YouTube Music’s Now Playing tab adds everyone’s least-favorite feature: YouTube comments

YouTube Music’s latest redesign of the Now Playing page is making its way to iOS and Android devices everywhere. There’s a new feature that brings an extra social element to the app. You’ll now be able to read and post comments on the Now Playing page. That option was limited to playlists until now.

According to screenshots that 9to5 Google shared, some of the comments on the page may date back several years. As such, it seems like Google is populating the section with comments from related YouTube videos, for better or worse (probably worse).

The updated design is rolling out gradually, so you may not see it right away, but there are some other changes in store. The cover art is bigger and song titles and artist names now hug the left side of the screen. One other key thing to note is that there’s now a carousel with buttons for comments, giving a track a thumbs up or down, saving songs to a playlist, sharing, downloading and the radio. Most of the previously available actions required an extra tap to access until now. The buttons look very similar to the ones you’ll see below the YouTube video player. In addition, more of the controls should be easier to access as they’re at the bottom of the screen.

This article originally appeared on Engadget at https://www.engadget.com/youtube-musics-now-playing-tab-adds-everyones-least-favorite-feature-youtube-comments-164521304.html?src=rss 

US Copyright Office opens public comments on AI and content ownership

The US Copyright Office (USCO) wants your thoughts on generative AI and who can theoretically be declared to own its outputs. The technology has increasingly commanded the legal system’s attention, and as such office began seeking public comments on Wednesday about some of AI’s thorniest issues (viaArs Technica). These include questions about companies training AI models on copyrighted works, the copyright eligibility of AI-generated content (along with liability for infringing on it) and how to handle machine-made outputs mimicking human artists’ work.

“The adoption and use of generative AI systems by millions of Americans — and the resulting volume of AI-generated material — have sparked widespread public debate about what these systems may mean for the future of creative industries and raise significant questions for the copyright system,” the USCO wrote in a notice published on Wednesday.

One issue the office hopes to address is the required degree of human authorship to register a copyright on (otherwise AI-driven) content, citing the rising number of attempts to copyright material that names AI as an author or co-author. “The crucial question appears to be whether the ‘work’ is basically one of human authorship, with the computer merely being an assisting instrument, or whether the traditional elements of authorship in the work (literary, artistic, or musical expression or elements of selection, arrangement, etc.) were actually conceived and executed not by man but by a machine,” the USCO wrote.

Although the issue is far from resolved, several cases have hinted at where the boundaries may fall. For example, the office said in February that the (human-made) text and layout arrangement from a partially AI-generated graphic novel were copyrightable, but the work’s Midjourney-generated images weren’t. On the other hand, a Federal judge recently rejected an attempt to register AI-generated art which had no human intervention other than its inciting text prompt. “Copyright has never stretched so far […] as to protect works generated by new forms of technology operating absent any guiding human hand, as plaintiff urges here,” US District Judge Beryl Howell wrote in that ruling.

The USCO also seeks input on increasing infringement claims from copyright owners against AI companies for training on their published works. Sarah Silverman is among the high-profile plaintiffs suing OpenAI and Meta for allegedly training ChatGPT and LLaMA (respectively) on their written work — in her case, her 2010 memoir The Bedwetter. OpenAI also faces a class-action lawsuit over using scraped web data to train its viral chatbot.

The USPO says the public comment period will be open until November 15th. You can share your thoughts until then.

This article originally appeared on Engadget at https://www.engadget.com/us-copyright-office-opens-public-comments-on-ai-and-content-ownership-170225911.html?src=rss 

Bumble tackles no-shows for IRL dates with its updated community guidelines

Bumble is trying to make its apps safe spaces for meeting new people, and that extends to real-life meetups. The latest community guidelines (which also apply to Badoo and Bumble For Friends) take aim at ghosting or people failing to turn up for pre-arranged meetups.

The guidelines “discourage no-show behavior through disallowing the act of not turning up to an in-person meet up despite clear plans agreed by both parties,” Bumble said. It claims its the first dating platform to “take a stance” on users over the issue, noting that according to experts, being stood up or ghosted can “sometimes have a profound impact on a person’s mental health, leading to feelings of depression, anxiety and deflated self-esteem.” 

Ghosting and no-showing IRL meets are now classed as bullying and abusive conduct under the updated policies, but it’s not clear how Bumble plans to enforce rules around the topic outside of users reporting such behavior. Engadget has asked Bumble for clarification.

Victim blaming (such as shaming someone for being a survivor of sexual assault) is outlawed across the three apps as well. Bumble says this is an industry-first measure that’s part of its efforts to foster “a community that is safe and promotes mutual respect.” The updated Violence and Bullying Policy includes clarified language related to the platform’s ban on doxxing. 

Many services take action against illicit off-platform activity — Bumble’s no-show policy is one of those — so it may be the case that Bumble will take action against those who victim-blame or doxx users outside of its apps. If someone posts Bumble screenshots on X/Twitter to attack a victim and Bumble finds out, it might take action against the offender’s account on its platforms.

One other problem Bumble is targeting with the latest community guidelines is the use of bots. From now on, Bumble, Badoo and Bumble For Friends “prohibit any attempts to artificially influence connections, matching, conversations or engagement through the use of automation or scripting.” So, anyone caught using ChatGPT to try and seem interesting after making a match might not stay on Bumble for very long.

The same goes for those who use any of the company’s apps to promote an OnlyFans page or profiles on similar services. There’s now “a blanket ban on the promotion of adult content in profiles, including attempts to sell, advertise, or buy adult sexual content.” The goal is to try and crack down on this kind of spam, which appears all too often in dating apps.

Bumble said it will continue to update the guidelines to deal with “emerging risks and potential harms that may occur from new behaviors.” The company notes that it uses automated safeguards to tackle guideline violations before users report them, including instances of “harassment, identity-based hate and other inappropriate content.” So far this year, Bumble has blocked more than 8.2 million accounts across its apps, most of which were detected and removed by its automated systems.

This article originally appeared on Engadget at https://www.engadget.com/bumble-tackles-no-shows-for-irl-dates-with-its-updated-community-guidelines-173027784.html?src=rss 

New Five Nights at Freddy’s movie trailer shows the murderous animatronics in action

The first trailer for the Five Nights at Freddy’s movie was pretty nifty, but suspiciously light on the game franchise’s renowned murderous animatronics. That issue has been rectified with the latest trailer, as it features prominent appearances from Foxy, Bonnie, Chica and of course, Freddy himself. The homicidal puppets are doing what they do best, murdering people.

You also get a bit more of the plot, which seems to mirror the game. It zeroes in on a character played by Josh Hutcherson, from the criminally underrated Future Man, as he starts a new overnight gig as a security guard at a family entertainment center. However, Freddy and his animatronic gang of thugs pose a terrifying threat to anyone in the building after dark.

As expected, the animatronics look great, nearly matching the game’s original aesthetic. This is no surprise given they were designed by Jim Henson’s Creature Shop. This is a far leap from Kermit and Miss Piggy, however, as the movie contains plenty of “strong violent content, bloody images and language.”

Despite that warning, it’s rated PG-13, so the gore will likely be kept to a minimum. Five Nights at Freddy’s premieres in theaters and on the streaming service Peacock just in time for Halloween, on October 27th.

This article originally appeared on Engadget at https://www.engadget.com/new-five-nights-at-freddys-movie-trailer-shows-the-murderous-animatronics-in-action-171506472.html?src=rss 

Shure’s new Aonic 50 headphones have spatial audio and double the battery life

Shure may not have changed much of the design of its Aonic 50 headphones for the second-generation version, but it did a lot of work on the inside to massively upgrade all-around performance. The company announced the new model today, a set of $349 premium noise-canceling wireless headphones that now offer spatial audio, improved active noise cancellation (ANC) and twice the battery life of the previous version. 

In terms of sound quality, Shure says the new Aonic 50 has its spatial audio tech onboard that leverages an “acoustical modeling and critical listening” algorithm to offer immersion without compromising the original audio. There are three modes here — Music, Cinema and Podcast — which the company explains are tailored to each use case. Music mode offers the experience of listening with “high-end speakers” while Cinema mode adds more low-end tone to give the effect of being in a theater, maintains clarity and offers “natural sounding” dialog. Podcast mode positions the host’s voice closer to the user’s ears. This is all powered by 50mm dynamic drivers and Snapdragon Sound with aptX Adaptive, allowing you to stream music in AAC, SBC and LDAC codecs. 

Rather than keep the ANC setup from the previous version, tech simply described as “adjustable,” Shure opted for a new hybrid active noise cancellation system. Like hybrid ANC on other headphones, the company uses microphones on the inside and the outside of the ear cup to monitor environmental clamor. Shure also allows you to control the amount of noise blocking and ambient sound with four modes: Light, Moderate, Max and MaxAware. The last of which is a new option the company describes as “perfect balance between blocking unwanted noise and maintaining awareness of your surroundings.” There’s also an Enhanced Environment mode that allows you to adjust those levels with a slider rather than relying on presets.

Shure has more than doubled the battery life for the second-gen Aonic 50. It now offers up to 45 hours of listening time on a charge, up from the 20 hours on the previous version. There’s also a quick-charge feature on the new model that gives you five hours of use in 15 minutes. The company is also touting “superior” call quality thanks to beamforming mics with automatic gain control. Shure says the six built-in microphones adjust automatically to combat ambient noise, which it claims provides “unmatched” clarity. Companies make lofty promises about voice performance all the time, and since mileage varies greatly on those, we’ll have to reserve judgement here until we can complete our own testing. 

The Aonic 50 (2nd gen) will be available in September.

This article originally appeared on Engadget at https://www.engadget.com/shures-new-aonic-50-headphones-have-spatial-audio-and-double-the-battery-life-160025565.html?src=rss 

Starfield review: You will like some of it

Patience. Starfield is a huge game set in a universe of newly inhabited planets, and it combines interstellar travel with furious gunplay, alien exploration, spaceship management, character customization and interpersonal strife, and it takes a moment for all of these layers to merge into a coherent experience. But, give Starfield time, approach its systems with grace, and you’ll be rewarded with a big, generic sci-fi RPG.

Starfield has moments of beauty, but it features just as many instances of drudgery and disconnection in its main quest line. Playing on pre-release code on Xbox Series S, these issues are only exacerbated by chugging framerates, low-resolution set pieces and roughly one hard crash every five hours. Starfield is big and largely bland, and while it gets some open-world gameplay aspects right, it doesn’t offer anything new for the sci-fi or RPG genres.

Bethesda

That said, there are plenty of classic cosmic environments to enjoy in Starfield, and chances are, every player will find a gameplay aspect that resonates with them. Bethesda claims it will take hundreds of hours to interact with everything in Starfield, and I can say that 40 hours and one New Game Plus later, this doesn’t feel like a lie. I’ve barely scratched the surface of some late-game systems, like outpost building and in-depth ship customization, but I got a sense of these mechanics while completing the main storyline and related side missions, which featured exploration, mining, social manipulation, resource management, crafting, cooking and combat — both on the ground and among the stars.

Combat is one of Starfield’s weak points, unfortunately. Gun battles are central to the game’s core loop, but they often feel unnecessary. Some encounters are straightforward, but some act as a literal roadblock, with too many enemies, robots and turrets to destroy, no opportunity for stealth, and random drop-ins from high-level bullet sponges. My advice is to pay attention to the level of each foe you’re shooting, and if you’re overwhelmed, run straight past the bemused enemies to unlock the next step in your mission. (This tactic works in a surprising number of encounters, and it never feels great).

My issues with Starfield’s combat largely stem from its homogenous weaponry. Maybe I’ve been spoiled by Borderlands, but the guns in Starfield all feel incredibly similar to each other, and they generally aren’t satisfying to shoot. This situation improves with time — players have the option to modify their arsenal and there are a few guns with elemental effects scattered around the galaxy — but overall, combat feels like something tacked on to appease FPS players, despite being central to progression.

Bethesda

There are no VATS here, just items to upgrade your stats and a secondary ability tree that eventually gets added to your loadout. The boost pack is a nice touch, allowing players to fly in short bursts without expending precious oxygen. These features help make fighting more dynamic, but even in the final battles of the main mission, gunplay doesn’t feel consistent or compelling. Starfield’s combat isn’t awful, but the experience maxes out at meh.

Being sneaky was never really an option for me — I placed a point in my Stealth skill, but even with a crouch meter, security guards and space pirates always spotted me instantly, and they all chose violence. Sure, I could’ve focused on upgrading my Stealth tree, but I was busy maxing out my Persuasion skills and adding tools like Thrusters to my ship (which I recommend doing early on).

It’s not just the weapons in Starfield that feel repetitive. Regardless of which planet they’re on, buildings come in three flavors: bright utopia, gritty cyberpunk, and industrial laboratory. Combat environments tend to blend together, with metallic platforms, staircases and vents in factory-like bases. Sometimes these are built into an extremely dark cave system, but they’re often filled with the same containers, doors and enemies. The cyberpunk city of Neon — I bet you can guess what it looks like — is essentially an expanded version of the underground marketplace at New Atlantis, your character’s headquarters. The main commercial districts are recognizable across planets, with clean white architecture.

Bethesda

Not only are these set pieces similar to each other, but they’re also stereotypical in sci-fi. Starfield offers nothing new from a visual standpoint. This isn’t too surprising, considering the game’s retrofuturistic angle, which limits its design to specific aesthetics that have been mined by Blade Runner, Star Trek, Star Wars and other incredibly popular franchises. On top of this, there are missed opportunities for unique worldbuilding — there is no intelligent alien life in the game, and even generations removed from Earth’s rigid borders, humans speak English with distinct regional accents. Across the solar systems, from ships to skyscrapers to clothing, Starfield is filled with drab.

Despite its familiarity, I had a good time hanging out in Neon specifically. When building my character, I chose to affiliate myself with the Street Rats of Neon, and this trait helped me feel at home under the prismatic lights of the city, providing valuable dialogue options and insights. When it came time to grind, I chose to spend my time on Neon, completing tasks for various citizens and shop owners, and eventually landing a job in corporate espionage at a massive technology company. Anyone who enjoys Bethesda’s dialogue trees and Persuasion mechanics will be happy here, but be aware that combat has been shoehorned into most of these missions, too.

When I needed a break from stealing trade secrets, I explored a handful of planets from the main missions, following distortions on my scanner, surveying the landscape and growing in strength along the way. These were some of the most peaceful and deeply enjoyable moments of Starfield, for me: wandering along the ruins of a lost settlement while a soundtrack of simple piano music echoed like interstellar radar, notes building slowly, teasing adventure beyond the next bend.

Engadget

This was the loop that I liked in Starfield. Other players will be drawn to quests outside of Neon; others will spend hours customizing their ships, gear and outposts; some will stick to interstellar combat and completing their Starmap. There’s enough variety in the planets to justify exploration, though there remains an abundance of gray and brown in the terrain overall. Ship combat is tricky at first, but it quickly becomes a delightful challenge of resource management and target prioritization, as long as you’re not suddenly bombarded by overpowered enemies.

There is a lot to do in Starfield, and a lot to enjoy. The Digipick lock-picking mechanic is so satisfying that I’d play it as a standalone game. The end of the main mission line introduces a compelling twist that messes with the player’s sense of reality in the middle of a frantic gun fight, and it was the most fun I had in combat. Though I would’ve loved to meet some extraterrestrials, it was fantastic to see so many women, LGBT folks and people of color in leadership positions throughout the game.

Starfield is a classic Bethesda RPG from toot to snoot, and this includes a litany of technical issues. I saw problems with facial and movement animations, I encountered dialogue and persuasion trees that barely made sense, and I had multiple conversations with characters who were rudely facing the wrong way.

I played on Xbox Series S, and I attribute a handful of additional glitches to that hardware specifically, including the fact that my game crashed 10 times in 40 hours. There are generous auto saves, so I only lost significant progress twice, but that was more often than I’d like. The game also has lengthy, static loading screens, and consistent framerate issues. In one scene, a character was describing how I should sneak into a rival’s headquarters, and an image of the building’s layout filled the screen, pixelated beyond recognition.

“As you can see…,” the character said, driving home the visual insult.

Click to view full-size image

Engadget

The story that unravels in Starfield is mainstream sci-fi fare, and while it’s not revolutionary, it’s perfectly serviceable for an RPG. It establishes a universe of items to collect and knowledge to gain, with mysteries, danger and new characters emerging along the way. The game is at its best when the main narrative falls to the wayside, and players are free to mess around on new planets, play with their spaceships, find settlements or simply explore the galaxy.

Starfield is huge, and it contains a mission or mechanic that every player can enjoy — they just might have to get through 40 hours of a game they don’t really like before discovering that loop. Todd Howard, the head of Bethesda Game Studios, said in a letter to reviewers that there are 3 million words in the game; he noted the amount of text, but that figure says nothing about quality.

Overall, Starfield is fine. It’s a Frankenstein monster of other sci-fi games and references, and it doesn’t do any of these things better than the existing products. Combat? Cyberpunk 2077 is smoother. Mining and exploration? That’s all No Man’s Sky. Ship management? FTL still reigns. RPG storytelling? Look no further than Outer Worlds.

Digipicks, though? That one goes to Starfield.

This article originally appeared on Engadget at https://www.engadget.com/starfield-review-you-will-like-some-of-it-160046067.html?src=rss 

Teenage Mutant Ninja Turtles: Shredder’s Revenge gets DLC today

Teenage Mutant Ninja Turtles: Shredder’s Revengewas a surprise hit when it launched last summer, breathing new life into the old-school 2D beat-em-up formula. Now there’s some new paid DLC to entice players back into the sewers. The Dimension Shellshock update was released today and brings new characters and a new game mode.

The DLC was announced earlier this summer, but the reveal didn’t include a release date, so today’s launch is a nice surprise. Dimension Shellshock allows you to play the entire game as two new players. There’s the comic book samurai Miyamoto Usagi from Usagi Yojimbo, an occasional friend to the turtles, and former Foot Clan soldier Karai. Both characters boast unique move sets and power ups.

As for the turtles and their cohorts, the DLC introduces palette swaps to keep things fresh. You don’t even have to buy Dimension Shellshock for this feature as there’s a free update with just the new colors.

There’s also a brand-new survival mode. This isn’t just a rehash that locks your characters in an arena with waves of enemies. Rather, it includes a number of original levels, called dimensions. There’s a bit of a roguelite element here, as the more you play, the more crystals you collect. These crystals can be used to purchase power ups, extra hit points and more.

Dimension Shellshock costs $8 and requires a copy of the original game. It’s currently available for PC, Nintendo Switch, PlayStation and Xbox consoles.

This article originally appeared on Engadget at https://www.engadget.com/teenage-mutant-ninja-turtles-shredders-revenge-gets-dlc-today-161511983.html?src=rss 

Withings’ ScanWatch 2 features a body temperature sensor and improved health tracking

If you don’t want a smartwatch but you do want a smart watch, then Withings is probably your best option. It’s spent the last decade producing classy hybrids which resemble old-fashioned Swiss watches to the untrained eye. Three years after launching the ScanWatch, the company is ready to show off its follow-up, the ScanWatch 2. At the same time, it’s also announcing the ScanWatch Light, a more wallet-friendly version that is really not much to write home about.

ScanWatch 2 is the most iterative of upgrades, with a new temperature sensor which could identify the early signs of infection. The rest of the sensors have been improved for greater accuracy and better power efficiency, but that’s about it on the hardware front. The only other change is that people can track their menstrual cycle by inputting the data to their wrist. That will, after a few months, start offering predictions but it’s surprising this doesn’t work in tandem with the temperature tracking.

At first blush, it doesn’t look as if much has changed in the case or face designs either, with the same options from the first generation on show here. There’s a 38mm or 42mm body with a pick of a thick or thin bezel and lugs attached to a black or white face in the steel bodies. You’ll get the choice of a stone or dark blue face and band combo with the rose gold variations, same as before. It’s a shame that we didn’t get a Horizon version – which puts the same internals in a diver’s watch body – at the same time, but I’m sure that’ll come next year.

In Withings’ defense, there isn’t much it could add to the ScanWatch that it didn’t already have. A few years back, I explained there are only so many pieces of data the laws of physics and biology can monitor from the wrist. Much as I could damn the ScanWatch 2 for a dearth of new features, it’s not Withings’ fault it did such a good job last time out. Let’s not forget its elegant analog and digital subdials, the depth and quality of its tracking and the 30-day battery life. Not to mention Health Mate, which remains the preeminent fitness-tracking platform in its class.

A focus on period tracking raises concerns for users living in a post-Roe US, where that data can be weaponized. Withings told Engadget its customer data is stored with a France-based provider, which is subject to EU law. Backups of its consumer data is held on Google Cloud but those backups are encrypted, with Withings the only entity able to decrypt them. This, however, may not be enough to prevent the enforced handover of data concerning a US citizen via the CLOUD Act.

The ScanWatch Light, meanwhile, is a ScanWatch with many of the existing bells and whistles taken out. There’s basic activity, sleep and heart-rate monitoring, but you lose the ECG, SpO2 and temperature-tracking tools. The hardware’s been downgraded, too, with the Sapphire Glass crystal replaced with Gorilla Glass and a less-accurate accelerometer. Given their respective prices, it’s probably better to hunt for a discounted first-generation ScanWatch if you can. This, to me, screams of an attempt to offer a lower-cost model that makes its pricier sibling look good.

Both the ScanWatch 2 and ScanWatch Light are available to pre-order from today with shipping expected to begin in October. Prices for the ScanWatch 2 start at $349.95 for the 38mm model, while the smaller ScanWatch Light will set you back $249.95.

This article originally appeared on Engadget at https://www.engadget.com/withings-scanwatch-2-features-a-body-temperature-sensor-and-improved-health-tracking-160037052.html?src=rss 

Lavoie buys VanMoof, giving the e-bike maker a bankruptcy liferaft

Just over a month after it declared bankruptcy, e-bike maker VanMoof has found a new home. Lavoie, the electric scooter division of McLaren Applied, has agreed to buy VanMoof and make investments in it to grow the business. According to a press release, Lavoie and its parent plan to “inject stability into the VanMoof operations” before bringing together their “capabilities to create a next-generation e-mobility business and establish a world-leading premium e-mobility offering.”

Terms of the acquisition haven’t been disclosed, but Lavoie and McLaren Applied appear to have a reasonable understanding of the challenge that lies ahead to get VanMoof back on track. McLaren Applied Chairman Nick Fry told Reuters that VanMoof is “a company with a brilliant product” that offers his team an opportunity in a new market, “but this is not going to be a walk in the park. This also is a company that got itself into a difficult financial situation.” Fry noted that McLaren Applied would need to invest “tens of millions” of pounds “in the short term” to stabilize VanMoof.

Lavoie CEO Eliott Wertheimer pointed out that VanMoof has more than 190,000 e-bike customers, some of whom have been struggling to obtain parts for repairs after production was suspended. Lavoie’s goal is to “continue to keep those riders on the road whilst we stabilize and efficiently grow the VanMoof business and continue to develop its world-class products.” However, there will be layoffs as part of the acquisition. VanMoof will also shift away from an in-house retail store model to instead sell and service bikes via third-party partners. Peloton has made a similar shift in its business model over the last year or so.

This article originally appeared on Engadget at https://www.engadget.com/lavoie-buys-vanmoof-giving-the-e-bike-maker-a-bankruptcy-liferaft-151547609.html?src=rss 

Keyword search is finally coming to Threads

A much-demanded feature is finally coming to Threads very soon, Meta CEO Mark Zuckerberg has confirmed. A keyword search function is on the way. Until now, the search box has only been useful for looking up user accounts.

In fact, the company is already testing the function in Australia and New Zealand. It plans to roll out keyword search more broadly to English-speaking territories in short order. “We are actively listening to the community’s feedback and working on more features to improve the search experience,” Meta told TechCrunch.

A full-text search feature is seen as critical for Threads to challenge (or perhaps even supplant) X/Twitter as the go-to platform for public conversations, particularly around events that are happening in real-time. Threads is missing some other functions that could help it get to that point, such as a TweetDeck (sorry, XPro) equivalent, but being able to search for posts is vital. It’s a key feature that could help Threads bring back some of the users who have drifted away after an initial spike in popularity.

To its credit, Meta has been quickly adding other important features to Threads over the last several weeks, including a full web version and a chronological feed of posts. So, other functions that users have been asking for may not be far behind.

This article originally appeared on Engadget at https://www.engadget.com/keyword-search-is-finally-coming-to-threads-135516556.html?src=rss 

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