Google and Samsung’s first Android XR headset is the $1,800 Galaxy XR

We’ve known for a while that the first extended reality (or XR) headset from Samsung and Google would debut in 2025. During an event on Tuesday night, Samsung at long last shared more details about the first Android XR device that you’ll be able to purchase. 

The company got really wild and original with the headset’s name. You’re truly not going to believe what it’s called… Actually, it’s got the most unsurprising name of all time: Galaxy XR. What’s more, you can buy the headset right now in the US and Korea for $1,800. That’s just over half of what the Apple Vision Pro costs.

Aside from an Android-powered headset that looks very much like an Apple Vision Pro, you might be wondering exactly what you’ll be getting in return for forking over 1,800 smackeroos. As expected, Galaxy XR is powered by the Snapdragon XR2+ Gen 2 chipset. Qualcomm worked with Samsung and Google on the headset.

The micro OLED display has 29 million pixels (6 million more than the Apple Vision Pro), a resolution of 3,552 x 3,840 and 96 percent of the DCI‑P3 color gamut — four percent more than the Vision Pro. Where Apple does have Samsung beat on the display front is with the refresh rate: the Galaxy XR tops out at 90Hz and the Vision Pro can hit 120Hz. 

Galaxy XR has dual high-res passthrough cameras to support mixed reality use, six other external cameras for tracking things in the environment and two eye-tracking sensors. The device supports iris recognition for unlocking the headset and entering passwords in some apps. As with the Vision Pro, you can capture 3D photos and video using the headset. 

Sam Rutherford for Engadget

The cameras allow for hand tracking and gesture control, though it’s possible to operate Galaxy XR with physical controllers as well. If you prefer, you can pair a keyboard and mouse to the headset or link it to your PC and access your desktop that way.

The dual speakers support Dolby Atmos and there are six microphones built in. As for battery life, Samsung says you’ll get up to two hours of general use and 2.5 hours of video playback on a charge. That matches the original battery life promises of the original Vision Pro, but Apple said its latest model (which has the new M5 chipset) offers an extra 30 minutes or so of usage.

The interpupillary distance of the Galaxy XR’s optics is 54~70mm, and it’s possible to buy insertable prescription lenses if needed. As for connectivity, the headset supports Wi-Fi 7 and Bluetooth 5.4. Even with a forehead cushion attached, Galaxy XR weighs 545g (1.2lbs), while the latest Apple Vision Pro has a minimum weight of 750g (1.7lbs). The Galaxy XR’s battery pack — as with competitor’s offerings, the battery is external — weighs 302g (0.7lbs). 

Samsung claims the Galaxy XR was designed with comfort in mind. “The headset’s ergonomically balanced frame distributes pressure across the forehead and the back of the head, minimizing facial discomfort while providing steady support,” the company said in a press release. There’s also a detachable light shield that you can employ to block out external light.

Google/Unity

What you can actually do with Galaxy XR

There are no prizes for guessing that Google’s generative AI chatbot Gemini is at the heart of Android XR. “Android XR is the first Android platform built entirely for the Gemini era, and we are incredibly excited to take a significant leap forward today with the launch of Galaxy XR,” Sameer Samat, Google’s president of Android Ecosystem, said.

Every Google Play Store app works out of the box on the headset, though of course Google has reworked some for mixed reality. You can use Gemini to navigate Google Maps and ask for personalized recommendations while checking out 3D visuals with Immersive View. Google Photos can bring an extra dimension to 2D photos and videos via auto spatialization.

On YouTube, you can ask Gemini to find videos and tell you more details about what you’re watching. And, while using the passthrough mode, you can look at any object in your environment and use Circle to Search to look up more info about it. Google has also made new versions of Google TV, Chrome and Meet (because what is mixed reality for if not conference calls?) for Android XR.

Multitasking is a factor here as well. The operating system allows users to have multiple, resizable apps open at once. These can be arranged in a virtual space, or you can simply ask Gemini to do that for you.

On the entertainment front, you’ll be able to stream shows and movies in 4K in a virtual theater setting. You’ll have access to a library of 180-degree and 360-degree VR content, and you can view 3D content via a “spatial” tab. Some streaming platforms have reworked their apps for Android XR, including Crunchyroll, HBO Max and Peacock. 

There’s a multi-view option for watching sports, with apps from the likes of MLB and Fox Sports available. With Adobe’s Project Pulsar (an immersive video editing app), you’ll be able to add 3D depth to videos and seemingly place captions behind subjects with ease, if that’s something you’re interested in.

Sam Rutherford for Engadget

Galaxy XR has games too. NFL Pro Era — an NFL-licensed virtual reality title that’s also on Meta Quest, PlayStation VR and Windows — is available for Android XR. So too is Inside [JOB] by Owlchemy Labs (Vacation Simulator, Job Simulator). For compatible games, Samsung says Gemini can offer real-time coaching, tips and “enhanced gameplay experiences.”

The arrival of Galaxy XR is an important next step for Google and its grand vision of an Android XR ecosystem. But the company isn’t stopping with headsets. It’s also making smart glasses, a product category that Meta has been trying to conquer. Samsung and Google are working with Warby Parker on Android XR smart glasses. At I/O earlier this year, we got some hands-on time with a prototype of Google’s Android XR glasses.

Once again, Galaxy XR will run you $1,800, and Samsung is offering financing options. The Galaxy XR Travel Case and Galaxy XR Controller will each run you $250 — at those prices, they almost need financing options too. Ouch. 

Anyone who buys Galaxy XR by the end of this year will get an Explorer Pack at no extra cost. This includes 12 months of access to Google AI Pro, YouTube Premium and Google Play Pass. The NFL Pro Era, Project Pulsar, Calm and Asteroid apps are bundled in too. You’ll also get NBA League Pass access for the 2025-26 season in the US or 12 months of the Coupang Play Sports Pass in Korea. Charging $1 for each of the first three months of YouTube TV seems a little cheap considering the outlay for Galaxy XR, but it’s still a decent perk. YouTube TV typically costs $83 per month. 

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/google-and-samsungs-first-android-xr-headset-is-the-1800-galaxy-xr-020004449.html?src=rss 

How to order the Samsung Galaxy XR headset

Samsung’s take on the Vision Pro is here — and you can already order it. Costing just over half as much as Apple’s reality machine, the Galaxy XR has a 4K micro-OLED screen and a 100-degree horizontal field of view. The $1,800 mixed reality headset is available now for pre-order on Samsung’s website.

The Galaxy XR isn’t only a Samsung product. The company developed the long-rumored headset alongside Google and Qualcomm. It’s the first Android XR product, a line that will eventually include AI glasses “and beyond.” You can read more about the headset and its ecosystem in Engadget’s news coverage.

Given Google’s connection to the Galaxy XR, it isn’t too surprising that the company has bonuses for early orders. If you buy the headset before the end of 2025, you’ll get “The Explorer Pack.” That includes a year of access to Google AI Pro, YouTube Premium and Google Play Pass. Also included until the end of the year is the “XR Pack.” This adds three months of YouTube TV, a year of NBA League Pass, NFL Pro Era, Adobe’s Project Pulsar, Asteroid and Calm.

You can order the Galaxy XR now from Samsung’s website and in Samsung Experience Stores. The headset costs $1,800. An optional Galaxy XR Controller costs $250. And somehow, the official Galaxy XR travel case also costs $250, which is — yikes — a lot. Perhaps consider waiting for third-party alternatives on the case front.

Samsung is offering a 24-month financing plan for the headset ($75.01 monthly) on its website. Meanwhile, Samsung’s stores have that plan as well as a 12-month one ($149 monthly).

This article originally appeared on Engadget at https://www.engadget.com/wearables/how-to-order-the-samsung-galaxy-xr-headset-020008173.html?src=rss 

Why the Samsung Galaxy XR can support ‘almost all’ Android apps

The Samsung Galaxy XR is designed to be a showcase for Android XR, Google’s new AR / VR operating system, but unlike competing mixed reality headsets, Google says there will be few limits on the apps the Galaxy XR will actually be able to run. In fact, a Google spokesperson tells Engadget that “almost all Android apps will automatically be made available without any additional development effort.”

Obviously, Google and Samsung would love deliberately designed spatial experiences for their new hardware, but almost all existing Android apps, regardless if they were made for phones or not, will be considered “Android XR compatible mobile apps” once the headset launches. That means they’ll run in a floating spatial panel that can be moved around the virtual space surrounding you, and per Google’s Android XR developer guidelines, will automatically support core XR input methods like eye and hand tracking, along with the usual suspects like controllers, mice and keyboards. They should also run and look like they would on a smartphone or tablet. “Apps that specify compact sizes show up accordingly and apps that allow for resizing can be resized in XR. These apps do not run in compatibility mode and won’t be letterboxed,” Google says.

The only apps that won’t make the cut are ones that require features a given Android XR device doesn’t support, like GPS. And in the case of apps that are already updated to work on large screens, or that are “adaptive apps” designed to reflow and change size depending on the Android device they’re running on, things will be even smoother. Google says adaptive design will be expected to be the default going forward, an effort that started with this year’s release of Android 16. “Many APIs restricting size will be ignored on larger screens (which includes Android XR),” Google’s spokesperson said, because the company ultimately wants Android apps to feel responsive whether they’re on a phone, an in-car display or an XR headset.

Apple tried a similar, but more limited approach with the launch of visionOS and the Vision Pro by letting developers list their iOS and iPadOS apps in the visionOS App Store. The move produced mixed results, and a dearth of real visionOS apps. An app designed with a device in mind is better than one that’s not, but Google does at least appear to have set Android developers up for a slightly smoother ride. Considering the Galaxy XR’s cheaper price when compared to the Vision Pro, they might also have a bigger audience to make apps for, too.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/why-the-samsung-galaxy-xr-can-support-almost-all-android-apps-021000889.html?src=rss 

Samsung Galaxy XR hands-on: A smarter, more open take on Apple’s Vision Pro for half the price

Apple’s Vision Pro was meant to usher in a new era for headsets. However, its high price and somewhat limited utility resulted in what may be the company’s biggest flop in years. Now it’s time for Samsung to give things a go with the Galaxy XR. It’s a fresh take on modern mixed reality goggles developed through deep partnerships with Qualcomm and Google and it attempts to address some of the Vision Pro’s biggest shortcomings.

The hardware

While both Apple and Samsung’s headsets have a lot of similarities (like their basic design and support for features such as hand and eye tracking), there are also some very important differences. First, at $1,800, the Galaxy XR is essentially half the price of the Vision Pro (including the new M5-powered model). Second, instead of Apple’s homegrown OS, Samsung’s headset is the first to run Google’s new Android XR platform, which combines a lot of familiar elements from its mobile counterpart but with a bigger emphasis on AI and Gemini-based voice controls. And third, because Samsung relied more on partners like Google and Qualcomm, the Galaxy XR feels like it’s built around a larger, more open ecosystem that plays nicely with a wider range of third-party devices and software.

The Galaxy XR fundamentally doesn’t look that much different from the Vision Pro. It features a large visor in front with an assortment of 13 different exterior sensors to support inside-out tracking, passthrough vision and hand recognition. There are some additional sensors inside for eye and face tracking. There’s also a connector for the wire that leads to its external clip-on battery pack alongside built-in speakers with spatial audio. The one big departure is that unlike the Vision Pro, the Galaxy XR doesn’t have an outward-facing display, so it won’t be able to project your face onto the outside of the headset, which is just fine by me.

Sam Rutherford for Engadget

However, the devil is in the details because while the original Vision Pro weighed between 600 and 650 grams (around 1.3 to 1.4 pounds) depending on the configuration (not including its battery pack), the Galaxy XR is significantly lighter at 545 grams (1.2 pounds). And that’s before you consider the new M5 Vision Pro, which has somehow gone backwards by being even heavier at 750-800 grams (around 1.6 pounds). Furthermore, it seems Samsung learned a lot from its rivals by including a much larger and thicker head cushion that helps distribute the weight of the headset more evenly. Granted, during a longer session, I still noticed a bit of pressure and felt relief after taking off the Galaxy XR, but it’s nothing like the Vision Pro, which in my experience gets uncomfortable almost immediately. Finally, around back, there’s a simple strap with a knob that you can twist to tighten or loosen the headband as necessary. So even without extra support running across the top of your head, getting in and out of the Galaxy XR is much easier and comfier than the Vision Pro.

Sam Rutherford for Engadget

On the inside, the Galaxy XR is powered by Qualcomm’s Snapdragon XR2+ Gen 2 chip with dual micro OLED displays that deliver 4K resolution (3,552 x 3,840) to each eye at up to 90Hz. I wish Samsung was able to go up to a 120Hz refresh rate like on the Vision Pro, but considering the Galaxy XR’s slightly higher overall resolution, I’m not that bothered. And I must say, the image quality from this headset is seriously sharp. It’s even better than Apple’s goggles and it might be the best I’ve ever used, particularly outside of $10,000+ enterprise-only setups. Once again, when you consider that this thing costs half the price of a Vision Pro, this headset feels like a real accomplishment by Samsung to the point where I wouldn’t be surprised if the company is losing money on every unit it sells.

In terms of longevity, Samsung says that for general use the Galaxy XR should last around two hours. If you’re only watching videos though, that figure is more like two and a half. Thankfully, if you do need to be in mixed reality for longer, you can charge the headset while it’s being used. As for security, the Galaxy XR uses iris recognition to skip traditional passwords, which is nice.

The platform: Android XR

Sometimes, trying out a new software platform can be a little jarring. But that’s not really the case for Android XR, which shouldn’t present much of a learning curve for anyone who has used other headsets or Google’s ubiquitous mobile OS. After putting the goggles on, you can summon a home menu with an app launcher by facing your palm up and touching your index finger and thumb together. From there, you can open apps and menus by moving your hands and pinching icons or rearranging virtual windows by grabbing the anchor point along the bottom and putting them where you want.

Sam Rutherford for Engadget

Notably, while there is a growing number of new apps made specifically for XR, you still get access to all of your standard Android titles. Those include Google Photos, Google Maps and Youtube, all of which I got a chance to play around with during a 25-minute demo. In Photos, you can browse your pictures normally. However, to take advantage of the Galaxy XR’s hardware, Google created a feature that allows the app to convert standard flat images (with help from the cloud) into immersive ones. While the effect isn’t true 3D, it adds distinct foreground, midground and background layers to images in a way that makes viewing your photo roll just a bit more interesting.

In Maps, you start out with a view of the world before using hand gestures to move and zoom in wherever you want or voice commands to laser in on a specific location. The neat new trick for this app is that if you find bubbles over things like restaurants and stores, you can click those to be transported inside those businesses, where Android XR will stitch together 2D photos to create a simulated 3D environment that you can move and walk around in. Granted, this doesn’t have a ton of practical use for most folks unless you want to take a virtual tour of something like a wedding venue. But, the tech is impressive nonetheless.

Sam Rutherford for Engadget

Finally in the YouTube app, the Galaxy XR did a great job of making standard 360 videos look even better. While quality will always depend on the gear that captured the content, viewing spatial clips was a great way to show off its resolution and image quality. Google says it will also put a new tab on the app to make finding 360 videos easier, though you can always watch the billions of standard flat videos as well.

Interestingly, you can use and navigate the Galaxy XR entirely with hand gestures, but voice commands (via Gemini) are also a major part of the Android XR platform. Because the goggles sit on your head, unlike with mobile devices, there’s no need to use a wake word every time you want to do something. You just talk and Gemini listens (though you can choose to disable this behavior if you prefer), so this makes voice interactions feel a lot more natural. Because Gemini can also do things like adjust settings or organize all the apps you have open, in addition to answering questions, it feels like Google is starting to deliver on some of those Star Trek moments where you can simply ask the computer to do something and it just happens. Yes, it’s still very early, but as a platform, Android XR feels much more like a virtual playground than VisionOS does at the moment.

Other features

Sam Rutherford for Engadget

While I didn’t get to test these out myself, there are some other important features worth mentioning. In addition to apps, you can also play your standard selection of Android games like Stardew Valley or connect the headset to your PC (like with Steam Link) to play full desktop titles. Furthermore, I was told that the Galaxy XR can be tethered to a computer and used like a traditional VR headset. And while Samsung is making optional wireless controllers for the Galaxy XR (and a big carrying case), you may not need them at all as you’ll also have the ability to pair the goggles with typical Bluetooth-based gamepads along with wireless mice and keyboards.

Google also says it’s working on a new system called Likenesses that can create personalized avatars for use in video calls and meetings that use data from interior sensors to deliver more realistic expressions. Additionally, you’ll be able to use tools like Veo3 to make AI-generated videos while providing prompts using your voice. But this is just scratching the surface of the Galaxy XR’s capabilities and I want to use this thing more before offering a final verdict.

Early thoughts

Sam Rutherford for Engadget

In many ways, the Galaxy XR looks and feels like a flagship mixed reality headset in the same vein as the Vision Pro, but for the Android crowd (and Windows users to some extent as well). On top of that, Google has done some interesting things with Android XR to make it feel like there’s a much wider range of content and software to view and use. In many ways, the addition of a dedicated AI assistant in Gemini and voice controls feels much more impactful on goggles than a phone because you can’t always count on having physical inputs like a mouse or keyboard. And with the Galaxy XR being half the price of the Vision Pro, Samsung and Google have done a lot to address some of the most glaring issues with Apple’s rival.

In case the price drop wasn’t enough, it feels like all the companies involved are doing as much as possible to sweeten the deal. I actually started laughing when I first heard all the discounts and free subscriptions that come with the headset. That’s because in addition to the goggles themselves, every Galaxy XR will come with what’s being called the Explorer Pack: 12 months of access to Google AI Pro, 12 months of YouTube Premium (which itself includes YouTube Music), 12 months of Google Play Pass, 12 Months of NBA League Pass and a bundle of other custom XR content and apps. So on top of a slick design, top-tier optics and a new platform, Google and Samsung are basically tossing a kitchen sink of apps and memberships in with the headset.

Sam Rutherford for Engadget

My only reservation is that when it comes to mass adoption, I think smartglasses have supplanted headsets as the next big mainstream play. Granted, there is a lot of technology and software shared between both categories of devices (Google has already teased upcoming Android XR smartglasses) that should allow Samsung or Google to pivot more easily down the line. But the idea that in the future there will be a headset in every home seems less likely every day. Still, as a showcase for the potential of mixed reality and high-end optics, the Galaxy XR is an exciting piece of tech.

The Samsung Galaxy XR is available now for $1,800 on Samsung.com.

This article originally appeared on Engadget at https://www.engadget.com/ar-vr/samsung-galaxy-xr-hands-on-a-smarter-more-open-take-on-apples-vision-pro-for-half-the-price-020044642.html?src=rss 

Someone made a ‘camera’ that can shoot at two billion frames per second

Brian Haidet, a scientist creating videos on YouTube under the handle AlphaPhoenix, showed off a camera in a new video that can capture footage of a laser pointer at the speed of light. The camera is an update on a previous design that could capture footage at one billion frames per second, but it comes with a major caveat: it can only shoot one pixel at a time.

Haidet’s camera is made from a gimbal-mounted mirror, two tubes, a simple lens, a light sensor and some Python code to tie it all together. Pointed at a laser pointer, the camera’s able to capture a beam of light at two billion frames per second, showing it smoothly traveling between mirrors, with speeds that vary depending on where the camera is in relation to the laser pointer. “Light moves about six inches, or 15 centimeters, per frame of this video,” Haidet says. “This beam of light is traveling at the Universe’s speed limit. Light in any reference frame will never move any faster or any slower than this speed.”

Pixels had to be tiled together to create what looks like normal video footage.

Brian Hadet

While it’s theoretically possible to create a more traditional camera that can capture footage at two billion frames per second, as Haidet explains, you can’t do it with the tools most people have in their garage. His solution was to capture one pixel at a time, and then tile that footage together to create something viewable. According to Haidet, “if all these videos are synchronized and we take many, many, many, one pixel videos, we can tile these videos next to each other and play them all back at the exact same moment and give something that looks like a video.” 

While it’s not the same thing as a true two billion frames-per-second camera, “that’s just a significantly more expensive way to do it,” Haidet says, “and it really wouldn’t get us any better of a result.”

This article originally appeared on Engadget at https://www.engadget.com/science/someone-made-a-camera-that-can-shoot-at-two-billion-frames-per-second-202259391.html?src=rss 

Netflix is adapting Catan into movies and TV shows

Netflix, no stranger to adapting games into streaming hits, has announced that it’s partnering with game publisher Asmodee to create new TV shows and films based on the board game Catan, with multiple projects already in development. While the streamer has primarily specialized video game adaptations, the belief in post-Barbie Hollywood is that any recognizable IP could be the source of a future TV show or movie.

In Catan, players are tasked with collecting resources and building out a civilization on a remote island, with multiple ways to win or obstruct fellow players from doing the same. It’s not too hard to imagine the game being converted into some kind of competitive reality TV show, though apparently animated and live-action narrative projects are also on the table. “Anyone who has played Catan knows [that] the intense strategy and negotiation at the core of the game has endless opportunities for some serious drama,” Jinny Howe, Netflix’s head of scripted series for the US and Canada, shared in the press release announcing the deal.

Whichever Catan project ultimately heads into production, Netflix says it’ll be produced by Darren Kyman from Asmodee, Pete Fenlon from Catan Studio, and Guido and Benjamin Teuber, the sons of Catan creator Klaus Teuber. If Asmodee sounds familiar, it might be because Netflix has partnered with the publisher in the past. Exploding Kittens, another Asmodee published game, was adapted into both a mobile game for Netflix Games and an animated series with the help of its original creators.

Catan joins a Monopoly adaptation and several shows based on video games at Netflix, including the recently released Splinter Cell: Deathwatch and an upcoming series based on the Assassin’s Creed franchise.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/netflix-is-adapting-catan-into-movies-and-tv-shows-185133712.html?src=rss 

Microsoft increases the price of Xbox dev kits by $500

Players aren’t the only ones facing higher price tags from Xbox. According to a report by The Verge, Microsoft has upped the cost of the Xbox Development Kit from $1,500 to $2,000. That’s a 33 percent jump in cost for these custom hardware kits, which are essential for devs to make and test games for release on the console. 

“The adjustment reflects macroeconomic developments,” Microsoft said in an email sent to Xbox devs and seen by The Verge. “We remain committed to providing high-quality tools and support for your development efforts.” Although the macroeconomics in question are almost certainly the tariffs enacted by the US, it appears this is a blanket increase that will impact developers in other countries as well. The new kit costs appear to be effective immediately. 

The change caps off a series of price increases for the Xbox ecosystem. Game Pass prices recently rose, with the Ultimate tier now costing $30 a month compared to the previous $20. And Microsoft has upped the cost of the Xbox twice this year, once in May and again in September. Between these additional expenses and the little matter of cutting thousands of gaming jobs earlier this year, a lot of us are giving up on Xbox before Microsoft can disappoint us yet again.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/microsoft-increases-the-price-of-xbox-dev-kits-by-500-190000419.html?src=rss 

Mark Zuckerberg, Adam Mosseri and Evan Spiegel ordered to testify in trial over social media addiction

Meta CEO Mark Zuckerberg, Instagram chief Adam Mosseri and Snap CEO Evan Spiegel will have to testify in an upcoming trial that deals with social media safety and whether the executives’ platforms are addictive. A Los Angeles judge ruled that the three men will need to testify in the trial set to begin in January, according to CNBC.

“The testimony of a CEO is uniquely relevant, as that officer’s knowledge of harms, and failure to take available steps to avoid such harms could establish negligence or ratification of negligent conduct,” Judge Carolyn B. Kuhl wrote. As CNBC points out, the January trial will be closely watched as it’s the first of many lawsuits alleging harms to young social media users that will head to trial. 

Lawyers for Meta and Snap had argued that the executives should be spared from testifying at the upcoming trial. Meta’s lawyers reportedly argued that forcing testimony from Zuckerberg and Mosseri would “set a precedent” for future trials. Meta is currently facing numerous lawsuits over alleged harms to younger users of its platforms. The company didn’t immediately respond to a request for comment.

Snap is also facing a number of lawsuits over alleged safety issues. In a statement, the law firm representing Snap said that the judge’s order “does not bear at all on the validity of Plaintiffs claims” and that they “look forward to the opportunity to explain why Plaintiffs’ allegations against Snapchat are wrong factually and as a matter of law. “

This article originally appeared on Engadget at https://www.engadget.com/social-media/mark-zuckerberg-adam-mosseri-and-evan-spiegel-ordered-to-testify-in-trial-over-social-media-addiction-190500907.html?src=rss 

Apple steps up its attacks on Europe’s DMA regulations

Apple’s war of words with Europe over its Digital Markets Act (DMA) is bleeding into the court system. Bloomberg reports that the company criticized the regulations at the General Court in Luxembourg. The European Commission is currently conducting its first formal review of the law. Apple lawyer Daniel Beard told the court reviewing the DMA that it “imposes hugely onerous and intrusive burdens.”

The language echoes Apple’s go-to framing of the regulations as an anti-consumer, anti-privacy hardship on the nearly $4 trillion company. “Over time, it’s become clear that the DMA isn’t helping markets,” the company wrote in a September blog post. “It’s making it harder to do business in Europe.” Apple even cited porn as one of the law’s alleged dangers. “For the first time, pornography apps are available on iPhone from other marketplaces — apps we’ve never allowed on the App Store because of the risks they create, especially for children.”

Apple also claimed the DMA caused it to delay several features. These include AirPods Live Translation, iPhone Mirroring in macOS, and the Visited Places and Preferred Routes features in Maps.

The iPhone maker asked the EC to repeal the law in September. In response, the commission essentially told the company to shove it. “Apple has simply contested every little bit of the DMA since its entry into application,” EU spokesperson Thomas Regnier said. He added that the EC had “absolutely no intention” of ditching the law.

Bloomberg reports that Apple is challenging the DMA on three fronts. First is its requirement that rival hardware (like earbuds and smartwatches) work with the iPhone, which Apple claims is a security risk. The company also objected to the App Store’s inclusion under the rules and a probe into whether iMessage should have been included.

In response, EC lawyer Paul-John Loewenthal highlighted Apple’s immense power in Europe. He said the company’s “absolute control” over the iPhone has led to “supernormal profits” in markets where competitors can’t possibly compete on equal footing.

“Only Apple has the keys to that walled garden,” Loewenthal told the court. “It decides who gets it and who can offer their products and services to iPhone users. And through such control, Apple has locked in more than a third of European smartphone users.”

This article originally appeared on Engadget at https://www.engadget.com/big-tech/apple-steps-up-its-attacks-on-europes-dma-regulations-175332390.html?src=rss 

YouTube is rolling out likeness detection tool to combat deepfakes

When AI tools first began proliferating around the web, worries about deepfakes quickly rose alongside them. And now that tech such as OpenAI’s recently released Sora 2 is getting more capable and more widely available (and being used exactly as irresponsibly as you might have guessed), both famous and ordinary people may want more control over protecting their likenesses. After teasing the feature last year, YouTube is starting to launch a likeness detection tool to combat unwanted deepfakes and have them removed from the video platform. 

Likeness detection is currently being rolled out to members of the YouTube Partner Program. It’s also only able to cover instances where an individual’s face has been modified with AI; cases where a person’s voice has been changed by AI without their consent may not be caught by this feature. To participate, people will need to submit a government ID and a brief video selfie to YouTube to ensure they are who they say they are and give the feature source material to draw from in its review. From there, it works similarly to YouTube’s Content ID feature for finding copyrighted audio, scanning uploaded videos for possible matches that the person can then review and flag infringing videos for removal.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/youtube/youtube-is-rolling-out-likeness-detection-tool-to-combat-deepfakes-175917315.html?src=rss 

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