Posts with «author_name|kris holt» label

Fitbit's Sleep Profile feature offers upgraded tracking for Premium subscribers

Fitbit is delving further into sleep tracking with a new feature for Premium subscribers. Sleep Profile will examine 10 metrics, including new ones like time before sound sleep, disrupted sleep and bedtime consistency. Fitbit aims to provide a more in-depth look at a person's sleeping habits over time via monthly reports.

Users will receive advice on how to fall within the ideal range for each metric, based on their body type. The goal is to help people improve their sleep and overall health. Fitbit notes the feature isn't intended for medical use.

To use Sleep Profile, you'll need to wear a compatible Fitbit to bed for at least 14 nights in a calendar month. Fitbit says you'll receive a more accurate evaluation the more nights you wear it. Among the other metrics the feature tracks include sleep duration, REM sleep and restfulness. 

Fitbit

The metrics will be shown on a monthly aggregate view for the first time, Fitbit says. Sleep Profile will compare a user's trends to what's typical for their age and gender to help them find areas for improvement. Fitbit says it will use animal characters to help users interpret their sleep data. Your animal may change from month to month, but Fitbit says there's no "ideal" creature to aim for.

The company, which says it has analyzed 22 billion hours of sleep data since 2009, notes that the feature will be available on Fitbit Sense, Versa 3, Versa 2, Charge 5, Luxe and Inspire 2 devices at the outset. Users will get their first report as soon as the week of July 4th, with subsequent profiles appearing on the first day of each month.

Other smartwatch makers are looking to improve sleep tracking. Apple's watchOS9 will introduce a sleep stage feature that tracks REM, core and deep sleep stages over time.

NASA picks three companies to develop lunar nuclear power systems

NASA and the Department of Energy have awarded contracts to three companies that are designing concepts to bring nuclear power to the Moon. The agencies will award Lockheed Martin, Westinghouse and IX around $5 million each to fund the design of a fission surface power system, an idea that NASA has been working on for at least 14 years

The three companies are being tasked with developing a 40-kilowatt class fission power system that can run for at least 10 years on the lunar surface. NASA hopes to test the system on the Moon as soon as the end of this decade. If the demonstration proves successful, it could lead to nuclear energy powering long-term missions on the Moon and Mars as part of the Artemis program. "Developing these early designs will help us lay the groundwork for powering our long-term human presence on other worlds," Jim Reuter, associate administrator for NASA's Space Technology Mission Directorate, said in a statement.

Under the 12-month contracts, Lockheed Martin will partner with BWXT and Creare. Westinghouse will team up with Aerojet Rocketdyne, while IX (a joint venture of Intuitive Machines and X-Energy) will work with Maxar and Boeing on a proposal.

Lockheed Martin was one of three companies chosen by the Pentagon's Defense Advanced Research Projects Agency last year to develop nuclear-powered spacecraft. The Defense Department has also sought nuclear propulsion systems for spacecraft.

Cryptocurrency is more centralized than many advocates claim, according to report

One of the big advantages of cryptocurrency over other financial systems, according to many of its proponents, is that no particular company, central bank or government has control. That's not necessarily the case, though. Researchers who worked on a report commissioned by the Defense Advanced Research Projects Agency (DARPA) found that there can be "unintended centralities" in these supposed decentralized systems.

"It's been taken for granted that the blockchain is immutable and decentralized, because the community says so," said Dan Guido, CEO of Trail of Bits, the software security research company that worked on the report. He told NPR that cryptocurrency power is concentrated among people or organizations that have a large chunk of the pie. Almost like any other capitalist system, some might argue.

Trail of Bits defined "unintended centralities" as circumstances under which an entity has sway over a so-called decentralized system, which could afford them the opportunity to tamper with records of ownership. The report also notes that three ISPs handle 60 percent of all bitcoin traffic. A blockchain network could be disrupted if a communications regulator, a hacker or someone else with oversight of one of those ISPs slowed down or halted bitcoin traffic.

There are also weaknesses in the bitcoin network itself. The report found that 21 percent of nodes are running an old, vulnerable version of the core bitcoin client. Those systems could be targeted in an attempt by an attacker who's looking to take over the majority of a blockchain network, though that seems relatively unlikely given the size of the bitcoin network.

Some of these situations are theoretical, but the report highlights some of the deficiencies of blockchain tech. There have been some clear instances of centralization impacting parts of the ecosystem, however.

It was reported this week that lending platform Solend (which is based on the Solana blockchain) tried to take control of its single largest account, because it said the operator could have significant sway over market movements. Solend planned to temporarily take over the "whale" investor's account in order to liquidate their position "gracefully" and avoid possible disruption.

A proposal allowing the platform to carry out the controversial move (Solend calls itself a "decentralized protocol," after all) passed on Sunday. However, Solend's users voted on another proposal to overturn the first one, with 99.8 percent of votes in favor. As it turns out, the holder of the account in question had more than 1 million of the 1.48 million total votes. Solend is trying another method of liquidating the whale's position, but for now, the platform's power seems to be centralized in that account holder's favor.

Amazon is opening a center for quantum networking research

Several major companies are working on quantum computing projects, including IBM and Google. Amazon is also in the mix. The company opened the AWS Center for Quantum Computing last year and has offered quantum computing via Amazon Web Services since 2019. It's expanding that work to what it says is an essential aspect of helping quantum tech reach its full potential: quantum networking. As such, the company has announced the AWS Center for Quantum Networking (CQN).

As with quantum computing, it's early days for quantum networking. It will likely take several more years before researchers start getting the most out of quantum tech. However, Amazon has more resources than most to invest in the field.

Amazon notes that quantum networks will be able to connect quantum devices using single photons rather than laser beams (which are utilized in modern optical communications). However, along with enabling certain capabilities of quantum networks, there are some hurdles to overcome when it comes to using a single photon. Quantum mechanics limits the amplification of a single photon, which restricts the range of a network. "Also, the weakness of single photons complicates interfacing them with today’s quantum computing devices," CQN research scientists Denis Sukachev and Mihir Bhaskar wrote in a blog post.

Researchers at the center will work on new technologies, such as quantum repeaters and transducers, to allow for the creation of global quantum networks. They'll develop hardware, software and apps for quantum networks.

Among the potential applications of quantum networking is "enabling global communications protected by quantum key distribution with privacy and security levels not achievable using conventional encryption techniques," Sukachev and Bhaskar wrote. "Quantum networks will also provide powerful and secure cloud quantum servers by connecting together and amplifying the capabilities of individual quantum processors."

'Diablo Immortal' delayed indefinitely in China just before its planned release date

Diablo Immortal was supposed to debut in China on June 23rd, but those who have been waiting for the game in the country will need to wait longer. NetEase, which co-developed the game with Blizzard, has pushed back the release date indefinitely. It wrote in a blog post that "the development team is making a number of optimization adjustments."

However, there are other factors at play. NetEase found itself in the bad graces of China's censors over a post on its Weibo social media service that seemingly referenced Winnie the Pooh, according to the Financial Times. The cartoon character is used to mock Chinese President Xi Jinping.

In the wake of a screenshot of the post (which read "why hasn't the bear stepped down?") gaining traction, the official Diablo Immortal Weibo account was banned from posting anything. Discussions related to the post were also wiped from the service.

Currently, Diablo Immortal does not have a release date in China, though NetEase still expects to ship the game in the country. It promised players an "exclusive thank-you package containing legendary equipment" as a makegood for the delay.

The PC and mobile title debuted in other territories this month. According to reports, it raked in $24 million in two weeks as a result of its aggressive approach to monetization. China is the biggest gaming market on the planet and not being able to release Diablo Immortal there would likely have a severe impact on the game's expected revenues. NetEase declined to comment to the Financial Times. Engadget has contacted Blizzard for comment.

It's not the first time a game developer has run into issues with Chinese regulators over a Winnie the Pooh reference. Publisher Indievent lost its license to sell Devotion in China, leading it to cut ties with developer Red Candle Games, which included a blatant dig at Xi in the game itself. The studio, which is based in Taiwan, later started selling a DRM-free version of Devotion on its own storefront.

Razer's Kishi gamepad for iOS is cheaper than ever right now

If you've been looking for a better way to play games on your phone than relying on touch controls, an external controller is what you need. The Razer Kishi is a solid dedicated gamepad option and the iOS version has dropped to an all-time low price on Amazon. It's currently $55, which is $45 off the regular price. The USB-C Android version, meanwhile, is $45.

Buy Razer Kishi (iOS) at Amazon - $55

The controller has a wired connection to your device, meaning that you won't need to charge it. That will also result in lower latency compared with a gamepad that's connected via Bluetooth. There is a Lightning port, but that's only for passthrough charging. You won't be able to use wired headphones (rival Backbone One has a 3.5mm headphone jack, however).

Along with Apple Arcade and other native iOS games, the Kishi is compatible with cloud gaming services like Google Stadia, GeForce Now and Xbox Cloud Gaming. You can also use it to play Xbox or PlayStation consoles using remote play apps.

The controller is compact when not in use, which makes it easy to keep in your bag. To use it, you'll need to unclip a rear panel. A belt holds the two halves together and it stretches to accommodate various phone sizes. You'll likely need to remove your phone's case before using the Kishi, since it needs to be plugged into the Lightning port.

The Kishi does the trick for on-the-go use, though some may find the stubby analog sticks and other design choices a little uncomfortable for long gameplay sessions. The iOS version of the gamepad has been heavily discounted ahead of the Kishi V2, a new version of the controller that's expected to arrive later this year.

Razer released the $100 Android edition of the Kishi V2 this month. It has a solid sliding bridge rather than the stretchy belt (an idea Razer seems to have cribbed from Backbone), clickier buttons and the option to keep certain cases on while using the device. There's also a share button that only works with the Razer Nexus app on Android. Players can use that to stream gameplay to the likes of YouTube and Facebook.

‘Roller Champions’ comes to Switch and Epic Games Store on June 21st

Ubisoft released its long-delayed sports game Roller Champions last month on PC, PlayStation and Xbox, and Nintendo Switch players are about to join the fray. A UK eShop listing spotted by Nintendo Life first indicated the free-to-play title will be released on the hybrid console on June 21st. The publisher announced a new season, called Disco Fever, will start on the same day and it mentioned that the game will be available on Switch and the Epic Games Store.

However, Roller Champions isn't listed on either platform's storefront in North America at the time of writing. It is available to download from the New Zealand eShop, though. I snagged the game from there, but haven't been able to log in. The Switch servers may not be online just yet. Engadget has contacted Ubisoft for details of the rollout.

When Ubisoft announced the PC, PlayStation and Xbox release date, it said a Switch version was on the way, along with Stadia and Amazon Luna editions. It seems Roller Champions will arrive on those cloud gaming platforms later.

In any case, the roller-derby-with-a-ball game will have stiff competition on the free-to-play front this week. Fall Guys: Ultimate Knockout will also arrive on Switch, Xbox and the Epic Store on June 21st as it becomes a free title.

Nintendo will host a 'Xenoblade Chronicles 3' Direct on June 22nd

It might not be the full-on Direct fans have been hoping for and expecting, but Nintendo will host its next showcase on June 22nd at 10AM ET. The stream will focus on Xenoblade Chronicles 3 and will feature around 20 minutes of details on the long-awaited sequel.

Tune in on 6/22 at 7am PT for a livestreamed #XenobladeChronicles3 Direct presentation featuring roughly 20 minutes of information about the upcoming RPG adventure for #NintendoSwitch. pic.twitter.com/x3pRs0EYRA

— Nintendo of America (@NintendoAmerica) June 20, 2022

Nintendo previously planned to release Xenoblade Chronicles 3 in September, but it brought the action RPG forward to July 29th. Splatoon 3 now has that September slot. Xenoblade Chronicles 3 takes place after the events of the previous two mainline games, though it has a new cast of characters. This time around, developer Monolith Soft is bumping up the number of party members from three to seven.

As Sony occasionally does with its State of Play series, Nintendo sometimes holds a Direct that's dedicated to one game or franchise, such as Super Smash Bros. Ultimate or Pokémon. Nintendo opted not to run a full Direct — which typically includes looks at a variety of first- and third-party games — around the time E3 would have taken place. However, reports suggest a full-fledged Direct is coming next week.

AT&T and Verizon give FAA another year to remedy C-band 5G interference issues

AT&T and Verizon have given the Federal Aviation Administration another year to fix altimeter issues as they look to roll out C-band 5G services around airports. “We believe we have identified a path that will continue to enable aviation and 5G C-band wireless to safely co-exist,” acting FAA administrator Billy Nolen said in a statement.

Under a phased plan, operators of regional aircraft with radio altimeters that are most susceptible to interference are required to fit them with radio frequency filters by the end of this year. That work is underway and the FAA says it will continue on an expedited basis.

The agency also says it worked with AT&T and Verizon to identify airports where they can bolster service with minimal risk of upending flight schedules. The FAA plans to monitor the pace of RF filter retrofits on altimeters too.

Altimeters have been at the heart of the tussle over the rollout of C-band 5G around airports. Airlines have been worried that, because C-Band frequencies are close to ones used by some altimeters, they could create interference. That could cause a plane's landing system to misinterpret the distance to the ground with potentially disastrous consequences.

In January, AT&T and Verizon agreed to delay activating C-band 5G towers around airports until July 5. They made the pledge just hours before switching on C-band 5G in other areas for the first time. The pair also agreed to create buffer zones around 50 airports.

Now, the carriers will continue with "some level of voluntary mitigations" for another year, until July 5th, 2023. "After that time, the wireless companies expect to operate their networks in urban areas with minimal restrictions," the FAA said.

"Through close coordination with the FAA over the last several months, we have developed a more tailored approach to controlling signal strength around runways that allows us to activate more towers and increase signal strength," an AT&T spokesperson said. "Though our FCC licenses allow us to fully deploy much-needed C-Band spectrum right now, we have chosen in good faith to implement these more tailored precautionary measures so that airlines have additional time to retrofit equipment. We appreciate the FAA’s support of this approach, and we will continue to work with the aviation community as we move toward the expiration of all such voluntary measures by next summer.”

“Today’s announcement identifies a path forward that will enable Verizon to make full use of our C-Band spectrum for 5G around airports on an accelerated and defined schedule," Verizon executive vice-president and chief administrative officer Craig Silliman said. "Under this agreement reached with the FAA, we will lift the voluntary limitations on our 5G network deployment around airports in a staged approach over the coming months meaning even more consumers and businesses will benefit from the tremendous capabilities of 5G technology. This progress is the result of months of close collaboration with the FAA, FCC and aviation industry, and sets the stage for continued, robust 5G deployment.”

Epic Games Store will randomly ask users to rate games to prevent review bombing

Epic Games has added a long-awaited feature to its store: user ratings. The company says that only those who have played a game for at least two hours will be able to rate it on a five-star scale. Not everyone will be able to rate a game either. Epic will randomly offer players the chance to score a game after they finish a play session. The company believes this approach will prevent review bombing and make sure ratings are from people who are actually playing the games.

An overall rating will be calculated based on players' scores and this will appear on a title's Epic Games Store page. The aim, of course, is to help users figure out whether a game's worth playing. Store pages already featured critics' reviews to help folks make a decision about whether to buy or download something.

Epic says it likely won't ask for ratings on every game or app and the randomization approach will help it avoid spamming players. That seems like a good call. It's a little annoying, for instance, that Microsoft asks for feedback after every Xbox Cloud Gaming session.

Epic Games

In addition, Epic may ask you to answer a poll after a game session. There's a broad range of questions, including the likes of whether a game is better to play with a team or how challenging the combat is. 

Epic will use data from polls to create tags for store pages. Eventually, tags will be used on category pages and to create tag-based categories for the home page. The idea is to improve discoverability and help people gain a better understanding of what to expect from a game. 

Separately, Epic is releasing a set of cross-play tools for developers. Epic Online Services now offers an overlay that can merge Steam and Epic Games friends lists and help players find their buds, send friend requests and hop into multiplayer sessions with cross-platform in-game invites.

Epic has broader ambitions for cross-play support beyond Steam. It's working to support other PC launchers, as well as macOS and Linux. It will add cross-play tools for consoles and mobile to the SDK further down the line. Several of Epic's own games — including Fortnite, Rocket League and Fall Guys: Ultimate Knockout — have full cross-play support.