Sci-Fi

'Three-Body Problem' Animation Sci-Fi Series Starts Next Month (gizmodo.com) 46

"Cixin Liu's sci-fi novel The Three-Body Problem can't stop jumping to other formats," reports Gizmodo: In addition to next year's Netflix series from The Terror: Infamy's Alexander Woo and Game of Thrones creators David Benioff and DB Weiss, last year saw the release of a serialized podcast (different from the audiobook version).

And for 2022, we've got an animated series that's premiering actually pretty soon.

Come December 3, an anime version of The Three-Body Problem will release on the Chinese streaming platform Bilibili. This series was originally announced in 2019 with a trailer, but things have been fairly quiet on that front up until now. Developed by CG studio YHTK Entertainment in partnership with The Three-Body Universe, a studio built specifically for the purpose of managing the franchise, a new trailer for the upcoming anime was released earlier in the week during a Bilibili anime showcase.

"Having enjoyed the book, I think it looks promising," writes Slashdot reader Camembert. The 2008 book was the first in Liu's hard sci-fi series Remembrance of Earth's Past — and according to Gizmodo, this is just the beginning: Bilibili's adaptation is the first of a larger initiative called the Three-Body Global Creator Project. Per the press release, animation studios across the world are permitted to explore the Remembrance franchise to showcase its global potential through various art and animation styles....

And if animation or Netflix aren't your bag, Tencent Video has made a live action version of The Three-Body Problem, though that version has yet to receive a release date.

Television

Kevin Conroy, Iconic Batman Voice Actor, Dies At 66 (variety.com) 26

Kevin Conroy, best known for voicing Batman on Warner Bros.' long-running TV show "Batman: The Animated Series," has died after a short battle with cancer. He was 66. Variety reports: "Batman: The Animated Series" originally aired for 85 episodes on Fox Kids from 1992-1995. Conroy's deep, gravelly Batman voice was widely acclaimed by critics and comic book fans, with many regarding the actor as the definitive Caped Crusader. The series also featured Mark Hamill's memorable performance as the Joker.

Conroy was so beloved for his Batman voice role that he continued with the character in various other DC projects, including the "Batman: Arkham" and "Injustice" video games franchises. He also appeared in various DC Universe Animated Original Movies, including "Batman: Gotham Knight" (2008), "Superman/Batman: Public Enemies" (2009), "Justice League: Doom" (2012), "Batman: The Killing Joke" (2016) and "Justice League vs. the Fatal Five" (2019), among other films. The 2019 "Justice League" animated film is Conroy's last credited feature as Batman, and his most recent video game credit as Batman is Warner Bros.' "MultiVersus" from earlier this year.

Robotics

Amazon Introduces 'Sparrow' Robotic Arm That Can Do Repetitive Warehouse Tasks (cnbc.com) 33

An anonymous reader quotes a report from CNBC: Amazon on Thursday showed off a new robot that could one day assist warehouse workers with some of the more tedious aspects of the job. The company unveiled "Sparrow," a robotic arm that can pluck millions of items of varying shapes and sizes, on stage at the Delivering the Future conference near Boston, where it showcased new robotics, transportation and last-mile delivery technologies. Amazon says Sparrow uses computer vision and artificial intelligence to move products before they're packaged. A video of Sparrow shows the robotic arm picking up a board game, a bottle of vitamins and a set of sheets -- all the kinds of items that might flow through one of the company's warehouses -- and deftly placing them in crates.

Suction cups attached to the surface of the robot allow it to firmly grasp items. Previous iterations of robotic arms have been able to pick up boxes, which are generally uniform in their shape but might vary in size. But Sparrow is capable of handling items with varying curvature and size, said Jason Messinger, principal technical product manager of robotic manipulation at Amazon Robotics, in a demonstration. "This is not just picking the same things up and moving it with high precision, which we've seen in previous robots," Messinger said. The robotic arm can identify around 65% of Amazon's product inventory, the company said.

While the introduction of robots to the warehouse often raises questions about whether human jobs will be replaced, Amazon says Sparrow will "take on repetitive tasks," freeing employees up to focus on other things. The company also said the technology can improve safety in the workplace, although that prospect has been debated. An investigation by Reveal from the Center for Investigative Reporting found the company's warehouses with robots have higher injury rates than facilities without automation.
Further reading: Amazon Unveils Smaller Delivery Drone That Can Fly in Rain
EU

Microsoft's $69 Billion Activision Deal Faces EU Probe (bloomberg.com) 19

Microsoft's proposed $69 billion takeover of games developer Activision Blizzard faces an in-depth European Union probe after regulators said they're concerned the software giant could thwart access to blockbuster franchises such as Call of Duty. From a report: The European Commission said in a statement on Tuesday that Microsoft may "foreclose access to Activision Blizzard's console and PC video games, especially to high-profile and highly successful games." The EU's merger watchdog set a March 23 deadline for its so-called phase 2 investigation.

The combination with Activision -- which owns some of the most popular games also including World of Warcraft and Guitar Hero -- would make Microsoft the world's third-largest gaming company and boost the Xbox maker's roster of titles for its Game Pass subscribers. But the deal is already facing protracted scrutiny from antitrust agencies across the globe. Microsoft last month accused the UK's Competition and Markets Authority of relying on "self-serving" input from rival Sony Group in its deliberations. The US Federal Trade Commission is also reviewing the transaction, including looking into how it might impact workers.

Programming

Microsoft's GitHub Copilot Sued Over 'Software Piracy on an Unprecedented Scale' (itpro.co.uk) 97

"Microsoft's GitHub Copilot is being sued in a class action lawsuit that claims the AI product is committing software piracy on an unprecedented scale," reports IT Pro.

Programmer/designer Matthew Butterick filed the case Thursday in San Francisco, saying it was on behalf of millions of GitHub users potentially affected by the $10-a-month Copilot service: The lawsuit seeks to challenge the legality of GitHub Copilot, as well as OpenAI Codex which powers the AI tool, and has been filed against GitHub, its owner Microsoft, and OpenAI.... "By training their AI systems on public GitHub repositories (though based on their public statements, possibly much more), we contend that the defendants have violated the legal rights of a vast number of creators who posted code or other work under certain open-source licences on GitHub," said Butterick.

These licences include a set of 11 popular open source licences that all require attribution of the author's name and copyright. This includes the MIT licence, the GNU General Public Licence, and the Apache licence. The case claimed that Copilot violates and removes these licences offered by thousands, possibly millions, of software developers, and is therefore committing software piracy on an unprecedented scale.

Copilot, which is entirely run on Microsoft Azure, often simply reproduces code that can be traced back to open-source repositories or licensees, according to the lawsuit. The code never contains attributions to the underlying authors, which is in violation of the licences. "It is not fair, permitted, or justified. On the contrary, Copilot's goal is to replace a huge swath of open source by taking it and keeping it inside a GitHub-controlled paywall...." Moreover, the case stated that the defendants have also violated GitHub's own terms of service and privacy policies, the DMCA code 1202 which forbids the removal of copyright-management information, and the California Consumer Privacy Act.

The lawsuit also accuses GitHub of monetizing code from open source programmers, "despite GitHub's pledge never to do so."

And Butterick argued to IT Pro that "AI systems are not exempt from the law... If companies like Microsoft, GitHub, and OpenAI choose to disregard the law, they should not expect that we the public will sit still." Butterick believes AI can only elevate humanity if it's "fair and ethical for everyone. If it's not... it will just become another way for the privileged few to profit from the work of the many."

Reached for comment, GitHub pointed IT Pro to their announcement Monday that next year, suggested code fragments will come with the ability to identify when it matches other publicly-available code — or code that it's similar to.

The article adds that this lawsuit "comes at a time when Microsoft is looking at developing Copilot technology for use in similar programmes for other job categories, like office work, cyber security, or video game design, according to a Bloomberg report."
Cellphones

Five Years Later, Is eSIM Finally Ready To Take On the World? (androidauthority.com) 89

An anonymous reader quotes a report from Android Authority: It's been five years since the advent of the eSIM card on smartphones, and yet the computer in our pockets is still tied down to a plastic tab that hasn't changed all that much since its debut in 1991. What gives? [...] An eSIM-enabled phone can store multiple SIM cards on the device. It makes switching networks as simple as switching your Wi-Fi network, and that's anything but convenient for mobile operators. For users in areas with spotty connectivity or rural networks, easier switching to alternative operators means loss of business for major players like Verizon or AT&T. In markets like India, dual-wielding SIM cards for better data, voice, or preferential rates are exceptionally common. Taking away the friction involved in changing physical SIM cards carries the risk of losing a customer, and it's no secret that operators have been dragging their feet to avoid that.

Theoretically, setting up an eSIM on any network should be as straightforward as pointing your camera at a QR code and activating a line. In practice, that's rarely true. Verizon's support page suggests that Android users need to call up a support desk to activate an eSIM. iPhone users have it slightly easier and can directly add the line to the phone through Verizon's website. Meanwhile, Vodafone requires you to install an app. Finally, the likes of Airtel India ask you to play a game of the fastest finger first by requiring an SMS response within 60 seconds to proceed with adding an eSIM to your line. None of these are as simple as just popping out a tray and plopping in your SIM card.

Meanwhile, as internet-based calling, texting, and video messaging become the norm, carriers are left with increasingly few add-ons to increase revenues. Tack on sky-high spectrum prices for resources like 5G and eSIMs become even less enticing to carriers. Tangential features like premium-priced international roaming plans are yet another profit driver that eSIMs circumvent. When done right, getting started with an international eSIM can be a simple two to three-click process to get you onboarded and ongoing. My colleague Rita and I have had a fantastic experience with travel eSIM services like Airalo. When I tried out Airalo earlier this year, the process took just a few taps indicating that there was no real reason for eSIMs to be complicated. However, for most operators, that just isn't the case. While hard to quantify, this needless friction has certainly hampered consumer perception of eSIMs.

Microsoft

Microsoft Promises Eternal Support for Call of Duty on PlayStation (arstechnica.com) 23

Microsoft Xbox chief Phil Spencer said he intends to continue to ship Call of Duty games on PlayStation "as long as there's a PlayStation out there to ship to." From a report: The new promise comes weeks after Sony lambasted an "inadequate" offer to extend Call of Duty's cross-platform access for three years past the current agreement and as Microsoft faces continuing scrutiny from international governments over its proposed $69 billion purchase of Activision Blizzard. "We're not taking Call of Duty from PlayStation," Spencer said directly in an interview with the Same Brain podcast. "That's not our intent."

Instead, Spencer said Microsoft's plan for Call of Duty is "similar to what we've done with Minecraft," which has remained a cross-platform staple since Microsoft's $2.5 billion purchase of developer Mojang in 2014. Since then, Spencer said, "we've expanded the places where people can play Minecraft... and it's been good for the Minecraft community, in my opinion. I want to do the same as we think about where Call of Duty can go over the years."

Games

Physical 'Copies' of the New Call of Duty Are Just Empty Discs (techcrunch.com) 53

An anonymous reader quotes a report from TechCrunch: Cartridges and discs used to be how you got the latest games, but that's been changing as downloads have become more convenient and reliable. But some people prefer the sure thing: a physical copy, so they can play offline or with a bad connection. To them, Activision says "qq": the Call of Duty: Modern Warfare II disc is basically just a link to a 150-gigabyte download. Now, to be fair, games that size don't fit neatly on even high capacity Blu-ray discs, which for distribution purposes max out at around 50 gigs. Not that we haven't seen multi-disc games before (I never finished Final Fantasy VIII because the final disc was scratched someday, Edea), but clearly Activision decided it wasn't worth the bother in this case. [...] Far from having the full game on it, the disc is almost completely empty. This 72-megabyte app is basically just an authenticator and shell that initiates the enormous download process. I'd be willing to bet that most of those 72 megabytes are 4K video files of logos. There's even a pre-order steelbook bonus (that's a metal case for the disc and anything else it comes with). Players may be disappointed to find that this fancy reinforced packaging protects nothing of value.

Obviously there is great waste entailed in the production of perhaps millions of discs (though the numbers are likely much lower than they used to) for no reason. But waste is endemic in consumerism. The bait and switch of it is the galling thing -- that Activision is taking the worst of both worlds. There's literally no point in even providing a physical version of the software if none of the reasons for doing so are fulfilled by it. It's the equivalent of the next season of Stranger Things coming on a disc that just loads up Netflix and starts streaming. Why bother? It's worth asking whether Activision could have built a version of the game that fit on a disc at all. Considering how proudly they've been advertising the realism of the graphics, probably not. A single 4K texture unit, say for a building front or character model, may be scores of megabytes, and any AAA game will have countless such textures. Meanwhile the audio and video assets also have to fit on there, and they can only be compressed so far before they degrade.

Science

Kids Who Play Video Games Score Higher on Brain Function Tests (theverge.com) 47

Kids who play video games have better memory and better control over their motor skills than kids who don't, according to a new study looking at adolescent brain function. From a report: Video games might not be responsible for those differences -- the study can't say what the causes are -- but the findings add to a bigger body of work showing gamers have better performance on some tests of brain function. That lends support to efforts to develop games that can treat cognitive problems. "This study adds to our growing understanding of the associations between playing video games and brain development," said Nora Volkow, director of the National Institute on Drug Abuse, in a statement.

The study used data from the Adolescent Brain Cognitive Development (ABCD) study, which launched in 2018 and is tracking brain development in thousands of children in the United States as they grow into adulthood. Participants periodically go through a battery of assessments, including brain imaging, cognitive tasks, mental health screenings, physical health exams, and other tests. To study video games and cognition, the research team on this new study pulled from the first set of assessments in the ABCD study. It included data on 2,217 children who were nine and 10 years old. The ABCD study asked participants how many hours of video games they played on a typical weekday or weekend day. The research team divided the group into video gamers (kids who played at least 21 hours per week) and non-video gamers (kids who played no video games per week). Kids who only played occasionally weren't included in the study. Then, the research team looked at the kids' performance on tests that measure attention, impulse control, and memory.

AI

The Difficulty of Creating a Laundry-folding Robot (npr.org) 75

"It might be a while before you can buy a 'Roomba for laundry'," jokes Slashdot reader Tony Isaac, pointing out that "while robots have been developed that can fold specific types of laundry, there's still not a good robot that can do the job quickly, or for all types."

But NPR reports laundry-folding robots are getting closer: As NPR has reported, machines need clear rules in order to function, and it's hard for them to figure out what exactly is going on in those messy piles That's not to say that it's completely impossible. University of California, Berkeley professor Pieter Abbeel spent years teaching a robot how to fold a towel, eventually cutting that process down from 20 minutes to a whopping minute and a half.

And Silicon Valley-based company FoldiMate raised hopes and eyebrows when it showed off a prototype of its eponymous laundry-folding robot at the Consumer Electronics Show in early 2019. It said the machine could fold some 25 pieces of laundry — except for small items like socks and large items like sheets — in under five minutes, with an estimated price tag of $980. It's unclear what happened to that company — its website is down and it hasn't tweeted since April 2020. Its sole competitor, a Japanese company with an AI-powered prototype, filed for bankruptcy.

In sum, most robots have not generally been equipped for the task. But an international group of researchers say their new method could change that — or at least speed up the process. Researchers are calling the new method, SpeedFolding. It's a "reliable and efficient bimanual system" — meaning it involves two hands — that's able to smooth and fold a crumpled garment in record speed (for robots, that is). SpeedFolding can fold 30 to 40 strewn-about garments per hour, compared to previous models that averaged three to six garments in that same time span, according to researchers. They say their robot can fold items in under two minutes, with a success rate of 93%.

"Real-world experiments show that the system is able to generalize to unseen garments of different color, shape, and stiffness," they add.

According to the article, the team will be presenting their paper at a robotics conference in Kyoto this month, and they've also posted a one-minute video on YouTube. (Their solution involves both an overhead camera and a novel neural network called BiManual Manipulation Network that "studied 4,300 human and machine-assisted actions in order to learn how to smooth and fold garments from a random configuration."

"While researchers describe SpeedFolding as a significant improvement, it's not likely to hit the market anytime soon," notes NPR. "For one, Ars Technica tracked down a robot similar to the one they used and found that it retails for $58,000."
Lord of the Rings

'House of the Dragon' and 'Rings of Power' Face Off In Podcasting (bloomberg.com) 114

An anonymous reader quotes a report from Bloomberg: A good fall TV run comes to an end on Sunday when HBO airs its House of the Dragon season one finale, a week or so after Amazon wrapped up the first season of The Lord of the Rings: The Rings of Power. The shows aren't done yet providing content, though. Both Amazon and HBO offer companion podcasts to keep fans engaged, and both devised wildly different approaches for their audio. The podcasts offer behind-the-scenes chats with cast and crew and strive to become the definitive place to hear conversations around their respective programming. The shows' similarities end there, however.

HBO, for example, released three episodes of The Official Game of Thrones Podcast: House of the Dragon before the actual TV series aired, choosing to hype listeners up for the debut through an interview George R.R. Martin, as well as an "everything we know"-style show. Since then, the program has been released weekly alongside new episodes of the series on Sunday evenings. Michael Gluckstadt, director of podcasts for HBO and HBO Max, says the podcast will continue even after the series breaks between seasons. "There's no end date for this in sight," he said, which is atypical for podcasts the network has released in the past, including for Succession and The Gilded Age. [...] The podcast is available on all platforms, as well as on YouTube and the HBO Max app.

Meanwhile, Amazon didn't release any episodes of its The Official The Lord of the Rings: The Rings of Power Podcast until the season finale. Marshall Lewy, chief content officer at Amazon's Wondery, said the team wanted the streaming series to "speak for itself." Wondery has created companion podcasts before, namely for its own podcasts that were adapted for streaming, like Dr. Death and WeCrashed, but this marks the first time the team has worked in coordination with an Amazon series. "This is really our first opportunity to do a partnership like this connected to Prime Video," Lewy said. The podcast now receives front-and-center promotion ahead of each streaming video episode, which is the first time the coveted space has promoted something other than a Prime video series, he said. A promotion for The Official The Lord of the Rings: The Rings of Power Podcast that surfaces on Prime Video. The podcast is only available on Amazon Music, the Wondery app and Audible, a critical difference from HBO's strategy. Lewy said this decision made sense given that anyone watching the show is a Prime subscriber and can freely access Amazon Music.
"The effort put into these podcasts not only speaks to the need to increase fan engagement with the programming but to create an ongoing dialogue with viewers so they don't drop off from season to season," writes Bloomberg's Ashley Carman. "A person's podcast time likely differs from their streaming time, which in theory minimizes the risk of cannibalizing the hours that viewers could be spending on other Amazon or HBO series."

"The video services want more than just sixty minutes of their viewers' attention once a week -- they want to be a part of their day and part of their conversations with friends for as long as possible."
Facebook

'I Tried the $1,500 Quest Pro and Saw the Best of the Metaverse' (nytimes.com) 54

"Good news, readers: After using nearly every virtual reality headset made in the last seven years, including the latest $1,500 goggles from Mark Zuckerberg's Meta, I've seen the best of what the metaverse could offer," writes the New York Times' Brian Chen. "Yes, the best is already here, and has been for quite some time. It's video games." An anonymous reader shares an excerpt from his report: At Meta's Burlingame office, I strapped on the Quest Pro to see what was new. Meta highlighted three features: the headset's higher-definition picture, which is receiving quadruple the number of pixels of its predecessor, the $400 Quest 2; the array of cameras embedded into the headset, which can now create a real-time rendering of your facial expressions and eye movements; and new motion controllers with improved pressure sensitivity so you can squeeze a virtual object gently or grab it aggressively.

Meta employees and app developers gave me an hourlong tour through software tailored for the headset. I created a digital avatar of my face that mimicked my grins and frowns as I raised a curious brow. I made 3-D drawings and tossed virtual darts. I found the improved graphics and controllers impressive (and my animated avatar a bit creepy), but after I removed the headset and returned to reality-reality, I could only imagine wanting to use these new features to play games. My favorite virtual-reality game, Blaston, which was released in 2020 and involves players shooting one another in a virtual arena, would probably benefit from the improved motion controllers to make trigger squeezes for the different guns more realistic.PokerStars VR, where gamers gather around a virtual card table to play Texas hold 'em, would be more fun if we could pick up tells through each player's facial expressions.

By the end of the demo, I was also doubtful that I would get any work done with this headset. In a promotional video for the product, Meta suggested that the Quest Pro could be a multitasking tool for workers juggling meetings while scrolling through emails and other tasks. But the device's battery lasts only one to two hours, according to Meta. (The headset can still be used while plugged in, but using a computer is less complicated.) This is the reality on which we should base our buying decisions. Not even Meta seems to believe many people will buy the Quest Pro. It said the device's target audience would be early adopters, designers and businesses. If you fall into any of those camps, I recommend a wait-and-see approach to gauge whether useful virtual-reality applications become available for your profession.

The company left a more obvious niche off its target list: hard-core gamers willing to spend lots of money on every piece of new gaming hardware. They are in for a treat. In addition to providing access to high-resolution virtual reality games made for the Quest Pro, the headset will work with hundreds of games already made for the Quest 2. Many of those older Quest 2 titles are quite good. Games that get your heart pumping and make you break a sweat, likeBeat Saber and FitXR, which both involve swinging your arms around to hit objects, are a boon in an era when people need to wear smartwatches to remind them to stand up. None of this -- a first impression that the Quest Pro will be great for playing games and primarily be used for entertainment -- is a bad thing. The fact that we can get visually stunning, immersive gaming in a lightweight, wireless headset means virtual reality has come a long way in less than a decade. For now, that's the only reason to buy one of these.

Microsoft

Microsoft is Building an Xbox Mobile Gaming Store To Take on Apple and Google (theverge.com) 16

Microsoft is building an Xbox mobile store to directly offer games on mobile devices, challenging Apple and Google. The software giant first hinted at a "next-generation" store it would "build for games" earlier this year but has now quietly revealed details of the plans in filings with the UK's Competition and Markets Authority (CMA). From a report: The CMA is currently investigating the $68.7 billion Activision Blizzard acquisition and has asked Microsoft for context. In its filings, Microsoft says a big motivation for the purchase is to help build out its mobile gaming presence. Its plans for this space apparently include creating an Xbox mobile gaming platform and store.

Here's what the company says in the filings: "The transaction will improve Microsoft's ability to create a next generation game store which operates across a range of devices, including mobile as a result of the addition of Activision Blizzard's content. Building on Activision Blizzard's existing communities of gamers, Xbox will seek to scale the Xbox Store to mobile, attracting gamers to a new Xbox Mobile Platform. Shifting consumers away from the Google Play Store and App Store on mobile devices will, however, require a major shift in consumer behavior. Microsoft hopes that by offering well-known and popular content, gamers will be more inclined to try something new."

Businesses

Rent Going Up? One Company's Algorithm Could Be Why. (propublica.org) 169

Some have complained high-paying tech jobs have driven up rents in major tech hubs — creating an exodus that will later drive up rents in other cities.

But ProPublica asks whether there's another technology at work: On a summer day last year, a group of real estate tech executives gathered at a conference hall in Nashville to boast about one of their company's signature products: software that uses a mysterious algorithm to help landlords push the highest possible rents on tenants. "Never before have we seen these numbers," said Jay Parsons, a vice president of RealPage, as conventiongoers wandered by. Apartment rents had recently shot up by as much as 14.5%, he said in a video touting the company's services. Turning to his colleague, Parsons asked: What role had the software played?

"I think it's driving it, quite honestly," answered Andrew Bowen, another RealPage executive. "As a property manager, very few of us would be willing to actually raise rents double digits within a single month by doing it manually."

The celebratory remarks were more than swagger. For years, RealPage has sold software that uses data analytics to suggest daily prices for open units. Property managers across the United States have gushed about how the company's algorithm boosts profits. "The beauty of YieldStar is that it pushes you to go places that you wouldn't have gone if you weren't using it," said Kortney Balas, director of revenue management at JVM Realty, referring to RealPage's software in a testimonial video on the company's website. The nation's largest property management firm, Greystar, found that even in one downturn, its buildings using YieldStar "outperformed their markets by 4.8%," a significant premium above competitors, RealPage said in materials on its website. Greystar uses RealPage's software to price tens of thousands of apartments.

RealPage became the nation's dominant provider of such rent-setting software after federal regulators approved a controversial merger in 2017, a ProPublica investigation found, greatly expanding the company's influence over apartment prices. The move helped the Texas-based company push the client base for its array of real estate tech services past 31,700 customers.

The impact is stark in some markets. In one neighborhood in Seattle, ProPublica found, 70% of apartments were overseen by just 10 property managers, every single one of which used pricing software sold by RealPage.... But by RealPage's own admission, its algorithm is helping drive rents higher. "Find out how YieldStar can help you outperform the market 3% to 7%," RealPage urges potential clients on its website.

YieldStar has since swapped in a "Page Not Found" error for their web page urging landlords to "outperform the market 3% to 7%" with their software. (But the original page is still viewable at Archive.org.)

ProPublica points out that "Few tenants know that such software, owned by a privately held company, has had a hand in rent increases across the country." Yet by the end of 2020, RealPage told America's Securities and Exchange Commission that its services helped manage 19.7 million of the country's rental units. Five of America's top 10 property managers use the software.

And interestingly, RealPage discourages bargaining with renters, "and has even recommended that landlords in some cases accept a lower occupancy rate in order to raise rents and make more money. One of the algorithm's developers told ProPublica that leasing agents had 'too much empathy' compared to computer generated pricing...."

"The software's design and growing reach have raised questions among real estate and legal experts about whether RealPage has birthed a new kind of cartel that allows the nation's largest landlords to indirectly coordinate pricing, potentially in violation of federal law.... RealPage acknowledged that it feeds its clients' internal rent data into its pricing software, giving landlords an aggregated, anonymous look at what their competitors nearby are charging."
Graphics

How 'Homestar Runner' Re-Emerged After the End of Flash (homestarrunner.com) 28

Wikipedia describes Homestar Runner as "a blend of surreal humour, self-parody, and references to popular culture, in particular video games, classic television, and popular music." But after launching in 2000, the web-based cartoon became a cultural phenomenon, co-creator Mike Chapman remembered in 2017: On the same day we received a demo of a song that John Linnell from They Might Be Giants recorded for a Strong Bad Email and a full-size working Tom Servo puppet from Jim Mallon from Mystery Science Theater 3000.... The Homestar references in the Buffy and Angel finales forever ago were huge. And there was this picture of Joss Whedon in a Strong Bad shirt from around that time that someone sent us that we couldn't believe. Years later, a photo of Geddy Lee from Rush wearing a Strong Bad hat on stage circulated which similarly freaked us out. We have no idea if he knew what Strong Bad was, but our dumb animal character was on his head while he probably shredded 'Working Man' so I'll take it!
After a mutli-year hiatus starting around 2009, the site has only been updating sporadically — and some worried that the end of Flash also meant the end of the Flash-based cartoon and its web site altogether. But on the day Flash Player was officially discontinued — December 31st, 2020 — a "post-Flash update" appeared at HomestarRunner.com: What happened our website? Flash is finally dead-dead-dead so something drastic had to be done so people could still watch their favorite cartoons and sbemails with super-compressed mp3 audio and hidden clicky-clicky easter eggs...!

[O]nce you click "come on in," you'll find yourself in familiar territory thanks to the Ruffle Project. It emulates Flash in such a way that all browsers and devices can finally play our cartoons and even some games.... Your favorite easter eggs are still hidden and now you can even choose to watch a YouTube version if there is one.

Keep in mind, Ruffle is still in development so not everything works perfectly. Games made after, say 2007, will probably be pretty janky but Ruffle plans on ulitmately supporting those too one day. And any cartoons with video elements in them (Puppet Jams, death metal) will just show you an empy box where the video should be. But hang in there and one day everything will be just like it was that summer when we got free cable somehow and Grandma still lived in the spare bedroom.

And since then, new content has quietly been appearing at HomestarRunner.com. (Most recently, Thursday the site added a teaser for an upcoming Halloween video.)

The Homestar Runner wiki is tracking this year's new content, which includes:

And past videos are now also being uploaded on the site's official YouTube channel.


Medicine

Lab-Grown Brain Cells Play Video Game Pong (bbc.com) 44

An anonymous reader quotes a report from the BBC: Researchers have grown brain cells in a lab that have learned to play the 1970s tennis-like video game, Pong. They say their "mini-brain" can sense and respond to its environment. Writing in the journal Neuron, Dr Brett Kagan, of the company Cortical Labs, claims to have created the first ''sentient'' lab-grown brain in a dish. Other experts describe the work as ''exciting'' but say calling the brain cells sentient is going too far. "We could find no better term to describe the device,'' Dr Kagan says. ''It is able to take in information from an external source, process it and then respond to it in real time."

The research team: grew human brain cells grown from stem cells and some from mouse embryos to a collection of 800,000; connected this mini-brain to the video game via electrodes revealing which side the ball was on and how far from the paddle. In response, the cells produced electrical activity of their own. They expended less energy as the game continued. But when the ball passed a paddle and the game restarted with the ball at a random point, they expended more recalibrating to a new unpredictable situation. The mini-brain learned to play in five minutes. It often missed the ball -- but its success rate was well above random chance. Although, with no consciousness, it does not know it is playing Pong in the way a human player would, the researchers stress.

Dr Kagan hopes the technology might eventually be used to test treatments for neurodegenerative diseases such as Alzheimer's. "When people look at tissues in a dish, at the moment they are seeing if there is activity or no activity. But the purpose of brain cells is to process information in real time," he says. "Tapping into their true function unlocks so many more research areas that can be explored in a comprehensive way." Next, Dr Kagan plans to test the impact alcohol has on the mini-brain's ability to play Pong. If it reacts in a similar way to a human brain, this would underscore just how effective the system might be as an experimental stand-in.
As the "mini-brains" become more complex, Dr Kagan's team says they'll be working with bioethicists to ensure they do not accidentally create a conscious brain.

"We have to see this new technology very much like the nascent computer industry, when the first transistors were janky prototypes, not very reliable -- but after years of dedicated research, they led to huge technological marvels across the world," he says.
Education

A Minecraft Player Set Out To Build the Known Universe, Block by Block (nytimes.com) 29

Christopher Slayton spent two months exploring black holes, identifying the colors of Saturn's rings and looking at his home planet from outer space. Mr. Slayton, 18, didn't have to leave his desk to do so. He set out to build the entire observable universe, block by block, in Minecraft, a video game where users build and explore worlds. From a report: By the end, he felt as if he had traveled to every corner of the universe. "Everyone freaks out about the power and expansiveness of the universe, which I never really got that much," he said. But after working for a month and 15 days to build it and additional two weeks to create a YouTube video unveiling it, "I realized even more how beautiful it is." Mr. Slayton, known as ChrisDaCow on his Minecraft-focused YouTube, Reddit, Twitter, Instagram and TikTok accounts, has been playing the game for almost a decade, and he's not a user of any other games, he said. He started posting videos of his "builds," which are landscapes he creates inside the game, on YouTube in 2019. This channel has become his main priority since he graduated high school this spring.

[...] Exploring and learning concepts via Minecraft can be seen as a generational shift, said Ken Thompson, an assistant professor of digital game design at the University of Connecticut. About two-thirds of Americans play video games, according to a 2022 industry report. Professor Thompson said young people, such as Mr. Slayton, could apply problem solving and critical thinking when tackling projects such as the universe creation. "There are very serious applications," he said, adding, "then there's also this wonderful science side of it where we're experimenting with systems that are otherwise really hard to conceptualize." In 2022, some students at his university held a commencement ceremony in Minecraft, organized by the gaming club, after the in-person event was canceled because of the coronavirus pandemic. They created the campus and avatars representing students and even faculty to stage the virtual gathering.

Microsoft

New Windows 11 Insider Build Supports Third-Party Widgets, Slick New Teams Video Feature (theverge.com) 33

Microsoft is rolling out support for third-party widget development and new video calling functions for Chat from Microsoft Teams in its latest developer build of Windows 11. The new features in Preview Build 25217 are available for folks enrolled in the Windows Insider program. The Verge reports: Now, developers can create and test widgets that can be added to the Windows 11 widgets panel. New third-party widgets can only be tested locally on the latest Insider Preview build for now, but can later appear in the Microsoft Store for the shipping version of their apps once the build is formally released to the public. Microsoft says that Widgets can only be created for packaged Win32 apps at this time, but support for Progressive Web App (PWA) Widgets is planned as part of Microsoft Edge 108.

The Insider preview also includes a sneak peek (for a limited group of Insiders) at a new video calling experience for Chat from Microsoft Teams on Windows 11. When you open Chat from the taskbar, you'll soon be able to see a preview of your own video feed, allowing you to fix your appearance or spot any background issues before starting a call. Microsoft hopes to make this experience more broadly available in the coming months, but a 'small subset of users' will already have access to the feature as part of a sneak preview release. You can launch Chat from your Windows 11 taskbar yourself to check if you're one of the lucky few selected.

The Insider Preview Build 25217 also contains a few other feature updates, including improved cloud suggestions and integrated search suggestions for Simplified Chinese, and some design changes to the Microsoft Store. Now, the store makes it clearer if a game is included as part of Game Pass to spare you from accidentally purchasing a game you may have free access to. The Game Pass library is also getting a performance boost and some more simplified options.

EU

EU Wants To Know If Microsoft Will Block Rivals After Activision Deal (reuters.com) 38

EU antitrust regulators are asking games developers whether Microsoft will be incentivized to block rivals' access to "Call of Duty" maker Activision Blizzard's best-selling games, according to an EU document seen by Reuters. From the report: EU antitrust regulators are due to make a preliminary decision by Nov. 8 on whether to clear Microsoft's proposed $69 billion acquisition of Activision. The EU competition enforcer also asked if Activision's trove of user data would give the U.S. software giant a competitive advantage in the development, publishing and distribution of computer and console games, the EU document shows. The planned acquisition, the biggest in the gaming industry, will help Microsoft better compete with leaders Tencent and Sony. After its decision next month the European Commission is expected to open a four-month long investigation, underscoring regulatory concerns about Big Tech acquisitions.

Games developers, publishers and distributors were asked whether the deal would affect their bargaining power regarding the terms for selling console and PC games via Microsoft's Xbox and its cloud game streaming service Game Pass. Regulators also wanted to know if there would be sufficient alternative suppliers in the market following the deal and also in the event Microsoft decides to make Activision's games exclusively available on its Xbox, its Games Pass and its cloud game streaming services. They asked if such exclusivity clauses would reinforce Microsoft's Windows operating system versus rivals, and whether the addition of Activision to its PC operating system, cloud computing services and game-related software tools gives it an advantage in the video gaming industry. They asked how important the Call of Duty franchise is for distributors of console games, third-party multi-game subscription services on computers and providers of cloud game streaming services.

Businesses

Fandom Buys TV Guide, Metacritic, GameSpot and Other Brands For About $50 Million In Cash (variety.com) 22

Fandom is rolling up a suite of entertainment and gaming content properties -- including TV Guide and Metacritic -- in a deal with digital-marketing company Red Ventures worth about $50 million. Variety reports: San Francisco-based Fandom acquired GameSpot, Metacritic, TV Guide, GameFAQs, Giant Bomb, Cord Cutters News and Comic Vine under the deal. The sites collectively attract 46 million monthly active users, according to Fandom. Financial terms of the pact were not disclosed; a source familiar with the deal pegged it "in the mid-eight figures," with Fandom paying the roughly $50 million for the properties in cash. Red Ventures had acquired TV Guide, Metacritic and GameSpot in 2020 as part of its $500 million deal to buy the CNET Media Group from Paramount Global.

Founded in 2004, Fandom today hosts more than 250,000 user-curated wiki pages spanning pop culture, gaming, TV and film -- reaching some 300 million monthly active users. Fandom was founded by Jimmy Wales, Wikipedia co-founder, and entrepreneur Angela Beesley Starling. In 2018, Fandom was sold to a company backed by venture-capital firm TPG headed by Jon Miller.

The latest deal continues Fandom's expansion beyond its wiki-based roots. In 2018, Fandom acquired ScreenJunkies, producers of the popular "Honest Trailer" series, from now-defunct digital media company Defy Media. The company acquired Curse Media in 2019 which brought together gaming wikis with integrated digital gaming tools. In 2021, Fandom acquired Fanatical, a an online video-game retailer. Fandom Productions, the content arm of Fandom, will house GameSpot, TV Guide and Metacritic, along with the Honest Trailers team and the weekly video news program "The Loop."

Slashdot Top Deals