Where Did You Store It? Losing the Crucial Encryption Key Could Nullify the Election.

Feedback A weekly column filled with strange stories, unbelievable marketing claims, and perplexing instructions.

Locked Out

Feedback believes that the expression “couldn’t make up for it” is frequently misinterpreted. This doesn’t imply a limit to creativity; rather, it signifies that some developments can’t fit into a fictional narrative because people insist, “That will never happen.” The issue is, those individuals are mistaken, as reality can be quite absurd.

One of the key organizations in cryptography is the International Association for Cryptographic Research. This non-profit organization is committed to advancing cryptographic science. Recently, the IACR held elections for new officers and board directors while also adjusting its bylaws. They executed this ingeniously, leveraging their expertise as cryptographers. They utilized an online voting platform called Helios, promising “verifiable online elections.”

Helios is remarkably efficient. Every vote is recorded, ensuring that your vote is counted and remains unchanged. Tampering is thus rendered impossible. Simultaneously, every vote is kept confidential. The system employs advanced encryption technology, where all encrypted votes are compiled into an encrypted tally, and only the tally is decrypted.

But how is this tally decrypted? An organization has to appoint multiple directors. The IACR chose three individuals, each granted one-third of the cryptographic keys. All three needed to enter their portions of the keys to decipher the tally and view the results. This was a complete process—partial decryption wasn’t an option.

Then the expected occurred. “Unfortunately, one of the three trustees lost their private key irretrievably, an honest but unfortunate mistake, and as a result, we are unable to compute the decryption share.” I wrote to the IACR on November 21st. “Consequently, Helios was unable to finalize the decryption process, making it technically impossible to obtain or verify the election’s final outcomes.”

The IACR was compelled to: void the elections and restart the entire process. They now plan to “implement a two-out-of-three threshold mechanism for managing private keys and distribute clear written procedures for all trustees to follow before and during elections.” Feedback is eager to scrutinize that “documented procedure” even if its sole instruction is “Remember” in large bold letters on the cover page.

We are also intrigued by how what the IACR calls “human error” can undermine even the most meticulously designed systems. Each time a Silicon Valley entrepreneur speaks of the imminent emergence of human-level artificial intelligence, we internally cringe. The first iteration of such AI will probably align with the average human’s capabilities.

Floating Like a Raisin

The creativity of science journalists in coming up with new and engaging units of measure is always impressive. On November 17th, New York Times featured a story about “a small radio-frequency tag powered by solar energy that weighs just 60 milligrams and retails for $200.” Entomologists utilize this tag to monitor monarch butterflies during their migration across North America.

Anthony Weaver highlighted a sentence aimed at illustrating how heavy the tag is compared to the butterfly. “Most monarchs weigh between 500 and 600 milligrams, meaning each tagged transcontinental traveler is like half a raisin carrying three grains of uncooked rice.”

In the feedback section, we can all agree that this explanation is far clearer than stating “about 1/10 of body weight” could manage. Or as Anthony phrased it, “When I envisioned myself as a half-raisin on a cross-continental trek with rice to Mexico, I genuinely grasped how butterflies relate to science.”

No, this is not a call for you to submit similar examples from your page. New Scientist. Don’t even think about it.

Boys Club

The reason you may not receive feedback on social media is simply because you lack the mental bandwidth to figure out how to stand out on six different platforms with entirely different algorithms. Nonetheless, we half-watch things, which is why I found the spontaneous experiment on LinkedIn intriguing. Women in the field altered their names and pronouns to appear male, resulting in a spike in engagement.

For instance, social media consultant Simone Bonnet observed a 1600 percent rise in profile views after changing her pronouns to “he/him” and her name to “Simon E.” According to The Guardian, others experienced similar increases. Meanwhile, Daniel Hyers, who possesses an ideal LinkedIn name, attempted the reverse by “changing his name to Daniela for 4 days.” Day 1: a -26% drop.”

Sakshi Jain from LinkedIn stated that feedback indicates the platform’s “algorithms and AI systems are not utilized.” Demographic data (age, race, gender, etc.) are factored in as signals to assess the visibility of content, profiles, and posts in users’ feeds. We don’t dispute that, but we also theorize that unintended emergent outcomes play a significant role. Algorithm bias.

Meanwhile, Feedback is in the midst of creating a new LinkedIn page, which we will dub Mansplaining.

Got a story for Feedback?

You can email your article to Feedback at feedback@newscientist.com. Please include your home address. This week’s and past feedback are accessible on our website.

Source: www.newscientist.com

‘Fortnite’ Creator and Google Resolve Five-Year Legal Dispute Over Android App Store

Epic Games, the creator of Fortnite, has come to a “comprehensive settlement” with Google, which may mark the end of a legal dispute lasting five years regarding Google’s Play Store for Android applications, as stated in joint legal filings by both parties.

Tim Sweeney, CEO of Epic, hailed the settlement as a “fantastic offer” in a post on social media.

In documents submitted on Tuesday to the federal court in San Francisco, both Google and Epic Games noted that the settlement “enables the parties to set aside their differences while fostering a more dynamic and competitive Android environment for users and developers.”

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Epic secured a significant legal victory over Google earlier this summer when a federal appeals court upheld a jury’s verdict declaring the Android app store an illegal monopoly. The unanimous decision opens the door for federal judges to potentially mandate substantial restructuring to enhance consumer choices.

While the specific settlement terms remain confidential and require approval from U.S. District Judge James Donato, both companies provided an overview of the agreement in their joint filing. A public hearing is set for Thursday.

The settlement appears to align closely with the October 2024 ruling by Donato, which directed Google to dismantle barriers that protect the Android app store from competition. It also includes a provision requiring the company’s app stores to support the distribution of competing third-party app stores, allowing users to download apps freely.


Google had aimed to reverse these decisions through appeal, but the ruling from the 9th Circuit Court of Appeals in July posed a significant challenge to the tech giant, which is now facing three separate antitrust cases that could impact various aspects of its internet operations.

In 2020, Epic Games launched a lawsuit against both Google’s Play Store and Apple’s iPhone App Store, seeking to bypass proprietary payment processing systems that impose fees ranging from 15% to 30% on in-app transactions. The proposed settlement put forth on Tuesday aims to decrease those fees to a range between 9% and 20%, depending on the specific agreement.

Source: www.theguardian.com

Hollow Knight: Silksong Launch Causes Crash in Online Game Store | Games News

The enigmatic three-person game development team based in Adelaide has stirred up a storm on the global online gaming scene.

On Friday, major platforms like Steam, Nintendo’s eShop, PlayStation Store, and Microsoft Store all experienced crashes as they struggled to keep up with the demand for Hollow Knight: Silksong, the eagerly awaited sequel to the acclaimed 2017 indie sensation, Hollow Knight.

The game’s launch resulted in widespread outages, with thousands of players reporting difficulties in purchasing the game during the initial hours of its release. Many faced persistent error messages for almost three hours post-launch, preventing them from completing their transactions.


The spike in demand was evident on down detectors across troubleshooting platforms, which recorded a surge to 3,750 users immediately after the game’s launch, slowly diminishing thereafter.

Social media erupted with complaints about error codes and shared screenshots as frustrated gamers expressed their disappointment over the absence of pre-order options. Some labeled the situation as “absurd,” while others criticized the lack of measures to prevent such congestion.

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Another digital retailer, Humble Bundle, indicated that the game was momentarily unavailable due to high traffic, although this notification was later removed once the situation stabilized.

Regardless of these technical challenges, Steam noted over 100,000 active players within just 30 minutes of launch, implying that many managed to secure their copies.

Hollow Knight was crafted by Ari Gibson, William Pellen, and Jack Vine, along with music from Christopher Larkin, representing the Adelaide-based indie studio, Team Cherry. Set in a vividly imagined realm of insect warriors, the game has garnered a passionate following since its debut in 2017, selling over 15 million copies globally.




Hollow Knight: Silksong screenshot. Illustration: Team Cherry

The New York Times recently hailed the original Hollow Knight as a “Modern Metroidvania Classic,” praising its “engaging and detailed hand-drawn animations, challenging boss encounters, and twists with secret pathways.”

The original has achieved cult status, largely through word-of-mouth recommendations. Anticipation for a sequel focusing on Hornet, the sword-wielding princess who served as a supporting character in the first game, has grown, as highlighted by a recent New York Times report that discussed at least seven new game developments avoiding past conflicts and employing gaming demons in baby steps and tactical roles in Walking Sims.

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The development of the game was financed independently, though a South Australian film company celebrated Team Cherry’s global success on Friday, stating, “This small team of combat developers in Adelaide showcases world-leading talent and the creative excellence that emerges from South Australia.”

In a recent Bloomberg interview, Gibson mentioned that the seven-year development timeline of Silksong is entirely attributed to the team’s choice of project.

“We’re a small team, and it takes us considerable time to create the game,” he explained. “There wasn’t any significant controversy surrounding it.”

In a previous discussion with ABC, Pellen attributed the original Hollow Knight’s lasting appeal to its blend of classic inspiration and modern aesthetics.

“What was gratifying about Hollow Knight was that we crafted something according to our tastes, leading to a slightly unique product,” Pellen stated in the ABC interview. “We hope Silksong can achieve something similar.”




Source: www.theguardian.com

Forests with Healthy Wildlife Populations Store Four Times More Carbon

Capuchin Monkeys and Their Role in Seed Dispersal in Tropical Forests

Carlos Grillo/Getty Images/iStockphoto

Tropical ecosystems, rich in animal biodiversity that aids in seed dispersal, can sequester carbon at rates up to four times higher than fragmented forests lacking these animals or where their movements are limited.

“This underscores the connection between the loss of animal biodiversity and the processes that intensify climate change,” explains Evan Fricke from the Massachusetts Institute of Technology. “We’ve lost the potential for tropical forest regeneration.”

While animals only store a fraction of the carbon in their environment, their activities significantly influence ecosystem carbon dynamics. Notably, species such as monkeys, birds, and rodents play a crucial role in dispersing a wide variety of seeds.

Fricke mentions that “linking this to a prolonged process like carbon capture across landscapes proved quite challenging.”

Fricke and his team examined over 3,000 plots in tropical forests where trees are returning and successfully reabsorbing carbon following disturbances. They then assessed the degree of movement and diversity disruption of seed-dispersing animals in each plot, with findings influenced by forest fragmentation and data from monitored animals.

They discovered that increased disruption in seed disperser movement correlated with lower rates of carbon accumulation. The forests with the most disturbed animal behaviors grew four times faster than those with minimal disruption.

On average, disturbances in animal diversity and movement patterns that disperse seeds halved the carbon accumulation potential of affected plots. This indicates that such disruptions had a more detrimental impact than other factors inhibiting tree regrowth, such as fires and livestock grazing.

In contrast, forests experiencing the least disruption sequestered carbon more rapidly than monoculture wood farms. “Natural growth enhanced by animal activity presents a cost-effective and biodiversity-friendly recovery method,” states Fricke.

Earlier ecological models indicated that seed dispersers might significantly influence carbon storage; however, this study further elucidates the critical role these animals play, according to Oswald Schmitz from Yale University. “It highlights their importance now and into the future.”

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Source: www.newscientist.com

Apple Files Lawsuit to Challenge “Unprecedented” €500 Million EU Fine Related to App Store

Apple has initiated an appeal against the “unprecedented” €500 million (£430 million) fine imposed by the EU in the latest confrontation between US tech giants and Brussels.

The iPhone manufacturer has accused the European Commission (the EU’s executive body) of exceeding legal boundaries in the ongoing dispute regarding the App Store.

In April, the EU fined Apple €500 million after determining that the company infringed the Digital Markets Act by hindering app developers from offering cheaper transactions outside of the App Store.


Last month, Apple revised its App Store policies to comply with EU directives, adjusting technical and commercial terms for developers to avert a potential daily penalty of 5% of average earnings—approximately €50 million each day.

Consequently, Apple has launched a new pricing model for App Store developers. On Monday, the company accused Brussels of using “confusing” business language to sidestep the risk of fines.

“We are appealing today because we believe the European Commission’s decision and its extraordinary fines exceed what the law demands,” Apple stated, announcing its appeal to the General Court, the EU’s second-highest tribunal. “Our appeal highlights that the EC is dictating how we manage our stores, leading to confusion among developers and unfavorable conditions for users.”

Apple also charged the Commission with unlawfully broadening its interpretation of “steering,” impacting the language and methods developers can use to direct consumers outside the App Store.

The company highlighted that EU regulators have altered their definitions, not only questioning if app developers can link to outside websites but also if in-app promotions are permissible.

Peter Navarro, former senior trade adviser to Donald Trump, criticized the EU for employing “laws” against prominent US tech firms, describing the regulatory actions against American entities like Apple and Meta as part of a series of “non-tariff weapons” against the US.

In March, Hectan Wilkunen, vice president of the European Commission, asserted that the EU would maintain technical regulations to avoid compromising a trade deal with the US. In January, Meta CEO Mark Zuckerberg accused the EU of “institutionalizing censorship” through digital regulations.

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Trump established a deadline of July 9th, sealing a trade arrangement with the EU, which also involves a threat of imposing a 50% tariff on the US if no agreement is finalized.

Tom Smith, a competitive attorney at Geradin Partners and former legal director of the UK’s Competition and Markets Authority, stated that Apple “fundamentally disapproves” of the changes implemented in the App Store.

“The stark reality is that the company is willing to invest millions in legal fees to obstruct and delay the establishment of a more open app ecosystem.”

The European Commission has been approached for comments.

Source: www.theguardian.com

Fortnite Makes a Comeback on the US iPhone App Store, Ending Apple’s Restrictions

The widely acclaimed video game Fortnite has made its comeback to the US iPhone App Store, ending a prolonged absence due to a legal dispute over the fees Apple enforced annually via its payment system, which the tech giant has had to revise.

Fortnite, one of the most popular games globally, celebrated the much-anticipated return of its app to iPhone and iPad in a post on Tuesday, marking its availability on these devices for the first time since Apple removed it in 2020 to circumvent the 15% to 30% commissions on in-app transactions.

“Fortnite is back on iPhone and iPads in the App Store in the US. It’s also returning on Epic Games and Altstore in the EU! Check out a Tweet from the official game account. As a result of the legal battles with Apple, Epic has launched its own digital store.


The game, featuring a virtual battle on a digital island, returned just days after its parent company Epic Games requested a federal judge to mandate its restoration as part of a civil discovery process against Apple initiated late last month. Last week, the game temporarily disappeared from Apple devices globally and was inaccessible in several countries.

In a succinct court filing on Tuesday, Apple stated that the dispute preventing Fortnite from accessing iOS has been resolved. The tech company from Cupertino, California, did not instantly reply to requests for additional statements.

These legal conflicts are rooted in an enduring feud. Epic has accused Apple of converting the App Store into an illegal monopoly. This accusation was previously unfavorably ruled on in 2021 by a federal judge following a month-long trial.

The judge concluded that Apple had not breached antitrust regulations but ordered the company to relax its grip on in-app payment systems and permit links to alternative payment methods that could present lower costs.

After exhausting appeals to the U.S. Supreme Court last year, Apple allowed linking to alternative payment options while introducing a new structure that imposes a 27% charge for in-app transactions completed outside its own system.

Epic was incensed by Apple’s attempts to evade the legal process, reigniting court hearings that had lingered for nearly a year before Gonzalez Rogers delivered her decisive verdict, including a prohibition on any commission collection from alternative payment options.

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While it appeared that Fortnite was paving the way for its re-entry to iPhone and iPad, last week Epic stated that the game remained blocked by Apple. Claiming it was permissible to maintain Fortnite while Apple pursued the implications of Gonzalez Rogers’ previous ruling, Epic pressed the matter by requesting the judge for a clear order permitting the game on iPhones and iPads.

On Monday, Gonzalez Rogers inquired why Apple continued to obstruct Fortnite’s return without an order from the Court of Appeal. She stated, “Apple can completely resolve this issue without further briefings or hearings,” as she reviewed Epic’s recent actions, anticipating a hearing on May 27th.

Source: www.theguardian.com

Fortnite | Unavailable Globally on iPhone as Apple Denies App Store Release

Epic Games has prevented Apple from launching popular video games on the App Store in both the US and Europe, resulting in the unavailability of Fortnite on iPhones and iPads globally.

“Since Apple has blocked Fortnite submissions, it cannot be launched in US app stores or in the Epic Games store within the European Union,” the Fortnite X account tweeted early Friday. They assert that this action by Apple will impact iOS access worldwide.

“Unfortunately, Fortnite on iOS will remain offline across the globe until Apple lifts the block,” stated Fortnite.


In a statement to Apscoist Press, Apple stated it specifically requested Epic Sweden to submit an app update excluding US stores in the App Store to avoid affecting Fortnite in other regions. However, they mentioned that “no action was taken to remove the live version of Fortnite from the alternative secondary market.”

Fortnite’s absence from the iPhone App Store marks the latest chapter in a protracted conflict between Apple and Epic. In 2020, game developers took legal action against Apple in the U.S., accusing the tech giant of abusing its market power against game developers.

Following a month-long trial in 2021, District Judge Yvonne Gonzalez Rogers dismissed most of Epic’s claims but ruled that Apple had previously monopolized in-app payments and mandated that they allow links to alternative payment options in the U.S.

After exhausting appeals to the U.S. Supreme Court last year, Apple permitted links to alternative payment methods while simultaneously introducing a new system that imposes a 27% fee on in-app transactions conducted outside its proprietary system.

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Epic was criticized for alleging that Apple was manipulating the legal system, prompting another round of court proceedings that stretched nearly a year before Gonzalez Rogers delivered a scathing ruling last month.

This decisive victory set the stage for Epic’s long-anticipated return to the US iPhone App Store ahead of Apple’s recent actions.

Meanwhile, Fortnite’s rollout in the EU was intended to transition to an alternative store for iPhone users, now recognized as the Epic Games Store. Apple facilitated this change last year under increasing regulatory scrutiny.

Source: www.theguardian.com

Judge Challenges Apple, Orders It to Ease Control Over the App Store

A federal judge ruled on Wednesday that Apple must ease its control over the App Store and cease collecting fees for app sales. This decision wraps up a five-year antitrust lawsuit initiated by Epic Games, aimed at redefining Apple’s substantial influence within the digital economy.

Judge Yvonne Gonzalez Rogers of the U.S. District Court for the Northern District of California criticized Apple for trying to obstruct the previous court ruling and indicated that the company should refrain from appealing further. She specifically condemned Apple CEO Tim Cook and other executives for providing false testimony.

In a prior ruling, Judge Gonzalez Rogers instructed Apple to allow apps to process payments directly, enabling them to provide external links to users and circumvent the 30% fee levied by Apple, potentially resulting in lower costs for consumers.

However, on Wednesday, Judge Gonzalez Rogers asserted that Apple had established a new framework that would mandate external sales apps to pay a 27% commission to the company. Apple also implemented a pop-up notification that warned customers against making payments outside the App Store, suggesting that such transactions might be insecure.

“Apple has attempted to protect billions in revenue by directly opposing this court’s injunction,” Judge Gonzalez Rogers stated.

In response, she indicated that Apple would no longer be able to collect commissions from transactions made outside of the App Store. She also mentioned that she could impose restrictions on developers from creating buttons or links for payments outside the store, and could not issue warnings that deter users from making purchases. Furthermore, Judge Gonzalez Rogers urged federal attorneys to investigate possible criminal actions within the Northern District of California.

This ruling marks a significant shift in the app economy, potentially decreasing costs for Apple while increasing earnings for developers. The App Store, a core element of Apple’s business model, remains a primary venue for downloading mobile games and various applications.

“This opens up opportunities for developers to negotiate better deals, resulting in advantages for consumers as well,” stated Epic CEO Tim Sweeney. “Today is a momentous occasion for everyone involved.”

Apple may contest the ruling. The company has not yet commented, and its stock fell by 1.5% in after-hours trading.

Epic, the developer of Fortnite, filed an antitrust lawsuit against Apple in 2020. Apple was accused of coercing app developers into using its payment system for App Store access, which is the sole channel for distributing apps on iPhones. This policy enabled Apple to garner as much as 30% from numerous transactions.

The App Store contributes significantly to Apple’s annual service revenue, which is nearly $100 billion.

In a ruling two years later, Judge Gonzalez Rogers stopped short of declaring Apple a monopoly in the mobile gaming sector, thus protecting the company from the most severe consequences of the lawsuit. However, she did find that Apple violated California’s unfair competition laws by hindering developers from providing users with alternative payment methods.

Last year, Epic contended that Apple was not adhering to the ruling due to the implementation of new fees and regulations for developers. The judge mandated that Apple submit documentation clarifying the reasoning behind its revised system.

Internal documents from Apple revealed attempts to obstruct alternative payment options while preserving as many of the traditional 30% fees as possible. During a meeting in July 2023, Phil Schiller, who managed the App Store, asserted that Apple would not charge commission, while Apple’s finance chief, Luca Maestri, defended the newly established 27% fee. Reports indicated that Cook supported Maestri’s position.

Cook also instructed that a “fear” notification be displayed, stating that “Apple privacy and security standards do not apply to purchases made via the web” when a user clicks an external payment link.

“Apple clearly understood its actions and consistently chose the most anti-competitive options,” Judge Gonzalez Rogers remarked.

She accused Apple executives of “lying under oath,” further asserting that “Cook made misguided choices.”

Source: www.nytimes.com

Tiktok is Reinstated on the Apple App Store and Google Play Store.

Tiktok was made available on the US App Store by Apple and Google on Thursday after President Donald Trump postponed the ban on Chinese-owned social media apps. This ensured that the tech giants would not face fines for distributing or maintaining the app.

The popular short video app, used by nearly half of all Americans, faced a temporary ban last month. However, the ban was scheduled to take effect on January 19th due to national security concerns surrounding its Chinese ownership. The owners were asked to sell the app or risk being banned.

Following this, Trump signed an executive order the next day, delaying the enforcement of the ban by 75 days, allowing Tiktok to continue its operations in the US temporarily.


After receiving Trump’s assurance, Tiktok resumed its service, but Google and Apple continued to remove the app from the US App Store.

Tiktok, the second-most downloaded app in the US last year, announced on Thursday that the latest version of the app was now available for download.

Analysts speculate that there was a delay as Google and Apple were waiting for guarantees that they would not be penalized for hosting or distributing the app.

Trump’s order ensured that companies would not face fines for running the Tiktok app.

According to Market Intelligence Firm Sensor Tower, Tiktok was downloaded over 52 million times in 2024. The majority of downloads came from Apple’s App Store, with the rest from Google Play in the US.


Regulations demanding the sale of Tiktok’s US assets by a deadline, or the possibility of a ban, were put in place in April last year by then-President Joe Biden. This was in response to national security fears and concerns about potential surveillance by China through video sharing apps.

The US has never banned major social media platforms, and the law enacted last year gives the government the authority to ban or require the sale of other Chinese-owned apps.

Trump mentioned on Thursday that the 75-day deadline for Tiktok could be extended.

The uncertainty surrounding Tiktok has attracted interest from potential buyers, including former Los Angeles Dodgers owner Frank McCourt.

Trump indicated that he has been in talks with various parties regarding the purchase of Tiktok and is likely to make a decision on the app’s future in February.

Source: www.theguardian.com

Wasps have a unique ability to store alcohol that surpasses any other animal on the planet.

Oriental hornet (Vespa orientalis) may drink you under the table

Vladimir Kazachikov/Shutterstock

One species of wasp, which often eats alcohol-containing foods, can retain alcohol at levels that other known animals cannot tolerate without causing side effects.

‘This is crazy,’ says study author Sofia Bucebuti at Ben-Gurion University in the Negev, Israel.

Oriental wasp diet (vespa orientalis) consists of ripe fruit containing nectar and grapes. This fruit contains sugar, which is converted to ethanol through natural fermentation over time.

While ethanol is highly nutritious for animals, it is also highly intoxicating. Even animals that routinely eat fermented fruit, such as fruit flies and shrews, cannot have more than 4% ethanol in their diet, Bucebuti and his colleagues say.

But when Bucebuti’s team fed the hornets nothing for a week other than various sugar solutions containing varying amounts of ethanol from 1 to 80 percent, the hornets seemed unaffected. Neither their behavior nor their lifespans changed. What makes this particularly surprising is that a solution containing 80% ethanol contains four times the alcohol content of what occurs in nature.

“We initially experimented with only 20%. [ethanol] And we are already surprised,” say study authors Elan Levin At Tel Aviv University, Israel. The 80% ethanol figure is “even more incredible.”

Analysis of the genomes of several wasp species suggests that the insects have two to four copies of the gene that produces NADP+, which helps break down alcohol. Researchers think this may help explain why the oriental hornet, and perhaps other wasp species, can process such large amounts of alcohol.

These findings “remind us that we’re not the only ones who like alcohol.” james fry at the University of Rochester in New York. However, because data from other animal studies are difficult to compare, researchers are not convinced that wasps are the only organisms that can process such large amounts of alcohol.

Wasps’ love of alcohol may give them a competitive advantage when it comes to eating nutritious, highly fermented foods, researchers say. Irene Stefanini At the University of Turin, Italy. She believes that the wasp’s resistance is probably related to the mutualistic relationship between the animal and fermenting brewer’s yeast. budding yeastWhich her study They have been shown to live in the intestines of wasps, survive, and even mate. Perhaps the wasp helps the yeast move from fruit to fruit, and the yeast helps the wasp find energy-rich food.

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Source: www.newscientist.com

Mystiques: The Haunting Antiques Store Run by the Worst Women I’ve Ever Met

I Located in the Blue Mountains of New South Wales, Australia, the Lemonade Games team lived in a rented house sandwiched between two vintage shops. With former antiques professionals and years of game-making experience joining the team, the idea for the studio’s esoteric adventure game began to come together. “We spent a week conceptualizing, making art, taking photos, watching films, and prototyping,” says Creative Director Ally MacLean-Hennessy. “It was a very organic way of shaping the game, and the spirit of that week continues into the way we work together today.”

In “Mystique: Haunted Antiques,” Its creators Described as “a game about a struggling antiques store run by four of the worst women I’ve ever met,” players slip on the platform sneakers of Jem, a fashionista and business owner struggling to run her struggling antiques curation business. Using her recently acquired, professionally useful psychic abilities, Jem will pierce the veil between life and death to track down troves of high-quality goods. “Players will travel to jobs such as the homes and estates of the recently deceased to search for cursed items and use information gained from communicating with spirits to find the most valuable items to take home and sell,” says MacLean Hennessy. From string-bound gaming magazines and lava lamps to cursed vases, players will examine and inventory all kinds of mysterious antiques as they progress through the game.

Jem is joined by a cast of lovable, problematic prima donnas. “The women of Mystique are partly inspired by the wave of con artists, con artists, and divas of the late 2010s and early 2020s, including Anna Delvey, Caroline Calloway, and Elizabeth Holmes,” Allie points out. “I can’t help but be drawn to them, in part because there’s a morbid thrill in watching people behave badly, but also in a way that I feel a genuine affection for them. There’s something so liberating about mentally stepping out of the psychodrama of modern womanhood and existing as someone who can commit incredibly selfish, self-centered, extravagant acts and still consider herself the moral high ground. Maybe they’re on to something.”




Among the antiques is a cursed vase… Mystique: Haunted antiques. Photo: Lemonade Games

Mystiques: Haunted Antiques takes its paranormal cues from Tulpamancy, a phenomenon that originated in Tibetan Buddhism and has inspired other strange and eerie media, such as David Lynch’s cult TV series Twin Peaks. “Tulpamancy currently exists primarily as a subreddit for people interested in the boundary between ‘reality’ and ‘imagination,'” says MacLean Hennessy. “There are lots of people who believe they can manifest entities through faith and will. We’re interested in them in the same way we’re interested in the female con artists of our current cultural moment. These are people who can construct the reality they want to exist for themselves. Who are we to tell them what is real?”

MacLean Hennessy are clear that Mystique: Haunted Antiques, which took inspiration from Italian horror classics like Suspiria and self-consciously girlcore movies like Jennifer’s Body, is not a cozy game in the modern sense of the word. “We were exploring stories of spiritual affliction, and these filmmakers knew how to bring it to life in a glamorous, stylish, extravagant way, which is what we really love and are inspired by,” they say. This strange and fresh blend of influences also extends to the soundtrack (which follows the brief: what if a 1970s detective thriller had a hyper-pop soundtrack?) and the game’s fashion, which is influenced by playfully eccentric brands like Schiaparelli and Moschino.

Lemonade Games is passionate about infusing its fantasy worlds with plenty of vulnerability and authenticity, drawing from a wellspring of personal experience to create a game that McLean Hennessey sees as an expression of the studio’s soul: “If the people making this game can find elements of themselves, their friendships, their experiences of the world in it, and feel a sense of relief, laughter, or catharsis from playing it, that would mean a lot to us.”

Mystiques: Haunted Antiques is in early development for PC. A release date has not been set.

Source: www.theguardian.com

The closure of Xbox 360’s innovative online store marks the end of a gaming era | Gaming

TThe Xbox 360 digital store is the latest to go offline, following the closure of the Wii U and 3DS stores in March. About 220 games were shut down on Monday, according to the analysis. Video Game ChroniclesPreservationists at the Video Game History Foundation Made a funeral cake.

When it comes to backward compatibility and game preservation, Microsoft is arguably the best of the big companies. Despite the loss of 220 games, the majority of the Xbox 360 back catalogue is legally playable on subsequent consoles. It’s also worth noting that the Xbox 360 Marketplace lasted for nearly 20 years (the console was released in late 2005). It wasn’t the first digital store for the console, but it was the first one I used, and I’m sure many UK players did too. The Xbox 360 was the most popular console of its generation in the UK. Looking back, the Marketplace was astonishingly ahead of its time.

In the 2000s, brick-and-mortar video game retail still ruled the roost, and retailers had a lot of influence over game pricing and distribution. Back then, offering digital-only games risked retaliation from players like Electronics Boutique and Game. I remember reports at the time reporting rumors that some stores were threatening to not stock Xbox 360s at all, because allowing players to download games digitally would severely undermine retailers’ business models. (To be fair, they were right; video game retail had been in a protracted death spiral for years.)

The Xbox 360 Marketplace didn’t bring about a big change on its own. The transition to digital stores was gradual, with all the major players, from Steam to Sony to Nintendo, playing a role over the years. “Digital was somewhat additive to retail to begin with,” says Chris Dring, head of GamesIndustry.biz. “At the time, over 90% of console games were bought in a box that sat on the shelves of stores like GameShop or Tesco, but it wasn’t until 2019 that the majority of AAA console games (51%) were downloaded rather than boxed. The Xbox Live Marketplace was primarily where people bought DLC and occasional indie gems that were only accessible via digital stores. But it was fundamentally the beginning of the transition to the digital future we live in today. Now everyone is copying what Xbox did with Xbox Live and the Marketplace.”




Shoppers look at computer games at an electronics boutique on Oxford Street in London. Photo: Graham Turner/The Guardian

But what the Xbox 360 Marketplace really changed for console players was how Which There’s a limited number of games you can buy, and while it’s always been possible to download and play small, experimental games on PC, the same wasn’t possible on consoles before the Xbox 360. I think the Marketplace directly enabled the indie renaissance of 2010 and beyond by giving smaller game developers and publishers a way to sell their games to millions of console players without the expense and logistical issues of releasing boxed copies.

Starting with the original Xbox and gaining momentum in the 360 era, Xbox Live Arcade was revolutionary. Every week a new, small, downloadable game under £10 was released, from developers big and small. I played hundreds of games this way, and they were some of the first unboxed games I owned. Among them were Limbo, Fez, Geometry Wars, Super Meat Boy, and the greatest version of Uno ever (don’t @ me). There’s a strong case to be made that the Xbox 360 Marketplace introduced indie games to millions of console players.

As Dring points out, digitalisation also has its downsides: “In 2005, Xbox (and PlayStation and Nintendo) were platforms. Now they are the platform, the distributor, and the retailer. They control the whole chain. And they are increasingly becoming media themselves, through their websites, YouTube channels, and announcement videos.”

We’ve become so used to downloading games digitally that it’s easy to forget how refreshing it once was. Saying goodbye to the Xbox 360 Marketplace also means saying goodbye to an era of gaming where even DLC felt new and exciting. I rather miss those days, and the long hours of late-night gaming on Xbox 360 Uno.

What to Play




Short and sweet…Thank you so much for having me here! Photo: Panic

A very British slapstick comedy game Thank you so much for coming! It was released today, and the reviews (including our own) have been rave. Created by two Barnsley residents and set in the fictional northern town of Barnsworth, which seems to be built around visual gags, it’s short and sweet, but packed with great jokes and quirky situational comedy in the tradition of Monty Python and the Mighty Boosh.

Available on: Nintendo Switch, PlayStation 4/5, PC
Estimated playtime:
3 hours

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Question Block




XCOM: Enemy unknown. Photo: Filaxis

reader Akshay Question of the week:

“I recently finished Yakuza 7: Whereabouts of Light and Darkness and found myself completely lethargic for a few days after completing it. I’d spent nearly 180 hours playing the game and had developed some good habits, so it was a real shock when I had to say goodbye. What’s the best way to get out of a post-game slump?

Ah, I know that feeling! I remember beating XCOM (above) in one weekend, saving the world, then sitting aimlessly on the couch in my pajamas, not knowing what to do next. I remember playing The Elder Scrolls: Oblivion for so long that I left my apartment after the credits finished and walked listlessly around the city. TV shows and books can give you that same feeling when it’s time to say goodbye to characters and worlds you’ve lived with for a while. But games are much more time-intensive, and much more immersive. Ending a game can feel like a farewell.

And just like after a breakup, it’s not a good idea to jump right into a new game; it only invites negative comparisons. So in between big games, go out, read a novel, or grab a drink with a friend you temporarily lost because of Breath of the Wild, and really feel That you’re ready to try something new.

If you have any questions for the Question Block or any other comments about the newsletter, Please email us at pushingbuttons@theguardian.com.

Source: www.theguardian.com

Tubi: America’s Top Free Streaming Service and the Magic of the Virtual Video Store

TThere's a reason why many websites devote huge virtual pages to the question of whether and when a new movie is on Netflix. For many casual viewers, the biggest streaming sites are almost synonymous with streaming itself, with even big brands like Disney+, no longer HBO Max, Peacock, and Paramount+ essentially battling for second place. But at some point, you might have to admit that this is, at best, a battle for third place: last month, all of the aforementioned glitzy non-Netflix services lost out to Tubi in viewership numbers.


While premium streaming services like Netflix and Prime Video are experimenting with ad-supported versions to boost revenue (either by lowering the price of their ad-supported subscriptions, hoping that customers will pay more to avoid the ads, or by making revenue from the ads themselves), Tubi offers a rotating lineup of ad-supported movies and TV shows at an unbeatable price. It's a free service that doesn't even require you to sign in (I know this firsthand: I've been a regular Tubi user for years, but I've yet to create an actual account). Tubi combines the thrilling browsing experience of an old-school video store, the instant gratification of Netflix, and the old-school channel flipping of cable (when everyone embraced the built-in ad breaks that came with watching a movie). Apparently, viewers don't mind a little retro in their streaming experience. Tubi is still growing viewership and ad revenue; in the most recent quarter, the latter increased by 22% (the CEO says the service is growing viewership and ad revenue by 22%). There is no profit yetBut growth in such a competitive and fickle industry is still remarkable.

Even before those numbers were released, Tubi was no longer a timid upstart. The part of the media conglomerate that wasn't sold to Disney, Fox Corporation, which owns the various Fox-branded TV stations, acquired the service in 2020. But its basic approach seems to be much the same: offering viewers a wide range of ad-supported choices (even shows that might have been offered recently or at the same time on other, more premium streaming services) without pumping too much money into flagship originals aimed at subscribers. Tubi's original programming is indeed plentiful, but it also has a retro feel, more in keeping with what you'd expect from cable or direct-to-video exploitation movies of the '90s or early 2000s than, say, HBO. The company has begun experimenting with star-studded, high-profile originals, such as a new series starring TV mainstay Lauren Graham, but they're unlikely to outweigh the appeal of a virtual video store.

In fact, a secret weapon that sometimes goes unmentioned when describing Tubi's rise is the fact that it has a ton of movies older than 30 years ago, which is relatively uncommon for many paid streaming services. At the moment, Netflix has about two dozen movies from before 1990, which is up from the last few months thanks to a recent anniversary effort that promoted movies from 1974 and 1984 together. Max does a little better on average because it owns Turner Classic Movies, but it doesn't have the depth or variety of actual TCM (or a good streaming app that's exclusive to cable TV subscribers). For other services, it's easy to find what's on offer by searching for genres that are less common today, like westerns or musicals. For example, Peacock has one musical from before 1990. Tubi's choices in this department include the original West Side Story, Seven Brides, The Royal Wedding, The Pajama Game, The Jazz Singer, Fiddler on the Roof, Yentl, The Music Man, and High Society. Of course, it won't tell you everything you need to know about the genre, but it's a better start than what more expensive services offer.

That makes Tubi seem like an option for older people who want to complement their MeTV viewing and take a peek into the past. But the company says Tubi has the youngest average age of TV viewers, at 39. The “TV” moniker probably rules out TikTok and YouTube, which are attractive to the youngest media consumers, but Tubi CEO Anjali Sood said: Recent Interviews The company is eyeing a younger audience and sees itself competing with major alternatives to traditional movies and TV, rather than as a future version of cable channels with particularly rich content.

YouTube’s reach (and creators’ endless supply of attractive, algorithmically refined thumbnails) will likely be hard to beat, but for now at least, the two services are impressive contenders. While YouTube lets you rent movies and shows, the platform owes its explosive growth to its original content and creators, who aren’t always immersed in anything more than other YouTube videos and the fickle whims of the algorithms that serve them. This material can combine in many ways: sketch comedy, talk shows, reality TV, visual essays, animated shorts, and more, but much of it has its own parameters and genres, and to outsiders it often seems untethered from history. Tubi, on the other hand, can offer a surprisingly decent crash course in classic movies, if you’re willing to endure a few ad breaks (again, most of us who grew up on cable TV in the ’80s, ’90s, and ’00s were). Even in months when a particular “classics” section is on the wane (or when a particular public domain title's transition is less than optimal), there's an eclecticism that stretches beyond the very recent past and can actually satisfy your curiosity on a tight budget. If streaming is rotting our brains and keeping us indoors, maybe streaming can offer at least a little breadth.

Maybe it's a middle-aged fantasy. The culture would return to a richer sense of history that actually makes entertainment from different eras more enjoyable to connect. But now the brand that streaming stands for is hostile to theatrical releases, funding writer-driven projects, and churning out shows that are increasingly removed from the craft of TV production. Netflix has inadvertently created a new, worse kind of monoculture, one where choice is scarce and binge-watching is encouraged, insatiable and unsatisfying. Imagine a future where you lounge on Tubi instead.

Source: www.theguardian.com

Wax Heads: A Videogame Bringing High Fidelity to Life in a Record Store

pictureEvery time I experience a breakup, I am drawn to revisit the 2000s classic, High Fidelity. The film follows John Cusack’s character as he nostalgically lists the top 10 worst breakups in his life, each accompanied by a fitting soundtrack. Rather than focusing on Cusack’s glamorous ex-partners, the film revolves around his record store, Championship Vinyl, a haven for lost souls in Chicago.

This DIY community spirit is echoed in Wax Heads, a narrative game centered around running a struggling record store. Described as a “cozy punk life sim,” the game captures the essence of High Fidelity as players navigate the chaos of their first shift at Repeater Records, a fictional store.




Geek mecca…John Cusack, Jack Black, Todd Louiso, and Tim Robbins in High Fidelity. Photo: Getty Images

Unlike traditional business sims, Wax Heads focuses on the joy of selling records rather than the mechanics of running a store. The game celebrates the local record store as a vibrant community hub, where music enthusiasts can connect and discover new sounds.

Murray Summerwolf, co-creator of Wax Heads, explains that the game revolves around the idea of a record store as a place of connection and community. Players engage with quirky characters, explore music recommendations, and immerse themselves in the everyday life of a record store.

The gameplay mirrors traditional point-and-click adventures, putting players in the role of a retail clerk and music detective. By deciphering clues and interacting with customers, players curate the perfect album recommendations, earning points based on customer satisfaction.




Crate digger…waxhead. Photo: Patati Games

Wax Heads is a refreshing take on music games, focusing on the cultural experience of music rather than pure gameplay mechanics. The game explores themes of community, empathy, and human connection through the lens of a record store.

Source: www.theguardian.com

‘Apple’s Focus on Games Has Never Been Stronger: What’s in Store for Apple Arcade?’

WWhen Apple introduced its gaming subscription service, Arcade, in September 2019, it garnered significant attention, as is typical for the company. The offering of 100 premium mobile games (without ads) for a monthly fee of £4.99/$4.99 (now £6.99) aimed to replicate the Netflix subscription model in the gaming industry.

Arcade was positioned as an alternative to the predominant free-to-play and ad-supported mobile games market. The presence of popular games like Genshin Impact, Clash of Clans, and Candy Crush had made it challenging for paid premium games to gain traction. However, Arcade changed the game by providing a diverse selection of titles playable on various Apple devices without ads or in-app purchases. Moreover, the games could be enjoyed offline, eliminating interruptions during gameplay.

Five years later, the landscape has evolved significantly with the emergence of new subscription services for TV, movies, and games, competing with Apple Arcade. This raises questions about Arcade’s continued relevance and priority for Apple.

Alex Rofman, a senior director at Arcade with a long history in mobile gaming, reflects on the successes of 2023, highlighting the launch of Hello Kitty Island Adventure and What the Car winning Mobile Game of the Year at the Dice Awards.

“Very silly and original”… What a car trailer.

Apple Arcade has positioned itself as a platform for delivering premium, engaging, and ad-free gaming experiences to a wide audience. The focus on innovative and family-friendly titles like Assemble With Care, Card of Darkness, and Hello Kitty caters to tech-savvy parents seeking safe gaming options for their children.

Bright spot…Neo Cab. Photo courtesy of Chance Agency

Despite the shift towards family-friendly games, Apple remains committed to supporting indie developers and fostering unique and creative ideas within the gaming industry. The success of titles like What the Car and Sneaky Sasquatch exemplifies Apple Arcade’s role as a platform for showcasing innovative indie games.

While facing criticism regarding canceled projects and declining royalty payments, Apple defends its commitment to supporting developers and reinforcing the importance of gaming within its ecosystem. The future of Apple Arcade includes games designed for Vision Pro, Apple’s spatial computing device, offering new gaming experiences and innovation in gameplay.

“Vision Pro opens up a whole new world of possibilities.” Photo: Angela Weiss/AFP/Getty Images

Despite challenges and competition, Apple Arcade continues to play a crucial role in the mobile gaming industry, offering curated gaming experiences for families and indie game enthusiasts. With a focus on innovation and inclusivity, Apple Arcade aims to solidify its position in the gaming sector as it navigates the evolving landscape in the coming years.

Source: www.theguardian.com

Apple allows Epic Games to return Fortnite and Game Store to iPhones in Europe

In response to pressure from European regulators, Apple backtracked in its dispute with Epic Games on Friday, allowing Epic to bring Fortnite and its game store to iPhones and iPads in Europe.

Apple had initially taken measures earlier in the week to prevent Epic from launching a store and reintroducing popular games. However, after Epic objected and violated Apple’s in-app payment rules, Apple announced that it would remove the game from the App Store in 2017.


Apple’s decision to allow Epic back in is in line with the Digital Markets Act (DMA), which prohibits Apple and Google from controlling app distribution on iOS and Android devices. This move follows the EU’s deadline for compliance set on Thursday.

EU industry chief Thierry Breton stated that regulators had warned Apple earlier in the week about blocking Epic’s potential return.

“We note with satisfaction that, following our communication, Apple has decided to reverse its decision regarding Epic’s exclusion. #DMA has already seen very concrete results from day 2. ” Breton said on Twitter.

Epic and Apple have been embroiled in a legal battle since 2020, with Epic alleging that Apple’s fees for in-app payments on iOS devices violate antitrust laws. Despite losing a legal battle with Apple, Epic deliberately violated Apple’s rules in protest.

Other Apple critics, like Spotify, have faced fines for anti-competitive behavior, but have not been banned from the App Store like Epic.

Developer accounts act as pawns in a larger battle

The recent dispute between Apple and Epic involves Apple’s developer accounts, a necessary step for developers before selling their apps on Apple devices.

Apple reinstated Epic Games’ developer account on Friday, allowing the company to bring the Epic Games Store and Fortnite back to iOS in Europe.

“This sends a strong signal to developers that the European Commission will enforce digital market laws and hold gatekeepers accountable,” Epic Games noted.

Apple suspended Epic’s account earlier in the week due to concerns about compliance with new rules set by Apple under DMA.

“As a result of discussions with Epic, Epic has committed to following the rules, including our DMA policy. As a result, Epic Sweden AB has been permitted to re-sign the developer agreement and participate in the Apple Developer Program,” Apple stated.

Source: www.theguardian.com

OpenAI Introduces GPT Store for Buying and Selling Customized Chatbots: AI Innovation

OpenAI launched GPT Store on Wednesday, providing a marketplace for paid ChatGPT users to buy and sell professional chatbot agents based on the company’s language model.

The company, known for its popular product ChatGPT, already offers customized bots through its paid ChatGPT Plus service. The new store will give users additional tools to monetize.


With new models, users can develop chatbot agents with unique personalities and themes, including models for salary negotiation, lesson plan creation, recipe development, and more. OpenAI stated in a blog post that more than 3 million custom versions of ChatGPT have been created, and they plan to introduce new GPT tools in the store every week.

The GPT Store has been likened to Apple’s App Store, serving as a platform for new AI developments to reach a wider audience. Meta offers similar chatbot services with different personalities.

Originally set to open in November, the GPT Store’s launch was delayed due to internal issues within OpenAI. The company has announced plans to introduce a revenue sharing program in the first quarter of this year, compensating builders based on user engagement with GPT.

The store is accessible to subscribers of the premium ChatGPT Plus and Enterprise services, as well as a new subscription tier called Team, which costs $25 per user per month. Team subscribers can also create custom GPTs tailored to their team’s needs.

During the first demo day for developers, Altman offered to cover legal costs for developers who might violate copyright laws when creating products based on ChatGPT and OpenAI’s technology. OpenAI itself has faced lawsuits for alleged copyright infringement related to its use of copyrighted text to train large-scale language models.

ChatGPT, OpenAI’s flagship product, launched quietly in November 2022 and quickly gained 100 million users. The company also creates Dall-E, an image generation software, but it’s unclear whether the store will allow custom image bots or entirely bespoke chatbots.

Source: www.theguardian.com

Photoswitches: a revolutionary way to store solar energy

Groundbreaking research has identified a molecular photoswitch that can improve solar energy storage. Researchers used quantum computing to analyze large databases to find the best molecules for the technology, taking an important step in harnessing emissions-free solar energy. Credit: SciTechDaily.com

Optimization of molecular photoswitches for solar power generation.

Molecular photoswitches that can both convert and store energy could potentially make harvesting solar energy more efficient. The research team quantum computing A method of finding molecular structures that is particularly efficient for this purpose.As the team explained in the journal Angewante ChemieTheir procedure was based on a dataset of more than 400,000 molecules that were screened to find the best molecular structures for solar energy storage materials.

MOST project: new solar energy pathways

Currently, solar energy is used directly to generate electricity or indirectly through energy stored in thermal storage. A third route could involve first storing energy from the sun in a photosensitive material and then releasing it when needed. The EU-backed project MOST (‘Molecular Solar Thermal Energy Storage’) is researching molecules such as photoswitches that can absorb and store solar energy at room temperature, in order to make the use of completely emission-free solar energy a reality. Masu.

A research team led by Kurt V. Mikkelsen of the University of Copenhagen, Denmark, and Kasper Moss Poulsen of the Polytechnic University of Barcelona-Catalunya, Spain, took a closer look at the photoswitches that are ideal for this task. They studied molecules known as bicyclic dienes, which switch to a high-energy state when exposed to light. The most prominent example of this bicyclic diene system is known as norbornadiene quadricyclane, but a vast number of similar candidates exist. The researchers explain: “The resulting chemical space consists of approximately 466,000 bicyclic dienes that we screened for potential applicability to MOST technology.”

Innovative screening methods and promising discoveries

Screening a database of this size is typically done as follows: machine learning, But this would require large amounts of training data based on real-world experiments, which the team didn’t have. Screening and evaluation of database molecules using previously developed algorithms and the new evaluation score “Eta” yielded clear results. All six of his top-scoring molecules differed from the original norbornadienequadricyclane system in important structural respects. The researchers concluded that this structural change, an enlargement of the molecular bridge between the two carbon rings of the bicyclic moiety, allowed the new molecule to store more energy than the original norbornadiene.

The researchers’ work demonstrates the potential for optimizing solar energy storage molecules. However, new molecules must first be synthesized and tested under real conditions. “Even if systems can be prepared synthetically, there is no guarantee that they will be soluble in the relevant solvents and will actually photoswitch in high yields, as we envisioned with Eta, or “There is no guarantee that there will be any optical switching at all,” the authors caution.

Impact and prospects

Nevertheless, the team developed a new large-scale training data set for machine learning algorithms, shortening difficult pre-synthetic research steps for chemists working on such systems in the future. The authors envision that this much larger reservoir of bicyclic dienes could be exploited to study photoswitches for a variety of applications, making it easier to tailor molecules to specific requirements. doing.

References: “Bicycles for Molecular Solar Energy Storage Candidates” by Andreas Arbus Hillers Bentsen, Jacob Linge Erholm, Oskar Berlin Ober, Helen Herzel, Kaspar Moss Poulsen, and Kurt V. Mikkelsen. Exploring the chemical space of formula dienes”, July 25, 2023, Angewante Chemie International Edition.
DOI: 10.1002/anie.202309543

Source: scitechdaily.com

Google to pay $700 million as part of Play Store dispute resolution

Google today announced that it will pay $700 million in a Play Store settlement reached in September, including $630 million to U.S. consumers and $70 to a fund to be used by U.S. states.

In September, the company reached a tentative settlement in a class action lawsuit originally brought by U.S. states and consumers in 2021. However, the search giant released details of the settlement today.highlighted complaints Google has a monopoly on app distribution on Android Via the Play Store.

In November 2022, Google began piloting a user-choice billing program in the United States, allowing developers to use alternative payment methods for in-app purchases. The company announced today that it will expand its domestic program as part of the settlement. Google says developers will be able to display different costs for in-app purchases based on the billing method a customer chooses.

The company too Said He said the sideloading process will be streamlined, without providing any details about the new process. However, the company emphasized that it plans to change its messaging regarding sideloading.

“While we maintain that it is important to our safety efforts to inform users that sideloading on mobile can carry unique risks, as part of the settlement we will further strengthen the process of sideloading.” We’re simplifying and updating our language to inform users about the potential risks of downloading.”For the first time, apps are available directly from the web,” said Wilson White, vice president of government affairs and public policy at Google. I am.

Google pointed out that blog post I also made Android 14 Easier app upgrade process More control over third-party app stores via API.

This development comes as Google lost an antitrust battle with Epic. Google plans to appeal the ruling, reiterating in a blog post today that it “disallows the choice and competition our platform enables,” but the case is “not over yet.”

The trial revealed Google’s dealings with the following companies: spotifythere are no fees for in-app purchases on the Play Store.

Source: techcrunch.com

Report: Apple Faces Potential Heavy Fines in App Store and Spotify Dispute

European Union regulators are expected to impose a ban on the App Store rules affecting some music streaming services and potentially levy heavy fines on Apple, according to a report by Bloomberg News published on Wednesday.

Based on the report, EU authorities are in the process of finalizing a decision that would prevent Apple from blocking music services that redirect users from the App Store to alternative subscription options, citing sources familiar with the investigation.

An article by Bloomberg suggests that Apple could face fines of up to 10% of its annual revenue. Reuters
Spotify alleged that it had to raise monthly subscription prices to offset costs associated with Apple’s App Store regulations. AFP (via Getty Images)

The decision is expected to be announced early next year, with potential fines for Apple amounting to up to 10% of its annual revenue, as reported by Bloomberg.

The investigation was triggered by a complaint from Sweden’s Spotify Technology four years ago, claiming that it was compelled to raise monthly subscription prices due to costs related to Apple’s App Store rules.

Earlier this year, the European Commission filed a complaint against Apple, deeming the conditions to be unnecessary and potentially resulting in increased costs for customers.

The European Commission expressed that the App Store conditions were unnecessary and could lead to higher costs for customers. alamy stock photo

Apple did not respond to Reuters’ request for comment, and a spokesperson for the European Commission declined to comment on the matter.

Apple’s stock saw a slight increase in afternoon trading.

Source: nypost.com

Rooms: Interactive 3D Space Designer and Cozy Game Available on the App Store




Interactive 3D space builder

Interactive 3D space builder

Known as a cozy game, an interior decoration app, an introduction to learning to code, or something in between. Now available on the App Store.

The startup, which previously raised $10 million in seed funding led by a16z, offers a way to design 3D spaces, or “rooms,” filled with furniture, decorations, pets, and tiny avatars. You can turn those rooms into mini-games if you want. Rooms is all about creating and exploring designs that help people relax. But as the company describes it, this “digital version of Lego” also has an educational aspect.

The project, which first launched on the web earlier this year, was co-founded by Jason Toff, co-founder of Google’s AR/VR division, which includes the now-shuttered VR and AR app-building service Poly and the 3D modeling tool Blocks for VR. Inspired by the work of his co-founder Bruno Oliveira. While co-founder Nick Kluge’s background includes time at Smule, Uber, and Google’s YouTube.

The idea of ​​Rooms is to provide free play, where people use their designs as a form of self-expression. But in addition to interacting with objects in a visual format, you can also click to view the code and further customize items using Lua, the coding language also used in Roblox. This helped introduce coding concepts to young users.

I want to decorate a room that has a calming effect just by placing things there and editing them. What I learned is this whole movement… cozy game,” Toph explains.

In the iOS app released today, Rooms offers a TikTok-style vertical scrolling feed where you can check out different rooms created by the community. There are multiple feeds to choose from, including the “For You” feed (which will be algorithmic in the future, but is currently more curated), the Editor’s Picks feed, and the Recent feed.

As you decorate your space, you can enter an edit mode where you can customize everything from item size, shape, color, shine, opacity, pattern, behavior, and more.

Since the beta version of Rooms was launched on the web, the company has signed up over 40,000 users and created over 50,000 rooms since then. He also has thousands of daily active users.

“Surprisingly…there was some interesting backlash,” Toph says. “I don’t know if it was the audience’s fault, age, or something else, but there were more people than I expected who felt against the existence of AI…However, in reality, the room design is more It should be easier and I think it would be foolish not to use AI to help create the room,” he added.

For now, the company is focused on launching its mobile app and expanding its user base. Toff says the app is actually in beta and they will continue to iterate the experience over time based on user feedback. “We want to learn from and with our users. We brought it out a little earlier than it was perfect,” he admits.


Source: techcrunch.com