Master & Dynamic debuts MW09 earbuds with upgraded sound, ANC and battery life

Master & Dynamic hasn’t debuted new wireless earbuds since 2021 when the company revealed the MW08 and MW08 Sport within a few months of each other. Now M&D is back with a new model, the MW09, with a refined design, better battery life, redesigned acoustics and upgraded call quality. As is typically the case with the company’s audio gear, the MW09 is made with premium materials, including aluminum, Kevlar and sapphire glass. Master & Dynamic is also introducing all of its updates without raising the price as the new model costs the same at the company’s most recent true wireless option. 

Like the MW08 Sport, the MW09’s outer panel is a combination of aluminum and sapphire glass, with a similar overall D shape to the two previous versions. Master & Dynamic says it gave this new model a more ergonomic shape on the other side and reduced the weight with an updated acoustic enclosure and construction. It explains that this should offer a better fit for a wider range of ear shapes while also increasing comfort. Another key design difference is that outer panel now has a circular section where the company’s “M” branding is prominently displayed. It’s not a touch panel though as the physical controls still reside on the top edge.

Inside, M&D gave the MW09 a new acoustic architecture with its 11mm beryllium drivers. The company promises its “most expansive sound profile ever” as a result of the improvements there. When it comes to active noise cancelation (ANC), Master & Dynamic explains that updated microphone and sensor placement alongside new adaptive noise-blocking algorithms combat more environmental noise. For calls, a new AI-powered “high-definition” speech setup should keep you sounding clear and natural even in loud settings, according to the company. What’s more, there’s improved battery life of up to 12 hours with ANC on (16 hours with it off). That’s two hours longer than the MW08 Sport (four hours more with ANC off). 

Master & Dynamic is also making significant updates to its M&D Connect App for its earbuds and headphones. For the MW09, the app will provide a fully adjustable EQ, battery monitoring, an earbud fit test and sidetone, or the ability to hear your voice better during calls. The new model supports Bluetooth 5.4, Snapdragon Sound and Auracast in addition to multipoint connectivity for easier switching between devices. 

The MW09 will be available in black, white and gold options with an aluminum case for $349. That’s the same price at the MW08 Sport, but it’s $150 more than the MW08. If you prefer a Kevlar case, you can choose from green, blue or gunmetal hues and those cost an extra $50. All colors and case options will be available for purchase or preorder at the company’s website on November 14.

This article originally appeared on Engadget at https://www.engadget.com/master–dynamic-debuts-mw09-earbuds-with-upgraded-sound-anc-and-battery-life-130042393.html?src=rss 

Google creates a brand new hub for shopping deals

The holiday season might be the most wonderful time of the year, but it’s arguably also the most expensive. Ahead of the mad dash to find the best presents for the lowest prices, Google is attempting to undo some of that financial load with the launch of its new deals hub. Now, if you type in “shop deals” on Google, the search engine will bring you to a page filled with markdowns on categories like electronics and apparel. 

If you’re looking for a specific type of item, you can Google something like “shop headphone deals” and see promotions for that product. Displayed items should come from a range of sources, including big box stores, luxury brands, and local shops. Google will also show items based on what you’ve browsed for in the past while signed into your account. Plus, if you’ve looked at a certain shirt or a watch, for instance, it might appear in your “resume browsing” card alongside any current promotions on it.

Google is also coming for extensions like Honey and Capital One Shopping, with a new discount tag icon right in the Chrome address bar. Click on the button, and, just like with the others, you’ll get a list of coupon codes for the site you’re currently shopping on. 

Plus, Google is providing more tracking information to monitor whether a price is above average — or has recently dropped. Participating sites will have a “shopping insights” label in the address bar that you can click on to view an item’s 90-day price history. This chart could give you an idea of whether the item goes on sale frequently or if its sticker price has dropped recently. You can also click the bell icon on Search for mobile to receive push and email notifications when a product goes on sale. Bookmark the item instead if you’re shopping on Chrome from your computer. 

This article originally appeared on Engadget at https://www.engadget.com/google-creates-a-brand-new-hub-for-shopping-deals-120042109.html?src=rss 

The Morning After: Apple’s new MacBook lineup makes much more sense

Apple’s MacBook problem was a confusing lineup of similar machines with different names, different chips, different hardware and the rest. But it may have finally solved the problem. The long-rumored 15-inch MacBook Air arrived months ago, and then Apple surprised us by delivering two MacBook Pro revisions — notably in less than 12 months — to showcase the company’s most powerful chips yet. These new M3-equipped MacBook Pro 14- and 16-inch are a clearer sign of Apple’s direction.

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The company has killed off the long-suffering 13-inch MacBook Pro, and in the same stroke, put an end to an aging design and the divisive, frustrating Touch Bar. These Pro machines — especially the M3 Max models — are great for professionals, and the MacBook Airs are for everyone else.

I think, for the first time in a long time, Apple’s laptop lineup finally makes sense.

— Mat Smith

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Bored Ape NFT event leads to at least 15 attendees reporting severe eye burn

Organizer Yuga Labs is ‘aware of the eye-related issues.’

@CryptoJune777 / X

So you thought just the idea of attending an NFT event was torturous enough. At least 15 visitors at Yuga Labs’ ApeFest, a celebration of Bored Ape Yacht Club NFTs (which are still a thing), may have experienced serious eye injuries. Bloomberg reports that multiple people attending the event in Hong Kong last weekend experienced vision problems, which they suspect stem from the event’s stage lighting. Some claim doctors subsequently diagnosed them with welder’s eye, a condition caused by overexposure to ultraviolet rays. The company is apparently investigating the reports.

Continue reading.

Every car is a smart car, and it’s a privacy nightmare

Smart cars, dumb privacy policies, terms and conditions.

Mozilla recently reported that all 25 car brands it reviewed failed its privacy tests. While all, in Mozilla’s estimation, overreached in their data collection and use policies, some even included caveats about obtaining highly invasive information. Today’s cars can collect personal information, and the fine print of user agreements describes how manufacturers get you to consent every time.

Continue reading.

WeWork files for Chapter 11 bankruptcy protection

The company has struggled.

Another twist in the WeWork saga this week as the office space rental company has filed for bankruptcy protection. Following reports last week that the company was expected to file for Chapter 11 protection, WeWork’s shares were halted on the New York Stock Exchange on Monday. According to The New York Times, it described its bankruptcy filing as a “comprehensive reorganization” of its business. WeWork has been toiling in a real estate market shaken by rising borrowing costs while also facing the pandemic-accelerated change of millions more people working remotely.

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-apples-new-macbook-lineup-makes-much-more-sense-121543140.html?src=rss 

‘Stranger Things’ is coming back to ‘Dead by Daylight’

Dead By Daylight has brought a fan-favorite collaboration back into its universe: Gamers can once again access the Stranger Things chapter, entering The Upside Down and choosing to play as Survivors Nancy Wheeler or Steve Harrington against the Killer, The Demogorgon.

Behaviour Interactive first released a Dead By Daylight and Stranger Things crossover in 2019 on the heels of other horror collaborations like A Nightmare on Elm Street and The Texas Chainsaw Massacre. However, the license ended in 2021, and — despite pleas from fans for Netflix to renew the contract — the TV show-inspired board and characters left. To be fair, anyone who already owned the game could still play as Nancy or Steve, but no updates or additional purchases were available.

Now, the Stranger Things chapter is once again available to all “including the Underground Complex Map from the Hawkins National Laboratory, and the iconic Survivor duo composed of Nancy Wheeler, a tough aspiring journalist, and Steve Harrington, a former high school jock with a knack for finding trouble,” Mathieu Côté, head of partnerships for Behaviour Interactive, said in a statement. Players can also grab new outfits from the in-game store, including items for the Demogorgon.

Speaking of the ever-frightening Demogorgon, the creature can navigate the map through a series of portals. Then, when it finds its prey, the Demogorgon uses one lunging strike to end things. While much of the Stranger Things chapter mirrors its initial iteration, as of now, related achievements and trophies won’t be available. 

This article originally appeared on Engadget at https://www.engadget.com/stranger-things-is-coming-back-to-dead-by-daylight-104511407.html?src=rss 

Zelda, Mario and Pikmin give Nintendo a boost as Switch sales continue to dwindle

Nintendo’s digital game sales are helping the company continue to perform well as the Switch nears the end of its tenure as its flagship console. In its latest earnings report (PDF) from March to September 2023, Nintendo has revealed that it sold 19.5 million copies of The Legend of Zelda: Tears of the Kingdom, which was released in May. It also sold 2.61 million units of Pikmin 4 after it came out in July, while Mario Kart 8 Deluxe posted 3.22 million more in unit sales after The Super Mario Bros. Movie was shown in April. Nintendo has sold 57.01 million copies of the kart racing game so far.

The gaming company says other Switch titles also continued to grow steadily, including those from other publishers, and that there were 16 games that posted sales of millions of units for the aforementioned period alone. In all, the company’s digital sales amounted to 217.5 billion Yen ($1.45 billion) from March to September, which is almost 16 percent higher than its digital sales for the same timespan last year. 

“As a result of these factors,” Nintendo says, its unit sales for the entire Switch family rose by 2.4 percent year-on-year to 6.84 million units. The only model that sold well and brought the average up, however, was the Switch OLED console. Nintendo sold 32.8 percent more Switch OLEDs this period compared to last year, but it only moved 1.25 million units of the basic Switch model, representing a 44 percent decrease in sales year-on-year. The decrease in sales for the Switch Lite wasn’t quite as dramatic, but Nintendo still sold 1.9 percent fewer units.

Going forward, Nintendo intends to release more games so as to entice people to keep playing on the Switch and to buy more than one console for their homes. For this holiday season, it has a few releases in pipeline, including WarioWare: Move It!, Super Mario RPG and add-on content for Pokémon Scarlet and Pokémon Violet. Nintendo is expected to release its new flagship console sometime next year and has reportedly started showing developers the upcoming device’s ray-tracing capabilities and other more advanced technologies. 

This article originally appeared on Engadget at https://www.engadget.com/zelda-mario-and-pikmin-give-nintendo-a-boost-as-switch-sales-continue-to-dwindle-112508240.html?src=rss 

Things are going from bad to worse for Cruise’s robotaxis

GM’s autonomous vehicle Cruise division is already going through a rough patch, with the California Department of Motor Vehicles (DMV) recently suspending its driverless permits over safety issues. Now, several new reports have highlighted other issues with the company, including problems with its autonomous vehicles (AVs) recognizing children and the frequency with which human operators must remotely take control. The company also just announced that it’s temporarily suspending production of its fully autonomous Origin transport.

The most concerning issue is that Cruise reportedly kept its vehicles on the streets even though it knew they had problems recognizing children, The Intercept reported. According to internal, previously unreported safety assessment materials, Cruises autonomous vehicles may have been unable to effectively detect children in order to take extra precautions. 

“Cruise AVs may not exercise additional care around children,” the document states. Because of that, the company was concerned that its robotaxis might drive too fast near children who could move unexpectedly into the street. Cruise also lacks data around child-specific situations, like kids separating from adults, falling, riding bicycles or wearing costumes. 

In one simulation, the company couldn’t rule out a scenario where a vehicle strikes a child. In another specific test drive, a vehicle detected a child-sized dummy but still struck it with a mirror at 28 MPH. The company chalked up the problems to a inadequate software and testing — specifically, it lacks AI software that could automatically detect child-shaped objects around the car and maneuver accordingly.

In a statement to The Intercept, Cruise admitted that its vehicles sometimes temporarily lost track of children by the side of the road during simulation testing. It added that the problem was fixed and only seen in testing and not on public streets, though it didn’t say what specific actions it took to resolve the issue. A spokesperson also said that the system hadn’t failed to detect the children, but did fail to classify them as such. 

It further stated that the odds of an accident involving children were relatively low. “We determined from observed performance on-road, the risk of the potential collision with a child could occur once every 300 million miles at fleet driving, which we have since improved upon. There have been no on-road collisions with children.”

The report also notes that Cruise AVs have trouble detecting large holes in the road, such as construction site pits with crews inside, something the company itself called a “major risk.” GM’s own documents indicated that even with its small AV fleet, a vehicle was likely to drive into such a hole at least once a year — and into a pit with people inside once every four years. 

That scenario almost happened, according to video reviewed by The Intercept. Onboard cameras show an AV driving right to the edge of a pit, inches away from workers, despite the presence of construction cones. It only stopped because someone waved a “slow” sign in front of the windshield. 

“Enhancing our AV’s ability to detect potential hazards around construction zones has been an area of focus, and over the last several years we have conducted extensive human-supervised testing and simulations resulting in continued improvements,” the company said in a statement. “These include enhanced cone detection, full avoidance of construction zones with digging or other complex operations, and immediate enablement of the AV’s Remote Assistance support/supervision by human observers.”

All of that raises the question of whether Cruise should be operating its vehicles on public roads. “If you can’t see kids, it’s very hard for you to accept that not being high risk — no matter how infrequent you think it’s going to happen,” Carnegie Mellon engineering professor Phil Koopman told The Intercept

The child detection issue isn’t the only recent exposé on Cruise, as it turns out that the robotaxis aren’t really autonomous at all. In fact, they require human assistance every four to five miles, according to a report in The New York Times confirmed in large part by Cruise CEO Kyle Vogt in Hacker News

“Cruise AVs are being remotely assisted (RA) 2-4 percent of the time on average, in complex urban environments.” wrote Vogt. That equates to someone intervening every four to five miles, which could be multiple times on many trips. There is typically one remote assistant “for every 15-20 driverless AVs,” Cruise stated later.

In a statement to CNBC, the company provided additional details: “Often times the AV proactively initiates these [remote assistance actions] before it is certain it will need help such as when the AV’s intended path is obstructed (e.g construction blockages or detours) or if it needs help identifying an object,” a spokesperson wrote. “Remote assistance is in session about 2-4 percent of the time the AV is on the road, which is minimal, and in those cases the RA advisor is providing wayfinding intel to the AV, not controlling it remotely.”

Finally, it appears that Cruise has halted production of its Origin autonomous vehicle after the California DMV pulled its license, Forbes reported. In an all-hands meeting with employees, Vogt, referring to the DMV license withdrawal, stated that “because a lot of this is in flux, we did make the decision with GM to pause production of the Origin,” according to audio from the meeting. 

Cruise is still operating its AVs in California, but now must have a human backup driver at the wheel. Meanwhile, California says it has given Cruise a path back to driverless operation “The DMV has provided Cruise with the steps needed to apply to reinstate its suspended permits, which the DMV will not approve until the company has fulfilled the requirements to the department’s satisfaction,” it said in a statement. 

This article originally appeared on Engadget at https://www.engadget.com/things-are-going-from-bad-to-worse-for-cruises-robotaxis-094529914.html?src=rss 

TikTok is discontinuing its Creator Fund and steering users to the Creativity Program

TikTok only launched its Creator Fund a few years ago, but is already killing it off in favor of a new monetization scheme that arrived earlier this year. “Starting December 16, 2023, the Creator Fund will be discontinued in the United States, United Kingdom, France, and Germany,” a spokesperson told Engadget in a statement. “All creators currently enrolled in the Creator Fund can upgrade to the Creativity Program.” 

The Creativity Program emphasizes longer content, with a required minimum video length of at least one minute (TikTok now allows videos up to 30 minutes long). The company said it wants to create “the best possible experience” on the platform with the new system, but longer videos also help TikTok sell more ads. The main benefit for streamers is that it pays up to 20 times the amount offered by the Creator Fund, according to the company. 

“We developed the Creativity Program based on the learnings and feedback from the Creator Fund, and we’ll continue listening and learning from our community as we explore new features and enhance existing ones to further enrich the TikTok experience,” TikTok said. The Creator Fund will continue to be available for users in Spain and Italy, at least for now.

The Creator Fund was unveiled in 2020 with an initial commitment of $200 million to be paid out to top streamers. Soon after, the company said it would support hundreds of thousands of creators with over $2 billion in funding over the next three years. 

However, it got off to a rough start after top users complained that they weren’t receiving very much money. Last year, streamer Hank Green shared that he made about 2.5 cents per 1,000 views on the platform — a fraction of his YouTube earnings and about half of what he earned on TikTok prior to the fund.

We designed the Creativity Program based on [creator] feedback, to encourage creators to create high-quality, original content, generate higher revenue potential, and open doors to more real-world opportunities. The program offers higher cash incentives, giving creators the potential to earn up to 20 times the amount previously offered by the Creator Fund.

The Creativity Program, by contrast, arrived in February this year as an invite-only system before opening up to all eligible creators. It’s still in beta, but any Creator Fund users can join, provided they’re at least 18 years old and have at least 10,000 followers and 100,000 video views in the last 30 days, along with a US-based account (or account in one of the other eligible countries). After switching to the Creativity Program, users are removed automatically from the Creator Fund.

Some creators have embraced the Creativity Program, according to a report from Insider. Streamers with subscriber numbers varying from a half million to several million have seen payouts ranging in the low thousands to nearly $100,000 per month, “a complete 180” from what they were seeing before, according to one creator. 

Streamers may like the longer format and extra revenue, but users may need to some to adjust. In a recent TikTok internal survey, nearly 50 percent of users said videos over a minute in length were “stressful,” and a third of users watched videos online at double speed, according to a Wired report from earlier this year.

This article originally appeared on Engadget at https://www.engadget.com/tiktok-is-discontinuing-its-creator-fund-and-steering-users-to-the-creativity-program-091023327.html?src=rss 

Microsoft will let Xbox game makers use AI tools for story design and NPCs

Xbox has teamed up with a startup called Inworld AI to create a generative AI toolset that developers can use to create games. It’s a multi-year collaboration, which the Microsoft-owned brand says can “assist and empower creators in dialogue, story and quest design.” Specifically, the partners are looking to develop an “AI design copilot” that can turn prompts into detailed scripts, dialogue trees, quests and other game elements in the same way people can type ideas into generative AI chatbots and get detailed scripts in return. They’re also going to work on an “AI character runtime engine” that developers can plug into their actual games, allowing players to generate new stories, quests and dialogues as they go. 

On Inworld’s website, it says its technology can “craft characters with distinct personalities and contextual awareness that stay in-world.” Apparently, it can provide developers with a “fully integrated character engine for AI NPCs that goes beyond large language models (LLMs).” The image above was from the Droid Maker tool it developed in collaboration with Lucasfilm’s storytelling studio ILM Immersive when it was accepted into the Disney Accelerator program. As Kotaku notes, though, the company’s tech has yet to ship with a major game release, and it has mostly been used for mods. 

Developers are understandably wary about these upcoming tools. There are growing concerns among creatives about companies using their work to train generative AI without permission — a group of authors, including John Grisham and George R.R. Martin, even sued OpenAI, accusing the company of infringing on their copyright. And then, of course, there’s the ever-present worry that developers could decide to lay off writers and designers to cut costs. 

Xbox believes, however, that these tools can “help make it easier for developers to realize their visions, try new things, push the boundaries of gaming today and experiment to improve gameplay, player connection and more.” In the brand’s announcement, Haiyan Zhang, General Manager of Gaming AI, said: “We will collaborate and innovate with game creators inside Xbox studios as well as third-party studios as we develop the tools that meet their needs and inspire new possibilities for future games.”

This article originally appeared on Engadget at https://www.engadget.com/microsoft-will-let-xbox-game-makers-use-ai-tools-for-story-design-and-npcs-083027899.html?src=rss 

Final Cut Pro uses Apple’s latest chips to improve face and object tracking

Following the recent launch of the new M3-equipped MacBook Pros, Apple will soon be releasing an update for its Final Cut Pro to make further use of its own silicon. According to the company, its updated video editing suite will leverage a new machine learning model for improved results with object and face tracking. Additionally, H.264 and HEVC encoding will apparently be faster, thanks to enhanced simultaneous processing by Apple silicon’s media engines.

On the user experience side, the new Final Cut Pro comes with automatic timeline scrolling, as well as the option to simplify a selected group of overlapping connected clips into a single storyline, and the ability to combine connected clips with existing connected storylines. As for Final Cut Pro for iPad, users can take advantage of the new voiceover recording tool, added color-grading presets, new titles, general workflow improvements and stabilization tool in the pro camera mode. Both the Mac and iPad versions of Final Cut Pro will receive their updates later this month.

With Logic Pro’s new Quick Sampler Recorder mode, users can create sampler instruments from any sound using the iPad’s built-in microphone or a connected audio input.

Apple

For those who need to focus on music creation, Apple has also updated Logic Pro with some handy new tools. For both the Mac and iPad versions, there’s a new Mastering Assistant which claims to help polish your audio mix, by analyzing and tweaking “the dynamics, frequency balance, timbre, and loudness.” You can use this tool to refine your mix at any point throughout the creation process. Another good news is that to avoid digital clipping and to boost low-level sensitivity, both flavors of Logic Pro now supports 32-bit float recording when used with compatible audio interfaces.

If you’re a fan of “Sample Alchemy” — a sample-to-instrument tool — and “Beat Breaker” — an audio multi-effect plug-in — on Logic Pro for iPad, you’ll be pleased to know that both features have been ported over to Logic Pro for Mac. Similarly, the Mac app has gained two free sound packs, “Hybrid Textures” and “Vox Melodics,” which can be found in the Sound Library. Some may also find the new “Slip” and “Rotate” tools in the “Tool” menu handy.

Meanwhile, the updated Logic Pro for iPad offers a better multi-tasking experience. The app now supports iPadOS’ “Split View” and “Stage Manager,” thus letting you quickly drag and drop audio samples from another app — such as Voice Memos, Files or a browser — into Logic Pro. There’s also a new “Quick Sampler” recorder plug-in for easily creating sampler instruments from any sound, via the iPad’s built-in microphone or a connected audio input. This update, along with a handful of related in-app lessons, are available immediately.

This article originally appeared on Engadget at https://www.engadget.com/final-cut-pro-uses-apples-latest-chips-to-improve-face-and-object-tracking-065025314.html?src=rss 

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