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SOUNDPEATS Air6 HS Wireless Earbuds Announced with Hi-Res Audio, Spatial Audio, and Budget Price Under $40

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SOUNDPEATS has spent the past 16 years churning out wireless earbuds at a pace that would make most budget brands tap out, and the new Air6 HS aims squarely at a segment that usually disappoints. Most earbuds under $50 are the kind of last-minute “grab something at Wawa before the road trip” purchase; good enough to survive a commute, or to hand off to the kid who just launched your Apple AirPods out the car window. The Air6 HS tries to flip that script, combining all-day comfort, extended battery life, and support for hi-res and spatial audio at a price below $40.

soundpeats-air6-hs-earbuds

All-Day Wearing Comfort

With so many wireless earbud options available, choosing the right pair comes down to a few core factors that matter regardless of price.

Comfort and fit should come first. If an earbud does not sit securely or becomes uncomfortable over time, it will not get much use. Sound quality follows, along with battery life, call performance, and connection stability. Features like spatial audio or advanced codecs can add value, but they are secondary to the basics that determine how the earbuds perform day to day.

With that in mind, SOUNDPEATS says the Air6 HS was developed using ergonomic data from more than 10,000 ear canal samples. Each earbud weighs just 4 grams, which helps reduce pressure during longer listening sessions.

The semi in-ear design splits the difference between traditional in-ear tips and open ear designs. It sits more securely than open earbuds and offers a more consistent seal, which can improve perceived sound quality and reduce how much audio leaks out in quieter environments like an office. At the same time, it avoids the plugged feeling that some listeners experience with fully sealed in-ear tips.

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Driver Design & Tuning 

On the inside, the Air6 HS uses a 13mm dynamic driver with a PU biological composite diaphragm and a triple magnetic circuit. That combination is intended to deliver a balanced presentation with a focus on natural vocals, rather than pushing any one part of the frequency range too far forward.

That matters, because a lot of affordable earbuds tend to lean on boosted bass or elevated treble to create the impression of detail or impact. It can sound exciting at first, but it often becomes fatiguing over time. The approach here appears more restrained, aiming for a sound that holds up over longer listening sessions without the sharp edges that can creep into budget tuning.

For those who want to adjust things further, the SOUNDPEATS app on Android and iOS includes Dynamic EQ settings that allow some control over bass and overall tonal balance.

Hi-Res Audio Support and Spatial Audio

The Air6 HS carries Hi-Res Audio certification and supports LDAC for Android devices, allowing higher bitrate wireless playback without moving away from its lightweight, semi in ear design.

It supports SBC, AAC, and LDAC codecs, covering the most common use cases, but there is no support for aptX HD or aptX Lossless. For most users, that will not be a deal breaker, but it is worth noting for those already invested in Qualcomm based devices.

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Spatial audio support is also included, adding a wider sense of space for movies and streaming content, rather than focusing strictly on music playback.

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Battery Life That Keeps Up with Daily Use

The Air6 HS is rated for up to 9 hours of listening on a single charge, with the charging case extending total playback to around 45 hours. When time is limited, a quick 10 minute charge can provide up to 3 hours of playback, which is useful for getting through a commute or a few calls without needing a full recharge.

soundpeats-air6-hs-earbuds-case

Bluetooth Connectivity, Call Quality, and Water Resistance

The Air6 HS incorporates Bluetooth 6.0 for stable, efficient wireless performance, including Bluetooth Multipoint connectivity.  This enables simultaneous pairing with two devices, allowing users to move between phone calls and laptop audio without needing to manually reconnect; a convenient feature for multitaskers and on-the-go commuters who don’t want to annoy the boss.

The Air6 HS uses a four microphone array with dual mic ENC processing to improve call clarity. That is not something you usually see at this price, and it should help voices come through more clearly in calls and virtual meetings, even in less than ideal environments.

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SOUNDPEATS also gives the Air6 HS an IPX5 water-resistance rating, which is enough for sweat and light rain during workouts or daily use. That makes them a reasonable option for the gym, but they are not designed for full water exposure. Dropping them in a pool or the ocean is still a quick way to end the conversation.

Comparison

soundpeats-air6-hs-air5-pro
Soundpeats Model Air6 HS Air5 Pro Air5
Product Type Wireless Earbuds Wireless Earbuds Wireless Earbuds
Price $39.99 $79.99 $59.99
Ear Fit Type  Semi In-Ear In-Ear Semi In-Ear
Drivers 13mm large dynamic driver featuring a PU biological composite diaphragm and triple-magnetic circuit 10mm Composite Bio-Diaphragm Driver (PU + PEEK) 13mm Dynamic
Chip QCC3091 QCC3091 QCC3091
Bluetooth Version 6 Version 5.4 Version 5.4
Supported Bluetooth Profiles HSP / HFP / A2DP / AVRCP HSP/ HFP/ A2DP/ AVRCP HSP/ HFP/ A2DP/ AVRCP
Supported Bluetooth Codecs SBC/AAC/LDAC SBC/AAC/LC3/LDAC/aptX/aptX Adaptive/aptX Lossless 

Note: LC3 and LDAC are disabled by default. Enable via the PeatsAudio app

AAC/SBC/aptX Adaptive Lossless
Mics 4 Mics (2 per earbud) 6 Mics (3 per earbud) 6 Mics (3 per earbud)
Noise Cancellation Environmental Noise Cancellation AI Adaptive ANC (-55dB) 6-MIC 

AI Call Noise Cancellation

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cVc™ 8.0 Wind Noise Reduction

AI Adaptive Noise Cancelling (ANC) & CVC
Frequency Response 20Hz – 20 KHz 20Hz – 40KHz 20Hz – 40KHz
Control Method Touch Touch Touch
Water Resistance (IPX Rating) IPX5 IPX5 IPX5
Total Music Play Time at 60% Volume (AAC codec, standard mode)  AAC: 9Hrs Playtime + 45Hrs with Charging Case
SBC: 8 hours 
LDAC” 5 Hours
7.5Hrs Playtime + 37Hrs with Charging Case 6Hrs Playtime + 30Hrs with Charging Case
Total Standby Time N/A 35 hours 30 hours
Auto-turn off if Disconnected N/A Powers off after 10 minutes if no device has ever been paired.

Enters low-power mode after 10 minutes of disconnection if previously paired. 

3 min
Charging Input 5V/1A 5V/1A 5V/1A
Battery Capacity 41 mAh (per earbud)
500 mAh (case)
35mAh (per earbud)
520mAh (Case)
35 mAH (per earbud) 
400mAh (Case)
Earbud Charge Time 45 min 1 hour 1.5 hours
Case Charge Time 1 h 36 min 2 hours 2 hours
Fast Charging Supported (10 minutes → 3 hours playback) Supported (10 minutes → 2 hours playback) No
Charging port Type-C Type-C Type-C
Earbud Dimensions N/A 34.6 x 19.87 x 23.50mm 34.6 x 17.2 x 17.9 mm
Case Dimensions N/A 66.88 x 48.33 x 26.92 mm 56 x 51x 26 mm
Earbud Weight 4 g 4.8 g 3.8 g
Weight with Charging Case with Earbuds 43.18 g 50.3 g 44.56 g
Colors Black Black, White, Purple, Beige Black, White, Purple, Beige
App  PeatsAudio for Android/iOS PeatsAudio for Android/iOS PeatsAudio for Android/iOS
What’s included in the package SOUNDPEATS Air6 HS Wireless Earbuds
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Charging Case

Type-C Charging Cable

User Manual

Earbuds 
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Charging Case  

Charging Cable 
Ear Tips (S/M/L) 3 pairs 

User Manual  

App Guide  

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SoundPEATS Stickers

Earbuds 

Type-C Charging Cable

Charging Case

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User Manual

App Guide  

soundpeats-air6-hs-package

The Bottom Line 

The Air6 HS stands out by delivering a balanced feature set at a price where most earbuds cut corners. You get a large driver, LDAC support, a comfortable semi in-ear fit, and strong battery life for under $40, which is not common.

There are tradeoffs. The semi in-ear design means no active noise cancellation, and features like Dolby Atmos, head tracking, or advanced gaming modes are not part of the package.

This is aimed at everyday listeners who want something comfortable, reliable, and better than the usual budget options. It is not trying to replace higher end models, but it does offer a more complete experience than most wireless earbuds in this price range.

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Price & Availability

The SOUNDPEATS Air6 HS are available now for $39.99 at Amazon.

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Sony’s new 135-inch display is basically boardroom excess in its finest form

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Sony Electronics is making a massive upgrade to the humble meeting room screen. The company has just unveiled Crystal LED UNIFY, a massive 135-inch all-in-one direct-view LED display designed for boardrooms, meeting rooms, community spaces, and higher education environments.

At a glance, it might look like Sony’s next massive flagship living room TV, but it’s cutting edge display tech arriving to the office space. It is part of Sony’s professional display lineup and sits alongside its existing BRAVIA Professional Displays and Crystal LED portfolio. The model number is ZRL-135SG, and Sony is positioning it as a simpler way for organizations to add a large dvLED display without dealing with the usual complexity of custom LED wall projects.

An easy to setup up giant wall of screen

One of the biggest selling points for the Crystal LED UNIFY is its convenience. It arrives as a complete package with five pre-assembled display units and a control unit. So installation is a relatively straightforward process that can be completed by two people in about an hour. Since direct-view LED installations can get complicated, Sony’s version of the tech isn’t just promising solid visuals. The appeal is the simplified ordering, installation, maintenance, and day-to-day use.

The display units are mounted on wall brackets and connected to the included control unit, while a slide-out, front-serviceable design should make maintenance easier after installation.

Built for big bright rooms

Coming to the fun part, Crystal LED UNIFY uses a 1.5mm pixel pitch, Full HD resolution, and 800 cd/m² brightness. Sony has also added Anti-Reflection Surface Technology, which should help visibility in brightly lit rooms where projectors often struggle. The display also supports 4K input, works with Sony’s Device Management Platform, and offers a familiar interface for organizations already using Pro BRAVIA displays. In other words, it should also slot into conference rooms or multi-display setups with needing an IT team to learn an entirely new ecosystem.

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Sony has also put effort in making it look clean on a wall. The Crystal LED UNIFY has ultra-slim bezels, a concealed slide-out control unit, and a depth of under 100mm, or less than four inches, when used with the included wall-mount brackets. So it should fit seamlessly in professional spaces.

The company expects Crystal LED UNIFY to be available in early 2027, with plans for an early showcase at the upcoming InfoComm 2026 event in Las Vegas from June 17 to June 19. Pricing has not been announced yet, but this is clearly aimed at businesses, institutions, and premium professional spaces rather than home theater shoppers with unusually large walls.

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On-device AI agents hit a hard memory limit. Apple’s new architecture routes around it.

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On-device AI models have stayed small because the entire weight set has to live in DRAM, capping practical parameter counts well below what server-side deployments use. Enterprise architects evaluating agentic workloads have had to choose between capable cloud-dependent models and limited on-device ones. Apple’s third-generation foundation models, announced at WWDC26, break that constraint by moving the weight set off DRAM entirely.

The AFM 3 family was developed in collaboration with Google and spans five models: two on-device and three server-based, all running within Apple’s Private Cloud Compute boundary. The server-side models, including AFM 3 Cloud Pro for agentic tool use and complex reasoning, run on Nvidia GPUs in Google Cloud. The on-device architecture is Apple’s own. AFM 3 Core Advanced is a 20-billion-parameter model that stores weights in NAND flash rather than DRAM.

“Instead of forcing the entire model into DRAM, the full model is stored in flash memory,” Apple’s research team wrote. “Because NAND-to-DRAM bandwidth is too slow to swap weights token by token, as standard MoE models require, AFM 3 Core Advanced makes routing decisions per prompt.”

How the architecture actually works

The memory wall Apple is working around is one every local AI developer runs into.

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“You can’t put 20B parameters in RAM at any reasonable precision,” Awni Hannun, a researcher at Anthropic and former Apple research scientist, posted on X. “To make it work they are using pretty exotic architecture by today’s standards. A small model predicts from the query (or prompt) which experts to load from NAND into RAM.”

That prediction-and-load mechanism has three distinct components, each driven by the hardware constraints of consumer silicon.

The full 20B weight set lives in flash, not DRAM. AFM 3 Core Advanced stores its entire parameter set in NAND flash rather than active memory. Standard on-device deployments require the full model to fit in DRAM, which is what caps their parameter counts. Apple’s approach, which it calls Instruction-Following Pruning (IFP) and developed with its own researchers, treats flash as the model’s permanent home and DRAM as a working buffer for whichever experts a given prompt requires.

Expert routing happens once per prompt, not per token. In a conventional Mixture of Experts model, a router selects different experts for every token generated — which would require continuous weight movement between flash and DRAM at inference speed. NAND-to-DRAM bandwidth cannot support that. AFM 3 Core Advanced routes once at prompt time, selects a fixed expert set, loads it into DRAM alongside always-active shared experts, and generates all tokens from that same configuration.

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“The key distinction from a typical MoE is that you do this once per query and then generate all the tokens with the same experts,” Hannun wrote.

The AFM 3 Core Advanced model architecture

Source: Apple Machine Learning Research, June 8, 2026.

Active parameter count scales from 1B to 4B depending on task complexity. Rather than running a fixed model size for every request, AFM 3 Core Advanced adjusts how many parameters it activates based on what the task requires — 1 billion for simpler operations, up to 4 billion for harder ones, all drawn from the 20-billion-parameter pool in flash.

What Apple has and hasn’t disclosed

The architecture paper is detailed on the memory design and sparse activation mechanism. It is less forthcoming on practical deployment constraints.

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Apple’s profiling tools expose timing but not the metrics that decide production viability. “Energy, memory bandwidth, thermal? Not in the docs,” Marco Abis, who is building Ziraph, a profiler for local AI on Apple silicon, posted on X. “A notable gap, given those decide most of on-device performance.” 

Abis also did not find a statement in Apple’s documentation — across the Core AI docs, the Foundation Models docs or the Private Cloud Compute security post — of when an on-device request transparently offloads, or whether that routing is visible to the developer or the user. For enterprises that need to document where inference runs, that is a direct compliance problem.

Not all the information is currently available. Apple has indicated a full technical report with benchmarks is coming later this summer.

What this means for enterprise architects

Regulated industries evaluating agentic AI deployments now have a concrete architectural decision to make.

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  • The DRAM wall for on-device agents just moved. Enterprises evaluating agents that need to run without a cloud round-trip now have a 20-billion-parameter local option to evaluate. The constraint shifts from model capability to device hardware.

  • The private/cloud boundary is now an architectural decision, not a default. Simpler requests stay on-device; complex agentic tasks route to AFM 3 Cloud Pro on Private Cloud Compute. Apple has not publicly specified when a request offloads or whether that routing is visible to the developer — a gap that complicates policy decisions for organizations that need to document where inference runs.

  • The agentic server tier depends on Google Cloud. AFM 3 Cloud Pro runs on Nvidia GPUs in Google Cloud. The Private Cloud Compute guarantee covers data privacy. It does not eliminate the Google Cloud dependency for server-side inference.

AFM 3 Core Advanced gives enterprises a 20-billion-parameter on-device option that did not exist before WWDC26. Whether it is deployable at scale depends on answers Apple has not yet published. Those details are due in the summer technical report.

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GM’s EVs Will Soon Support More Kinds Of Public Chargers

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It’s also rolling out a vehicle-to-grid firmware update.

GM shared two announcements today about its electric vehicle program. The most notable news for consumers is the launch of Energy Pass, a universal interface for public charging across multiple different brands’ stations. Tesla, Electrify America and IONNA will be supported at launch, with EVgo and ChargePoint to be added “soon.” Energy Pass will allow owners of GM EVs to take advantage of a larger percentage of the existing charging network in the US, as well as helping to easily find and pay for a vehicle’s electricity within a single app.

The second item is a firmware update that will bring full vehicle-to-grid functionality to GM Energy’s vehicle-to-home systems. As the name suggests, V2G means that an EV can contribute power back to the local electrical infrastructure. This development is for a more niche audience since it requires people to have the correct setup in their homes and a vehicle that supports this bidirectional charging. But for those customers, having an EV that can essentially act as a backup generator during a power outage is a welcome improvement.

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High-Severity Vulnerability In Linux Caused By a Single Errant Character

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An anonymous reader quotes a report from Ars Technica: Researchers have analyzed a high-severity vulnerability in Linux that’s able to escalate untrusted users to root by exploiting a bug you don’t often see: a single errant character inside the kernel. The vulnerability, tracked as CVE-2026-23111, is located in nf_tables, a subsystem of the Linux kernel that provides packet filtering capabilities. It’s used to manage firewall rules and replaces older subsystems such as iptables, ip6tables, arptables, and ebtables.

The presence of a single mis-issued exclamation point in code implementing nf_tables introduced a use-after-free, a class of vulnerability that corrupts memory by placing malicious code at memory addresses that haven’t been properly freed of their previous contents. CVE-2026-23111 can be exploited by an unprivileged user or process to elevate system rights to root. The exploit works by disrupting the deletion of verdicts — a determination within the nf_tables framework that determines if a packet matches a rule calling for a certain action to be performed. This process can use what are known as catchall elements, which act as a wildcard in the event a lookup doesn’t match any other element in the set.

When a verdict map is deleted from memory, catchall elements are deactivated and a chain’s reference counter is decremented. When errors occur the deletion can be reversed and the counter incremented. CVE-2026-53111 allows for that process to be altered. As a result, the exploit can decrement the variable an arbitrary number of times and then delete and free the chain when some objects still point to it. Although the kernel vulnerability was fixed in February, multiple proof-of-concept exploits have since emerged, including one from FuzzingLabs in April and another from Exodus Intelligence that works on Debian and Ubuntu.

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ChatGPT set for a major redesign that moves away from chat

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OpenAI is preparing a significant overhaul of ChatGPT that shifts the platform’s emphasis away from conversational AI and towards agentic tools and coding capabilities, according to a report from the Financial Times.

The redesign, which the Financial Times reports could arrive within weeks, reflects a growing internal conviction at OpenAI that the chatbot format has run its course as the company’s primary product focus.

That conviction reportedly extends to at least one OpenAI employee describing the situation in stark terms, with the phrase “chat is dead” circulating internally as shorthand for the belief that AI agents represent a more commercially valuable direction than the text-based exchanges ChatGPT built its reputation on.

The revamped platform would consolidate OpenAI’s Codex coding toolset alongside its AI agent capabilities into what the company is internally calling a “superapp,” with the unified interface expected to launch first across web and mobile.

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Codex stands to gain notably from the restructure, with OpenAI reportedly allocating greater resources and more prominent placement to the tool as part of its effort to close ground on Anthropic, whose Claude has drawn considerable developer attention as an agentic and coding-capable model.

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The shift also arrives as OpenAI works towards an initial public offering, a commercial context that places pressure on the company to demonstrate revenue from its AI products rather than simply user volume from a free or low-cost chatbot experience.

The monetisation challenge that chatbots present reflects a structural tension familiar across the AI industry, where high infrastructure costs and freely accessible interfaces have historically made it difficult for companies to convert large user bases into reliable subscription or transaction revenue.

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ChatGPT’s trajectory towards advertising further underlines that commercial calculus, with OpenAI having confirmed earlier in 2026 that the platform would begin serving ads to users.

OpenAI has not confirmed a specific launch date for the redesigned platform, though the Financial Times report suggests the rollout timeline sits within the next few weeks.

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The Legend of Zelda: Ocarina of Time remake announced for Switch 2, due out later this year

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In a nutshell: Nintendo is bringing back one of its most popular games for a new run on its latest handheld, nearly 30 years after the original. The Legend of Zelda: Ocarina of Time was announced during the Nintendo Direct presentation on June 9, and will be out later this year on the Switch 2.

The minute-and-a-half teaser doesn’t show any actual gameplay, nor does it provide a launch window outside of 2026. We also don’t know how much Nintendo is planning to charge for the game, although it’s probably a safe bet to assume this will be a premium title with a matching price tag. All we really know at this hour is that the game is indeed in the works and is destined for the Switch 2 later this year.

The Legend of Zelda: Ocarina of Time arrived on the Nintendo 64 in late 1998 and was unlike anything seen up to that point. The 3D action adventure game was initially planned for the 64DD, but was eventually moved to cartridge when that peripheral was canceled. Despite having just 32MB of memory to work with, Nintendo put out a masterpiece that pushed the limits of storytelling, puzzle-solving, and combat to new heights.

Nintendo sold roughly 7.6 million copies of Ocarina of Time during its run, good enough for fourth on the list of best-selling N64 games behind GoldenEye 007, Mario Kart 64, and Super Mario 64. In 2022, the game was inducted into the Strong National Museum of Play’s video game hall of fame alongside Dance Dance Revolution, Ms. Pacman, and Sid Meier’s Civilization, cementing its place in history as one of the greatest video games of all time.

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The remake is part of Nintendo’s 40th annual franchise celebration, and adds to an already stacked 2026 that includes several high-profile game launches culminating with the release of Grand Theft Auto VI this fall.

For those needing to scratch their Ocarina of Time itch a bit sooner, Nintendo already offers a version of the original game through its Switch Online subscription service.

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WHO picks NIBRT for European biomanufacturing training

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Killian O’Driscoll, the chief commercial officer at NIBRT, said, ‘The NIBRT team is delighted to be involved in this key WHO initiative to help make the world safer from future emergencies and pandemics.’ 

The World Health Organization (WHO) has selected NIBRT, Ireland’s National Institute for Bioprocessing Research and Training, as its Regional Training Centre for Biomanufacturing for Europe. It will be one of seven such establishments globally forming part of the WHO’s Biomanufacturing Workforce Training Initiative (BWTI).

BWTI was first set up in 2023 as a means of addressing critical skills gaps evident in the biomanufacturing chain, and enabling countries to turn technological innovation into localised and sustainable production – particularly in areas concerning medicines and other healthcare technologies. 

Commenting on the announcement, which was first made at a media briefing in late April, Dr Tedros Adhanom Ghebreyesus, director general of the WHO, said, “Over the past few years, WHO has taken several steps to make the world safer from future emergencies and pandemics. Today, WHO announced that we have designated regional training centres in each of WHO’s six regions, to build the skilled workforce needed to sustain local production of vaccines and biologics. 

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“The new training centres are in Brazil, China, Egypt, India, Ireland, Senegal and South Africa. They will operate as part of a coordinated global network, delivering context-specific training aligned with regional priorities, regulatory environments and languages.”

Future responsibilities

As the designated Regional Training Centre for the European region, it will be under NIBRT’s remit to deliver hands-on training aligned with industry needs. The network will also work in close collaboration with the WHO and the Global Training Hub for Biomanufacturing, which is located in South Korea. 

Killian O’Driscoll, the chief commercial officer at NIBRT, said, “The NIBRT team is delighted to be involved in this key WHO initiative to help make the world safer from future emergencies and pandemics. 

“This designation from WHO reflects the quality and reach of the training NIBRT has delivered over many years. As the Regional Training Centre for Europe, we will work with our partners across the region and around the world to help sustain local production of vaccines and biologics for lower and middle income countries.”

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The WHO’s additional Regional Training Centres are the Institut Pasteur de Dakar in Senegal; the Council for Scientific and Industrial Research, South Africa; the Oswaldo Cruz Foundation in Brazil; the Translational Health Science and Technology Institute in India; the Center for Continuing Professional Development at the Egyptian Drug Authority in Egypt; and China’s Peking University. 

The life sciences space is booming of late, with many organisations expanding their job and upskilling opportunities. In early June, consultancy Primecore announced plans to create 50 new jobs across their offices in Ireland and the US over the next three years, on top of 100 new roles previously announced. 

In late April, the Advancing Innovation in Manufacturing Centre in Sligo announced an expansion with a new Galway base of operations amid plans to strengthen its links within the medtech and life sciences sectors.

Also in April, OpenAI announced plans to roll out an early version of GPT-Rosalind, an AI reasoning model designed to support research across biology, drug discovery and translational medicine. 

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Don’t miss out on the knowledge you need to succeed. Sign up for the Daily Brief, Silicon Republic’s digest of need-to-know sci-tech news.

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Valve’s Steam Machine could arrive by June 29 if this fan theory is right

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Valve’s upcoming Steam Machine was recently confirmed to launch this summer, despite uncertainties surrounding its pricing. The console was originally announced back in November 2025, but the ongoing RAM and SSD shortages threw a spanner in its launch timeline.

While the company has not revealed the specific launch date of the console yet, eager fans have been digging through FCC filings and connecting the dots to predict when the console could land. As per their findings, it could happen on or before June 29.

FCC filings may have revealed Valve’s launch window

First spotted by Notebookcheck, Reddit user u/wayTooManyBugs examined the FCC documentation of past Valve hardware and pointed out a pattern in how the Steam Controller’s launch was handled. According to the findings, the Steam Controller was submitted to the FCC on November 24, 2025, but its user manual and product images were kept confidential until May 20, 2026. The interesting part is that these documents only became publicly available after the device had already gone on sale.

The same pattern now appears to apply to the Steam Machine. Valve reportedly submitted the Steam Machine’s FCC documents around the end of 2025, and its user manual and product images are scheduled to become public on June 29, 2026. Going by the Steam Controller timeline, fans believe Valve may launch the Steam Machine before those documents are released publicly.

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In other words, June 29 may not be the exact launch date, but it could act as the latest possible date by which the Steam Machine arrives. All that said, this is just a theory at this point, but since Valve has confirmed that the Steam Machine will debut sometime this summer, it could very well happen around this window.

Pricing could still make or break the Steam Machine

The biggest question is still pricing. Earlier reports have suggested that the Steam Machine could cost upwards of $1,000, which would make it a hard sell given that its GPU performance is already known to trail the standard PS5. Valve could still soften the blow by absorbing some of the hardware cost upfront, especially if the goal is to get more users into SteamOS and the wider Steam ecosystem. For now, though, the price may be the one thing that decides whether the Steam Machine feels exciting or excessive.

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MacOS 27 Golden Gate: Top New Features

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One of the most interesting new features is Custom Extensions, which lets you create an extension for Safari in natural language. Lastly, the new version of Safari will work the Passwords app to automatically fix website login passwords that are deemed no longer safe to use.

The other exciting implementation of Apple Intelligence is within the Shortcuts app. The app received some artificial intelligence upgrades last year, but this new update takes things much further. You can now use natural language to design an automated shortcut, no longer requiring the manual work of connecting functions within apps together. Apple’s example was that you could type, “Whenever I’m leaving work, calculate the ETA, and send it to Pedro,” which would use a combination of Maps and Messages.

Other updates include using natural language when creating an event in Calendar, which will then fill in the details with contacts or locations. Image Playground also received a major update, which is now based on Google’s Gemini image-generation tech. It can now cook up photorealistic imagery and looks far less limited in what it can do. Like other image-generation apps, Image Playground will be subject to daily limits, but paid iCloud+ subscriptions can buy you more image generation.

Tweaks to Liquid Glass

Courtesy of Apple

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While AI is the focus of the update, Golden Gate is also a follow-up to last year’s macOS Tahoe. Liquid Glass represented a major change to the way all the user interface elements of the appear, and in macOS Golden Gate, those UI elements are being refined. Answering complaints about indecipherability and messy menus, macOS now has a refraction effect in its transparency, which more strongly obscures background content and makes the text in the foreground easier to read. This can be customized in System Settings, letting you change the transparency level using a slider.

This video is about Apple-macOS-27-uniform-toolbar-260608Courtesy of Apple

Apple has also made some smaller refinements to the visual identity of macOS. The Tool bar now has a uniform menu, the sidebars expand to the very edge of the window and the icons within the sidebars have color once again. And perhaps my most requested feature, every window has the same corner radius to the window control buttons.

Beyond the visual elements, Apple says it has made improvements to responsiveness, such as memory usage, CPU usage, display rendering, and app switching. One example on the Mac was that moving between Spaces was more fluid now, as is opening Mission Control.

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Districts Relying More on Data to Identify Gifted Students

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A group of third grade students gather around a board game on a Wednesday afternoon in a Charleston classroom, grabbing game pieces, discussing potential moves and reading out playing cards. The games are not Monopoly, Sorry, or any others of yore – they’re focused on identifying, and boosting, students’ strengths and weaknesses.

It’s part of a shift in school districts’ gifted and talented programs. While many programs focused on a small group of high achieving students, instructors across the nation are now focusing more on inclusion, using data to help them zero in on students’ talents, a method that has the potential of capturing more students for advanced instruction.

For Vanessa Hill, the gifted education coordinator for Amphitheater Public School District in Tucson, Arizona, focusing on strengths and weaknesses helps to solve what she sees as a universal problem with gifted identification.

“Something I’ve been thinking deeply about that tends to be a universal problem is that gifted identification does not match the metrics of your district,” says Vanessa Hill, the gifted education coordinator for Amphitheater Public School District in Tucson, Arizona. “I’m constantly thinking of that, so our demographics can get closer. This new tactic is about exposure to critical thinking and reasoning – what does that look like, how to reason through a problem?”

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Re-assessing the methods and ultimately changing the definition of “gifted” comes as some question the value of standardized tests and a push-and-pull to diversify programs.

The Shift In Gifted and Talented

The gifted and talented programs run the gamut of names and acronyms depending on the district, including advanced learning program, TAG (talented and gifted), LEAP (Learning Enrichment Alternative Program) or REACH (Realizing Excellence through Academic and Creative Help), among others.

Regardless of the name, the program has undergone several major shifts over the last few decades. Schools previously often only selectively tested students, often at the behest of involved parents or by a teacher recommendation. That brought a large amount of inequity in the programs, with many moving to a universal screening practice. Some states, including Washington and Missouri, made it a state mandate to test all students while in elementary school. The screening practice itself evolved from an IQ test to aptitude and ability tests, though how accurate those are is up for debate.

“Society is really unequal along socioeconomic and racial and ethnic lines, and these tests are just reflecting that,” says Scott Peters, director of research consulting at NWEA, a nonprofit education assessment organization. “You can change tests all day long, but at the end of the day, you can’t give some kids three years of $40,000-a-year preschool and also wonder why this kid that’s never been to school until first grade doesn’t do as well.”

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Often, schools’ gifted and talented programs do not represent their overall school population and instead skew heavily toward white and Asian students. Zohran Mamdani, the widely-watched mayor of New York City, made it part of his platform to phase out gifted and talented programs because of the inequity.

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“Ultimately, my administration would aim to make sure that every child receives a high-quality early education that nurtures their curiosity and learning,” he said in a 2025 statement to the New York Times.

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There is no silver bullet test that accounts for inequality and a child’s upbringing, although Peters said when factors such as income, race and other equity gaps are controlled in tests, most inequities disappear.

“This isn’t a factor of, ‘Oh, there are students of color scoring high, but they’re still not getting in,’” he says. “It’s that there’s not enough students of color scoring high because of that larger societal inequality issue.”

Because of the often-skewed gifted and talented population, schools are shifting toward “talent development” with all students, versus focusing on strengthening some students’ already solid skills.

“Because of the baggage of the past, we’re moving toward a new perspective where we’re identifying the strengths of students — whether academic, social or emotional — versus people for a program,” says Kristen Seward, clinical professor in gifted, talented and creative studies at Purdue University. “And I think this twist in how we approach education as gifted researchers is going to benefit everybody.”

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Using Data for ‘Talent Development’

Developing talent for gifted programs, much like the name itself, varies depending on the district. Seward says many teachers have enriched curriculums, which enhance things like vocabulary, science and social studies — topics that have been put on the back burner over the years in favor of standardized testing. Teachers are trained to spot students’ strengths and respond to those, which in turn, helps with students’ weaknesses.

For example, if a student has a strong vocabulary but struggles in math, the teacher might focus on math vocabulary during math class to put the lesson on a level the child understands.

Elementary students play games that help with quantitative, verbal or non verbal skills.

Elementary students play games that help with quantitative, verbal or non verbal skills.

Photo credit/Vanessa Hill

“I don’t want it to turn into a thing where the teacher is the gate, and if they don’t open the gate, then the students don’t get identified – which has been a problem,” Seward says. “We have to train teachers to be talent scouts, presenting the enriched curriculum. Hopefully it’s not something additional, but something they’d naturally do in their role.”

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Elizabeth McLaurin Uptegrove, now the assistant academic director in Charleston County School District, created a “stretch or support” system that involves the games the students played in the aforementioned classroom. When Uptegrove first arrived in Charleston’s school district, South Carolina used to require all second grade students be tested for the gifted and talented program. But after that year, selection changed to a nomination system.

“Which sounds elitist, and it is,” she says, adding white, affluent children were three times more likely to be in the programs.

She pushed for universal testing again for all fourth grade students, which yielded three times as many students identified as gifted, jumping from 40 fourth graders to 150 across the district. Several schools across the country have adopted similar stretch-or-support systems.

But Uptegrove’s efforts go beyond identifying candidates for gifted programs through teacher observation: her game-based system uses data. With the aptitude test, there are verbal, quantitative and nonverbal subsections. The tests indicate if a child is low or high achieving in those areas. Then the children are placed in groups with those of similar abilities to play games that can enhance those skills.

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The Stretch or Support games in Uptegrove’s third grade classroom help children grow or reinforce their skills.

The Stretch or Support games in Uptegrove’s third grade classroom help children grow or reinforce their skills.

Photo credit/Elizabeth McLaurin Uptegrove

“Typically a teacher is not very well-equipped to come up with activities or lessons that can actually reach their level of thinking ability and games do that really quickly, in a way that’s not as boring for children as a typical worksheet,” Uptegrove says. “That’s where the magic of the games comes in. We’re making rigorous, hard thinking almost irresistible so students are willing to do the activity for longer.”

Hill, the Arizona-based education coordinator, initially implemented Uptegrove’s game strategy across third grade classrooms in five schools: three Title 1 schools and two non-Title 1. She says the schools that have the strength or stretch program in place have higher passing rates of “proficient” or “highly proficient” scores than those who do not.

“To me, it’s the difference between being a passive learner and active learner; by being able to engage in the games, it’s more active learning,” Hill says. “You raise the exposure to critical thinking and are taught to apply those skills to any situation, whether it’s on an achievement test or on the playground with a friend.”

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The Future of the Program

Both researchers and teachers acknowledge the “talent development” approach to gifted and talented programs is far from perfect. It is often costly, whether it is buying the games, instilling teacher training or taking out time from testing. Hill pointed to four schools within her district that are closing this year because of financial constraints.

“Ordering the games is no small cost; I feel so blessed it’s that level of importance that we will find the funds,” she says. “As far as critical thinking games, yes that was missing. It is a hole we were filling. I think that while the core curriculum is doing its best, it can oftentimes be a bit surface level.”

Uptegrove agrees, saying she believes the talent development method is becoming more popular, but “there’s a long way to go in belief and funding for it.”

Peters, who has long studied the best educational methods and practices, believes the shift in gifted and talented is a good step. But he has concerns about the larger moves needed for lasting impact.

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“It’s easy to have a 30-minute gifted program; it’s hard to have a second through eighth grade math development pipeline involving everyone in the school,” he says. “And advanced learning isn’t enough of a priority for most schools.”

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