing division. "We have a unique competitive advantage in this space," said OTK co-founder Asmongold, a top streamer on Twitch, Amazon's live-streaming platform. "We can give games the push they need to actually go out to market, get eyes on the game and give [developers] insight." Moving forward, OTK's stable of gaming influencers will collaborate with lead adviser Mike Silbowitz, a gaming industry veteran who has previously worked at Square Enix, to publish, distribute, test and market games.

Currently, publishers pay top influencers tens of thousands of dollars to demo new games in front of their sizable audiences of live viewers on social media platforms, particularly Twitch and Google's YouTube. According to company executives, by reducing such marketing and user-acquisition costs, the organization can take a reduced cut of sales, say, 30% rather than the regular 40% or 50%, potentially benefiting the makers of independent games. "Twitch streamers have a large tool that is effectively a non-cost, which is their time and their audience," Asmongold said.

Influencers are increasingly diversifying their income streams beyond social media networks, which can be culturally and financially volatile. Popular gamers have said they anticipate that selling products directly to their audience will eventually form a larger fraction of their revenue. Top streamers, particularly those who have carved out a niche within a specific genre, are looking to publish and advise on both top tier and indie games that might appeal to the specific tastes of their fans.

Social Networks

Discord Will Force You To Update Your Username (engadget.com) 76

Discord is making "big changes" to how identities work on the platform, a move that will force you to change your username. From a report: Up until now, the company has appended four-digit tags to identities as a way to distinguish people with the same username. However, the new system will give everyone a unique username, much like Twitter, Instagram and other services. "The whole point of these changes is that we want to make it a lot easier for you and all the new users coming to Discord to connect and hang out with friends," co-founder Stanislav Vishnevskiy wrote in a blog post. "We know that your username and identity are important, and we understand that some of you may not like this change and disagree with it." The original aim with the four-digit tags was to allow you to choose any username you wanted, but it has now become "technical debt," according to Discord. The company said that the usernames are "too complicated or obscure" for people to remember.
AI

Avengers' Joe Russo Says Movies Soon Will Be Made By AI (collider.com) 126

Joe Russo, the co-director of Avengers: Endgame, in an interview on the impact he thinks AI is going to play out in the world of video games, movies and television. He said: This is like a mind-bending question, right? I mean, we've had conversations about how it can be used, and look, Gen Z is very unique because it's a generation that has -- If there were incremental movements in technology over the last, say, 100 years, 150 years, they were the first generation with an exponential movement, right? So there's a real possibility now for technology to become a really important factor in our lives because it's been embraced by Gen Z, and they grew up with it, they understand it, they know how to use it. That's important, right? We're not in a world where, you know, your uncle doesn't know how to send emails anymore. We're in a world where the entire generation has a facile expertise in it, and is also not afraid of it.

So potentially, what you could do with it is obviously use it to engineer storytelling and change storytelling. So you have a constantly evolving story, either in a game or in a movie, or a TV show. You could walk into your house and save the AI on your streaming platform. âoeHey, I want a movie starring my photoreal avatar and Marilyn Monroe's photoreal avatar. I want it to be a rom-com because I've had a rough day," and it renders a very competent story with dialogue that mimics your voice. It mimics your voice, and suddenly now you have a rom-com starring you that's 90 minutes long. So you can curate your story specifically to you.

That's one thing that it can do, but it can also, on a communal level, populate the world of the game, have intelligence behind character choice, you know, the computer-run characters in the game that can make decisions learn your play style, make it a little harder for you, make it a little easier for you, curate the story. Say you want Fortnite to be more of a horror game, right? Then you could ask the AI to ramp up the horror elements of it. So again, you could curate your experience.I think that's where it's going. How quickly we get there, I don't know, but that's where it's going.

Programming

Linux Foundation Launches New Organization To Maintain TLA+ (techcrunch.com) 16

The Linux Foundation, the nonprofit tech consortium that manages various open source efforts, today announced the launch of the TLA+ Foundation to promote the adoption and development of the TLA+ programming language. AWS, Oracle and Microsoft are among the inaugural members. From a report: What is the TLA+ programming language, you ask? It's a formal "spec" language developed by computer scientist and mathematician Leslie Lamport. Best known for his seminal work in distributed systems, Lamport -- now a scientist at Microsoft Research -- created TLA+ to design, model, document and verify software programs -- particularly those of the concurrent and distributed variety.

To give a few examples, ElasticSearch, the organization behind the search engine of the same name, used TLA+ to verify the correctness of their distributed systems algorithms. Elsewhere, Thales, the electrical systems manufacturing firm, used TLA+ to model and develop fault-tolerant modules for its industrial control platform. "TLA+ is unique in that it's intended for specifying a system, rather than for implementing software," a Linux Foundation spokesperson told TechCrunch via email. "Based on mathematical concepts, notably set theory and temporal logic, TLA+ allows for the expression of a system's desired correctness properties in a formal and rigorous manner."

Businesses

Hindenburg: Block Has Inflated User Metrics and Enabled Insiders To Cash Out Over $1 Billion (hindenburgresearch.com) 33

Short seller Hindenburg Research, on Block: Block, formerly known as Square, is a $44 billion market cap company that claims to have developed a "frictionless" and "magical" financial technology with a mission to empower the "unbanked" and the "underbanked." Our 2-year investigation has concluded that Block has systematically taken advantage of the demographics it claims to be helping. The "magic" behind Block's business has not been disruptive innovation, but rather the company's willingness to facilitate fraud against consumers and the government, avoid regulation, dress up predatory loans and fees as revolutionary technology, and mislead investors with inflated metrics. Our research involved dozens of interviews with former employees, partners, and industry experts, extensive review of regulatory and litigation records, and FOIA and public records requests.

Most analysts are excited about the post-pandemic surge of Block's Cash App platform, with expectations that its 51 million monthly transacting active users and low customer acquisition costs will drive high margin growth and serve as a future platform to offer new products. Our research indicates, however, that Block has wildly overstated its genuine user counts and has understated its customer acquisition costs. Former employees estimated that 40%-75% of accounts they reviewed were fake, involved in fraud, or were additional accounts tied to a single individual. Core to the issue is that Block has embraced one traditionally very "underbanked" segment of the population: criminals. The company's "Wild West" approach to compliance made it easy for bad actors to mass-create accounts for identity fraud and other scams, then extract stolen funds quickly.

Even when users were caught engaging in fraud or other prohibited activity, Block blacklisted the account without banning the user. A former customer service rep shared screenshots showing how blacklisted accounts were regularly associated with dozens or hundreds of other active accounts suspected of fraud. This phenomenon of allowing blacklisted users was so common that rappers bragged about it in hip hop songs. Block obfuscates how many individuals are on the Cash App platform by reporting misleading "transacting active" metrics filled with fake and duplicate accounts. Block can and should clarify to investors an estimate on how many unique people actually use Cash App.

Google

Fitbit Is Removing Many Community-Focused Features (xda-developers.com) 16

Google-owned Fitbit is removing several community-focused features on March 27, including Challenges and open groups. Christine Persaud writes via XDA Developers reports: For me, challenges were one of Fitbit's main strengths. You could strap a fitness tracker or smartwatch to your wrist, set up an account, and chances are at least a handful of your contacts were also Fitbit users. Then, you could add them as friends to compete and compare your progress. This seems like an insignificant "nice to have" feature, but the motivation it provides is precisely the aim of wearing a fitness tracker in the first place. And without open groups, you wouldn't have the opportunity to get to know like-minded users from around the world.

This decision eliminates one of the platform's best features: a sense of community. Reportedly, more than 31 million people use Fitbit at least once a week. That's a staggering number and a group of customers ripe for creating and maintaining an active community. At a time when the market is flooded with competing fitness tracker and smartwatch brands, it has become increasingly difficult to stand out. According to Statista, Fitbit has been leading the wearables space since 2014, accounting for almost half the worldwide market share at 45%. The company's solid grasp on the market (though it now faces stiff competition from the likes of Apple, Garmin, and others) is partly because of the unique Challenges and groups. While other companies, like Apple, have a version of Challenges, they're not as robust as what Fitbit supports.
"Nonetheless, for anyone new to the market looking for a fitness tracker or smartwatch that can do it all and connect them to a wealth of information and a community of people, this news makes Fitbit a less appealing platform to consider," adds Persaud. "All we can do is hope for bigger and better things to come with Google integration in the future."
Piracy

Z-Library Returns, Offering 'Unique' Domain Name To All Users (torrentfreak.com) 51

An anonymous reader quotes a report from TorrentFreak: The U.S. Government's crackdown against Z-Library late last year aimed to wipe out the pirate library for good. The criminal prosecution caused disruption but didn't bring the site completely to its knees. Z-Library continued to operate on the dark web and this weekend, reappeared on the clearnet, offering a 'unique' domain name to all users. [...] Sites can often be seen hardening their operations to mitigate disruption caused by domain name seizures. Many have a list of backup domains that can be deployed when needed; The Pirate Bay infamously launched its hydra setup consisting of five different domain names. Z-Library is taking this hydra-inspired scheme to the next level. A new announcement reveals that the platform is publicly available once again and offering a unique and private domain name to every user.

"We have great news for you -- Z-Library is back on the Clearnet again! To access it, follow this link singlelogin.me and use your regular login credentials," the Z-Library team writes. "After logging into your account, you will be redirected to your personal domain. Please keep your personal domain private! Don't disclose your personal domain and don't share the link to your domain, as it is protected with your own password and cannot be accessed by other users." While we can't confirm that all users will get unique domain names, people are indeed redirected to different clearnet domains after logging in. After doing so, a popup message reminds them to keep their personal domain secret.

The domain names in question are subdomains of newly registered TLDs that rely on different domain name registries. Every user has two of these 'personal' domains listed on their personal profile page. If users can't access the universal login page, Z-Library says they can log in through TOR or I2P and get their personal clearnet domains there. How many new domain names Z-Library has is unclear but that's exactly the point. The site's operators want to prevent future domain name seizures and with the U.S. Government on its back, new domains are far from safe.

Social Networks

Influence Networks In Russia Misled European Users, TikTok Says (nytimes.com) 121

An anonymous reader quotes a report from the New York Times: Last summer, 1,704 TikTok accounts made a coordinated and covert effort to influence public discourse about the war in Ukraine, the company said on Thursday. Nearly all the accounts were part of a single network operating out of Russia that pretended to be based in Europe and aimed its posts at Germans, Italians and Britons, the company said. The accounts used software to use local languages that amplified pro-Russia propaganda, attracting more than 133,000 followers before being discovered and removed by TikTok.

TikTok disclosed the networks on Thursday in an in-depth report that examined its handling of disinformation in Europe, where it has more than 100 million users, noting that conflict in Ukraine "challenged us to confront a complex and rapidly changing environment." The social media platform compiled the findings to comply with the European Union's voluntaryCode of Practice on Disinformation, which counts Google, Meta and Twitter among its other signatories. TikTok offered the detailed look into its operations as it tried to demonstrate its openness in the face of continued regulatory scrutiny over its data security and privacy practices.

As a newer platform, TikTok is "in a unique position to innovate in the search for solutions to these longstanding industry challenges," Caroline Greer, Tiktok's director of public policy and government relations, said in a blog post on Thursday. The company did not say whether the accounts had ties to the Russian government. In its report, covering mid-June through mid-December 2022, TikTok said it took down more than 36,500 videos, with 183.4 million views, across Europe because they violated TikTok's harmful misinformation policy. The company removed nearly 865,000 fake accounts, with more than 18 million followers between them (including 2.3 million in Spain and 2.2 million in France). There were nearly 500 accounts taken down in Poland alone under TikTok's policy banning impersonation. Early in the fighting in Ukraine last year, the company said, it noticed a sharp rise in attempts to post ads related to political and combat content, even though TikTok does not allow such advertising.
Some of the actions TikTok took to combat this misinformation include:

- started blocking Ukrainian and Russian advertisers from targeting European users
- hired native Russian and Ukrainian speakers to help with content moderation
- worked with Ukrainian-speaking reporters on fact-checking
- created a digital literacy program focused on information about the war
- restricted access to content from media outlets associated with the Russian government
- expanded its use of labels identifying state-sponsored material
- stopped recommending livestreamed videos coming from Russia and Ukraine to European users
Microsoft

Microsoft Kills Off AltspaceVR Amid Major Layoffs (uploadvr.com) 30

AltspaceVR is shutting down in March as Microsoft decimated its teams working in VR & AR this week as part of a major workforce reduction across the entire company. Upload VR reports: Altspace was one of the early VR-based social networking services alongside others like Rec Room and VRChat. As an independent startup Altspace ran out of money, but in 2017 Microsoft acquired it and continued the effort. Microsoft says it is shifting "our focus to support immersive experiences powered by Microsoft Mesh." We tried out Mesh on HoloLens 2 back in 2021 and were pretty impressed by its functionality, with the company saying it'll be officially launching the service as "a new platform for connection and collaboration, starting by enabling workplaces around the world."

Microsoft posted instructions for creators on how to download content before the March 10, 2023 shutdown date, while noting "AltspaceVR Worlds are not able to be downloaded in full or ported directly to another platform because AltspaceVR is a mix of Worlds made up of a collection of assets owned by a variety of different entities." "While you cannot download them in full, you are able to download items from your Worlds data, which we call meta-data," Microsoft explains, providing people files with references noted as comma-separated values.
Here's an excerpt from Microsoft's "sunset" update on altvr.com: "The decision has not been an easy one as this is a platform many have come to love, providing a place for people to explore their identities, express themselves, and find community. It has been a privilege to help unlock passions among users, from educational opportunities for personal growth to the development of unique and wonderful events, groundbreaking art, and immersive experiences -- enabling this community to achieve more. With Mesh, we aspire to build a platform that offers the widest opportunity to all involved, including creators, partners and customers."
The Military

Military Sim Developer Tired of Its Game Being Used To Fake War Footage (vice.com) 59

An anonymous reader quotes a report from Motherboard: Bohemia Interactive, the Czech Republic based developer of the military simulator game Arma 3, has published a blog and a video it hopes will help it with a unique problem. Footage from the video game known for its realism has gone viral several times since the game's release in 2013 as people have tried to pass off clips of the military simulation as footage of real war. This happens a lot, so often that there are multiple debunking stories on Reuters and the Associated Press specifically about debunking viral clips of war footage. Since Russia's invasion of Ukraine in February, the problem has gotten much worse. The invasion is the largest ground war in Europe in a generation and people around the world gobble up every scrap of information they can. Pranksters and fraudsters have taken to uploading clips from Arma 3 to capitalize on that need for information.

Arma 3 is a hyper realistic military simulation and sandbox. It's meant to be a realistic modeling of real world conflict. It's even teamed up with the International Committee of the Red Cross to release DLC that details the after effects of armed conflict. A sister studio, Bohemia Interactive Simulations, broke from the company in 2013 and makes simulations for the Pentagon using similar technology. The game is also a sandbox with a vibrant modding scene (PlayerUnknown's Battlegrounds began its life as an Arma 3 mod) that allows players to customize the game however they want. That devotion to realism and open platform has made Arma 3 the perfect platform to use to create fake war footage. "While it's flattering that Arma 3 simulates modern war conflicts in such a realistic way, we are certainly not pleased that it can be mistaken for real-life combat footage and used as war propaganda," Pavel Krizka, PR Manager of Bohemia Interactive, said in a November 28 press release. "It has happened in the past (Arma 3 videos allegedly depicted conflicts in Afghanistan, Syria, Palestine, and even between India and Pakistan), but nowadays this content has gained traction in regard to the current conflict in Ukraine."

The life cycle is almost always the same. An Arma 3 nerd uploads something to YouTube and other people pull the video, edit it to make it look more realistic, then pass it off as actual footage of the conflict. The footage goes viral then the fact-checkers come in and tell everyone it's a video game. Bohemia Interactive issues a statement and then everyone waits for the next fake to come along. "We've been trying to fight against such content by flagging these videos to platform providers (FB, YT, TW, IG etc.), but it's very ineffective," Krizka said in the press release. "With every video taken down, ten more are uploaded each day. We found the best way to tackle this is to actively cooperate with leading media outlets and fact-checkers (such as AFP, Reuters, and others), who have better reach and the capacity to fight the spreading of fake news footage effectively."
Some of the tells of fake footage include a low resolution, a shaky camera, and/or a night setting. "They're often without sound, don't feature people in motion, and sometimes still include the HUD elements from the video game," adds Motherboard. "There's typically unnatural particle effects, unrealistic vehicles, uniforms, and equipment."

"We have seen many Arma players pointing out mistakenly identified footage, which helps viewers understand what they're seeing," said Bohemia Interactive. "Thank you for helping!"
Youtube

YouTube Is Introducing Handles, With Unique Human-Readable URLs For Every Channel (variety.com) 17

YouTube is finally going to give @uniquenames -- that are comprehensible to human beings -- to every single channel on the platform. Variety reports: On Monday, the video giant announced that it is introducing handles, which it described as "a new way for people to easily find and engage with creators and each other on YouTube." The YouTube handles will appear on channel pages and Shorts, which will make it "simpler and faster to mention each other in comments, community posts, video descriptions and more," the service explained. For every existing channel -- YouTube says there are billions -- the platform will create a matching URL (i.e., youtube.com/@handle) that will direct visitors to the channel page. Previously, only creators with 100 or more subscribers were eligible for a custom URL. For everyone else, the URL for their YouTube channel has been a hashed unique ID, comprising a random string of alphanumeric characters.

The platform is gradually rolling out the ability for YouTube channel owners to choose a handle. Users will be notified via email and in YouTube Studio when they are able to select one. If you don't choose a handle by Nov. 14, YouTube will begin assigning ones based on channel names; users will be able to edit their handle from youtube.com/handle. If a channel already has a personalized URL, YouTube says that in the majority of cases that will automatically be redirected to the new, handle-based URL. According to YouTube, other URLs creators have established will continue to redirect to their channels (at the new handle URL). The timing of when a creator will get access to the handles selection process depends on a number of factors, according to YouTube, including "overall YouTube presence, subscriber count and whether the channel is active or inactive."

Social Networks

It's Lonely in the Metaverse: Decentraland's 38 Daily Active Users in a $1.3B Ecosystem (coindesk.com) 61

What's going on in the metaverse these days, you might ask. Looking at two of the biggest companies with over $1 billion valuations, the answer is surprising: Not much, or at least not enough to bring users back every day. From a report: According to data from DappRadar, the Ethereum-based virtual world Decentraland had 38 active users in the past 24 hours, while competitor The Sandbox boasted 522 active users in that same time. An active user, according to DappRadar, is defined as a unique wallet address' interaction with the platform's smart contract. For example, logging onto The Sandbox or Decentraland to make a purchase with SAND or MANA, each platform's respective native utility token, is counted as an "active use."

This means that DappRadar's compilation of daily active users doesn't account for people who log in and mosey around a metaverse platform or drop in briefly for an event, such as a virtual fashion week. It also likely means that these spaces are not where people are making transactions such as buying non-fungible tokens (NFT). A developer might defend the low daily stats with the familiar phrase, "don't hate the player, hate the game" but it seems it's not just one quiet day for the two metaverse platforms. The largest number of daily users ever on Decentraland was 675, according to DappRadar. For The Sandbox, that number was larger at about 4,503.

Social Networks

Tumblr Is Never Going Back To Porn (theverge.com) 99

An anonymous reader quotes a report from The Verge: Automattic CEO Matt Mullenweg would like you to please stop asking Tumblr to bring back porn because it isn't going to happen. After widespread and inaccurate speculation that Tumblr would lift its ban on adult content, Mullenweg posted a long explanation yesterday of why Tumblr will never go back to the old days. Or, in his words: "the casually porn-friendly era of the early internet is currently impossible." That doesn't mean Tumblr's policies will stay the same. Mullenweg has said before that Automattic (which bought Tumblr in 2019) wants to loosen the rules its old owner Verizon implemented in 2018, and he reiterated that here, echoing comments he made earlier this week. Verizon's ban "took out not only porn but also a ton of art and artists," Mullenweg wrote in his post. "This policy is currently still in place, though the Tumblr and Automattic teams are working to make it more open and common-sense." Tumblr is supposed to implement those policies soon, putting the site more in line with Automattic's WordPress.com blogging platform.

"That said, no modern internet service in 2022 can have the rules that Tumblr did in 2007," Mullenweg wrote, quoting Tumblr's old liberal policy slogan. (If you're wondering, it was "go nuts, show nuts.") "I agree with 'go nuts, show nuts' in principle, but the casually porn-friendly era of the early internet is currently impossible." On Tumblr, that era helped produce a lot of unique, often queer, blogs with sexual content. The 2018 ban changed the tenor of the site for good -- and this week, many users were enthusiastically but prematurely celebrating its end. Why is returning to that era impossible? For now, it's largely because of intermediaries that play a massive role in how people access the web. Payment processors have long been leery of adult content, and they've stepped up enforcement in recent years, in part because of concerns about child abuse and nonconsensual pornography. Apple's iOS App Store has been staunchly opposed to it since launch. And without those two pieces of infrastructure, running a for-profit site is incredibly difficult. "If Apple permanently banned Tumblr from the App Store, we'd probably have to shut the service down," Mullenweg noted. Some nonprofit sites that do allow things like explicit artwork -- primarily the Archive of Our Own fanworks site -- have remained persistently web-only despite years of requests for apps. [...]

If you reached this article through Twitter or Reddit, you might have a fairly obvious question right now, and Mullenweg raises it: why can both those platforms, fairly unusually for modern social networks, allow a lot of porn? "Ask Apple, because I don't know," says Mullenweg. He speculates that Tumblr and Reddit are both too big to ban -- although Apple has forced moderation changes even for giant services like Facebook. The overall upshot, to Mullenweg, is this: "If you wanted to start an adult social network in 2022, you'd need to be web-only on iOS and side-load on Android, take payment in crypto, have a way to convert crypto to fiat for business operations without being blocked, do a ton of work in age and identity verification and compliance so you don't go to jail, protect all of that identity information so you don't dox your users, and make a ton of money. I do hope that a dedicated service or company is started that will replace what people used to get from porn on Tumblr. It may already exist and I don't know about it. They'll have an uphill battle under current regimes, and if you think that's a bad thing please try to change the regimes. Don't attack companies following legal and business realities as they exist."

Robotics

Bipedal Robot Sets Guinness World Record For Robotic 100-Meter Sprint (newatlas.com) 32

A droid named Cassie has set a Guinness World Record for the 100-meter dash by a bipedal robot, "an impressive demonstration of robotics and engineering," reports New Atlas. From the report: Cassie is the brainchild of Agility Robotics, a spin-off company from Oregon State University, and was introduced in 2017 as a type of developmental platform for robotics research. And Cassie has continued to come along in leaps and bounds since then, in 2021 demonstrating some impressive progress by completing a 5-km (3.1-mile) jog in just over 53 minutes. This achievement involved the use of machine learning algorithms to equip the robot with an ability to run, overcoming its unique biomechanics and knees that bend like an ostrich to remain upright. With this capability, Cassie joined a group of running bipedal robots that include the Atlas humanoid robot from Boston Dynamics and Mabel, billed as the world's fastest knee-equipped bipedal robot. But in optimizing Cassie for the 100-meter sprint, the researchers had to head back to the drawing board.

The team spent a week fast-tracking Cassie through a year's worth of simulated training designed to determine the most effective gait. But it wasn't simply a matter of speed. For the Guinness World Record to stand, Cassie had to start in a standing pose, and then return to that pose after crossing the finish line rather than simply tumble over. This meant Cassie had to use two neural networks, one for running fast and one for standing still, and gracefully transition between the two. Ultimately, Cassie completed the 100-meter sprint in 24.73 seconds, establishing a Guinness World Record for a bipedal robot. This is a great deal slower than the sub-10-second times run by the world's best sprinters, but the researchers believe progress will only accelerate from here.
You can watch Cassie's record-setting dash here.
Graphics

SF Writer/Digital Art/NFT Pioneer Herbert W. Franke Dies at Age 95 (artnews.com) 20

On July 7th Art News explained how 95-year-old Austrian artist Herbert W. Franke "has recently become a sensation within the art world the crypto space," describing the digital pioneer as a computer artist using algorithms and computer programs to visualize math as art. Last month, the physicist and science fiction writer was behind one of the most talked about digital artworks at a booth by the blockchain company Tezos at Art Basel. Titled MONDRIAN (1979), the work paid tribute to artist Piet Mondrian's iconic geometric visuals using a program written on one of the first home computers.

Days before this, Franke, who studied physics in Vienna following World War II and started working at Siemens in 1953, where he conducted photographic experiments after office hours, launched 100 images from his famed series "Math Art" (1980-95) as NFTs on the Quantum platform. The drop was meant to commemorate his birthday on May 14 and to raise funds for his foundation. The NFTs sold out in 30 seconds, with the likes of pioneering blockchain artist Kevin Abosch purchasing a few.

In one of his last interviews, Franke told the site that blockchain "is a totally new environment, and this technology is still in its early stages, like at the beginning of computer art. But I am convinced that it has opened a new door for digital art and introduced the next generation to this new technology." It echoed something he'd said in his first book, published in 1957, which he later quoted in the interview (a full 65 years later). "Technology is usually dismissed as an element hostile to art. I want to try to prove that it is not..."

This morning, long-time Slashdot reader Qbertino wrote: The German IT news site heise reports (article in German) that digital art pioneer, SF author ("The Mind Net") and cyberspace avantgardist Herbert W. Franke has died at age 95. His wife recounted on his Twitter account: "Herbert loved to call himself the dinosaur of computer art. I am [...] devastated to announce that our beloved dinosaur has left the earth.

"He passed away knowing there is a community of artists and art enthusiasts deeply caring about his art and legacy."
Among much pioneering work he founded one of the worlds first digital art festivals "Ars Electronica" in Austria in 1979.

Franke's wife is still running the Art Meets Science web site dedicated to Franke's work. Some highlights from its biography of Franke's life: Herbert W. Franke, born in Vienna on May 14, 1927, studied physics and philosophy at the University of Vienna and received his doctorate in 1951... An Apple II was his first personal computer which he bought 1980. He developed a program as early as 1982 that used a midi interface to control moving image sequences through music....

Only in recent years has "art from the machine" begun to interest traditional museums as a branch of modern art. Franke, who from the beginning was firmly convinced of the future importance of this art movement, has also assembled a collection of computer graphics that is unique in the world, documenting 50 years of this development with works by respected international artists, supplemented by his own works....

As a physicist, Franke was predestined to bring science and technology closer to the general public in popular form due to his talent as a writer, which became apparent early on. About one-third of his nearly fifty books, as well as uncounted journal articles...

Franke's novels and stories are not about predicting future technologies, nor about forecasting our future way of life, but rather about the intellectual examination of possible models of our future and their philosophical as well as ethical interpretation. In this context, however, Franke attaches great importance to the seriousness of scientific or technological assessments of the future in the sense of a feasibility analysis. In his opinion, a serious and meaningful discussion about future developments can basically only be conducted on this basis. In this respect, Franke is not a typical representative of science fiction, but rather a visionary who, as a novelist, deals with relevant questions of social future and human destiny on a high intellectual level.

Nintendo

A Super Fan Collected Every Super Nintendo Game Manual and Made Them Free (npr.org) 23

A Twitch streamer has crowdsourced the manuals for upwards of 850 unique Super Nintendo games and made them free on an online archive. From a report: Video game consoles have come a long way since the Super Nintendo arrived in the U.S. in 1991 and launched a new generation of gamers, but sometimes there is no beating the classics. The console was wildly popular, with more than 700 games released for the system in the U.S., and Kerry Hays (aka "Peebs" on the Twitch streaming platform) has been working on beating every. single. one. "We had wondered, some of these games, had anyone ever even beaten them before? They were so weird and obscure or difficult," he said. And so, Hays turned to the manuals.

For those who weren't playing a lot of video games in the '90s, almost all of them came with a manual inside the case that had lots of helpful information. The manual was where you would find the buttons to push and how the console works. It could also include your lore, backstory, and maybe even a map. "And if you're really lucky, you get a little bit of a walkthrough that would tell you, like, the first 10% of the game," Hays said. [...] The collection is hosted on the Internet Archive and contains upwards of 850 unique Super Nintendo manuals -- and it's all free. Hays says he's not in it for the money.

Social Networks

Reddit Will Sell 'Collectible Avatars' (theverge.com) 32

Reddit said Thursday it is launching blockchain-powered "collectible avatars." From a blog post: About two years ago, we launched a new and improved Avatar Builder, allowing anyone to generate and customize their own personal avatar -- a unique way to display identity on Reddit. Shortly thereafter, we made countless accessories, outfits, and hairstyles available to allow for even more expression. We also brought redditors custom avatars in collaboration with partners like Netflix, Riot Games, and the Australian Football League (AFL). Seeing avatars take off got us thinking - what would happen if we gave artists on Reddit license to make any style of avatar they wanted? And what if we could help these artists showcase their art to the entire Reddit community and make it easy for them to earn money for their work? Our new Collectible Avatars storefront does just that.

In this series, Collectible Avatars are limited-edition avatars made by independent artists, in partnership with Reddit, and provide owners with unique benefits on the Reddit platform. If someone sets their Collectible Avatar as their avatar on Reddit, they can mix-and-match the avatar gear with other Reddit avatar gear and accessories, and their profile image in comments sections will have a glow-like effect. Collectible Avatars differ from other avatars on Reddit in a few ways: They are available for purchase (vs. being free or available via Reddit Premium), and artists will be paid for each Collectible Avatar sold. Collectible Avatars are backed by blockchain technology, giving purchasers rights (a license) to use the art -- on and off Reddit. You do not need cryptocurrency to purchase these avatars, nor are they being put up for auction. Each avatar has been priced at a fixed amount and is purchasable with fiat (government-issued) currencies.

Hardware

First RISC-V Laptop Announced (phoronix.com) 28

An anonymous reader quotes a report from Phoronix, written by Michael Larabel: RISC-V International has relayed word to us that in China the DeepComputing and Xcalibyte organizations have announced pre-orders on the first RISC-V laptop intended for developers. The "ROMA" development platform features a quad-core RISC-V processor, up to 16GB of RAM, up to 256GB of storage, and should work with most RISC-V Linux distributions. [...] DeepComputing and Xcalibyte say this laptop uses an "unannounced" quad-core RISC-V processor so is very light on the details. But frankly if it wasn't a RISC-V International PR contact relaying this to me, it sounds more like a satire announcement. The ROMA press release today goes on to note, "A Web3-friendly platform with NFT creation and publication plus integrated MetaMask-style wallet, ROMA will create an even more integrated experience with future AR glasses and AI speakers operating entirely on RISC-V software and powered by RISC-V hardware."

Quantities are also said to be limited for this ROMA laptop, which likely will put a pricing premium on it. Their cringe-worthy press release filled with buzzwords and scant technical details goes on to note, "The first 100 customers to pre-order ROMA will receive a unique NFT to mark the birth of the world's first native RISC-V development platform laptop. And you can have your ROMA personally engraved with your name or company name." [...] So right now this announcement just raises a lot more questions than answers, but we are certainly looking forward to hearing more about RISC-V laptops...
Further reading: Pine64 Is Working On a RISC-V Single-Board Computer
Google

Google Allowed a Sanctioned Russian Ad Company To Harvest User Data For Months (propublica.org) 6

An anonymous reader quotes a report from ProPublica: The day after Russia's February invasion of Ukraine, Senate Intelligence Committee Chairman Mark Warner sent a letter (PDF) to Google warning it to be on alert for "exploitation of your platform by Russia and Russian-linked entities," and calling on the company to audit its advertising business's compliance with economic sanctions. But as recently as June 23, Google was sharing potentially sensitive user data with a sanctioned Russian ad tech company owned by Russia's largest state bank, according to a new report provided to ProPublica.

Google allowed RuTarget, a Russian company that helps brands and agencies buy digital ads, to access and store data about people browsing websites and apps in Ukraine and other parts of the world, according to research from digital ad analysis firm Adalytics. Adalytics identified close to 700 examples of RuTarget receiving user data from Google after the company was added to a U.S. Treasury list of sanctioned entities on Feb. 24. The data sharing between Google and RuTarget stopped four months later on June 23, the day ProPublica contacted Google about the activity.

RuTarget, which also operates under the name Segmento, is owned by Sberbank, a Russian state bank that the Treasury described as "uniquely important" to the country's economy when it hit the lender with initial sanctions. RuTarget was later listed in an April 6 Treasury announcement that imposed full blocking sanctions on Sberbank and other Russian entities and people. The sanctions mean U.S. individuals and entities are not supposed to conduct business with RuTarget or Sberbank. Of particular concern, the analysis showed that Google shared data with RuTarget about users browsing websites based in Ukraine. This means Google may have turned over such critical information as unique mobile phone IDs, IP addresses, location information and details about users' interests and online activity, data that U.S. senators and experts say could be used by Russian military and intelligence services to track people or zero in on locations of interest.
Google spokesperson Michael Aciman told ProPublica that the company blocked RuTarget from using its ad products in March, and that RuTarget has not purchased ads directly via Google since then. "He acknowledged the Russian company was still receiving user and ad buying data from Google before being alerted by ProPublica and Adalytics," adds the report.

"Aciman said this action includes not only preventing RuTarget from further accessing user data, but from purchasing ads through third parties in Russia that may not be sanctioned. He declined to say whether RuTarget had purchased ads via Google systems using such third parties, and he did not comment on whether data about Ukrainians had been shared with RuTarget."

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