Posts with «language|en-us» label

Nacon’s MG-X Pro smartphone gamepad is comfortable but a little too basic

Nacon, now both a games publisher and peripheral maker, has been making gamepads for consoles for a while. It was one of the companies that Sony chose to make its wired ‘pro” PS4 controllers before Sony announced its own ‘pro’ controller for the PS5.

Not that it stopped Nacon. It has introduced two mobile controllers, including, most recently, an iPhone-compatible model that lands in the middle of smartphone gamepad pricing. It’s cheaper than Backbone and Razer’s technically impressive gaming peripherals, and unfortunately, Nacon made some sacrifices to get to that price.

The MG-X Pro is light, even with its built-in battery. Compared to some smartphone controllers, the grips are more substantial and closer to typical console gamepads. This is the most comfortable smartphone gamepad I’ve ever tried by a wide margin. It feels controller-sized, with similar spacing between the d-pad and analog controls and full-sized trigger buttons at the back, making it far more comfortable during long gaming sessions.

Photo by Mat Smith / Engadget

The buttons are responsive but a little too squishy. I couldn’t notice any latency difference between wireless and wired smartphone controller options when playing through several Apple Arcade titles, Into The Breach, and some Overwatch 2 streamed on PS Remote Play. The buttons don’t wobble around in their housing, but the d-pad feels a little doughy and loose. The two analog sticks are made of sturdier stuff, fortunately.

Between the two controller halves, the vice part of MG-X Pro has a ridged rubberized surface to keep your iPhone locked in, with a little lip on both sides to keep everything in place. The vice works on every iPhone I have, from the Mini to the Max models. And, unlike some other vice controllers, even with a protective case, my iPhone 14 Pro fits in fine.

It’s easy to while away the hours with the MG-X Pro – until your phone battery runs out. Unlike more expensive options like the Backbone, this is a wireless model. There’s no lighting cable plug to connect your iPhone into) which means there’s no power throughput.

This problem is compounded when you’re using cloud gaming services, like Xbox Cloud and PS Remote Play, which need a lot of power to stream games. If you want to play for extended periods, you’ll have to be prepared to take similarly extended breaks. Other shortcomings include a companion app that doesn’t offer enough to warrant its download. There’s the ability to calibrate the two analog sticks – which makes me worry that they could drift in the future – and walkthroughs of what the MG-X Pro is capable of. That’s not all that much.

Photo by Mat Smith / Engadget

The MG-X Pro is the most comfortable smartphone gamepad I’ve ever used. Still, the ability to offer comfortable gaming over time is limited by its inability to keep your smartphone powered up. For more money, you could go for the Backbone or the Razer Kishi, which offer pass-through charging. Or, a little more inelegantly, you could swap the vice-style controller for a more comfortable Bluetooth controller (I rate the 8bitdo controllers) and keep your phone propped up, but plugged in.

This article originally appeared on Engadget at https://www.engadget.com/nacons-mg-x-pro-smartphone-gamepad-is-comfortable-but-a-little-too-basic-130045626.html?src=rss

Qualcomm is buying auto-safety chipmaker Autotalks

Qualcomm has agreed to acquire an Israeli fabless chipmaker called Autotalks, and according to TechCrunch, the deal will cost the company around $350 to $400 million. Autotalks creates chips and vehicle-to-everything (V2X) communication technologies dedicated towards boosting road safety for both ordinary and driverless vehicles. In its announcement, Qualcomm said that Autotalks' "production-ready, dual mode, standalone safety solutions" will be incorporated into the Snapdragon Digital Chassis, its set of cloud-connected assisted and autonomous driving technologies. 

Nakul Duggal, senior VP of automotive for Qualcomm Technologies, Inc., said in a statement: "We have been investing in V2X research, development and deployment since 2017 and believe that as the automotive market matures, a standalone V2X safety architecture will be needed for enhanced road user safety, as well as smart transportation system... We share Autotalks’ decades-long experience and commitment to build V2X technologies and products with a focus on solving real-world road user safety challenges. We look forward to working together to deliver global V2X solutions that will help accelerate time-to-market and enable mass market adoption of this very important safety technology."

For makers of driverless and driver-assisted vehicles and systems, ensuring people that their technologies are safe is of utmost importance if they want to win them over. They may have to offer safety features that can assuage people's fears in order to get ahead of their rivals, since most people remain apprehensive about self-driving cars.

Qualcomm expects the automotive industry to be one of its biggest sources of growth and revenue over the coming years. At CES last year, it unveiled the Snapdragon Ride Vision platform, which is an "open, scalable and modular" tech automakers can use to build cars. And in late 2022, it said its automotive business pipeline, or its revenue-generating opportunities, had jumped to $30 billion from the $10 billion it announced during its previous earnings report. The company also said back then that it estimates its automotive business revenue to hit $4 billion by fiscal year 2026. It credited the Snapdragon Digital Chassis for the expansion of its future business opportunities, and Autotalks' acquisition could grow its customer base and client offerings even further. 

This article originally appeared on Engadget at https://www.engadget.com/qualcomm-is-buying-auto-safety-chipmaker-autotalks-120131989.html?src=rss

The Morning After: What to expect at Google I/O 2023

Google’s annual developer conference not only delivers on the software and web-based announcements but also on whatever hardware it’s been cooking up. In the past, that included smart speakers, phones, Chromebooks and everything else. For I/O 2023, we’re expecting lots of Pixel things. Rumors (and subsequent official teasers) point to Google’s first foldable smartphone, the Pixel Fold, as well as the latest midrange Pixel, the Pixel 7a.

The Pixel Fold will open like a book, similar to Samsung’s Galaxy Z Fold. Rumors suggest a 5.8-inch external screen and a foldable 7.6-inch 120Hz internal display. It has thicker bezels than the Z Fold, but it’s supposed to feature a durable, almost-gapless hinge and a battery that lasts 24 hours in normal use. It could cost up to $1,700.

At the other end of the “how much?!” spectrum, the Pixel 7a doesn’t appear too different from its predecessor; it might have a faster 90Hz display and a 64-megapixel main camera. Google reportedly plans to price the new phone at $499 – a little more than last year’s Pixel 6a, but still a fraction of the price of the Pixel Fold.

That’s not all. There is also the Pixel tablet, previewed at Google I/O last year, Android 14 (in testing since February) and maybe even a tease of the Pixel 8? Or even another smartwatch? Just two days to go…

– Mat Smith

The Morning After isn’t just a newsletter – it’s also a daily podcast. Get our daily audio briefings, Monday through Friday, by subscribing right here.

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Tesla unveils Model S Plaid track package that unlocks 200 MPH top speed

It has ceramic brakes.

Tesla has unveiled a $20,000 track package for its Model S Plaid, finally allowing it to reach the 200MPH top speed. The Model S Plaid vehicles the company delivered after they became available could only reach around 163MPH, which is fast, but not 200MPH fast. Turns out Tesla put a limitation on its software to prevent it from reaching its full potential. According to Electrek, the company wanted the vehicle to have bigger brakes first, so they could slow down better. The automaker first started offering the ceramic brake kit for $20,000 back in 2021, but it has yet to start installing it on customers' vehicles.

Continue reading.

The iPhone 15 Pro may not have solid-state buttons

A supplier suggested the parts are delayed.

Engadget

You may recall rumors about the iPhone 15 Pro featuring touch-sensitive solid-state buttons. It now looks like Apple won’t replace the iPhone’s physical buttons for at least another year. In a shareholder letter spotted by MacRumors, Apple supplier Cirrus Logic said, “A new product that we mentioned in previous shareholder letters as being scheduled for introduction this fall is no longer expected to come to market as planned.” Cirrus already provides components for the iPhone’s Taptic Engine, so it’s got the Apple relationship. Cirrus previously told investors it was working on a new high-performance component that would arrive in smartphones sometime in 2023. That’s now less certain, apparently.

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‘Hogwarts Legacy’ adds a spider-free mode

The update arrives in time for the game’s launch on previous-gen consoles.

EA

Arachnophobic Harry Potter fans, rejoice. A new feature in Hogwarts Legacy removes spiders entirely from the game. The update coincides with the title’s arrival on PS4 and Xbox One. The Hogwarts Legacy update (build 1140773) launched Thursday adds the new Arachnophobia Mode to the game’s accessibility options. It changes all enemy spider appearances to a floating meanie with glowing red eyes surrounded by hovering roller skates. (Arguably more terrifying?)

The mode also “reduces and removes spider skitters and screeches,” “removes small spider ground effect spawners” and “makes static spider corpses in the world invisible.”

Continue reading.

This article originally appeared on Engadget at https://www.engadget.com/the-morning-after-what-to-expect-at-google-io-2023-111542994.html?src=rss

Amazon sale discounts Kindle ereaders by up to 33 percent

Sure, ereaders aren't exactly the kind of devices you replace every year, but if you're looking to get a new one right now, Amazon is selling a few Kindle models at a discount. The Kindle Paperwhite Signature with no lockscreen ads in black or denim will set you back $145, or $45 less than its retail price. That would make it just a little more expensive than a regular, undiscounted Paperwhite. The Signature edition has 32GB of storage, four times larger than a regular Paperwhite's, which makes it much more suitable for your needs if you want to download lots of audiobooks to your Kindle. 

In addition, the Signature edition Paperwhite can automatically adjust its brightness levels to suit ambient lighting conditions. Plus, it supports Qi wireless charging aside from having a USB-C port. Take note that there's an option to get the device with three free months of Kindle Unlimited for the same price, so don't forget to choose it if you regularly read books through Amazon's subscription service. 

If you don't need the Signature edition's larger storage, auto-adjusting backlight and wireless charging capabilities, you can also purchase the regular black Kindle Paperwhite for $30 less at $110. You can get it bundled with three free months of Kindle Unlimited at no extra cost, but the version on sale for $110 does come with lockscreen ads. Removing those ads will add $20 to its price, and the 16GB version also costs a bit more at $115. 

Meanwhile, the 2022 Kindle with lockscreen ads is currently listed for $80, which is $20 less than its typical price. You can choose from denim or black and add three months of Kindle Unlimited without having to pay more. The 2022 Kindle has a smaller display size than the Paperwhite, but it still has a 300 ppi resolution and comes with front LEDs, as well as 16GB of storage. 

Finally, if what you need is a Kindle with parental controls, the 2022 Kindle Kids and Kindle Paperwhite Kids are also both on sale. The Paperwhite version will cost you $110, or $50 less what you'd usually pay for it, while the regular Kindle for kids will set you back $80 instead of $120. Both ereaders come with a kid-friendly cover, a year-long subscription to Amazon Kids+ and a two-year guarantee that Amazon will replace the device if it breaks.  

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/amazon-sale-discounts-kindle-ereaders-by-up-to-33-percent-094913156.html?src=rss

'Darkest Dungeon II' arrives on Steam next week

After almost two years of early access and more than five years after it was first announced, Darkest Dungeon II is ready for release. Red Hook Studios announced this week that version 1.0 of the sequel to its hit 2016 RPG will arrive on the Epic Games Store and Steam, where the game was previously unavailable, on May 8th. For fans who already own Darkest Dungeon on Valve’s storefront, Red Hook said it would offer a limited-time discount on its new game.

Even if you’ve spent some time playing the game in early access, the 1.0 release has something for you. The public release adds one playable character and the game’s final two story acts. As with Darkest Dungeon, Red Hook is promising plenty of post-launch support. The studio said fans can look forward to quality-of-life improvements, the addition of new monsters and hero skins, ongoing balance tuning and, most notably, mod support.

This article originally appeared on Engadget at https://www.engadget.com/darkest-dungeon-ii-arrives-on-steam-next-week-215102646.html?src=rss

Amazon’s Echo Show 8 drops to $75 in new smart display sale

If you missed the chance to buy the Echo Show 8 when it was discounted to $75 at the start of April, Amazon has once again reduced the smart display to that price. The $55 cut means the Echo Show 8 is only $5 more than it was during Black Friday last year. If you’ve been eyeing one of Amazon’s larger smart displays, the retailer has also reduced the price of the Echo Show 10 and Echo Show 15. You can get the company’s largest smart display for $214.98, down from $279.98. Meanwhile, the Echo Show 10 is currently priced at $185.

The Echo Show 8 is one of the best smart displays you can buy. While it’s a few years old now, the Show 8 offers a compelling mix of features for an affordable price. Its 8-inch, 1,280 x 800 resolution display is large enough to make viewing photos and taking part in video calls comfortable, but the Show 8’s screen isn’t so large the device will look out of place in your kitchen or bedroom. At the same time, the Show 8’s built-in speakers are powerful enough to fill a small room. And if you’re worried about privacy, the Show 8 ships with a physical camera shutter and mic mute button.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/amazons-echo-show-8-drops-to-75-in-new-smart-display-sale-195257701.html?src=rss

Dota 2's biggest tournament will return to Seattle this year

For the first time since 2017, The International, Dota 2's most prestigious tournament, will take place in Valve's hometown. The tournament will kick off with a group stage that begins on October 14th before moving to Seattle's Climate Pledge Arena on October 27th, the studio announced on Saturday. The Climate Pledge Arena, previously known as KeyArena, is the same venue where Valve held The International between 2014 and 2017. It's also the venue where Dota fans got to see one of the best plays in the tournament's history. 

In 2018, Valve moved The International to Vancouver's Rogers Arena due to the start of multi-year renovations at KeyArena. In subsequent years, the event made stops in China, Romania and Singapore. Valve had also planned to bring the tournament to Sweden, but the pandemic forced the studio to cancel The International in 2020. On Saturday, Valve said The International 2023 would host the event's largest audience to date. The studio promised to share more information about how fans can purchase tickets to The International 2023 closer to the date of the event.  

This article originally appeared on Engadget at https://www.engadget.com/dota-2s-biggest-tournament-will-return-to-seattle-this-year-182415738.html?src=rss

Twitter says a 'security incident' led to private Circle tweets becoming public

Back in April, users found a bug with Twitter’s Circle feature that saw the platform expose private tweets to strangers. Now, nearly a month later, the company has finally commented on the issue. In an email seen by The Guardian, Twitter told affected users the exposure was the result of “a security incident that occured earlier this year.”

The company claims the issue was “immediately fixed.” It also shared an apology. “Twitter is committed to protecting the privacy of the people who use our service, and we understand the risks that an incident like this can introduce and we deeply regret this happened,” the company said. When news of the exposure first started circulating online, some, including creator Theo Brown, speculated the issue was the result of Twitter failing to filter Circle tweets out of its recommendation algorithm. Twitter has not operated a communications department since Elon Musk's first round of layoffs, and the company did not initially acknowledge the issue.

More broadly, Twitter has dealt with a growing number of technical issues since Musk’s takeover of the company in October. The billionaire has reduced the company’s workforce by at least 60 percent, gutting many of its technical teams of senior leadership. Over that time, Twitter has suffered multiple outages and otherwise created confusion over feature rollouts and removals.

This article originally appeared on Engadget at https://www.engadget.com/twitter-says-a-security-incident-led-to-private-circle-tweets-becoming-public-164954799.html?src=rss

Apple’s AirPods Pro are back on sale for $200

Apple’s second-generation AirPods Pro are among the best Bluetooth earbuds you can pair with an iPhone – but at $250, they’re expensive. Thankfully, you can frequently find them on sale on Amazon and other retailers. Following a $50 price drop at the start of April, the 2022 AirPods Pro are once again on sale for $200.

Engadget awarded the second-generation AirPods Pro a score of 88 in 2022. They feature one of the best transparency modes of any wireless earbuds on the market, and improved active noise cancellation performance over the original AirPods Pro. They also sound better than their predecessor. Of course, the reason to buy a pair of AirPods Pro is for their hands-free Siri support and tight integration with iOS and the rest of Apple’s ecosystem. Pairing any set of AirPods with an iPhone is easy, as is switching between different Apple devices. About the only area where the 2022 AirPods Pro disappoint is when it comes to battery life. Engadget Senior Editor Billy Steele found the earbuds offer little over six hours of use on one charge, or less than many other premium wireless earbuds.

If the AirPods Pro are out of your budget, it’s worth noting Amazon has discounted other Apple audio products, including the third-generation AirPods. After an 11 percent discount, they’re $150, down from their usual $169 starting price.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/apples-airpods-pro-are-back-on-sale-for-200-152616324.html?src=rss

Hitting the Books: Why a Dartmouth professor coined the term 'artificial intelligence'

If the Wu-Tang produced it in '23 instead of '93, they'd have called it D.R.E.A.M. — because data rules everything around me. Where once our society brokered power based on strength of our arms and purse strings, the modern world is driven by data empowering algorithms to sort, silo and sell us out. These black box oracles of imperious and imperceptible decision-making deign who gets home loans, who gets bail, who finds love and who gets their kids taken from them by the state

In their new book, How Data Happened: A History from the Age of Reason to the Age of Algorithms, which builds off their existing curriculum, Columbia University Professors Chris Wiggins and Matthew L Jones examine how data is curated into actionable information and used to shape everything from our political views and social mores to our military responses and economic activities. In the excerpt below, Wiggins and Jones look at the work of mathematician John McCarthy, the junior Dartmouth professor who single-handedly coined the term "artificial intelligence"... as part of his ploy to secure summer research funding.

WW Norton

Excerpted from How Data Happened: A History from the Age of Reason to the Age of Algorithms by Chris Wiggins and Matthew L Jones. Published by WW Norton. Copyright © 2023 by Chris Wiggins and Matthew L Jones. All rights reserved.


Confecting “Artificial Intelligence”

A passionate advocate of symbolic approaches, the mathematician John McCarthy is often credited with inventing the term “artificial intelligence,” including by himself: “I invented the term artificial intelligence,” he explained, “when we were trying to get money for a summer study” to aim at “the long term goal of achieving human level intelligence.” The “summer study” in question was titled “The Dartmouth Summer Research Project on Artificial Intelligence,” and the funding requested was from the Rockefeller Foundation. At the time a junior professor of mathematics at Dartmouth, McCarthy was aided in his pitch to Rockefeller by his former mentor Claude Shannon. As McCarthy describes the term’s positioning, “Shannon thought that artificial intelligence was too flashy a term and might attract unfavorable notice.” However, McCarthy wanted to avoid overlap with the existing field of “automata studies” (including “nerve nets” and Turing machines) and took a stand to declare a new field. “So I decided not to fly any false flags anymore.” The ambition was enormous; the 1955 proposal claimed “every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to simulate it.” McCarthy ended up with more brain modelers than axiomatic mathematicians of the sort he wanted at the 1956 meeting, which came to be known as the Dartmouth Workshop. The event saw the coming together of diverse, often contradictory efforts to make digital computers perform tasks considered intelligent, yet as historian of artificial intelligence Jonnie Penn argues, the absence of psychological expertise at the workshop meant that the account of intelligence was “informed primarily by a set of specialists working outside the human sciences.” Each participant saw the roots of their enterprise differently. McCarthy reminisced, “anybody who was there was pretty stubborn about pursuing the ideas that he had before he came, nor was there, as far as I could see, any real exchange of ideas.”

Like Turing’s 1950 paper, the 1955 proposal for a summer workshop in artificial intelligence seems in retrospect incredibly prescient. The seven problems that McCarthy, Shannon, and their collaborators proposed to study became major pillars of computer science and the field of artificial intelligence:

  1. “Automatic Computers” (programming languages)

  2. “How Can a Computer be Programmed to Use a Language” (natural language processing)

  3. “Neuron Nets” (neural nets and deep learning)

  4. “Theory of the Size of a Calculation” (computational complexity)

  5. “Self-​improvement” (machine learning)

  6. “Abstractions” (feature engineering)

  7. “Randomness and Creativity” (Monte Carlo methods including stochastic learning).

The term “artificial intelligence,” in 1955, was an aspiration rather than a commitment to one method. AI, in this broad sense, involved both discovering what comprises human intelligence by attempting to create machine intelligence as well as a less philosophically fraught effort simply to get computers to perform difficult activities a human might attempt.

Only a few of these aspirations fueled the efforts that, in current usage, became synonymous with artificial intelligence: the idea that machines can learn from data. Among computer scientists, learning from data would be de-​emphasized for generations.

Most of the first half century of artificial intelligence focused on combining logic with knowledge hard-​coded into machines. Data collected from everyday activities was hardly the focus; it paled in prestige next to logic. In the last five years or so, artificial intelligence and machine learning have begun to be used synonymously; it’s a powerful thought-​exercise to remember that it didn’t have to be this way. For the first several decades in the life of artificial intelligence, learning from data seemed to be the wrong approach, a nonscientific approach, used by those who weren’t willing “to just program” the knowledge into the computer. Before data reigned, rules did.

For all their enthusiasm, most participants at the Dartmouth workshop brought few concrete results with them. One group was different. A team from the RAND Corporation, led by Herbert Simon, had brought the goods, in the form of an automated theorem prover. This algorithm could produce proofs of basic arithmetical and logical theorems. But math was just a test case for them. As historian Hunter Heyck has stressed, that group started less from computing or mathematics than from the study of how to understand large bureaucratic organizations and the psychology of the people solving problems within them. For Simon and Newell, human brains and computers were problem solvers of the same genus.

Our position is that the appropriate way to describe a piece of problem-​solving behavior is in terms of a program: a specification of what the organism will do under varying environmental circumstances in terms of certain elementary information processes it is capable of performing... ​Digital computers come into the picture only because they can, by appropriate programming, be induced to execute the same sequences of information processes that humans execute when they are solving problems. Hence, as we shall see, these programs describe both human and machine problem solving at the level of information processes.

Though they provided many of the first major successes in early artificial intelligence, Simon and Newell focused on a practical investigation of the organization of humans. They were interested in human problem-​solving that mixed what Jonnie Penn calls a “composite of early twentieth century British symbolic logic and the American administrative logic of a hyper-​rationalized organization.” Before adopting the moniker of AI, they positioned their work as the study of “information processing systems” comprising humans and machines alike, that drew on the best understanding of human reasoning of the time.

Simon and his collaborators were deeply involved in debates about the nature of human beings as reasoning animals. Simon later received the Nobel Prize in Economics for his work on the limitations of human rationality. He was concerned, alongside a bevy of postwar intellectuals, with rebutting the notion that human psychology should be understood as animal-​like reaction to positive and negative stimuli. Like others, he rejected a behaviorist vision of the human as driven by reflexes, almost automatically, and that learning primarily concerned the accumulation of facts acquired through such experience. Great human capacities, like speaking a natural language or doing advanced mathematics, never could emerge only from experience—​they required far more. To focus only on data was to misunderstand human spontaneity and intelligence. This generation of intellectuals, central to the development of cognitive science, stressed abstraction and creativity over the analysis of data, sensory or otherwise. Historian Jamie Cohen-​Cole explains, “Learning was not so much a process of acquiring facts about the world as of developing a skill or acquiring proficiency with a conceptual tool that could then be deployed creatively.” This emphasis on the conceptual was central to Simon and Newell’s Logic Theorist program, which didn’t just grind through logical processes, but deployed human-​like “heuristics” to accelerate the search for the means to achieve ends. Scholars such as George Pólya investigating how mathematicians solved problems had stressed the creativity involved in using heuristics to solve math problems. So mathematics wasn’t drudgery — ​it wasn’t like doing lots and lots of long division or of reducing large amounts of data. It was creative activity — ​and, in the eyes of its makers, a bulwark against totalitarian visions of human beings, whether from the left or the right. (And so, too, was life in a bureaucratic organization — ​it need not be drudgery in this picture — ​it could be a place for creativity. Just don’t tell that to its employees.)

This article originally appeared on Engadget at https://www.engadget.com/hitting-the-books-how-data-happened-wiggins-jones-ww-norton-143036972.html?src=rss