Samsung’s Galaxy Tab S9 is cheaper than ever right now

Samsung’s Galaxy Tab S9 is on sale for $680 via Amazon, which is a discount of $120. This is a record low price for the well-regarded tablet. The S9 is the most recent iteration and there likely won’t be a refresh on the horizon until at least September.

Now onto some specs. The standard S9 boasts an 11-inch AMOLED screen, a Snapdragon 8 Gen 2 processor and 12GB of RAM. It also comes with the company’s S Pen stylus, which is something I wish Apple did for its tablets. The $680 price tag gets you a device with 128GB of internal storage, but 256GB and 512GB models are also on sale. 

The Galaxy Tab S9 easily made our list of the best tablets, and for good reason. We loved the gorgeous AMOLED screen, the powerful speakers and the tablet’s surprisingly useful Dex multitasking mode. For the uninitiated, this mode basically turns the tablet into a PC, complete with standard windows, folders and a taskbar, with the ability to drag and drop files.

The 11-inch screen is a joy to behold and probably the best fit for most people. The S9+, which is also on sale, boasts a particularly large 12.4-inch AMOLED display. Those with small hands should probably demo that unit before making the splurge. 

This is part of a larger Amazon sale on a bunch of Samsung tablets. There’s the aforementioned S9 tablets with more hard drive space, but also discounts on the entire A9+ line and the S9 FE+. There are no deals, however, for the top-of-the-line S9 Ultra.

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This article originally appeared on Engadget at https://www.engadget.com/samsungs-galaxy-tab-s9-is-cheaper-than-ever-right-now-155536182.html?src=rss 

The best budget Android phone for 2024

One of the best things about the Android ecosystem is the availability of truly affordable phones for as little as $150. By comparison, the cheapest iPhone is based on a dated design and starts at $429. However, picking the right one can be a bit tricky, as reducing the price of a phone can sometimes result in too many trade-offs. So to give you a hand, we tested a bunch of the most popular options and put together a list of our favorite cheap Android phones.

How low should you go?

We tend to define a budget phone as costing between $150 and $350. Any lower and the device runs the risk of suffering from too many compromises, and above that, you cross over to pricier midrange handsets (if you’re open to spending more, we shouted out a couple of our favorites at the very end of this guide).

But for those with a little wiggle room, there are some things to consider. For example, a child may be better off with a cheaper device, especially if it’s intended mainly for emergencies or texting parents (and not social media). On the higher end of this price spectrum, sub-$350 phones have come a long way thanks to improved performance, better cameras and nicer displays. This makes them a viable alternative to premium flagships, even if you have the freedom to spend more.

What to look for in a budget Android phone

When it comes to affordable devices, you get what you pay for. Most phones in this price range are made out of plastic, though the fit and finish of a specific model can vary a lot based on price. A bright screen is also important. Typically you’ll get LCD panels with a 60Hz or 90Hz refresh rate, but some phones may have OLED screens with increased color saturation. Long battery life is critical as well, so we tend to favor devices with larger power cells of around 5,000 mAh. In this price range, performance can vary a lot, so look for devices with at least 8GB of RAM and processors that can deliver stutter-free visuals. It’s also important to consider support length, as periodic operating system and security updates can extend the longevity of your device, which will save you money in the long run.

This article originally appeared on Engadget at https://www.engadget.com/best-budget-android-phone-160029327.html?src=rss 

PS5 system update that makes your controller sound better is rolling out today

Sony is rolling out a new PlayStation 5 system update that makes your controller sound better, your screen sharing more immersive and your power indicator adjustable. System Update 9.00 entered beta over a month ago and is available in the public software pushed to PS5 owners on Wednesday.

PS5 system software version 24.02-09.00.00 enhances DualSense and DualSense Edge controller audio. The controller speakers are now louder, making the speakers sound clearer when broadcasting in-game sounds and voice chat. The controller’s microphone is also improved. Sony says a new “AI machine-learning model” suppresses background noises from button presses and game audio, leading to an improved voice chat experience.”

The update also adds brightness adjustments for the PS5 power indicator. You can change its levels by heading to Settings > System > Beep and Light > Brightness. You can choose from three settings: dim, medium and bright (default).

PS5 Share Screen pointers

Sony

Share Screen, which lets you broadcast your gameplay straight from the console, adds pointers and emoji reactions. Your live audience can now use a pointer to show you locations on the screen. They can also send emoji reactions highlighting your gameplay triumphs and tragedies from the Share Screen. The features are toggled on by default, but hosts can turn them off from the Share Screen settings.

The 9.00 update also adds Unicode 15.1 emojis to messages. Less specifically detailed changes include performance and stability improvements for the system software, DualSense gamepads, PlayStation VR2 headset and controllers and Access controller.

If you aren’t automatically prompted to update, you can trigger the software download by heading to Settings > System > System Software > System Software Update and Settings, and choosing “Update System Software” under “Update Available.”

This article originally appeared on Engadget at https://www.engadget.com/ps5-system-update-that-makes-your-controller-sound-better-is-rolling-out-today-162511840.html?src=rss 

The 2024 Summer Game Fest Showcase is set for June 7

The fifth edition of Summer Game Fest takes place this year and now we know when the main showcase will take place. The two-hour stream of trailers, hype, announcements and game updates is set for Friday, June 7 at 5PM ET. So, if you notice any typos in Engadget’s coverage of the event, it definitely won’t be because we’re watching with an end-of-week cocktail in hand.

The SGF showcase will once again stream live from the YouTube Theater in Los Angeles with a live audience. The Geoff Keighley-run event has quickly become one of the key events on the games industry’s calendar, as several notable projects, big and small, have been announced there

With E3 now completely dead, SGF could be poised to take the expo’s place as the anchor for the various gaming events that typically take place in early June. The smart money’s on an Xbox showcase happening on the following Sunday, for instance.

🔆🎮🎉

It’s officially official: On Friday, June 7 @SummerGameFest streams live from @youtubetheater in LA at 2p PT / 5p ET / 9p GMT.

A two hour showcase of what’s next in gaming.

Sign up now at https://t.co/gO9QVWF4nN for event alerts. pic.twitter.com/5UAiehTPNY

— Summer Game Fest (@summergamefest) March 13, 2024

This article originally appeared on Engadget at https://www.engadget.com/the-2024-summer-game-fest-showcase-is-set-for-june-7-162854440.html?src=rss 

Who Is Brian Peck? 5 Things to Know About Drake Bell’s Past Manager & Former Disgraced Nickelodeon Dialogue Coach

Peck is not associated with the children’s network, but Drake Bell is exposing the sex offender in the upcoming ‘Quiet on Set’ docuseries. Learn more about the former disgraced Nickelodeon employee.

Peck is not associated with the children’s network, but Drake Bell is exposing the sex offender in the upcoming ‘Quiet on Set’ docuseries. Learn more about the former disgraced Nickelodeon employee. 

House passes bill that could ban TikTok

A bill that could force a sale or outright ban on TikTok passed the House just days after it was first introduced. The House of Representatives approved the measure Wednesday, in a vote of 352 – 65, in a rare showing of bipartisan support. It now goes to the Senate.

If passed into law, the legislation would give parent company ByteDance a six-month window to sell TikTok or face a ban from US app stores and web hosting services. While the “Protecting Americans from Foreign Adversary Controlled Applications Act” is far from the first effort to force a ban or sale of TikTok, it’s been able to draw more support far more quickly than previous bills.

The measure cleared its first procedural vote in the House last week, just two days after it was introduced. The bill will now move onto the Senate, where its future is less certain. Senator Rand Paul has said he would block the bill, while other lawmakers have also been hesitant to publicly back the bill.

TikTok has called the bill unconstitutional, saying it would “strip 170 million Americans of their Constitutional right to free expression” and hurt creators and businesses that rely on the service. Last week, the company sent a wave of push notifications to users, urging them to ask their representatives to oppose the bill. Congressional staffers reported that offices were overwhelmed with calls, many of which came from confused teenagers. Lawmakers later accused the company of trying to “interfere” with the legislative process.

Free speech and digital rights groups also oppose the bill, with many noting that comprehensive privacy laws would be more effective at protecting Americans’ user data rather than a measure that primarily targets one app. Former President Donald Trump, who once also tried to force ByteDance to sell TikTok, has also said he is against the bill, claiming it would strengthen Meta.

In a letter to lawmakers, the Electronic Frontier Foundation (EFF), American Civil Liberties Union (ACLU), Fight for the Future and the Center for Democracy and Technology argued that the bill would “set an alarming global precedent for excessive government control over social media platforms” and would likely “invite copycat measures by other countries … with significant consequences for free expression globally.”

If the bill were to muster enough votes to pass the Senate, President Joe Biden says he would sign the bill into law. His administration has previously pressured ByteDance to sell TikTok. Officials maintain the app poses a national security risk due to its ties to ByteDance, a Chinese company. TikTok has repeatedly refuted these claims.

If the law was passed, the company would likely mount a legal challenge like it did in Montana, which passed a statewide ban last year. A federal judge temporarily blocked the ban in November before it could go into effect.

This article originally appeared on Engadget at https://www.engadget.com/house-passes-bill-that-could-ban-tiktok-144805114.html?src=rss 

New Netflix movie Atlas puts J-Lo in a giant mech

There aren’t enough films that put movie stars in mechs and task them with saving the world. But that’s just what Netflix flick Atlas is doing with Jennifer Lopez.

She plays Atlas Shepherd, “a brilliant but misanthropic data analyst with a deep distrust of artificial intelligence,” who joins a team that’s aiming to secure a renegade robot. As it happens, Atlas and said machine share “a mysterious past,” according to Netflix. Inevitably, things don’t go as planned. Atlas finds herself stuck on a distant planet (a long way from any block), inside a robot she has to trust to help her protect life back home.

The first trailer doesn’t shed much more light on the plot, but it does have plenty of explosive visuals. Titanfall springs to mind here, especially since it shows a mech dropping from the sky to the surface. Sadly, it’s probably the closest we’ll ever get to a proper Titanfall film.

Atlas also stars Simu Liu and Sterling K. Brown. The film is directed by Brad Peyton (San Andreas, Rampage). It’ll hit Netflix on May 24. In the meantime, Team Engadget couldn’t help but come up with some alternative titles:

Mech In Manhattan

Jenny from the Bot

This is Mech… now

This article originally appeared on Engadget at https://www.engadget.com/new-netflix-movie-atlas-puts-j-lo-in-a-giant-mech-150742144.html?src=rss 

From mono to mainstream: 20 years of Bluetooth audio

“When you think about the history of Bluetooth, and specifically about audio, you really have to go back to the mid-to-late ’90s.”

Chuck Sabin is a Bluetooth expert. As a senior director at Bluetooth Special Interest Group (SIG), he oversees market research and planning as well as business development. He’s also leading the charge for emerging uses of Bluetooth, like Auracast broadcast audio. In other words, he’s an excellent person to speak to about how far Bluetooth has come — from the days of mono headsets solely used for voice communication to today’s devices capable of streaming lossless-quality music.

In the mid ’90s, mobile phones were starting to become a thing, and of course so were regulations about hands-free use of them in cars. Sabin previously worked in the cellular industry, and he remembers how costly and intrusive the early hand-free systems were in vehicles. Bluetooth originated from cell phone companies working together to cut the cord to headphones since using those not-yet-wireless audio accessories in the car was cumbersome. One of the first mobile phones with Bluetooth was from Ericsson in the late ’90s, although an updated model didn’t make it to consumers until 2001. That same year, the IBM ThinkPad A30 became the first laptop with Bluetooth built in. At that time, the primary intent of the short-range radio technology was for voice calls.

The Bose Bluetooth Headset Series 2

Bose

“You had a lot of people who ended up with these mono headsets and boom mics,” he explained. You know, the people we all probably made fun of — at least once. Most of these things were massive, and some had obnoxious blinking lights. They’re definitely a far cry from the increasingly inconspicuous wireless earbuds available now.

Bluetooth as a specification continued to evolve, with companies leveraging it for music and streaming audio. To facilitate music listening, there had to be faster communication between headphones and the connected device. Compared with voice calling, continuous streaming required Bluetooth to support higher data speeds along with reduced latency. Where Bluetooth 1.0 was call specific, version 2.0 began to achieve the speeds needed for audio streaming at over 2 Mb/s. However, Sabin says, the 2.1 specification adopted by Bluetooth SIG in 2007 was when all streaming audio capabilities were implemented in automobiles, phones, headphones, headsets and more.

Of course, it would still be a few years before wireless headphones were mainstream. In the early 2000s, headphones were still directly connected to a mobile phone or other source device. Once Bluetooth became a standard feature in all new phone models, as well as its inclusion in laptops and PCs, consumers could count on wireless connectivity being available to them. Even then, music had to be loaded onto a memory card to get it on a phone, as dedicated apps and streaming services wouldn’t be a thing until the 2010s.

“The utility of the device that you carried around with you all the time was evolving,” Sabin said. “Bluetooth was ultimately riding that continued wave of utility, by providing the opportunity to use that phone as a wireless streaming device for audio.”

Bragi Dash true wireless earbuds

Photo by James Trew/Engadget

About the time wireless headphones had become popular, a few companies arrived with a new proposition in 2015: true wireless earbuds. Bluetooth improvements meant reduced power requirements leading to much smaller devices with smaller batteries — and still provide the performance needed for true wireless devices. Bragi made a big splash at consecutive CESs with its Dash earbuds. The ambitious product had built-in music storage, fitness tracking and touch controls, all paired with a woefully short three-hour battery life. Perhaps the company was a bit overzealous, in hindsight, but it did set the bar high, and eventually similar technologies would make it into other true wireless products.

“Companies that were building products were really starting to stretch the specification to its limits,” Sabin explained. “There was a certain amount of innovation that was happening [beyond that] on how to manage the demands of two wireless earbuds.” Bluetooth’s role, he said, was more about improving performance of the protocol as a means of inspiring advances in wireless audio devices themselves.

He was quick to point out that, for the first few years, true wireless buds accepted the Bluetooth signal to only one ear and then sent it to the other. That’s why the battery in one would always drain faster than the other. In January 2020, Bluetooth SIG announced LE Audio at CES as part of version 5.2. LE Audio delivered lower battery consumption, standardized audio transmission and the ability to transmit to multiple receivers — or multiple earbuds. LE Audio wouldn’t be completed until July 2022, but it offers a lower minimum latency of 20 to 30 milliseconds versus 100 to 200 milliseconds with Bluetooth Classic.

“All of the processing is now done back on the phone itself and then streamed independently to each of the individual earbuds,” Sabin continued. “That will continue to deliver better performance, better form factors, better battery life and so on because the processing is being done at the source level versus [on] the individual earbuds.”

The increased speed and efficiency of Bluetooth has led to improvements in overall sound quality too. Responding to market demands for better audio, Qualcomm and others have developed various codecs, like aptX, that expand what Bluetooth can do. More specifically, aptX HD provides 48kHz/24-bit audio for wireless high-resolution listening.

“One of the elements that came into the specification, even on the classic side, was the ability for companies to sideload different codecs,” Sabin explained. “Companies could then market their codec to be available on phones and headphones to provide enhanced audio capabilities.”

LE Audio standardizes Bluetooth connectivity for hearing aids, leading to a larger number of supported devices and interoperability. The use cases range from tuning earbuds to a user’s specific hearing or general hearing assistance needs, with or without the help of active noise cancellation or transparency mode, to simply being able to hear valuable info in public spaces via their earbuds or hearing aid.

“Bluetooth is becoming integral for people with hearing loss,” he explained. “Not only for medical-grade hearing aids, but you’re seeing hearing capabilities built into consumer devices as well.”

Sony’s CRE-E10 OTC hearing aids

Sony

Sabin also noted how the development of true wireless earbuds have been key for people with hearing loss and helped reduce the stigma around traditional hearing aids. Indeed, companies like Sennheiser and Sony have introduced assistance-focused earbuds that look no different from the devices they make for listening to music or taking calls. Of course, those devices do that too, it’s just their primary aim is to help with hearing loss. The boom, which has been going on for years, was further facilitated by a 2022 FDA policy change that allowed over-the-counter sale of hearing aids.

One of the major recent developments for Bluetooth is broadcast audio, better known as Auracast. Sabin described the technology as “unmuting your world,” which is exactly what happens when you’re able to hear otherwise silent TVs in public spaces. You simply select an available broadcast audio channel on your phone, like you would a Wi-Fi network, to hear the news or game on the TV during your layover. Auracast can also be used for things like PA and gate announcements in airports, better hearing at conferences and sharing a secure audio stream with a friend. Companies like JBL are building it into their Bluetooth speakers so you can link unlimited additional devices to share the sound at the press of a button.

“You’re seeing it in speakers, you’ll see it in surround sound systems and full home or party-in-a-box type scenarios,” he said. Sabin also noted that applications beyond the home could simplify logistics for events, since Auracast audio comes from the same source before it’s sent to a PA system or connected earbuds and headphones with no latency. Sabin said the near-term goal is for Bluetooth audio to be as common in public spaces as Wi-Fi connectivity, thanks to things like Auracast and the standard’s constant evolution.

Even after 20 years, we’re still relying on Bluetooth to take calls on the go, but both the voice and audio quality have dramatically improved since the days of the headset. Smaller, more comfortable designs can be worn all day, giving us constant access to music, podcasts, calls and voice assistants. As consumer preferences have changed to having earbuds in at all times, the desire to tune into our surroundings rather than block them out has increased. “Unmuting your world” is now of utmost importance, and the advancement of Bluetooth technology, from the late ’90s through LE Audio, continues to adapt to our sonic preferences.

To celebrate Engadget’s 20th anniversary, we’re taking a look back at the products and services that have changed the industry since March 2, 2004.

This article originally appeared on Engadget at https://www.engadget.com/from-mono-to-mainstream-20-years-of-bluetooth-audio-153031600.html?src=rss 

Ryan Gosling Reveals Wife Eva Mendes & Daughters Gave Him ‘Tips’ Before ‘I’m Just Ken’ Oscars Performance

‘It was beautiful to have them there at the end,’ the ‘Barbie’ star gushed in a new interview about getting his daughters’ input on his Oscars performance.

‘It was beautiful to have them there at the end,’ the ‘Barbie’ star gushed in a new interview about getting his daughters’ input on his Oscars performance. 

Google DeepMind’s new AI can follow commands inside 3D games it hasn’t seen before

Google DeepMind has unveiled new research highlighting an AI agent that’s able to carry out a swath of tasks in 3D games it hasn’t seen before. The team has long been experimenting with AI models that can win in the likes of Go and chess, and even learn games without being told their rules. Now, for the first time, according to DeepMind, an AI agent has shown it’s able to understand a wide range of gaming worlds and carry out tasks within them based on natural-language instructions.

The researchers teamed up with studios and publishers such as Hello Games (No Man’s Sky), Tuxedo Labs (Teardown) and Coffee Stain (Valheim and Goat Simulator 3) to train the Scalable Instructable Multiworld Agent (SIMA) on nine games. The team also used four research environments, including one built in Unity in which agents are instructed to form sculptures using building blocks. This gave SIMA, described as “a generalist AI agent for 3D virtual settings,” a range of environments and settings to learn from, with a variety of graphics styles and perspectives (first- and third-person). 

“Each game in SIMA’s portfolio opens up a new interactive world, including a range of skills to learn, from simple navigation and menu use, to mining resources, flying a spaceship or crafting a helmet,” the researchers wrote in a blog post. Learning to follow directions for such tasks in video game worlds could lead to more useful AI agents in any environment, they noted.

Google DeepMind

The researchers recorded humans playing the games and noted the keyboard and mouse inputs used to carry out actions. They used this information to train SIMA, which has “precise image-language mapping and a video model that predicts what will happen next on-screen.” The AI is able to comprehend a range of environments and carry out tasks to accomplish a certain goal.

The researchers say SIMA doesn’t need a game’s source code or API access — it works on commercial versions of a game. It also needs just two inputs: what’s shown on screen and directions from the user. Since it uses the same keyboard and mouse input method as a human, DeepMind claims SIMA can operate in nearly any virtual environment.

The agent is evaluated on hundreds of basic skills that can be carried out within 10 seconds or so across several categories, including navigation (“turn right”), object interaction (“pick up mushrooms”) and menu-based tasks, such as opening a map or crafting an item. Eventually, DeepMind hopes to be able to order agents to carry out more complex and multi-stage tasks based on natural-language prompts, such as “find resources and build a camp.”

In terms of performance, SIMA fared well based on a number of training criteria. The researchers trained the agent in one game (let’s say Goat Simulator 3, for the sake of clarity) and got it to play that same title, using that as a baseline for performance. A SIMA agent that was trained on all nine games performed far better than an agent that trained on just Goat Simulator 3.

Google DeepMind

What’s especially interesting is that a version of SIMA that was trained in the eight other games then played the other one performed nearly as well on average as an agent that trained just on the latter. “This ability to function in brand new environments highlights SIMA’s ability to generalize beyond its training,” DeepMind said. “This is a promising initial result, however more research is required for SIMA to perform at human levels in both seen and unseen games.”

For SIMA to be truly successful, though, language input is required. In tests where an agent wasn’t provided with language training or instructions, it (for instance) carried out the common action of gathering resources instead of walking where it was told to. In such cases, SIMA “behaves in an appropriate but aimless manner,” the researchers said. So, it’s not just us mere mortals. Artificial intelligence models sometimes need a little nudge to get a job done properly too.

DeepMind notes that this is early-stage research and that the results “show the potential to develop a new wave of generalist, language-driven AI agents.” The team expects the AI to become more versatile and generalizable as it’s exposed to more training environments. The researchers hope future versions of the agent will improve on SIMA’s understanding and its ability to carry out more complex tasks. “Ultimately, our research is building towards more general AI systems and agents that can understand and safely carry out a wide range of tasks in a way that is helpful to people online and in the real world,” DeepMind said.

This article originally appeared on Engadget at https://www.engadget.com/google-deepminds-new-ai-can-follow-commands-inside-3d-games-it-hasnt-seen-before-140341369.html?src=rss 

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