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NYT Crossword: answers for Friday, October 18

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NYT Crossword: answers for Monday, September 23
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NYT Mini Crossword today: puzzle answers for Saturday, October 19

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NYT Mini Crossword today: puzzle answers for Saturday, September 21

The New York Times has introduced the next title coming to its Games catalog following Wordle’s continued success — and it’s all about math. Digits has players adding, subtracting, multiplying, and dividing numbers. You can play its beta for free online right now. 
In Digits, players are presented with a target number that they need to match. Players are given six numbers and have the ability to add, subtract, multiply, or divide them to get as close to the target as they can. Not every number needs to be used, though, so this game should put your math skills to the test as you combine numbers and try to make the right equations to get as close to the target number as possible.

Players will get a five-star rating if they match the target number exactly, a three-star rating if they get within 10 of the target, and a one-star rating if they can get within 25 of the target number. Currently, players are also able to access five different puzzles with increasingly larger numbers as well.  I solved today’s puzzle and found it to be an enjoyable number-based game that should appeal to inquisitive minds that like puzzle games such as Threes or other The New York Times titles like Wordle and Spelling Bee.
In an article unveiling Digits and detailing The New York Time Games team’s process to game development, The Times says the team will use this free beta to fix bugs and assess if it’s worth moving into a more active development phase “where the game is coded and the designs are finalized.” So play Digits while you can, as The New York Times may move on from the project if it doesn’t get the response it is hoping for. 
Digits’ beta is available to play for free now on The New York Times Games’ website

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Half a million users could be leaving X due to “blocking” changes  

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X, formerly known as Twitter, has undergone multiple changes under Elon Musk’s administration. In some cases, the changes have led to backlash from users who try alternative platforms in response. That’s what’s been happening in the last few hours with modifications to the behavior of the “blocking” feature and terms of use on X. Up to half a million users could be leaving X, according to reports.

Bluesky reported half a million new users after the latest X’s announcements

Bluesky is a social platform that emerged as a rival to Twitter. It was the brainchild of Jack Dorsey, former co-founder and CEO of Twitter. However, Dorsey is not currently part of the project and has even been highly critical of it. He claims that Bluesky is making the same mistakes as Twitter and is not the original idea.

Anyway, after news about updates to the terms of use of X, Bluesky published that it received 100,000 new users. A day after the announcement, Bluesky updated the numbers, stating that they received 500,000 folks. So, up to half a million users could be leaving X right now. The influx of new people even caused an outage on Bluesky’s servers for a couple of hours.

That said, it is not the first time something like this has happened. There have been multiple instances of users massively trying out an alternative service to X/Twitter after an announcement that caused anger. However, for various reasons, many users later returned to the platform. We will likely find out in the coming hours whether the situation has changed this time.

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The changes in the “blocking” feature that caused the backlash

First, the blocking function will no longer work as it has until now. When you block a profile on X, it prevents you from viewing any posts or replies from that particular profile. It also prevents the blocked profile from interacting with you. If the profile comments on a post you are reading or a contact shares a post from that profile, you will only see a message indicating that the post has limited visibility. If you tried to check that account, you would only see a message saying that you blocked it (or you were blocked) on the feed.

However, X is rolling out a new behavior for the block option. Now, all public posts on the blocked profile will still be accessible, but the account will not be able to interact with you. Of course, it won’t be able to send you direct messages or anything similar. Notably, checking the feed of a blocked profile was not particularly difficult. Opening said profile from a tab in “Incognito mode” of your browser was enough.

Elon Musk showed intentions to change the way the “block” feature works last year. It even seems that his initial intention was to remove it, since in August 2023 he said that it “makes no sense.” However, more than a year later, the X dev team is only changing the behavior of the option.

New AI training policies too

The other reason behind the backslash is the new data usage policies for AI training. Until now, X only used the platform’s content to train Grok, its own AI-powered chatbot. However, the platform will now allow third parties to use X’s content to train their AI models as well. The topic of artificial intelligence training always generates controversy, and this time was no exception. The artists were particularly unhappy with the announcement.

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Qualcomm axes its Windows on ARM PC dev kit

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Qualcomm axes its Windows on ARM PC dev kit

Qualcomm has canceled its Windows on ARM PC dev kit, otherwise called the Snapdragon X Elite Developer Kit. Refunds are going out, sales have ceased and support for the kit has stopped, according to reporting by The Verge. It was originally supposed to ship in June before being delayed.

In an email to customers, Qualcomm chalked the whole thing up to quality control. It said the mini PC “comprehensively has not met our usual standards of excellence” and “we have made the decision to pause this product and the support of it, indefinitely.” Interestingly, some kits had already been mailed out to consumers. All units will be refunded, even those that have shipped.

As previously mentioned, it was originally supposed to launch back in June alongside the chips that powered those first Copilot Plus PCs. Qualcomm hasn’t given a reason as to why it took months to make the decision to cancel the product.

Developer Jeff Geerling received the kit and gave it a teardown and review. He said it landed “with a thud” and called out the lack of Linux support and resale restrictions. Geerling also found that the unit was missing an HDMI port, despite having all of the chips in place for an internal DisplayPort to HDMI conversion.

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Some have speculated that this HDMI port issue caused the production delays and even led to the eventual cancellation. To that end, Qualcomm emailed customers last month to alert them they were planning on shipping the dev kit with a USB-C to HDMI dongle instead of a traditional HDMI port.

Whatever the reason for the cancellation, this kit was supposed to be a crucial item of hardware to help devs port apps to Windows on Arm. Microsoft and Qualcomm have been urging developers to ready their apps for Snapdragon X Elite laptops.

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How Andrew Stephan made War Game — the Ukraine game documentary | The DeanBeat

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How Andrew Stephan made War Game -- the Ukraine game documentary | The DeanBeat

Andrew Stephan is the director of War Game: The Making of S.T.A.L.K.E.R. 2, a documentary from Microsoft about the ordeal of the game developers at GSC Game World, the Ukraine game studio that had to make S.T.A.L.K.E.R. 2: The Heart of Chornobyl, a triple-A game, in the middle of a war zone.

The film depicts the lives of the game team — perhaps the biggest in all of Ukraine with 460 people — as they figured out how to get the game done in the midst of the Russian invasion. On and off in the works for a decade, the game is scheduled to ship on the PC and consoles on November 20, 2024.

It’s emotional story that centers on a husband-and-wife team, Ievgen Grygorovych and Mariia Grygorovych, the leaders of the game studio, and the decisions they had to make in saving the game, the studio and the lives of their employees. It offers lessons around making decisions under pressure.

I wondered how the filmmakers captured the footage of the company and its game developers as they worked through the crisis of the Russian invasion in February 2022. The video shows the making of the game from its earliest days through the onset of war and its aftermath. Stephan told me that his film teams were not able to go to the country during the time of war. Rather, the GSC Game World team themselves chose to record their experiences in the documentary. It’s remarkable that most of the history captured in the raw footage was due to the foresight of the team itself.

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It’s a compelling video and story, and I encourage everyone to watch it for inspiration. It’s shows the limits of human visibility during war and the determination of a team to adapt and finish a game under the most trying circumstances.

The team’s resilience in the face of war and other obstacles showed through in the emotional film, which is a kind of microcosm for the toil thousands of people working in games in Ukraine or in the Ukrainian diaspora — under the shadow of war where all of the odds are against them.

“There’s not a single person at that company that we interviewed, or that we didn’t, who hasn’t lost someone. Who hasn’t lost friends or family,” Stephan said in his interview with me.

Here’s an edited transcript of our interview.

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Andrew Stephan is the director of the documentary, War Game: The Making of S.T.A.L.K.E.R. 2.
Andrew Stephan is the director of the documentary, War Game: The Making of S.T.A.L.K.E.R. 2.

GamesBeat: What has the reception been like so far? Have you heard some good things about how it’s being viewed?

Andrew Stephan: I’m not in tune with the numbers myself. That was never my MO. I would defer to Microsoft on what the viewership is like. I know that for me, the number one response, positive response I was hoping to get, and the audience I was most curious about, was the team at GSC. I had the fortune of getting to fly out to Prague last week to screen it with them for the first time. Most of the team had not seen the film. It was a powerful opportunity to watch it with more than 100 of the people on the team, and get to meet several of them that I’d never had a chance to meet before. To a person, they were all deeply touched and grateful to Xbox, to the production team for doing their story justice, for taking the time to be deliberate with the story. That’s been great.

Everywhere I’ve seen a comment, or I’ve seen someone weighing in with an opinion, it seems to be overwhelmingly positive. That’s been my early experience.

GamesBeat: What was some of the initial impetus for you? Why focus on Ukraine, and why this particular team?

Stephan: I can’t chalk it up to anything more than luck and timing. I knew Tina Summerford, who appeared in Power On, from my time at G4 TV way back when, in the early 2000s. She’s the one who brought me on to do Power On for the 20th anniversary of Xbox. What was supposed to be a stand-alone feature documentary, maybe 45 minutes or an hour, ended up becoming six episodes, a couple of years in the making, and helped the team at Xbox land a couple of Emmy nominations and their first win. That was an extremely positive experience. I had a great time making it. The brand was very happy with the outcome, with the reception.

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We stayed in touch, and she first alerted me to GSC’s story in the summer of 2022, when it was first put on her radar. She kept tracking their progress. She earned the studio’s trust. She and Glenn at Microsoft, the two of them earned the studio’s trust and got them comfortable with the idea of documenting their journey. She re-approached me in the spring of 2023 about throwing my hat in the ring to try and direct a film, to make a pitch to Microsoft. I leapt at the opportunity. They bought into my pitch and the rest was history.

War Game: The Making of Stalker 2, is a new documentary from Microsoft.
War Game: The Making of Stalker 2, is a new documentary from Microsoft.

GamesBeat: If you think about all the footage that turned out to be so on the ground there–were they deciding to film themselves? Or were you actually having your team go there and capture everything with them all the time?

Stephan: All credit goes to them for having the prescience to document their own journey. At the very beginning, as we started, they had–I forget his name. Nick was his first name. But they had an in-house photographer and bibliographer who had documented a ton of meetings and just the process of making the game. They were documenting stuff before the war started. Even before the imminent threat of war. They were filming all through 2021 and 2022. At the very beginning, they handed us a giant pile of material that we had to comb through. They weren’t shooting with the intent of having this footage used in a documentary like this. But we were able to cherry-pick.

Any of these films, what really brings it to life is the archival. Being able to establish a sense of place and time, creating a more intimate connection with your subjects. Because of the highly charged and challenging nature of the subject matter, it’s not like we could have boots on the ground in Kyiv. We had to rely on them exclusively to give us some of that footage. But that’s a process for them. Remember, beyond that initial dump, this team is heads down, just cranking every day to get a game out the door. They’re repeatedly dealing with requests from me and my team about trying to get footage. I think it worked out well. All the way down, close to the last weeks of edit, they were still sending footage over when we were looking for specific moments of coverage.

GamesBeat: I hope you didn’t have to go into Chernobyl, into the radiation zone there.

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Stephan: I think I would have–my instinct as a filmmaker, I would have loved to have gone. But from a family perspective and a Microsoft perspective, and from an insurance perspective–it’s a complicated thing. We’re very fortunate that we were able to make the film we made at the distance we were at. Fortunately I was able to go to Prague several times to film the interviews there with the team, capturing them in the office and shooting some B-roll, a day in the life. We made a few trips out there.

Something that’s interesting is how many people don’t actually know that Chernobyl was in Ukraine. I was surprised to find out–I don’t even think I knew how close it was to Kyiv before this all started. That was a fascinating element to all of this. Multiple people have said to me, “I had no idea.” For them, wanting their story told is part of it. It’s a chance to learn more about their culture, what’s inspired them, what’s driven them to create the way that they do, create the things that they create.

GamesBeat: What’s a good way to describe what you captured?

An iconic image from the Chernobyl nuclear disaster zone is depicted in Stalker 2.
An iconic image from the Chernobyl nuclear disaster zone is depicted in Stalker 2.

Stephan: I was always intrigued by the power of expression and creating art during a time of war. The importance of creating, I was always intrigued by the importance of creating. Drawn to the power of creating art during a time of war, and the need to creatively express yourself as an outlet. I spoke at length with some of the team members about whether the game felt like a distraction or salvation. Is it your job? Is it a silly distraction? Or does it give you meaning at a time when you desperately need to have something to hold onto? I think both sides of the coin, Kyiv and Prague, they all saw the latter as the value in the game. It was a big source of meaning for them in a difficult time.

It somewhat literally says that in the film. This is how we approached it. We saw the game as an act of resistance, an act of defiance, an act of creative expression during this insanely intense period. Someone in the film says it. “The game, for us, is now an act of resistance.” We had that thought in mind well before we’d ever captured that piece of sound. It was almost in some way validating. That’s what I hope the message of the film conveys, that it’s seen as exactly that.

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GamesBeat: There was a line, something like, “We have a gun in one hand and a computer mouse in the other.”

Stephan: That’s right. “We make the game with one hand and load our weapons with the other.” Literally and metaphorically, it turns out. That’s the other thing, just being drawn to the fact that–how surreal it is to have these employees that not only stayed behind, but felt the sense of duty to country to go serve on the front lines. And still stay connected. They talk about the team returning to the game at some point, but in the meantime those team members still check in. That’s interesting. They’ll jump on a call every once in a while. Their day to day is not what it was, but I think that’s impressive.

GamesBeat: I do wonder if you then extracted–are there lessons for developers everywhere, given that everyone is having their own tough times? Not as extreme as this, but still, morale is being challenged.

Stephan: I don’t know if I extracted a lesson personally. I’m not in their shoes. I wouldn’t pretend to understand the impact. I will say that as a creative, for any creative–this held true here, hearing their stories. The thing you’re making, the art you’re making, can be a life preserver. Not an escape, but there’s nothing wrong with it if you want to call it an escape. But something that you can sink yourself into, put your heart and soul into, and it’ll provide you some form of respite from the madness going on around you.

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Maria and Ievgen Grygorvich of GSC Game World, maker of Stalker 2.
Maria and Ievgen Grygorvich of GSC Game World, maker of Stalker 2, at Gamescom 2024.

I will say, a lot of people have been very supportive. The Xbox team has been incredibly supportive. People in the gaming community, from day one, have been very supportive. I think a team like GSC feeds off that. It’s helped keep them driven. It’s a contributing factor in helping keep them driven, that support. They’ve stayed focused, and I think they’re going to make something pretty special. There’s a level of–if there’s a takeaway, it’s perseverance, personal and professional.

GamesBeat: In some ways it feels like all of Ukraine acted this way. They understood that if they stopped working, stopped their economy, they’d lose the war that way.

Stephan: What’s remarkable about what GSC did, though, that maybe differentiates them–from the little I dug, I didn’t see anyone else that was doing this. But when they left, they offered that opportunity to everyone and their families. Employees past and present. They offered a chance at sanctuary, to get out. If people stayed, GSC kept them employed. Keeping people employed during a time like this was maybe more the exception than the rule. It’s pretty fantastic that they had this thing to rally around and keep them going, keep people gainfully employed and provided for, and in turn further the team’s efforts to push back across the board, through their game and through the day to day of the war.

GamesBeat: It was life-saving to have the company care for its employees.

Stephan: It was life-saving on many levels, in my opinion. I’d say it was life-saving and soul-saving.

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GamesBeat: It’s an honest and raw look at everything. I did wonder about a couple of issues where maybe you had to decide how much to include in it. There were a couple of soldiers from GSC who were killed, who had either worked on the first game or done voice acting. Was there a choice you had to make about how much of that subject to reference or include?

Stephan: No, I think it sorted itself out. I didn’t want to sensationalize anything. It felt out of place to tell the story of a developer who didn’t have a day to day hand in the making of the sequel. He was on the original team, so it felt appropriate to post-script the film in memory of him. The other individual wasn’t even brought to my attention until deep into the post production process, his passing. I’m not sure that it would have changed anything.

Our choice wasn’t to make this–I think those two people are more representative–if you think about it, there’s not a single person at that company that we interviewed, or that we didn’t, who hasn’t lost someone. Who hasn’t lost friends or family. At some point those two names that appear in the postscript at the end of the film, and to all our fallen friends and comrades–I can’t remember the exact language right now. But it was in memory of all of them. We didn’t choose or care to single out anyone as the primary form of the narrative. The narrative was about the team. We wanted to focus on the people. To your point, even if that had happened to some of the contemporary team members, I’m not sure that’s a road we would have gone down. We wanted to focus on the achievement that this team had accomplished.

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GamesBeat: Is there some good that you hope may come from telling this story?

Stephan: Certainly I hope that anything my team and I make–we’re not salacious filmmakers. You look for deeply human stories and you look to amplify those stories, to familiarize people with maybe lesser-known stories that are about people. It’s about people first, to create a sense of empathy for the team by making people understand that there is a team of humans on the other end of the game. It’s the same thing with Xbox and Power On. It’s not just a console. These are the people who made it. This is what they suffered through. There were feelings on the line. In this film there are lives on the line.

The good, you hope, is that people who–again, for me, this was one of the goals of the story, to be able to tell a story where–it was part of the director’s statement. I wrote something to the effect of always having been sympathetic to game developers, who face intense criticism and weighty expectations from really passionate fanbases. For understandable reasons. But they’re under intense pressure. So many fans are driven by their intense love for these franchises, and they sometimes lose touch with the fact that real human beings exist behind these fictional games they love so much.

As I started to immerse myself in the story a year and a half ago, seeing the comments from the people who were impatient about the delays and the attacks on the studio, for me it was a rare opportunity to humanize a team in this world. I’d wanted to do this for a while. The idea of developers just in general, artists in general, and the pressures on them to create art. Commerce and art don’t always go hand in hand very gently. That was important to me, to humanize the process of game development, both for the people in this intense situation, but also–hopefully people will step back and think about developers in general, who face an uphill battle just to make a game, much less a special game. Just to complete something is an achievement.

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Stalker 2 is coming November 20, 2024.
Stalker 2 is coming November 20, 2024.

That was important to me, and obviously to shed light on their story, the GSC team’s story, the war in general and their place in all this. I hope what comes out of that is that people see it and those two things resonate. To go back to your earliest question, about the response, tons of comments are along the lines of, “I get access to this game on Game Pass, but I’m going to buy it anyway because I want to support this team.” There’s been a ton of support for the team. People are starting to see–even you. You led this off by saying, “I had no idea.” If it’s not on your radar this way, you wouldn’t be able to appreciate it the same way you can now. I hope that’s the universal reaction.

GamesBeat: What did you think of Ievgen and Maria as sort of the principle people, the main characters of this story, so to speak?

Stephan: They were wonderful people. I don’t know when you figured it out, but I didn’t know they were husband and wife for quite some time, because in their opinion it’s irrelevant to the story. As a filmmaker it clearly became very relevant at some point, but they don’t lead with that. They were both similar spirits. Kind. They function as perfect complements, business and strategic and creative.

They were apprehensive at first, like almost every subject of any film has been. You don’t know who you’re really letting into the house. But over time I think, as is usually the case, we earned that trust. They could see we were coming from a good place. You try to remain objective as a filmmaker, but you feel an immense sense of pressure to get it right and do the story justice. Over the course of a year and a half the relationship continued to strengthen. We reached a point where they had the requisite level of faith that we were going to do right by the story. That’s why it was incredibly gratifying to get to watch it with them on the big screen and see how moved they were.


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DJI sues the US Department of Defense for labeling it a ‘Chinese Military Company’

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DJI sues the US Department of Defense for labeling it a ‘Chinese Military Company’

DJI, the world’s largest drone company, is suing to avoid being seen as a tool of the Chinese government. On Friday, it sued the US Department of Defense to delete its name from a list of “Chinese Military Companies,” claiming it has no such relationship to Chinese authorities and has suffered unfairly as a result of that designation.

Since DJI was added to that list in 2022, the company claims, it has “lost business deals, been stigmatized as a national security threat, and been banned from contracting with multiple federal government agencies,” and that its employees “now suffer frequent and pervasive stigmatization” and are “repeatedly harassed and insulted in public places.”

It also alleges that the DoD would not offer the company any explanation for its designation as a “Chinese Military Company” until DJI threatened a lawsuit this September, and claims that when the DoD finally offered up its reasoning, it was filled with errors.

The US Department of Defense didn’t immediately respond to a request for comment. You can read DJI’s full argument that it’s not owned or controlled by the Chinese military in the complaint below:

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Regardless of whether the DoD has enough evidence to label DJI this way, it’s far from the only US government entity that’s been inclined to restrict and scrutinize the company over possible ties to the Chinese government. The US Army asked units to stop using DJI drones as early as 2017. In 2019, the US Interior Department grounded its fleet of DJI drones over spying risks.

In 2020, the US Department of Commerce added DJI to its Entity List, banning US companies from exporting technology to DJI after it “enabled wide-scale human rights abuses within China through abusive genetic collection and analysis or high-technology surveillance.”

In 2021, the US Treasury added DJI to its list of Non-SDN Chinese Military Industrial Complex Companies, writing that it had provided drones to the Chinese government so it could conduct surveillance of Uyghurs, and suggesting that DJI was complicit in serious human rights abuse as a result.

Some US government entities were restricted from buying new DJI drones following these various actions. And this past week, DJI reported that some of its drones have been blocked by US customs using the Uyghur Forced Labor Prevention Act as justification.

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In its defense, DJI has repeatedly claimed it isn’t owned or controlled by the Chinese government, that it’s had “nothing to do with treatment of Uyghurs in Xinjiang,” that it’s simply selling drones that may be used for various purposes that are out of its control afterwards, that many of those purposes have helped entities (including first responders) in the United States, and that independent audits by consulting firms and US government agencies (including the DoD) have found no security threats.

While DJI does admit in the complaint that two Chinese state-owned investment funds did make minority investments in the company, it claims the Shanghai Free Trade Zone Equity Fund has “less than 1% of DJI’s shares and less than 0.1% of DJI’s voting rights,” and that the Chengtong Fund ended its investment in June 2023.

(DJI says just four people control 99 percent of DJI and own 87 percent of its shares — DJI founder and early employees Frank Wang, Henry Lu, Swift Xie, and Li Zexiang.)

Congress is currently considering a complete import ban of new DJI drones and other equipment in the United States by suggesting they pose a natural security risk — though that ban is currently on ice. While the House of Representatives did approve it after it was tacked onto the must-pass National Defense Authorization Act, the Senate’s version of the bill doesn’t currently contain the ban (though it might still add it back).

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But until the US customs hold-up, which DJI is suggesting is just a misunderstanding, the US government hadn’t taken any actions that would keep stores from importing drones, consumers from buying them, or individual pilots from flying them in the United States. Even should Congress ban new DJI drones from being sold, the proposed text of those bills suggests existing owners could keep flying the ones they own.

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ICYMI: the week’s 7 biggest tech stories from the Apple iPad Mini 7 launch to the major Amazon Kindle refresh

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The iPad Mini 7 next to a DJI Air 3S drone, and the Amazon Fire TV Stick

Welcome back folks. This week in the world of tech has been a busy one. We tested a new smart ring for our Oura Ring 4 review, we got four new Kindles from Amazon, and LG updated its 2023 for free.

To catch up on the biggest stories we’ve rounded them below for your to browse the highlights, with links to the wider stories if you’re hungry to learn more.

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