Security teams log 54% of successful attacks and alert on just 14%. The rest move through your environment unseen.
The Picus whitepaper shows how breach and attack simulation tests your SIEM and EDR rules so threats stop slipping by detection.
Context windows are becoming a computational bottleneck. The longer an agent runs, the more tokens accumulate from retrieved documents, reasoning traces and conversation history, and the more memory and compute that growing context demands. Most existing solutions either degrade model accuracy, require the full context to load before compression begins, or produce memory savings that don’t translate into real speedups in standard serving infrastructure.
A research team from NYU, Columbia, Princeton, University of Maryland, Harvard and Lawrence Livermore National Laboratory published a paper this week that proposes a novel fix. The researchers introduce the concept of Latent Context Language Models, or LCLMs, a family of encoder-decoder compression models that compress input context before it reaches the decoder. The models are open-sourced on HuggingFace.
Unlike KV cache compression methods — the dominant approach in the field, which still materialize the full KV cache before evicting entries — LCLMs compress the input token sequence before decoder prefill, so higher compression ratios directly reduce decoder-side compute and memory. The paper reports LCLMs at 16x compression produced output 8.8 times faster than KV cache baselines on the RULER long-context benchmark.
“These ballooning contexts take up memory and compute, and they are becoming a computational bottleneck for LLMs,” Micah Goldblum, co-lead advisor on the project and a researcher at Columbia University, told VentureBeat. “Our goal was to train language models end-to-end that can handle very long contexts efficiently and accurately. If you can make such a language model, everything becomes cheaper and faster.”
LCLMs let models process much longer contexts than would otherwise be practical, at a fraction of the memory and compute cost, without the accuracy degradation that makes most compression methods a poor tradeoff in production.
At 4x compression, the paper reports accuracy of 91.76% on the RULER benchmark, compared to 94.41% with no compression at all. That is less than a 3 point drop for cutting context to a quarter of its original size. At 16x compression, where 93.75% of input tokens are removed, accuracy fell to 75.06%. Every KV cache method tested at the same compression ratio scored lower.
The gains hold on shorter inputs too. On GSM8K math word problems, where the full prompt is compressed rather than just retrieved documents, LCLMs outscored every other method tested regardless of compression ratio.
The architecture pairs a 0.6B encoder with a 4B decoder. The encoder compresses blocks of input tokens into shorter sequences of latent embeddings. The decoder processes those in place of the original tokens. Training ran across more than 350 billion tokens.
The training recipe mixes three data types:
Continual pre-training data with compressed and uncompressed spans interleaved throughout
Supervised fine-tuning data covering reasoning and long-context tasks
An auxiliary reconstruction task that pushes the encoder to retain fine-grained detail
The combination addresses a tradeoff that limited earlier compression work, where preserving reconstruction accuracy came at the cost of general task performance.
An architecture search identified the optimal configuration. The paper found that scaling the decoder matters more than scaling the encoder.
An LCLM is not an abstract research concept. It is designed to work with an existing stack. “You can simply swap out LCLMs for any existing LLM,” Goldblum said. “Whenever you retrieve data such as documents and want to dump it into your model’s context, simply run those documents through the LCLM’s compressor first.”
He noted that in the research paper, the researchers demonstrated how to build agents that selectively decompress useful text.
“Think about this like a human skimming content before zooming in on relevant details,” Goldblum said.
Goldblum also cautioned that teams integrating the approach into existing agentic pipelines will need to tune their RAG systems accordingly.
“We also haven’t worked on online compression of reasoning traces,” he said. “The naive approach of just occasionally compressing the trace while generating it might work, but that remains to be determined.”
Context windows are growing faster than inference infrastructure can keep up, and enterprises are already spending to fix it. VB Pulse Q1 2026 survey data from 100-plus employee organizations shows hybrid retrieval adoption intent tripling from 10.3% in January to 33.3% in March. Retrieval optimization overtook evaluation as the top investment priority by March, reaching 28.9% of qualified respondents.
Three things stand out for teams evaluating production fit:
Inference cost scales with context length. At 1 million tokens, uncompressed inference with standard KV cache methods runs out of memory on a single H200 GPU. The paper reports LCLMs at 16x compression remain within memory bounds at that context length.
RAG pipeline integration requires tuning. Teams with existing RAG pipelines will need to validate compression behavior against their retrieval quality metrics before deploying at scale.
Reasoning trace compression is unsolved. For agents running long reasoning chains, context growth from the trace is a separate problem from document retrieval. Goldblum acknowledged the gap directly: the naive approach of periodic trace compression might work but has not been tested.
The models are available at huggingface.co/latent-context and the code at github.com/LeonLixyz/LCLM.
“The biggest things our architectures do is give your model access to much larger contexts, but they also unlock multiscale approaches where your model can skim vast amounts of text or code super fast and then only zooms in and fully reads a small portion of the most useful text,” Goldblum said.
Danish pharmaceutical giant Novo Nordisk, the world’s largest producer of insulin, disclosed a data breach affecting patient information from some clinical trials.
Founded in 1923, Novo Nordisk now employs around 67,900 people across 80 offices worldwide and is the maker of viral GLP-1 receptor agonist drugs Wegovy and Ozempic.
The company revealed on Thursday that attackers gained access to its internal IT systems and data related to patients participating in some clinical trials, including their patient IDs (random alphanumeric strings) and information on trial participation, sex, year of birth, biomarkers, health/immunogenicity data, and lifestyle factors (e.g., smoking, alcohol use, BMI).
However, Novo Nordisk said that this data was pseudonymized and that the attackers can’t use it to identify any affected patients by name.
“While our investigation and response are ongoing, we have discovered that certain non-public data, including personal data, was copied externally without authorisation. We are informing the impacted parties as appropriate,” the company said.
“This information is not directly linked to any patients by name or other direct identifiers. Information about identity would therefore require access to underlying information, identifying patients by name etc. This information was not exposed. We therefore do not consider the incident to enable any third party to identify participants in our clinical trials.”
The data breach also affects an undisclosed number of healthcare professionals (HCPs), whose names, registration numbers, e-mail addresses, phone numbers, WhatsApp details, and office locations have been exposed.
Novo Nordisk warned affected HCPs to be wary of unexpected messages or calls, as they may be targeted in phishing attacks via e-mail, phone, WhatsApp, or fraudulent messages impersonating their colleagues.
The company has taken the compromised internal IT systems offline but noted that its core business operations were not impacted. Novo Nordisk is now investigating the incident with the help of external cybersecurity experts to assess the full impact and scope of the breach.
“We are working to bring the affected systems back online in a controlled and safe manner; however, we acknowledge this process takes time. Our core business operations are not impacted and remain up and running,” Novo Nordisk added.
Novo Nordisk has yet to disclose when the breach was detected and how many individuals had their personal and patient data exposed.
A Novo Nordisk spokesperson was not immediately available for comment when BleepingComputer reached out for more details on the attack.
Security teams log 54% of successful attacks and alert on just 14%. The rest move through your environment unseen.
The Picus whitepaper shows how breach and attack simulation tests your SIEM and EDR rules so threats stop slipping by detection.
Our recently concluded event in Europe saw the return of the Hackaday Communicator badge — a stylish handheld gadget with a QWERTY keyboard, a LoRa radio, and an ESP32. It came complete with a simple messaging app built into it’s MicroPython firmware, and by all accounts it was a great success.
But there was certainly room for improvement, which is where [Giovi321]’s new firmware for the badge comes in. It brings support for Meshtastic proper, as well as longer battery life support for GPS module. To install this firmware you will need to have the ESP-IDF but fortunately there are very comprehensive instructions provided to help you. Under the hood it’s running FreeRTOS.
It’s something which is so often missing with an event badge, any sense of how it might have a life after the event rather than becoming a piece of e-waste. The Communicator badge is such a nice physical design that it obviously has potential, so this firmware unlocks it and gives the badge a use out in the real world. We really like it for this, and we’ll be flashing a few of our badges over to give it a shot shorlty.
If you’re looking to upgrade the hardware on your Communicator, check out the custom RGB keyboard we covered last week.
Samsung is finally adding one of Android’s most basic quality-of-life features to Galaxy phones.
With One UI 9, Galaxy users can now display their internet speed directly in the status bar. This makes it easier to keep an eye on network performance without opening a separate app or digging through settings.
It’s a feature that has long been available on many Android devices from brands such as Xiaomi, OnePlus and Realme, making its absence on Samsung phones all the more surprising. Now, it looks like Samsung is finally closing that gap.
The feature arrives through an updated version of Samsung’s QuickStar module within the Good Lock customisation suite. Once enabled, a small indicator appears in the status bar showing real-time network speeds while you browse, stream or download content.
While it may seem like a minor addition, it’s one that power users have been requesting for years. A live network speed indicator can be particularly useful when troubleshooting slow connections. It is also useful when checking download activity or simply confirming that your mobile data is actually doing what it should.
The update appears to include another notable change, too. Samsung has added a new toggle that lets users disable the Now Bar. The Now Bar is the company’s live activity-style feature that surfaces information such as timers, voice recordings and ongoing calls on the lock screen.
These additions form part of the wider One UI 9 update, which is currently being tested on Galaxy S26 devices. Samsung is also preparing to bring the software to older Galaxy flagships, but a broader rollout timeline has yet to be confirmed.
Beyond the new status bar indicator, One UI 9 is expected to introduce several other upgrades. These include a redesigned call log, more customisation options for the Quick Panel and further improvements to Samsung DeX.
The network speed indicator might not be the flashiest feature in One UI 9. However, for many Galaxy owners, it could end up being one of the most useful.
For Open Call 2026, IMR will be joined by a new delivery partner, the South Eastern Applied Materials Research Centre at South East Technological University.
Irish Manufacturing Research (IMR) has today (12 June) announced the next European Space Agency Phi-Lab Ireland Open Call, which invites Irish companies to better position themselves in the global space economy and as Europe’s hub for the development and manufacturing of next-generation space-bound hardware.
ESA Phi-Lab Ireland funds research in advanced materials and manufacturing, across the entire life-cycle of space-optimised hardware and for Open Call 2026, will be joined by a new delivery partner, the South Eastern Applied Materials (SEAM) Research Centre at South East Technological University.
Last year, Open Call 2025 drew involvement from a range of organisations across the Irish industrial base, with companies such as Mbryonics and Ubotica successfully incubated within the Irish Phi-Lab building.
Open Call 2026 will offer ESA innovation seed funding of up to €400,000 for projects less than two-years, alongside expert mentorship, training, access to state-of-the-art research infrastructure and comprehensive networking opportunities. Key research areas supported by Open Call 2026 will include advanced materials research, additive manufacturing, structural analysis and simulation and integration of smart materials.
Commenting on the launch of Open Call 2026, Dr Ken Horan, the director of technology innovation and entrepreneurship at IMR and head of ESA Phi-Lab Ireland, said: “Ireland already has world-class manufacturing and materials capabilities, what has been missing is a dedicated front door into the space sector.
“That is exactly what ESA Phi-Lab Ireland provides and as the national platform for space technology development, it sits at the very centre of our national effort to support companies seeking a role in the global space economy. Open Call 2026 is an open invitation to ambitious Irish companies, whether or not they have ever worked in space before, to build the products and the expertise that will define the next decade of this industry in Europe”.
Evelyn Kerschbaumer, the commercial officer at the European Space Agency, said: “The space economy is one of the fastest-growing markets in the world, and Europe’s future competitiveness depends on a strong base of innovative companies in every Member State.
“Through ESA Phi-LabNET we are building that base region by region and Ireland’s focus on space-optimised hardware brings a distinctive strength to the network. We look forward to seeing Irish companies turn Open Call 2026 into real technologies with genuine global reach”.
In February of 2026, Ireland launched the first European Space Agency Phi-Lab at IMR in Mullingar, Co Westmeath. The Irish Government has committed to investing €170m into the ESA over the next five years and the six-year-long ESA Phi-Lab programme is a flagship element of that wider national commitment. The consortium is co-funded by the ESA and Enterprise Ireland.
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GameCube hardware already delivers strong value for fans of its original game library. Loaders such as Swiss open the door to region-free play, disc backups from SD cards or USB drives, and emulators that reach back to earlier Nintendo systems and beyond. Homebrew keeps the console active long after its commercial peak. A separate project now layers something unexpected onto that foundation by bringing a full PowerPC build of Windows NT to the same machine.
The architecture similarities between the console and early PowerPC-based PCs make this port much easier than you think. The GameCube is powered by a Gekko CPU, which was mostly derived from the PowerPC 750 series and obtained official support in the first versions of Windows NT. That shared basis is a huge advantage for developers since it allows them to avoid full emulation and instead write specialized drivers and a hardware abstraction layer that interfaces directly with the Flipper chipset.
Wack0 runs the entii-for-workcubes project, which is a GitHub repository containing all of the components required to run Windows NT 3.51 or 4.0 on a GameCube, Wii, or even some vWii systems. They’ve created a unique ARC firmware bootloader (which loads homebrew software), a custom HAL (hardware abstraction layer), and a few drivers for video, input, and storage via the external interface bus.

The ARC firmware is the important first stage, running from a homebrew application, displaying a simple menu on screen, and allowing the user to carve up a disk image stored on an SD card or an EXI-IDE device. The Windows NT installation is then run immediately from an ISO file that is saved in the same location as the original disk image. During setup, the user can choose a custom GameCube or Wii hardware profile and install the necessary drivers for video, controller ports, and mass storage.

To get started, the user must prep an SD card with the release files, a Windows NT 3.51 or 4.0 ISO, and a blank raw disk image of the appropriate size. For a GameCube, this means purchasing a serial-port converter or an SD Gecko for more reliable access. They’ll also need a homebrew loader, such as Swiss, to get started. Once that’s done, the ARC menu will guide you through partitioning and installing NT, even letting you choose your keyboard layout and pointing device. The entire scenario takes place on real hardware, with no emulation layers between the operating system and console components.

Once the OS is installed, you can expect some basic work tools to be available. Notepad, Solitaire, ancient backgrounds, and even an early version of Internet Explorer should all operate smoothly. Input is supported via mapped GameCube controllers or an ASCII keyboard controller plugged into a port, which is useful for typing.

The original hardware limits keep everything in check. The GameCube only has 24MB of accessible RAM, which limits the number of programs you can run at once and forces you to carefully select your drivers. You’re also out of luck if you want fast storage, because accessing it through the GameCube’s external interface is significantly slower than using an internal drive, so expect to spend some time waiting for installation to finish, especially when compared to what you could do on a PC at the time. The graphics driver merely copies and pastes bitmaps rather than utilizing advanced optimized pathways, which is inefficient for a smooth desktop experience. To make matters worse, neither the GameCube nor the Wii versions include working sound. Your GameCube may occasionally stall during a reboot, requiring you to manually turn it off and back on.
SYSTEMS
Half the trouble of building an Nvidia NVL or AMD Helios competitor is just getting the networking out of the box
COMPUTEX 2026 It’s hard enough for startups to compete with AMD and Nvidia on chip design. The rise of rack-scale architectures has only made things harder.
Companies not only have to invest in chip design but also the mechanical, thermal, and power engineering necessary to pack six dozen or more AI accelerators into a single rack that functions as one enormous GPU.
At Computex last week, Delos Data, a startup funded by former Intel and Barefoot Networks execs, showed off a modular server platform aimed at giving chip startups a shortcut to rack scale.
One of the challenges with the move to rack scale is actually the sheer amount of networking that needs to be enabled at the box. A typical eight GPU HGX node only needs one or two ports per GPU. By comparison, a GB300 NVL72 needs 18 400 Gbps ports per GPU.
Nvidia and AMD have developed custom racks with integrated backplanes, power delivery, and cooling. Delos by comparison is keeping things relatively simple by designing a chassis that, at least from the front, looks more like a switch than a GPU server.

It features 36 OSFP ports, nine for each of the four OAM sockets at the heart of the system. OAM, if you’re not familiar, is an open socket commonly used by high-performance accelerators requiring more interconnect bandwidth and power delivery than standard PCIe cards can manage. Assuming 200 Gbps SerDes, that works out to 3.6 TB/s per chip of interconnect, the same as Nvidia’s new Rubin GPUs.
OSFP means that customers can use standard DACs or pluggable transceivers, and switches depending on how large they want their scale-up domain to be.
And while OSFP is usually associated with Ethernet, you can run just about anything you want through them, whether it be UALink, Ultra Ethernet, PCIe, or something else. From a deployment standpoint, these systems would be wired up like any other hyperscale system, just a whole lot denser.
Delos isn’t the only option out there for chip startups looking for scale up reference design. AWS for example appears to be repurposing Nvidia’s MGX form factor for its Trainium 3 rack systems, while AMD’s Helios rack is now an OCP standard. Both designs would, in theory, be easier to service, but Delos argues that its modular design offers greater flexibility.
“It makes it a little bit more flexible in terms of, maybe you want a scale up domain of 100 or maybe you want it a scale up domain of one,” CTO Dan Daly told El Reg. “It just depends on how many cables you want to plug in. This also allows you to go plug into different types of switches… it could be simpler switches, maybe even optical circuit switches (OCS).”
Using existing packet switches from Broadcom or Marvell, such a design could support 512-1,024 accelerators in a single layer fabric depending on whether you’re using 200 Gbps or 100 Gbps SerDes. Using multi-layer fabrics, OCS, and/or 2D/3D toruses, the compute domain could scale even further, all while using off-the-shelf components.
While OSFP keeps things simple and easy, it also means power consumption could become problematic for larger compute domains requiring pluggable optics.
In fact, this is why Nvidia has taken so long to embrace optical scale-up. Copper may not have the reach, but it uses a fraction of the power.
Delos CEO Ed Doe tells us the company is already exploring versions of the system that will use near package or co-packaged optics out to MPO-style connectors rather than the OSFP.
The startup isn’t just doing hardware. As anyone who’s done large scale networking knows, the physical and logical topologies — that is, the way devices communicate with one another on the network — can look very different depending on the workload.
Delos has developed a software orchestration platform designed to facilitate the configuration and monitoring of these switched fabrics or meshes in order to enable dynamic rerouting of traffic in the event of a link failure.
At Computex, this software platform, which Delos has dubbed its Nonstop AI network, was on display, allowing attendees to pull links at random and see the network react and correct itself automatically.
The company’s ambitions don’t stop at network orchestration and systems. We’re told Delos has additional products in the works, and we don’t know for sure what they are, but a high radix switch design built atop merchant silicon would certainly complement its Nonstop AI systems. ®
offbeat
It’s just not cricket
BORK!BORK!BORK! Windows swings for a six but smacks the stumps instead as the baleful glow of a Blue Screen of Death (BSOD) adorns Worcestershire County Cricket Club.
We were worried that, with recent editions of Windows, the traditional white monospaced text on a blue background of a BSOD was becoming a thing of the past. Thankfully, Worcestershire County Cricket Club, founded in 1865, is keeping the old ways alive with a BSOD to bring a tear to many a system administrator’s eye.
Spotted by Register reader Rhodri Howell, Windows has been felled by a DRIVER_POWER_STATE_FAILURE, probably due to a bit of hardware not waking up when Windows asked it to, or the driver experiencing an unexpected teatime.

The screens on top of the club’s sign are usually there to beam messages at attendees, but in this case, it looks like at least one is a bit poorly, which might have contributed to Windows throwing in the towel or, to use cricket terminology, conceding.
For the uninitiated, cricket is a team sport in which a ball is thrown at an individual called a “batter’” who defends several sticks in the ground called a “wicket.” The sport is notable for a variant called a “test,” which can last for several days, involve multiple games, and still end up in a draw.
Windows, on the other hand, is an operating system more than capable of knocking an administrator for six and lobbing the odd googly or two at the unwary.
The word “test” is also something that doesn’t seem to trouble Microsoft so much these days, at least if what the company has delivered in recent months is anything to go by. No amount of shin pads or even the toughest of boxes is sufficient to ward off an eyewatering Windows update.
Microsoft’s current CEO, Satya Nadella, is a fan of the sport, and so the sight of Windows disgracing itself above Worcestershire County Cricket Club’s signage (and the three black pears of the county’s emblem) is doubly distressing.
As the saying goes: “It’s just not cricket.” ®
A new Australian study is adding more weight to the argument against social media. And it’s even revealing how just how much social media is too much for teenagers. Research led by the Murdoch Children’s Research Institute found that adolescents who spent at least two hours a day on social media were more likely to experience depressive symptoms and poorer wellbeing one year later than those who used social platforms for less than one hour a day.
The study does not prove that social media directly caused those mental health problems. But the link is notable because the research followed young people over time instead of just relying on data from a short-term study.

The study followed almost 1,200 children in Melbourne from age nine to 19 as part of the Child to Adult Transition Study. Researchers collected annual data on social media use and mental health outcomes, including depression, anxiety, and self-harm. The strongest association was noted in girls aged 12 to 13, which researchers describe as a critical window for intervention. Dr Nandi Vijayakumar of MCRI and Deakin University said early adolescence stood out as a period when heavier social media use was linked to a greater risk of mental health problems one year later.
Ages 12 and 13 are often when phones, social apps, peer pressure, and other factors start crashing into each other at once. So even a modest rise in risk can matter when millions of young people are exposed to the same platforms every day.
In the study, researchers were also careful not to flatten the issue entirely. Social media can help some teenagers with belonging, finding self-expression, and building support systems through friendships, which is also crucial for young people who may not easily find those communities offline. At the same time, high usage can also mean more exposure to cyberbullying, harmful content, and social comparisons that can lead to sleep disruption and pressure to stay available.

Professor Susan Sawyer from MCRI said the results do not show social media is universally harmful, but they do support age-appropriate limits, better digital literacy, and clearer parental guidance. Professor Susan Sawyer from MCRI stated that the results do not show that social media is universally harmful. But the group does support age-appropriate limits, along with better digital literacy and clearer parental guidance.
The findings also arrive as governments continue to debate age restrictions and platform rules for young users. Australia has already introduced world-first social media age restrictions, and MCRI and Deakin University are separately studying how those changes affect teens’ phone use and mental health.
Facepalm: Months after laying off at least 55 employees across two of its studios in Sweden, French video game publisher Ubisoft is reportedly cutting 380 more jobs, closing two studios in Canada and Serbia while downsizing another. The company had already announced the closure of its Canadian mobile game development studio, Ubisoft Halifax, in early January.
According to Insider Gaming, Ubisoft has informed employees via an internal communications post that a new restructuring plan will affect approximately 380 staff across its studios in the United States, Canada, Spain, and Serbia.
The report indicates that Ubisoft is shutting down its game development studios in Winnipeg and Belgrade, which will impact 65 and 100 employees, respectively. The company is also cutting 51 jobs at Ubisoft Barcelona and letting go an undisclosed number of employees at its global publishing headquarters in San Francisco.
In addition, more than 150 employees working on Rainbow Six Siege, Rainbow Six Siege Mobile, and an unannounced project at Ubisoft Montreal are reportedly being reassigned to other projects. Ubisoft says the move will simplify its operations, reduce overhead, and strengthen the organization in the long term.
Founded in 2016, Ubisoft Belgrade contributed to several popular titles, including The Crew 2, Tom Clancy’s Rainbow Six, Riders Republic, and Skull & Bones. The Winnipeg studio opened in 2018, focusing on the development of technology for Ubisoft’s game engines, Anvil and Snowdrop. It once employed more than 100 people.
Known for franchises such as Assassin’s Creed, Prince of Persia, and the Tom Clancy’s series, Ubisoft has experienced significant turmoil in recent years, including layoffs, studio closures, and game cancellations. These include the cancellation of Tom Clancy’s The Division Heartland, which was announced in 2024.
Other canceled projects in recent years include Immortals Fenyx Rising 2 and several unannounced titles, as part of multiple cost-cutting efforts that resulted in more than 1,700 job losses across its European and North American offices between 2022 and 2024.
At its peak, Ubisoft employed more than 20,000 people globally. However, repeated layoffs have led to over 5,000 redundancies in recent years, with headcount reportedly falling to around 15,000 following the latest cuts.
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Lost & founds can be fascinating. You’ll see the most conventional things, like a set of keys or a cherished teddy bear, and then you’ll see items that make you wonder why somebody had them on their person in the first place. With Uber rides, of course, you never know where somebody might be going or what they might be going there for, and so they might well be carrying some very unusual items.
Weird things get left behind in Ubers often enough that an exhibition was held at New York’s Oculus World Trade Center on June 2, 2026, marking the 10th Annual Uber Lost & Found Index. For one day only, it displayed a small selection of curious artifacts that had been left behind by riders. Some of this year’s lost property included, according to NYC For Free, “pelvis implants,” as well as “dentures, a package of live butterflies, [and] a 75-gallon fish tank.”
Now, if you’ve inadvertently left something behind during a ride, Uber notes that it has no liability for that property, but that directly contacting the driver (who can’t be held responsible either per the company) is your best chance to retrieve it. This can be done through the Find Lost Item menu in the Activity tab of the Uber app. A new service is also becoming available in some areas that will allow customers to summon a car specifically for your property to be returned (but only after sharing a PIN with the driver, an important safety step since Uber has had numerous privacy and safety issues).
If you’re more interested in the oddities that your fellow riders have left behind, though, let’s take a closer look at the good work the Uber Lost & Found Index has been doing for a decade.
Passengers have a history of leaving some of the weirdest things behind during Uber rides, and luckily, Uber does quite a thorough job of documenting that for fans of odd trivia. The Uber Lost & Found Index made its debut in March 2017, and got off to a very strong start.
Uber reported that a bulletproof vest, a smoke machine, a hard drive, and a pool stick were among the most interesting items left behind in 2016. Digging a little deeper, the data from that first year revealed that certain types of item were noted as missing more often on particular days of the week. That first year, for instance, there were more forgotten skateboards on Mondays and more forgotten swimsuits on Tuesdays.
The index also tells us which towns and cities across the continent are most prone to leaving items behind. Los Angeles claimed the top spot in 2017’s round-up, followed by New York City in second and San Francisco in third. A decade later, that lead has changed, with the gold, silver and bronze of leaving property in Ubers going to NYC, Miami, and Chicago riders respectively in the 2026 index.
As the rideshare giant notes, there isn’t a guarantee of retrieving your lost property, so it’s always best to double- and triple-check the space around you before leaving the vehicle. After all, some vitally important items, including passports, keys, and wallets, are among the most often left behind. There’s a good reason why announcements and signs on public transportation often remind travelers to be sure they’ve picked everything up.
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