As Synthetic Music Gains Popularity, AI Dominates Billboard and Spotify Charts

This week, three songs generated by artificial intelligence have reached the top of music charts, securing spots at the pinnacle of both Spotify and Billboard rankings.

Walk My Walk made waves with Breaking Rust’s “Livin’ on Borrowed Time” leading the U.S. “Viral 50” chart, which highlights the “most viral songs” daily on Spotify. The anti-immigrant anthem “We Say No, No, No to an Asylum Center” by JW “Broken Veteran” also soared to the top of Spotify’s global viral chart during this timeframe. Additionally, “Breaking Rust” landed in the top five globally.

The lyrics of “Walk My Walk” include the line, “If you don’t like the way I talk, you can kick a rock,” directly addressing critics of AI-generated music.

Shortly after climbing the charts, the Dutch song vanished from Spotify and YouTube, along with all other tracks by Broken Veteran. Spotify told Dutch outlet NU.nl that it had not removed the music and that the rights holder was responsible. Broken Veteran expressed confusion over the disappearance, stating he is investigating and hopes for a resolution soon.

Opting to remain unnamed, Broken Veteran shared with the Guardian via email that he views AI as “just another tool for expression,” especially for individuals like himself who have important messages but lack formal musical training. He emphasized that the technology has “democratized music production” and clarified that his song critiques government policies, not immigrants.

For three weeks, “Walk My Walk” has led Billboard’s Country Digital Song Sales chart, which tracks downloads and digital purchases. This chart is considered minor compared to Billboard’s broader metrics like “Hot Country Songs” and “Top Country Albums.” Breaking Rust has yet to respond to media inquiries.

AI-Generated Music’s Growing Presence

These three tracks exemplify the surge of AI-generated music flooding streaming services. A recent study by Deezer reveals that roughly 50,000 AI-generated songs are uploaded daily, representing 34% of all music submissions.

“Walk My Walk” and “We Say No, No, No to an Asylum Center” are not the first AI tracks to gain popularity. Earlier in the summer, an AI-produced song by a group named Velvet Sundown achieved over 1 million streams on Spotify, which one of its members later referred to as “art quackery.”

Ed Newton Rex, a musician and founder of a nonprofit aiming to ensure fair data training for generative AI companies, notes that the high volume of AI-generated songs available online is a significant factor behind the emergence of AI hits.

“This reflects a trend of rapidly growing interest in AI music, driven primarily by the volume of content,” he explained. “Daily, we see 50,000 new songs competing with human artists, marking the rise of a new, highly scalable competitor built through exploitation.”

AI music quality has noticeably improved since its early days. In a survey conducted as part of the study, Deezer found that 97% of the 9,000 participants from eight countries could not differentiate between AI-generated music and human-created compositions.

“This is undeniable. It’s now fairly safe to say that the top-tier AI music is indistinguishable from human-composed tracks,” Newton-Rex stated.

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Emerging Distribution Models for AI-Generated Music

The success of AI-generated tracks on Spotify transcends mere quality. Much like various domains within the AI economy, numerous tools and platforms facilitate the distribution of AI music, along with user sub-communities eager to share strategies for navigating the system.

Jack Righteous, a blogger focused on AI content creation, has highlighted how his followers can generate a “passive income stream” through a music distribution service called DistroKid, which allocates royalty fees to creators whenever an AI track is streamed on platforms like YouTube, Spotify, or TikTok.

DistroKid is part of a wider ecosystem of online music distribution services, including Amuse, Landr, and CD Baby, all helping creators publish their music on major platforms like YouTube and Spotify. These services have varying policies regarding AI-generated content, with blogs like noting that DistroKid is “more forgiving.” This includes some hits from Breaking Rust such as “Livin’ on Borrowed Time” and “Resilient,” which appear to be distributed by DistroKid.

“In essence, most AI music you encounter isn’t being handled by a legitimate label. It’s crafted by individuals in their personal spaces and uploaded to distribution platforms,” said Chris Dalla Riva, author of “Unknown Territory,” which delves into the data behind music virality.

When approached for comments, Spotify cited their policy regarding AI-generated tracks.

Source: www.theguardian.com

The Soaring Popularity of Cozy Video Games: Will They Unveil a Darker Side? | Games

IN 2017, ThinkTank, a game design initiative known as Project Horseshoe, convened a group of developers to explore the delightful concept of video games. Since the inception of the medium, games with non-violent themes have existed. Early life simulators like Little Computer People from 1985 represented low-stake interactions, allowing players to engage with ordinary characters in their homes. Following the 1996 Chibi Award harvest, social farming simulations gained popularity.

The report produced, Cozy Games: Exploring Safety, Softness, Satisfied Needs, may represent the first systematic effort to delineate the genre. The group identified three core components: safety, richness, and softness. Cozy games (with the American spelling) avoid high-stake scenarios. “There’s no looming threat of loss,” they noted. They are designed to evoke a rich experience: “Nothing is lacking, pressing against you, or imminent.” Additionally, a soft aesthetic wraps everything in a warm embrace.

Puzzle game… Unpacking a room. Photo: Witch Beam

For example, in Witch Beam’s puzzle game, players unpack items from boxes and arrange them in a new home. Although there are constraints on placement, unlike traditional puzzle games, there’s no punishment for incorrect placements—no timers or scoring systems to contend with. The colorful pixel art enhances the experience.

Project Horseshoe’s definition aligns with the rise of handheld consoles made for communal play on sofas, particularly around the Nintendo Switch’s 2017 launch, coinciding with substantial genre growth. By 2019, indie designer Matthew Taylor began a Twitter account called Wholesome Games to feature titles reflecting their criteria. Eventually, the wholesome games movement—led by Taylor with partners Jenny Wyndham, James Tillman, and Victoria Tran—developed into a collective that hosts showcases for charming, non-threatening games, later evolving into a publishing company.

The success of wholesome games illustrates the genre’s broader expansion. The inaugural Wholesome Direct aired in 2020, coinciding with a surge in cozy game popularity during the COVID-19 pandemic lockdown, not least due to the massive success of Nintendo’s Animal Crossing: New Horizons, drawing in 25,000 viewers. The latest Wholesome Direct in June achieved an impressive 5 million views.

The solace of sadness… Spiritfarer. Photo: Thunder Lotus Game

This trend is reflected on Steam, where the number of games categorized as “cozy” is on the rise. In 2020, only 15 games were launched with cozy tags on Steam, according to SteamDB. By 2021, this figure doubled to 39 releases, and in 2022, it doubled again to 85. By 2024, a staggering 373 cozy games were released—over one game per day. Each time the genre appears to peak, it continues to soar. Major commercial hits include Animal Crossing, which outperformed any Call of Duty title with nearly 50 million copies sold, while popular farming game Stardew Valley has over 41 million copies sold.

Kelly Baudlow, an associate professor and head of Game Research and Design Programs at Harrisburg University, posits that cozy games signify more than just a genre; they represent “ideological shifts in game design.” This is evident in the diverse experiences cozy games provide. For instance, Unpacking centers on organizing household items, while A Short Hike invites players to explore a mountainous summer getaway. Spiritfarer delivers a management simulation focused on consoling souls and dealing with grief, and Venba weaves an emotional narrative around nostalgia and Tamil cooking.

A darker theme… Strange Horticulture. Photo: Bad Viking

Recently, even darker-themed games have been classified as cozy. Strange Horticulture, for instance, involves players managing a shop selling toxic plants, while Dredge introduces horror elements within a low-stakes fishing and sailing premise. “At their core, these games are fun, hopeful, and nurturing,” remarks Windom, a partner in the wholesome gaming initiative. “We want players to feel warmth and security when engaging with them. However, this definition has likely broadened to encompass games dealing with offensive or uncomfortable topics, all while remaining within a safe environment.”

Rhea Gupte and Prateek Saxena from India-based Imissmyfriend studio didn’t intentionally set out to create a cozy game, yet their debut title, Fishbowl, fits the bill perfectly. The game follows Alo, a 21-year-old woman who relocates to a new city for her video editing job, only to grapple with grief over her grandmother’s passing amidst pandemic lockdowns. Despite the heavy themes, little cozy touches can be found throughout Fishbowl, from its carefully curated color palette to its detailed pixel art and soft audio design.

So many cozy… fish bowls. Photo: Imissmyfriends.studio

“We began with the theme and the narrative we wished to convey,” explains Gupte, who serves as the game’s author and art director. “When contemplating the design and overall mood of the game, it became clear that a cozy atmosphere was necessary. Otherwise, the themes could become overwhelmingly heavy and difficult to navigate. Our goal was to introduce a sense of lightness, despite the more serious subjects involved.”

As the cozy genre continues to evolve, there’s a growing recognition that comfort is subjective. Nonetheless, Baudlow reminds us that not all non-violent games warrant the cozy label. “It’s not appropriate to simply stick that tag on everything,” she emphasizes.

The countryside dream… Stardew Valley. Photo: Concerns

Fishbowl differs from Stardew Valley in its portrayal of farming. Gupte and Saxena highlighted the disparity between how agrarian life is romanticized in games versus the harsh realities many face. “In India, farming embodies significant challenges,” Saxena noted. Games like Palace on the Hill, where the protagonist must cultivate land to settle debts, oppose the cozy narrative. Yet in alternative contexts, farming is often romanticized as a leisurely lifestyle.

TOEM, a meditative photography game developed by Something We Made in 2021, represents another facet of the genre. Although it is unmistakably a cozy game, it deviates from typical visuals by utilizing a monochrome palette. Lucas Gullbo, one of Toem’s developers, explains that while the black and white aesthetic may appear harsh, “the game conveys an emotional resonance that counters the daunting notion of being monochromatic.”

The nostalgia of food… Venba. Photo: Visai Games

Where will the cozy genre go from here? Recently, idle games have emerged as a sub-genre, featuring low-stakes elements like fishing in CornerPond or relaxing with a frog on Idle Island. Games such as Ronderets set in a cozy laundromat also include classic cozy features—farming elements and resource management paired with delightful graphics—but importantly, player effort remains minimal. Players can engage in decorations and small mini-games, but the games can progress without active participation, which contributes to their appeal. Is there an inherent comfort associated with leisurely idleness? This is a question worth exploring as the genre continues to expand.

“In the realm of cozy and wholesome games, and games at large, it’s a particularly nascent medium in the process of unveiling genres and mechanics,” remarks Wyndham. “It’s uncommon to witness something truly groundbreaking. As the wholesome and cozy game movements blossomed, they felt like uncharted territory. Why settle for typical first-person perspectives when you could opt for something more innovative? Change is often slow to emerge.

Source: www.theguardian.com

Electronic music gains popularity over indie in Tiktok post views

The music industry is evolving in parallel worlds. While the Gallagher brothers dominate stadiums this summer, Tiktok users are grooving to a different beat.

Electronic music has surged on Tiktok, surpassing indie and alternative genres in popularity. #ElectronicMusic garnered over 13 billion views globally, marking a 45% increase from 2023. Videos featuring electronic music tags doubled in number during the same period.

Tiktok creators are increasingly using electronic music as the soundtrack for sports, fitness, fashion, travel, and summer vacation content. The success of British electronic artists like Disclosure and Joel Corey on Tiktok highlights the genre’s mainstream appeal.

Tiktok’s influence on the music industry is evident, with artists like Adam Port and Posa gaining popularity on the platform before becoming streaming hits. Electronic artists are making waves in major markets as well as climbing the mainstream charts.

British DJs like Hannah Line and Billy Gillies have also found success on Tiktok, further boosting the electronic music scene. The community-driven nature of electronic music is reflected in the platform’s user-generated content.

Spotify reports a significant increase in streams for dance and electronic music, indicating a growing global interest in the genre. Despite the rise of electronic music, indie and alternative genres, as well as rap and hip-hop, remain popular among Tiktok users.

Last year, Tiktok saw a surge in back catalog music usage, with users incorporating older tracks into their content. This trend was not limited to the UK, as global users embraced classic tracks from past decades.

Source: www.theguardian.com

The Illusion of God: Exploring the Pope’s Popularity as a Deepfake Image in the Age of Artificial Intelligence

For Pope, it was the wrong kind of Madonna.

The pop legend behind the ’80s anthem “Like a Prayer” has been at the center of controversy in recent weeks after posting a deepfake image of the Pope hugging her on social media. This further fanned the flames of an already heated debate over the creation of AI art, in which Pope Francis plays a symbolic and unwilling role.

Catholic Church leaders are accustomed to being subject to AI fabrications. One of the defining images of the AI boom was Francis wearing a Balenciaga down jacket. The stunningly realistic photo went viral last March and was seen by millions of people. But Francis didn’t understand the funny side. In January, he referenced the Balenciaga image in a speech on AI and warned about the impact of deepfakes.


An AI-generated image of Pope Francis wearing a down jacket. Illustration: Reddit

“Fake news…Today, ‘deepfakes’ – the creation and dissemination of images that appear completely plausible but false – can be used. I have been the subject of this as well.” he said.

Other deepfakes include Francis wearing a pride flag and holding an umbrella on the beach. Like the Balenciaga images, these were created by the Midjourney AI tool.

Rick Dick, the Italian digital artist who created the image of Madonna, told the Guardian that he did not intend to offend with the photo of Frances putting his arm around Madonna’s waist and hugging her. Another image on Rick Dick’s Instagram page seamlessly merges a photo of the Pope’s face with that of Luigi Mangione, the man accused of killing UnitedHealthcare CEO Brian Thompson. They are more likely to be offended.


AI image of Madonna and Pope Francis. Illustration: @madonna/Instagram

Rickdick said Mangione’s image was intended to satirize the American obsession with Mangione being “elevated into a god-like figure” online.

“My goal is to make people think and, if possible, smile,” said the artist, who goes by the stage name Rick Dick, but declined to give his full name.

He said that memes (viral images that are endlessly tweaked and reused online) are our “new visual culture, fascinated by their ability to convey deep ideas quickly.”

Experts say the Pope is a clear target for deepfakes because of the vast digital “footprint” of videos, images, and audio recordings associated with him. AI models are trained on the open internet, which is filled with content featuring prominent public figures, from politicians to celebrities to religious leaders.

Sam Stockwell, a researcher at Britain’s Alan Turing Institute, said: “The Pope is frequently featured in public life and there are vast amounts of photos, videos, and audio clips of him on the open web.” said.

“Because AI models are often trained indiscriminately on such data, these models are more sensitive to the facial features and facial features of individuals like the Pope than models with less large digital footprints. It makes it much easier to reproduce the similarities.”

Rick Dick said the AI model he used to create the photo of Francis that was posted to his Instagram account and then reposted by Madonna was created on a paid platform called Krea.ai by the pope and the pop star. It is said that the robot was trained specifically for images. However, realistic photos of Francis can also be easily created using freely accessible models such as Stable Diffusion, which allows users to place Francis on a bicycle or on a soccer field with a few simple prompts.

Stockwell added that there is also an obvious appeal to juxtaposing powerful figures with unusual or embarrassing situations, which is a fundamental element of satire.

“He is associated with strict rules and traditions, so some people want to deepfake him in unusual situations compared to his background,” he said.

Adding AI to the satirical mix will likely lead to more deepfakes from the Pope.

“I like to use celebrities, objects, fashion, and events to mix the absurd and the unconventional to provoke thought,” said Rick Dick. “It’s like working on a never-ending puzzle, always looking for new creative connections. The Pope is one of my favorite subjects to work on.”

Source: www.theguardian.com

Embracing the Weird: Synthesizers Experience a Resurgence in Popularity

Q
Wayne refused to use them. Musicians’ unions tried to ban them. Then computers overtook them. Synthesizers have been ridiculed, despised, and discarded throughout history, but somehow they’re entering a new golden age.

A new wave of synth makers has emerged, developing machines that are more ambitious and often outlandish than their beeping predecessors, satisfying the desires of a growing fan base.

Thousands, including Portishead’s Adrian Utley, gathered at Makina Bristonica, a festival of “knobs, buttons and discussion” in Bristol this weekend, to perform and sometimes cross the line from musical instruments to conceptual art. The designers created devices that they believed in.

Less than a decade ago, anyone wanting to discover the latest in electronic music production had to make a pilgrimage to the annual Superbooth fair in Berlin, but now there are several Superbooth fairs in the UK It has been. SynthFest UK took place in Sheffield last week, and Synth East in Norwich opened for the first time last year.

“A lot of people are using computers to make electronic music,” says Machina Bristronica co-founder Ben Chilton. Over the past 20 years, software like Cubase, Reason, and Ableton Live have made it easy for anyone to create music on their computer or mobile phone. Software synthesizers can be heard in nightclubs everywhere.

“People sold synthesizers when they were excited about computers, but a few years later they started craving something they could touch,” Chilton says. The ability to shape sounds on the fly during a performance, rather than feeling like you’re programming a machine, is behind the resurgence of synth hardware, he added.




Human League performs live on stage in 1983. Photo: BSR Entertainment/Gentle Look/Getty Images

Synthesizers have inspired generations of musicians in one form or another. Pink Floyd created menacing soundscapes. dark side of the moon Using a synthesizer in my briefcase. The Human League, Gary Numan, and Cabaret Voltaire pioneered the 80s synthpop sound, later enhanced by the Yamaha DX7. And while Donna Summer’s “I Feel Love” brought the Moog to disco, DJ Pierre and Juan Atkins pumped out a Roland TB-303, intended as a bass replacement, for squelky sounds. Modern dance music would be very different if we hadn’t realized that it was possible to create . Acid house sounds.

Modern synthesizers fall into two categories. Self-contained desktop synths typically have a keyboard and a number of knobs, dials, and faders that allow the player to swoop or soar the instrument. Additionally, there are synths assembled from different modules, some of which generate sounds and others which manipulate sounds. Modular synths can be simple or extraordinary hunks of cables and metal, like the 15,000-pound colossus that film composer Hans Zimmer built to restart the BBC Radiophonic Workshop this year. There is also. In 2013, sound on sound reported that there are approximately 730 modules available in Eurorack, which has become a modular standard. Today, there are over 16,000.

Yesterday also marked the 60th anniversary of the first commercially available synth, the Moog Modular. Until 1964, anyone interested in the possibilities of electronic music had to build their own machine. Delia Derbyshire uses tape and BBC test equipment in her radiophonic workshop. doctor who Theme song. After Robert Moog’s synthesizer came the Buchla Easel.

“Originally they were designed with the home organist in mind, but by the mid-‘70s people realized they were instruments in their own right. [Jean-Michel] Jarre, Tomita, Vangelis” is a synth historian and ” synthesiszero evolution.

Not everyone liked them. Some musicians feared being replaced, and some bands took a stand. Queen said, “No synthesizers!” It was used on the covers of four albums, and in 1982 the musicians’ union passed a ban.

Now that just about every sound imaginable can be generated from a computer, the options are endless and creators are turning to more limited devices. Tom Whitwell, former editor mix mugnow manufactures synth modules as Music Thing, and today at machina Bristronica he will be demonstrating his latest equipment, a portable modular synth.

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Delia Derbyshire at the BBC Radiophonic Workshop in London in 1970. Photo: Mirror Pix/Getty Images

The increased interest in synthesizers is due to a post-pandemic boom and easy access to factories in China, Whitwell said, noting that synthesizers like Radiohead’s Thom Yorke, James It is said to be used by Blake, Ryuichi Sakamoto, and others.

“The barrier is much lower,” he said. “You design something, send some files to Shenzhen, and three weeks later you have these magical circuit boards for £25. It means you can take on the challenge.”

He helps the participants of Machina Bristronica create microphonies. This is a musical joke inspired by Karlheinz Stockhausen, in which the sound of a synthesizer switch is captured with a microphone and fed back into the machine.

The key to synthesizer success is getting people playing again, said Jack Edwards of Beep Boop Electronics. “It rekindles the spark of interest in my environment and the universe that I had when I was a child,” he says. “It’s a conversation between the player and the instrument. You get something that words can’t explain.”

Source: www.theguardian.com

The Sudden Rise of Clickolding: Exploring the Popularity of the Voyeur Game | Games

a A man in a strange, animalistic mask sits slumped in an armchair in a dingy motel room and watches you click a hand-held tally counter. He offers you $14,000 if you keep clicking until the number resets to 10,000, so you do. Occasionally he makes polite but suggestive requests: go faster, go slower, stop and try again, but he remains motionless, except for the occasional flexion of his hand.

Clicking the left mouse button, you wander around the room, admiring the paintings on the walls, the out-of-sync TV, the thermostat, etc. But as you approach the final scene, the man slowly begins to reveal bits and pieces of his life, and the atmosphere of an already dark world grows darker by the minute. This is what the game is all about.

Clickolding has been getting a lot of attention since its release on July 17th, receiving widespread coverage in the gaming press and nearly 500 reviews on PC game store Steam, most of which have been very positive. But what is it about this strange piece of interactive art that’s only 40 minutes long that has captured the hearts of critics and players alike?

That’s partly because Clickolding is a pretty obvious allegory about voyeurism and the sex trade. The man in the chair indirectly enjoys someone else’s use of his precious counter, which he describes as a lover he can no longer satisfy (“We’ve been together a long time, but I just can’t click like you do.”). The relationship between the two people in the room is deliberately left ambiguous, but we know this is no hostage situation; players are free to leave the room when they want, and opening the hotel room door ends the game. And yet, the threat hangs over the room, like a bad smell.

The player character must perform certain physical acts that clearly arouse the seated man, though not overtly explicit (“You’re clicking steadily. That’s good.”). But there’s also emotional labor, as the man reveals aspects of his tattered private life. Power dynamics shift subtly: at various times you’re a servant, a caretaker, a partner, a stranger, all with barely any dialogue.

One of Strange Scaffold’s other creations, an alien airport now run by dogs. Photo: Strange scaffolding

The game also captures a universal aspect of the experience of being confined to a hotel room for an extended period of time. While you’re there, it becomes a strange temporary home. It feels intimate (you undress there, you sleep there) yet alien and oddly fascinating. Who picked that floral wallpaper, that kitschy bedside lamp, that particular painting and why? How does the thermostat work? What’s outside the window? Visually, the room feels natural and detailed; it feels like a room from the latest Resident Evil or Call of Duty.

The clicker was born as an exploration of design principles: At this year’s San Francisco Game Developers Conference, members of studio Aggro Crab bought a clicker at a nearby thrift store, sat down with industry peers in a hotel lobby, and built a game to play with it. One of those peers was Xalavier Nelson Jr, creative director at the experimental indie studio. Strange Scaffoldingis responsible for such unique titles as Space Warlord Organ Trading Simulator and An Airport for Aliens Now Run By Dogs. An evening of oral history at WiredNelson was intrigued by the clicker’s hyper-repetitive appeal and began thinking about how he could use it in a new gaming project.

Clickolding continues the tradition of parody games like Cow Clicker and Cookie Clicker, which were designed to critique first-generation social media games like FarmVille, in which players perform endlessly repetitive tasks to accumulate resources and level up their characters. But by adopting mainstream game design elements—realistic visuals and a first-person camera—Clickolding extends the parody to all games driven by fast clicking, such as shooters and real-time strategy simulations. Here, the man in the chair becomes a metaphor for compelling game mechanics, enticing the player to get faster, better, and more accurate.

As you approach 10,000 clicks it starts to get boring, but you feel compelled, even obligated, to carry on while the man in the chair gives you a glimpse into his fractured life. It’s strange and mundane, uncomfortable and oddly comforting all at the same time. Perhaps the reason this game has attracted so much attention is that the monotony of clicking buttons in a boring motel allows your own thoughts, feelings and experiences to creep into your and the masked man’s room. Rarely have games given you so much room to be scared.

What to Play

Arranger: A role-solving puzzle adventure. Photo: Furniture and mattresses

in Arranger: Role Playing Puzzle Adventureis a cutesy RPG-like game in which you play a young social misfit setting out on his first journey outside the town he grew up in. Except the entire world is a grid of sliding tiles, and as you move, rows of tiles move with you. This turns combat into a sliding-block puzzle where you have to carry your sword to monsters to defeat them, and turns the regular towns, forests, and graveyards into giant game boards. It took me a while to get to grips with it, but the unique mix of story and puzzles is far more interesting than a match-3 puzzle. You may recognize the artist from his groundbreaking 2010 indie game Braid.

Available on: Nintendo Switch, PC, PlayStation 4/5
Estimated play time:
6 hr

Source: www.theguardian.com

The Impact of a TikTok Clip on the Popularity of a 177-Year-Old Sourdough Starter

Mary Buckingham shares, “There’s a long-standing pioneer tradition, tracing back to the early days of settling the American West, where people freely shared bread starter with those who asked.”

Things were going smoothly until the arrival of TikTok.

Mr. Buckingham, a retired meteorologist from Greeley, Colorado, along with a small group of bread enthusiasts, have been sending out sourdough starter samples to individuals who send stamped envelopes for baking their own bread. As a demonstration of that generous tradition, we are offering you free shipping.

But this isn’t just any ordinary starter. The natural yeast and bacteria cultures in this mixture have been carefully nurtured and kept alive since 1847 when a pioneer family travelled from Missouri to Oregon in a covered wagon and settled there. The tradition has been handed down through generations.

For years, the 1847 Oregon Trail Sourdough Starter was known only to a select few.until Viral TikTok videos changed everything after an article posted last month.

Mary Buckingham currently records one of the many letters she receives at her Greeley, Colorado home. Photo: Andy Cross/Media News Group/Denver Post/Getty Images/DP

“It’s absolutely crazy,” Buckingham remarked. While they used to receive 30 to 60 requests per week for samples, this year they have already received 7,000. They are struggling to keep up. I enlisted my sister’s help for this task, but it’s just the two of us handling it.

She used to dedicate two to three hours a week to respond to requests, but no more. “I’m now spending all day, every day, every weekend, eight to 10 hours a day,” she said. “It’s really overwhelming. I haven’t taken a day off since this began.”

Sourdough, a naturally fermented mix of flour and water, has been used for centuries to make leavened bread before commercial yeast was introduced. While highly valued by many bread makers, careful upkeep is required to sustain the culture, which can potentially live indefinitely.

The origin of the 1847 starter can be traced back to Carl Griffith. Born in 1919, an Oregon attorney and U.S. Air Force veteran from World War II, he had been baking bread from the same sourdough batch since he was 10 years old. He later documentedthat his family inherited it from his great-grandfather’s family, Dr. John Savage, who settled in the western part of the state in 1847.

“We’re unsure where or when it originally originated from in the wild, as commercial bread starters weren’t available back then, but we’ve encountered many wild yeasts since then. Personally, I love it,” he noted.

Griffith gladly shared dried samples of his dough with anyone who asked, connecting with an online community of sourdough enthusiasts in the early days of the internet. When he passed away in 2000, his widow and the others decided to continue the tradition.

Mary Buckingham collects the most recent batch of letters at the Greeley post office. Photo: Andy Cross/Media News Group/Denver Post/Getty Images/DP

Although most members never met Griffith, they referred to themselves as “Carl’s Friends.”

“It was a good start, and the founders thought, ‘It’d be a shame to let this disappear.’ So, we established a small society,” Buckingham explained.

While she typically handles request sorting, another member in WA nurtures and dries the starter. Given the number of people who forget to include stamps, it’s more work than expected. With the surge in demand, “It has to diminish quickly,” meaning she’ll also jump in.

After expanding enough to cover eight Swiss rolls cans thinly, “the dough is tacky and stretchy, making it hard to fit into the cans,” then left in a warm and dry area. After two to four days, the mix is blended, tested, portioned into small bags, and packed into the incoming envelopes by the thousands.

“A robust, enduring, palatable, consistent starter is highly prized and always has been,” shared Mr. Buckingham, a bread baker since the 1960s when his mother showed him at age 11. Carl’s starter is “a solid, robust starter” that ferments beautifully without yeast.

Has it genuinely lived for 177 years? While it’s impossible to confirm, Buckingham remarks, “That’s how bread was made in the old days.”

Why does she continue despite the time commitment? “I think it’s a kind of passion. It’s heartening to see so many young people taking an interest in it. I hope they carry it forward.”

Sourdough is “like a little pet that you have to feed and keep alive. And if you don’t, it will perish. After a while, you might feel, ‘Oh, that’s too much work. It’s easier to buy bread locally.'”

Source: www.theguardian.com

Privacy Concerns Rise as Smart Devices Gain Popularity in Australian Homes

Do you have any smart devices or home appliances that can be controlled remotely in your house? These devices have become a common feature in modern homes over the past decade, offering convenience but also raising concerns about privacy. These smart devices collect, share, aggregate, and analyze data, posing potential risks to personal information. According to Katherine Kemp, an expert in law and data privacy, privacy laws in Australia are not up to date, which is a global concern. The information collected by smart devices can be used for targeted advertising, and it’s unclear where this data ends up.

While smart devices offer benefits such as environmental friendliness, Kemp believes that their main purpose is to collect and sell more information rather than promoting environmental sustainability. There’s a concern that companies use this data for targeted advertising and other commercial purposes, potentially creating detailed profiles of individuals.

Concerns about privacy and consent models have been raised by Sam Floreani, the policy director at Digital Rights Watch. The collection and use of data depend on underlying incentives, and it’s essential for individuals to fully understand the implications of sharing their data. He also mentioned the need for improving consent laws and rights around personal data.

Australia’s current privacy laws require consent, but customers are not always given the right information to make informed choices. The government is planning an overhaul of the law to bring it into the “digital age” and strengthen enforcement powers for privacy watchdogs.

Convenience and privacy

Some argue that sacrificing privacy for convenience is worth it, especially if it improves accessibility. For the visually impaired community, smart devices play an important role in reducing social isolation. However, concerns remain about the trade-off between convenience and privacy.

“That’s too tempting.”

Early concepts of smart homes focused on collecting data solely for the occupants’ purposes. However, the potential for lucrative behavioral advertising services led to a shift in the use of this data. Changes in privacy laws are needed to establish stricter standards for how companies behave regarding smart devices.

Source: www.theguardian.com