Posts with «personal finance - career & education» label

'Baby Shark' is the first YouTube video to reach 10 billion views

No, you still can't escape "Baby Shark." Billboardreports Pinkfong's so-catchy-it-hurts children's song has become the first video to reach 10 billion views on YouTube. And no one is likely to catch it any time soon — Luis Fonsi's "Despacito" video, which "Baby Shark" overtook as the most popular video in November 2020, has managed 'just' 7.7 billion views as of this writing.

The 2016 tune's familiar (if very repetitive) hook is certainly part of its success, but it has also been helped by returning to popular culture over and over again. On top of celebrity covers from the likes of James Corden and Bebe Rexha, "Baby Shark" has also enjoyed a 2019 tour, a viral dance challenge, a spot in Just Dance 2020 and a Nickelodeon TV show that premiered in 2021. Simply put, Pinkfong has kept the track in the limelight where even breakout songs like "Despacito" have faded away.

Interest isn't likely to cool off in the immediate future. Nickelodeon has not only renewed its "Baby Shark" show, but promised a feature-length movie. There's even an NFT collection if you're determined to merge two internet trends. It could take a long while before another video pulls ahead, even with K-pop megastars routinely breaking ground in other areas.

‘Let’s Play! Oink Games’ is no Jackbox, but it's a worthy party game collection

Every year I try to have a little “holiday gaming café” gathering at my apartment, where I invite friends over to play board and card games. While last year’s party was understandably cancelled, this year I invited a small group over and we indulged in tabletop titles like We’re Doomed and Parks. Inevitably we reached the point in the evening where people’s attention started to stray so it seemed like a good idea to switch to party video games. But instead of the old standby Jackbox, I remembered that Oink Games had just released a board game collection and decided to give that a spin.

We discovered that Let’s Play! Oink Games was not like Jackbox Party Packs at all, as it did not work with phones and required separate copies of the game on separate consoles. Pass. So we turned off the Switch, hooked up my laptop and started up Jackbox Party Pack 8 instead.

If you live in a friendless cave and aren’t familiar with Jackbox, it’s a pretty great series: Each “Party Pack” has five party games that anyone can join in with their phone (or any web browser) by going to Jackbox.tv and inputting the special room code. The narrator explains how to play and walks the group through each round — which makes it pretty great for those guests who aren’t paying attention or are super, super drunk. Most of the games involve drawing, trivia or writing silly words. (My particular favorite is ‘Mad Verse City’ from Jackbox Party Pack 5, a rap game.)

After everyone left, I decided to give Let’s Play! Oink Games another try. And, while it isn’t an alternative to Jackbox (it’s more like Clubhouse Games, if anything), it is still a somewhat fun experience, though not worth the $22 I spent.

There are only four games included with the set: Startups, Deep Sea Adventure, A Fake Artist Goes to New York, and‘Moon Adventure. They’re all computerized versions of Oink’s tabletop games, which come in little card-deck-sized boxes and usually cost $20 each. In that respect, the video game version does seem like a good deal. You have a choice to play online with either people you know or strangers, offline with people you know, or offline with CPU opponents.

Oink Games

Offline with friends wasn’t happening since, as I pointed out earlier, you all need your own copy of the game and a console. I tried to find an online match, only to discover there weren’t any going on. So my only choice was offline with CPU opponents.

Unfortunately, A Fake Artist Goes to New York can’t be played with CPU opponents, as it’s a drawing game where all the players but one are given a prompt, and you have to figure out who the “fake” artist is. I also discovered that Moon Adventure can have multiple players, but the user is tasked with playing them all since it’s a cooperative game. So it’s really a battle with resource management as you attempt to gather supplies before your oxygen runs out. I found this one the toughest of all, even after looking at the helpful instructions and videos the game builds in. For all my qualms with the title, the instructions are really well-done.

However, the instructions didn’t get me any closer to winning Startups, one of the two games where CPU players can participate. And man, are they merciless. The idea is to gather as many “shares” in a company as possible, but if you don’t have the most you end up having to pay out to the person who does. It’s like a modern version of Monopoly where you land on Boardwalk all the time. At least this one plays a lot quicker.

The last game, Deep Sea Adventure, is my favorite. It’s sort of competitive and sort of cooperative, as all the players must share the same oxygen supply and diving too deep will deplete it quickly. Once I got into the rhythm of gathering treasure and running back to the sub as soon as possible I mastered the game and was regularly kicking CPU butt.

While it was perhaps unfair of me to expect Let’s Play: Oink Games to be a Jackbox replacement, there’s still a lot of room for growth in what they have. I’d like to see a mode where users who don’t own the game can play on their own systems with a person who does, similar to how Mario Kart used to work on the DS. And I do hope they add more games, if only because this is an easier way to learn how to play instead of trying to puzzle out badly translated print instructions from Japanese, which is what you deal with in the physical versions.

Engadget's favorite games of 2021

This pandemic has dragged on longer than expected but hey, another 12 months in lockdown means another year to play lots of video games. And what a year it’s been, with new installments in storied franchises, remakes of forgotten classics and a game where you date your sword. As is tradition, the Engadget team gathered together to ruminate on their favorite titles released this year, extolling their virtues and sometimes drawbacks, but mostly explaining why we like them so much. We’ve also thrown in a few of our older faves that we played in 2021, because hey, a good game is always a good game. (Also, it helps when there are updates.)

Age of Empires IV

When people look back at Microsoft’s 2021, they’ll cite Halo: Infinite and the extra year the company gave 343 Industries to work on the game as one of its best recent decisions. But I think the company also deserves praise for taking a chance on Relic and Age of Empires IV.

Coming off the dismal Dawn of War III, fans had every right to be skeptical of whether the studio could pull off a sequel to one of the most-loved real-time strategy games in history. Relic had a nearly impossible task before it. And yet it found a way to respect the history and roots of the series while pushing it forward in new and interesting ways. The star of the show here are the eight civilizations. Mechanically, they’re far more unique than the factions you could play as in past games. Each has a handful of twists that make them fun to learn and interesting to play against. The studio also changed how you move between the ages to present the player with interesting choices.

AoE4 isn’t perfect, but neither was Age of Empires II before its Age of Conquerors expansion. More than anything, I’m excited to see where Relic takes the series should Microsoft give the studio the chance to continue working on the series. — Igor Bonifacic, Contributing Editor

Boyfriend Dungeon

Boyfriend Dungeon is a perfect blend of sword-swinging action and insatiable horniness — but not, like, in a gross way. This is the dungeon crawler of your middle-school daydreams, offering eye candy in a variety of forms and art styles, plus a mall packed with monsters to slay. And sales! But mostly monsters.

Everything about Boyfriend Dungeon is playful, from the cell phone messaging system, to the bright character customization options and the library of 'zines that serve as power-ups. The most charming aspect of the game, though, is the arsenal of flirty, dateable weapons. Players, ahem, forge relationships with the personalities behind the blades and then bring them into battle, choosing which combat style (or dating tactic) feels right in the moment. Combat itself is fast-paced yet adorable, with TV sets, flying VHS tapes, bats and phones attacking from every corner of the mall. There are also opportunities for small dates in between the battles, keeping the hormonal vibes alive.

Not only do you get to date your weapons in Boyfriend Dungeon, but they’re all gorgeous and charming in their own way. Best of all, they’re not limited by the old-school definition of a boyfriend. There’s a sword for nearly every play style here. Wink. — Jessica Conditt, Senior Editor

Deathloop

To say I love Arkane Studio's Dishonored series is an understatement. I've spent countless hours extolling the virtues of that series' slick stealth gameplay, gorgeous steampunk art design and inventive level design. While the first game was successful enough to spawn a sequel and a standalone entry, Dishonored never reached the massive mainstream popularity it deserved. (You could say the same for Prey, another critical darling that sold poorly.)

Since we first saw a glimpse of Deathloop, it looked like an intriguing remix of some of Dishonored's best components. There were magical powers that let you teleport at will. It was a first-person stealth game that leaned heavily on both melee weapons and guns; and it looked absolutely beautiful. Personally, I was hoping that Arkane would be able to recreate the magic of Dishonored to make it more palatable to general players.

Well, Deathloop isn't that. Its time loop mechanics are hard to parse at first — in particular, it takes a while to learn what you should actually be doing to make any sort of progress. Even dealing with the game's menus can be migraine-inducing, especially when you're learning how to keep weapons between multiple loops.

But just like my colleague Jessica Conditt, I loved every minute of it. It’s a blast to play, so long as you’re attuned to its stealth mechanics. I seriously dug the multiplayer mode, which puts you in the shoes of the game’s main antagonist, Julianna, as she hunts down other players. It’s not as fleshed out as the single-player campaign, but it sure felt great ruining someone else’s loop.

While it's not quite the Dishonored 3 I really want, I can't help but applaud Arkane for the sheer amount of innovation packed within Deathloop. Sure, it's a time loop game like so many others; the day repeats itself like clockwork, and you're also pushed back to the beginning if you die. But, crucially, it also builds on that concept. If a similar temporal anomaly were discovered in our world, it likely wouldn't be too long before a bunch of elite technocrats started using it as a way to achieve something close to immortality. — Devindra Hardawar, Senior Editor

Death’s Door

Death’s Door was the best game I played in 2021. And that’s not because it did something different. To me, someone who loved Ocarina of Time and Majora’s Mask growing up, its familiar and comforting Zelda-like rhythms were exactly what I needed in a challenging year. Everything about Death’s Door is also perfect. From the music to the art style and gameplay, developer Acid Nerve has crafted one of the best adventures in recent memory. — I.B.

Famicom Detective Club

I’m a huge fan of visual novels — in my time at Engadget I’ve lauded games like Doki Doki Literature Club and Dream Daddy — so it’s no surprise that I enjoyed Famicom Detective Club when I played the pair of re-released games for the Nintendo Switch back in May. 

The stories, particularly The Missing Heir, are compelling while the characters are easy to like. The gameplay is a little simple compared to the complexities of modern titles, but that just made me appreciate the genre more. I preferred the first game to the second, The Girl Who Stands Behind, but who am I kidding, you can’t play just one; they’re that fun. I hear that developer MAGES is willing to do a third installment, and I’d like to see where the series goes with a more modern spin. — Kris Naudus, Buyer's Guide Editor

Forza Horizon 5

I’ve never been a huge fan of realistic racing games, mostly because of that one word: realistic. I don’t have the patience to tweak my car and master all the skills necessary to make the most out of those games. Forza Horizon 5 pulls off a great trick by making its racing just realistic enough while still being extremely approachable. The library of classic and modern vehicles means you can easily find your dream car(s), and the game makes it easy to auto-tune your collection for peak performance if you don't want to spend time picking out suspension systems, tires and so forth.

There’s also the brilliant “rewind” button: Taking tight corners at speed without wiping out (or going so slow around them that the entire field blows past you) is not easy, but rewinding means you can easily erase any big mistakes you make and take the corner all over again. It helped me learn faster than I would have if I ended up in last place every time I took a turn.

Beyond that, the world of Forza Horizon 5 simply looks amazing — the beautifully-rendered jungles, mountains and open roads of this fictionalized corner of Mexico make for a perfect driving backdrop. It’s beautiful to look at, and the variety of terrain means you’ll get a huge variety of terrain in the different races to try.

In a year when I’ve shied away from the narrative-heavy, single-player games that I typically prefer, Forza Horizon 5 has been a perfect escape over the last few months. It’s the kind of game you can sink hours into at a time, or just pick up and play for a few races. And between the variety of race types, different weather conditions, weekly challenges and much more, it’s a game I think I’ll be coming back to for a long time. — I.B.

Halo Infinite

In my review of the Halo Infinite campaign, I criticized the game for relying on tired narrative threads and repetitive mechanics. I found myself wanting more innovation out of a modern, open-world Halo, rather than a cramped map of overly familiar landscapes and a lineup of the best tricks taken from other successful franchises.

All of that remains true, but hey — it’s still Halo.

When it comes to gameplay, Infinite is the best Halo’s been. It doesn’t thrust the series forward in any significant way, but it spit-shines the best features and presents everything in a polished environment that’s perfectly suited for floaty, fast-paced gun battles. The campaign evokes your warm-fuzzy nostalgic feelings and, even though it may not feel like a massive open world, offers a larger area to explore than ever before.

Infinite’s multiplayer matches benefit from the franchise improvements as well. There are tight and large-scale maps, a handful of new weapons with plenty of kick, and fan-favorite guns on offer like the Needler and Battle Rifle. This is the refreshing Halo experience we’ve been waiting (and waiting) for, driven by new tools like the Grappleshot, a hook that allows players to fly around the map like a short-range, hard sci-fi Spider-Man.

In comparison to other open-world action-adventure games and rapid-fire FPS titles, Halo Infinite doesn’t deliver anything particularly innovative, but it also doesn’t have any catastrophic failures. For a franchise in its 20th year, that’s a successful outcome. Especially in comparison to other Halo games, Infinite is an achievement that any fan should be happy to play. — J.C.

Marvel’s Guardians of the Galaxy

After the disappointment of last year's Avengers, I went into Marvel’s Guardians of the Galaxy with low expectations. I've rarely been so happy about being proved wrong.

Guardians is a blast. The story zips along, taking the crew from one gorgeous, colorful alien environment to the next as they try to save their skins and, inevitably, the galaxy.

You can only play as Peter Quill (aka Star-Lord), though you're rarely without at least one of your companions. The crew retains the quippy, rapid-fire dialogue from James Gunn's films and the characters talk almost constantly. Thankfully, the writing's the strongest part of the game, with a solid slate of jokes and story-centric lines. There are also dialogue choices (much like in a Telltale game) that can affect how a level plays out.

Eidos-Montréal had the chance to create a Guardians story that’s distinct from the Marvel Cinematic Universe. The characters look, sound and act different from the MCU crew. It was initially a little jarring given how much I enjoy James Gunn’s movies, but I quickly grew to love them.

Unfortunately, the combat isn't great. Quill's guns are woefully underpowered at first, so fights are more about managing the rest of the team's more impactful abilities. A power-up mechanic that brings the team together in a seemingly inspiring huddle is annoying, while some of the enemy encounters feel extraneous. Still, the rest of the experience was so enjoyable that the mediocre combat wasn’t too bothersome.

In a landscape dominated by massive, never-ending games, Guardians of the Galaxy is a refreshing throwback. It's a single-player adventure that tells a streamlined story with great attention to detail. Best of all, in certain areas where Quill can't fire his pistols, he'll point finger guns and make "pew-pew" noises. I never get tired of that. — Kris Holt, Contributing Editor

Metroid Dread

As the first all-new, side-scrolling Metroid adventure since 2002, Metroid Dread had a lot to live up to. Nintendo has experimented both successfully (Metroid Prime Trilogy) and unsuccessfully (Metroid: Other M) with the basic formula, but Dread returns the series to its roots while adding enough new gameplay elements to keep things fresh.

However, with a series that had been dormant this long, new things weren’t what drew me to the game. I had never played a side-scrolling Metroid game all the way through, and this installment is a near-perfect modern interpretation of the “Metroidvania” genre the series helped invent. There’s lots of exploration, back-tracking, and new areas opening up when you get power-ups. It’s a simple formula executed with precision by developer MercurySteam.

The stealth elements, where Samus has to avoid detection from the powerful E.M.M.I. robots, are new to the series. Fortunately, they aren’t so frequent that they overpower the standard segments. And while they can be difficult, they’re not so tough that I ever got terribly frustrated – they’re just hard enough that finally getting the power you need to take down an E.M.M.I. is extremely satisfying.

The rest of the game is pretty classic Metroid, but the journey to regain all your lost powers, explore the varied worlds of Dread and take out truly epic boss monsters doesn’t feel like a retread at all. Instead, it reminded me of why Metroid is one of Nintendo’s most classic franchises. Metroid Dread showed Nintendo at its best of breathing new life into a series while still keeping it comfortingly familiar. — Nate Ingraham, Deputy Editor

New Pokémon Snap

Gamers have their holy grails, the titles they’ve love to see that may never get made, like Half-Life 3 and an official English translation of Mother 3. For years, the Nintendo 64's Pokémon Snap was one of those games on that list; I certainly remember people begging for a Wii or DS version back when I worked at The Pokémon Company over a decade ago. (The original got released on Wii Shop, but that’s about it.) So the announcement of New Pokémon Snap was a welcome surprise from last year, and the finished game certainly delivered.

The classic rail-shooter gameplay is back, but now with improved graphics. The Pokémon look amazing, and the ability to use motion controls really adds to the immersion. (Though I admittedly did get a bit motion sick.) I’m a fan of birdwatching, but not the best at bird photography. So New Pokémon Snap really scratched that itch, with all the fun of logging and collecting them. I loved playing this game, and not just because Todd Snap got a real glow-up. (But it certainly didn’t hurt.) — K.N.

Pikmin Bloom

Look, even I can see that Pokémon Go is the objectively better game. It just has more to do and a bigger community. But I prefer Pikmin Bloom because it just asks so little of me, and that’s perfect for my busy life. I don’t have time to be looking for Pokémon and tossing Poké Balls and going on Raids… but you know what I can do? Walk around and have cute little Pikmin plant flowers as I travel. There’s something impressive about opening the app to see all the flowers you and others have planted, and the Pikmin are just super cute. The little noises they make when they go on expeditions? Squee. — K.N.

The Vale: Shadow of the Crown

The protagonist of The Vale: Shadow of the Crown is Alex, a princess whose brother has just ascended to the throne and made her a warden of a small castle at the edge of their kingdom. On the way there, Alex survives an attack on her caravan, but she's stranded 500 miles from home and has to make her way back. What's more, Alex has been blind since birth.

The Vale attempts to replicate how Alex experiences the world in being almost entirely audio-based. Even though it's a first-person game, the only visuals to speak of, other than menus, are floating particles that offer the player some sense of the 3D environments and provide some contextual details like time of day.

Unlike many other RPGs, which usually offer a map that's spilling over with places to go and things to do, everything the player does is based on what they hear. The Vale uses spatial audio (headphones are essential for this one) to help players navigate the space, find other characters to interact with and receive guidance from Alex's companion. The sound design and voice acting are terrific. I rarely felt unsure about where I was or what was happening, unless that’s intended by the developer. It's important to listen carefully during combat too, as you'll aim your shield and weapon in one of three directions, depending on where you think an attacker is.

For a game that puts such an emphasis on accessibility for blind and vision-impaired players, it's disappointing that there are no subtitles or control remapping options for others. That said, developer Falling Squirrel has crafted a deeply immersive adventure you can explore with your eyes closed. The Vale: Shadow of the Crown is a remarkable, memorable experience which underscores that games can and should be for everyone. — K.H.

Bonus round

Animal Crossing: New Horizons

Look, I know I talk aboutAnimal Crossing: New Horizons a lot. But when Nintendo announced the 2.0 update a few months ago I pretty much started to hyperventilate and I’ve been lightheaded ever since. Lots of long-requested features finally dropped, most notably the addition of a café, but also plenty of quality of life improvements. It’s almost like a whole new game in some ways, reinvigorating this nearly two-year-old title to the point where I’m playing daily again and I haven’t even tried all the new features. Just when I thought I was out… — K.N.

Control Ultimate Edition

I’m glad I waited for the PS5 version of Control. The wonderfully strange world is made even better by the console's capabilities. Whether it’s running in 4K with ray-tracing on or at 60fps, this is a beautiful game. The DualSense offers a satisfying click when the Service Weapon shape-shifts into another type of gun and the haptic feedback from each firing mode feels different. The 3D audio adds to the atmosphere, while the zippy fast traveling is very welcome.

Add in the DLC, and Control Ultimate Edition feels like the ideal way to explore The Oldest House. I'm already counting down the days until the next game in the series. — K.H.

Disco Elysium

This one could technically be in the 2021 category for two reasons. First, it’s timeless, and second, the Final Cut version of the game came out this year, adding full voice acting, new quests and general gameplay improvements to an already highly acclaimed title. It really doesn’t matter which category it goes in, though, as long as you do yourself a favor and play it.

Disco Elysium is a mature, densely detailed role-playing game with an incredible dialogue system, and a brilliant sense of player choice and expression. It stars an amnesiac, alcoholic detective and it’s set in a grimy open world filled with fascinating characters. This is a game that will make you think, laugh and recoil in horror time and time again — and oftentimes all at once. — J.C.

Hitting the Books: How the interplay of science and technology brought about iPhones

Scientific research and technological advancement have gone hand-in-hand since the invention of the wheel. Without research, we lack the knowledge base to advance the state of technology and, without technological advancement we lack the functional base for further scientific exploration. In their new book, The Genesis of Technoscientific Revolutions, Harvard University Professor of Technology and Public Policy, Venkatesh Narayanamurti, and Sandia National Laboratories Senior Scientist, Jeffrey Y. Tsao, explore the symbiotic relationship between these two concepts and how their interaction might be modulated to better serve the rapidly accelerating pace of 21st century technoscientific discovery.

Harvard University Press

Excerpted from THE GENESIS OF TECHNOSCIENTIFIC REVOLUTIONS: RETHINKING THE NATURE AND NURTURE OF RESEARCH by VENKATESH NARAYANAMURTI AND JEFFREY Y. TSAO, published by Harvard University Press. Copyright © 2021 by the President and Fellows of Harvard College. Used by permission. All rights reserved.


The Network Is Hierarchical: The Nesting of Questions and Answers

The way in which scientific and technological knowledge are hierarchical stems from the nesting discussed in the last chapter, both of scientific facts and explanations and of technological functions and the forms that fulfill them.

Harvard University Press

In science, at the top of the hierarchy are facts — raw patterns in observed phenomena. These patterns can be thought of as questions: Why does a particular pattern occur? Why when one releases a ball does the ball fall and fall faster the farther it has fallen? Explanations of those raw patterns come a level below in the hierarchy, and can be thought of as answers to those questions: Galileo’s sixteenth-century explanation of the observed distance-versus-time pattern was that the velocities of falling balls increase linearly with time. But this answer, or explanation, becomes itself another question: Why do the velocities of falling balls increase linearly with time? This question begs a deeper explanation, a deeper answer: Newton’s explanation was that gravity is a force, that uniform forces cause uniform acceleration, and that uniform acceleration causes linear increases in velocity. Scientific understanding is always incomplete, of course, so there is always a point at which we have no deeper explanation. This in no way detracts from the power of the explanations that do exist: science seeks proximate whys but does not insist on ultimate whys. The general theory of relativity explains Newton’s laws of gravity, even if its own origin is yet to be explained.

In technology, at the top of the hierarchy are human-desired functions. These functions present problems that are solved by forms below them in the hierarchy. Forms fulfill functions, but those forms present new problems that must be solved at successively deeper levels. Shifting from the problem-solution nomenclature to the equivalent question-answer nomenclature, we can say that the iPhone represented a technological question: How do we create an Internet-capable cellular phone with a software-programmable interactive display? A partial answer came in the form of multi touch capacitive surfaces, opening up a significant design space for user interaction when multiple fingers are used simultaneously. But the opaqueness of existing multitouch surfaces itself became a question: How do we make multi touch surfaces transparent so that the display is visible? The multi touch transparent surface display provided an answer.

In other words, science and technology are both organized into hierarchies of question-and-answer pairs, with any question or answer having two “faces.” One face, pointing downward in the hierarchy, represents a question to an answer just below it in the hierarchy. The other face, pointing upward in the hierarchy, represents an answer to a question just above it in the hierarchy. We emphasize that our depiction of questions as “above” answers and answers as “below” questions is arbitrary — it does not signify relative importance or value but is simply intended to be consistent with common usage. In science, an explanation is deeper and more “foundational” than the fact it explains, especially if it generalizes to explanations of many other facts. Special relativity is, in that sense, deeper than the constancy of c because it answers the question of why c is constant; it also answers the question of how much energy is released during nuclear fission and fusion. In technology, forms are deeper and more “foundational” than the functions they fulfill, especially if they have been adapted to fulfill many other functions. The multi touch transparent surface display is more foundational than the iPhone because it not only helps answer the question of how to create the iPhone, but also helps answer the question of how to create human-interactive displays in general. Rubber is more foundational than a bicycle tire because it not only helps answer the question of how to create a bicycle tire, but also helps answer the question of how to create a myriad of other kinds of tires.

The Network Is Modular: Facilitating Exploitation and Exploration

Closely related scientific questions and answers are organized into what we might call scientific domains, which we will refer to as scientific knowledge modules. Closely interacting technological problems and solutions are organized into engineered components, which we will refer to as technological knowledge modules.

Harvard University Press

Closely related scientific questions are often answerable within a scientific knowledge domain, or scientific knowledge module, drawing on multiple subdomains nested within the larger domain. A question related to some electron transport phenomenon in a particular semiconductor structure lies in the broad domain of semiconductor science but the answer might require an integrated understanding of both the subdomain of electron transport physics as well as the subdomain of the materials science of the synthesized structure. The subquestion associated with electron transport physics might require an integrated understanding of the subdomain of electrons in various kinds of structures (bulk materials, heterojunctions, nanostructures, coupled nanostructures) and of the sub-subdomains of interactions of electrons with phonons in those structures. The subquestion associated with the materials science of the synthesized structure might require an understanding of the sub-subdomains of substrates and epitaxy, thin films, or post materials synthesis fabrication. In other words, we can think of scientific knowledge domains as a modular hierarchy, and think of its subdomains as submodules and sub-submodules.

Closely related technological problems, likewise, are often solved by key technological components, or technological knowledge modules, perhaps integrating multiple subcomponents nested within the larger components. An iPhone is a component itself composed of many subcomponents, and each subcomponent is similarly subdivided. We can think of the “problem” of the iPhone as a component that is “solved” by its subcomponents — an enclosure, a display, a printed circuit board, a camera, and input / output ports. We can think of the “problem” of a printed circuit board as a subcomponent that is “solved” by sub-components that include low-power integrated circuit chips. Conversely, an iPhone is also a component that is itself nested in a hierarchy of use functions. An iPhone might be used as a solution to the problem of “running” a text-messaging app; a text-messaging app might be used as a solution to the problem of sending a mass text message to a friend group; the mass text message might be used as a solution to the problem of organizing the friend group into a protest in Times Square; and the protest in Times Square might be part of a solution to the problem of organizing a wider social movement for some human-desired social cause.

One might ask: Why is scientific and technological knowledge modular? They are modular because they are complex adaptive systems — systems sustained by and adapted to their environment by complex internal changes — and virtually all complex adaptive systems are modular (Simon, 1962). Complex adaptive systems both exploit their environments and explore their environments to improve that exploitation. Modularity enables efficiency, both in the exploitation of existing knowledge about the environment and exploration of that environment to create new knowledge.

The Evercade VS captures the spirit of retro gaming

Between 2016 and 2019, retro gaming had a moment. I mean anothermoment. A very specific one where gaming’s greatest all released “mini” versions of their most iconic consoles. NES? Yep. SNES? Sure. Genesis? You bet and, of course, Sony, SNK, Konami and even Commodore (sorta) got in on the trend too.

Then there was Evercade in 2020 — a refreshingly different take on the new-but-old console idea. Instead of a “mini” version of vintage hardware, it was a new handheld that took cartridges. Each cartridge contained a collection of classic games from different developers. I enjoyed it when I reviewed it.

The idea of potentially unlimited games through actual cartridges was both clever and brave (retro gamers aren’t so known for paying for titles, especially the lesser-known “gems” that Evercade was able to license). Either way, the idea must have caught on as the company soon revealed plans for a more traditional home console version. It’s finally here and it brings a few interesting perks over its handheld sibling.

The Evercade VS (as the $99 system is called) shares the same cartridge format as the handheld, so you won’t need to re-buy anything. In fact, you can play on one, save your game and pick it up on the other (just like you’d hope, to be fair). It’s worth mentioning that two titles (both Namco collections) are only compatible with the handheld due to licensing issues.

James Trew / Engadget

There are other perks to the home-based console, too. Most notably support for multiplayer (up to four players where games support it), WiFi for over-the-air updates and a jazzy new interface. Oh, and the VS can hold two cartridges at a time, meaning you can be working on one game and leave it there while you play another, or simply just have more games to choose from on your home screen at any one time — handy given that every single cartridge Evercade offers is a multicart. The carts are even hot-swappable so you don’t need to restart the system, just slot a new one right in and away you go.

As is tradition with this new wave of retro home consoles, the VS is small and light. So light, you’ll definitely want to make sure your HDMI cable has some slack in it, else it’ll lift the VS off the ground or pull it back behind your TV. The good news is that almost any USB port will power it. My not-very-good seven year-old LG TV can easily power the VS through its USB ports meaning I don’t have to occupy another outlet.

The VS looks like a direct relative of the original Evercade with the same vintage white and red decals with a dash of gray here and there for buttons. One nice little touch is the NES-style “flap” that covers the cartridge slots. This does mean you don’t get the old-school vibes of having a cartridge poking out the top, but at least your games are safely hidden from the elements. But homages to old consoles like that seem to matter to fans of the classics. It weirdly matters a lot. Even if that’s the laborious ritual of having to get off the couch to change the games or power it down. Nostalgia isn’t always about the good things.

Fire the VS up and you’ll be presented with a Netflix-like menu of all the titles on whatever cartridges are inserted. The handheld, with its limited screen size, had you flip through each title one by one. Here, they’re laid out in rows with full cover art. Click through and you’ll be presented a little more info about the game and its controls along with the option to play it (naturally) or pick up where you left off with your most recent save.

Blaze

Evercade has tried to strike a balance between modern features and retro authenticity. Save states are one modern concession but most other things — such as cheat codes or in-game recording — are absent. The same goes for the visual look and feel. Under the settings menu, you have three display options: Original Ratio, Pixel Perfect and Full Screen. It’s always nice to have options as modern TVs are very different to what you might have plugged the original hardware into.

You can, of course, add scanlines (if you must). There are also some options for different themes and backgrounds etc. But all-told the menu is simple and clear and all the better for it.

When the handheld launched, the library of cartridges and games was decent but modest. There were collections from mainstays like Atari, Namco and Interplay. These held some classics like Pac-Man, Earthworm Jim and Crystal Castles. Then there were bundles from newer developers that have scooped up various IPs over the years. These tend to hold more “hidden gems” like Piko’s Dragon View (a solid RPG first published by Kemco). In fact the VS comes bundled with two of these collections to get you going (one from Data East and one from Technos).

Along with these well-known and lesser-known golden oldies are some collections of new 8- and 16-bit games. The net result is that the Evercade had the foundations to become something of an all-inclusive retro experience with new and old titles side-by-side. Now, with the Evercade VS, the company has added a new line of arcade-first collections denoted by their purple (rather than red) packaging. Here you’ll find button-mashers like Double Dragon 2 and Bad Dudes vs DragonNinja to further round out the library.

James Trew / Engadget

One intriguing option in the menu is “Secret.” Here you’ll be asked to enter a code. What the code/s is/are is, well, a secret, but one can presume it unlocks some extra games or content. Along the same theme, there are hidden games on the console itself a-la Snail Maze on the Sega Master System.

And… there are more things to unlock, too. Evercade has hinted that certain cartridge combinations, when inserted together, will unlock hidden titles. I was able to find two such secret games with the cartridges I have here, and there are definitely more. I won’t spoil things by saying exactly how you find them, but the UI will let you know. It’s subtle though.

Each cartridge says how many games are in the collection on the front, so if both have 10, the UI might say 21. Then you might have to check the back of the box to find which game that’s now in your list isn’t officially mentioned on either cartridge’s box. Thanks to the VS’s WiFi connection, this is theoretically something that can be expanded over time, too. A nice, fun touch nonetheless — especially for collectors.

James Trew / Engadget

One minor nitpick might be the controller: Your mileage may vary due to different physiology, but it isn’t my favorite. The general design is fine and comfortable, but it doesn’t feel quite as ergonomic as the handheld or other controllers to me. Also the in-game menu button doubles as the pause button, which can be a little confusing if, like me, you find yourself reaching for Start.

On the plus side, there are now four shoulder buttons instead of the handheld’s two and the cables are plenty long enough to reach across most living rooms. You can, of course, use the handheld as an extra controller, but it needs a specific cable — I tried the USB cable that came in the box and, no dice. That cable is about $10, while an additional controller is about $20, so it’s worth weighing up the benefit before deciding which way to go. The VS also supports basically any standard USB controller, so if you have one laying around that you like, you can use that at the expense of retro authenticity.

All in all, the Evercade VS is a pleasant surprise. The cartridge-based model will always be appealing to some and a deterrent to others. But for those that love rarities and a good dollop of nostalgia, the Evercade ecosystem is shaping up to be more than just a gimmick. With the recent wave of new indie games also making it to the platform it could find itself being a vibrant platform for new games, too. One where indie developers can not only enjoy seeing their games have a physical release, but find new audiences, and that’s never a bad thing.

What even is the metaverse?

For most of this year, Facebook has been talking about its plans for the metaverse, pledging to lose a lot of money in order to bolster its ambitions in the space. Yesterday, the company announced that it would rebrand its corporate identity to “Meta” in order to double down on this commitment. (And, you know, the other reason.) The metaverse, as Meta describes it, “is a new phase of interconnected virtual experiences using technologies like virtual and augmented reality.” Given the number of companies who are now starting to talk about the metaverse in very real terms, we have to answer one, very obvious question: What the Hell is a metaverse?

Everything that follows is, to a certain extent, meant to be read with the right number of ahs, ahems, polite coughs and other caveats. After all, a number of companies have started using the term in order to bask in the reflected glory thrown out by the metaverse hype train. Much like “Web 2.0,” “The metaverse” has a loosey-goosey definition that is being used to define whatever is coming next for the internet. A virtual world that mirrors our own? Metaverse. A way to buy and sell NFTs of Elon Musk dressed as a dog? Metaverse. A new way of creating commerce and communications? Metaverse. It’s likely that when we look back at the metaverse a decade or two from now, should it actually happen, it’ll look vastly different to what its boosters predict.

In his Founders Letter, CEO Mark Zuckerberg describes the metaverse as “an embodied internet where you’re in the experience, not just looking at it.” He goes on to talk about how “in this future, you will be able to teleport instantly as a hologram to be at the office without a commute, at a concert with friends, or in your parents’ living room to catch up.” And then cites the benefits of that, including a reduced carbon footprint and less time stuck in traffic.

The easiest and most obvious point of comparison is the metaverse as represented in pop culture. Neal Stephenson’s Snow Crash (where the term originates), Ernest Cline’s Ready Player One and the Wachowskis’ The Matrix are all examples of this virtual, digital-world-that-actually-mirrors-our-own. Those with (long) internet memories will recall projects like Second Life, which promised to do this sort of thing 18 years ago. And some folks have suggested that Roblox and Fortnite, which are both games and virtual spaces where stuff other than games takes place, are forms of metaverse.

Meta’s interest is clear as a way of building out its work in the virtual space through its acquisition of Oculus. Sir Nick Clegg, who after his political defenestration and inexplicable Knighting became Facebook’s vice president of Global Affairs and Communications in 2018, wrote that the metaverse is designed to create a “greater sense of ‘virtual presence.’” The Guardian reported that Clegg claims to use Meta’s virtual presence service, Horizon Workrooms, to take his “Monday morning meetings in the metaverse with a virtual table and whiteboard.” You may be thinking, then, that the metaverse will be little more than Zoom but with a requirement to spend more to own some pricey VR gear.

Alexandru Voica, Meta’s Technology Communications Manager in Europe, says that a better way to understand the metaverse is as “the next evolution of the internet.” He used the video call we were on as an example of something that the metaverse could hopefully improve. “We’re meeting in this 2D video call, and it’s great compared to a phone call but it’s not as good as if we were sitting together [in the real world],” he said, “The idea is, how can you take this interaction and get it as close to you and I being together [in a public space].” He added that the metaverse wasn’t envisioned as supplanting real-world connections, but to make virtual experiences more lifelike.

Voica added that these virtual engagements will feel a lot more real with the use of technologies like VR, AR and spatial audio. When you have a series of boxes on a Zoom screen, for instance, it’s harder for your brain to process all of that information at once. In the virtual world, with people’s audio directed toward you from wherever their avatar is sitting, it’s easier for you to engage.

Some of this feeds back to Mark Zuckerberg’s ‘Next Decade’ manifesto from the start of 2020, where improvements in AR and VR technology will better empower remote work. Obviously that was before COVID-19 made remote work a necessity for millions of people, and before it became one of the defining culture-war non-issues this year.

Another common frame of reference is Matthew Ball’s essay on what a metaverse is from January 2020. At the time, he said that any metaverse would be a persistent and synchronous virtual environment with its own economy. Ball added that the metaverse would enable “would-be laborers” to “participate in the ‘high value’ economy via virtual labor.” He cited the practice of Gold Farming — where players of a large MMO in a low-wage country works for hours to earn large amounts of virtual currency (or goods) which they then sell on to other players for real-world cash — as a current example of this “virtual labor.”

Kevin Dietsch via Getty Images

Ball went on to say that the metaverse would also offer “unprecedented interoperability of data.” A user would be able to move objects freely between worlds, like being able to take a skin for a gun in Counter-Strike and carry it over to Fortnite. To be honest, the idea that games publishers would agree to the free-sharing of their intellectual property, with all the lost profits that would entail, is the most unbelievable idea in the document.

But even Epic Games’ CEO Tim Sweeney is open to the idea of some cross-communication in some form or another. This July, Sweeney told The New York Times that said a “tunnel” could exist between, in this example, the virtual worlds of Roblox and Fortnite. What’s not clear, however, is what a user could take from one end of that tunnel to the other beyond their own, custom-designed avatar.

Voica says that this cross-sharing of IP will be vital to ensuring the success of the metaverse. He used the example of a user buying a designer jacket, as a digital item which could be worn by their avatar as they went about their day. That item doesn’t have any value if you’re only able to wear it in the specific designer’s own virtual world. “It would be like buying a Manchester United shirt and only being able to wear it inside Manchester United’s stadium,” he said. And he believes that consumers wouldn’t buy into a system with such a limitation, saying that “people don’t want to be locked in.”

There’s also a line of thinking that a metaverse will actually describe the unification of the digital and real worlds. AR glasses that overlay a rich data set onto the street as you go about your day, outsourcing tasks from your own brain. That will, naturally, require smart glasses with transparent displays capable of actually reproducing this data in a useful manner. Not to mention a quantum leap in computer vision, data processing and battery life to make it viable for whole-day use. This, of course, will also require a dramatic shift in how we view privacy in public and private spaces a decade on from the privacy objections raised when Google Glass was briefly en vogue.

This September, The Washington Post interviewed Sima Sistani, the co-founder of Houseparty who now works for Epic Games. They said that the metaverse would be the thing that replaces Social Media to suck away all of our free time. Sistani believes that, unlike now, where people simply create images and post status updates, the next generation will enjoy collaborative experiences with one another. And that the next generation of content creators will create fresh experiences for the rest of us to enjoy, once we’ve paid for them.

One of the things that is kinda/sorta clear, at least from the metaverse’s boosters, is that the platform won’t be owned by a single person or company. Instead, it will — hopefully — operate much like the internet does now, with multiple providers offering infrastructure to build a cohesive whole. Or at least, that’s the theory, and there’s the additional hope that decentralized technologies will help reduce the potential for a single arbiter to rule over this new frontier.

Projects like Decentraland, its own virtual environment, are already working on this principle, with its economy running on Ethereum’s blockchain. As The New York Times reported earlier this year, Decentraland’s market has already seen real-world brokers buying up parcels of virtual real estate. And there are already art shows and casinos in operation inside Decentraland, all of which can be tied to some form of digital commerce. This is sadly at-odds with the potential for a post-scarcity digital utopia that a metaverse could theoretically foster.

Snap CEO Evan Spiegel speaks with WSJ’s @JoannaStern at #WSJTechLivehttps://t.co/n88FkIT5Bx

— The Wall Street Journal (@WSJ) October 19, 2021

NARRATOR

He was. https://t.co/U4XnXCmeeG

— jack⚡️ (@jack) October 20, 2021

Pop-culture descriptions of metaverses commonly present them less as a social good and more as a symptom of impending collapse. Even the reference onanism that is Ready Player One shows a world that has slid into economic, social and environmental decline. When asked about the metaverse, Snapchat CEO Evan Spiegel cited Snow Crash’s “virtual world created by an evil monopolist.” Not long after, Twitter CEO Jack Dorsey agreed that Neal Stephenson’s novel was intended as a warning, rather than a guide. [An aside, in Snow Crash, poor users accessing the metaverse through a public terminal are rendered in monochrome, and are derided by the wider society as a consequence — something that was replicated in the real-world by Fortnite players who bullied “Default” players who didn’t buy custom skins for their avatars.]

Now, Meta believes enough in the metaverse that it’s hoisted its flag, and fortune, to the idea for the next few years. And it’s hard to think that, however convenient, its metaversal ambitions are a smokescreen for the very real issues the platform is currently facing. Titles like Roblox and Fortnite provide a vague sense of how a persistent, universal online world could hold the attention of users for thousands of hours, but those are for now curated experiences. And projects like Decentraland offer a hint as to how a virtual economy would function, but nothing yet gives us a cohesive grand narrative of the metaverse which can show us where it’s going. In many ways, companies like Meta are trying to put together this jigsaw without much of an idea of what it’s going to look like when it’s finished.

Facebook will invest $150 million in VR learning experiences

Virtual reality can be a powerful teaching tool, but it's only as good as the content available for the medium. Facebook is looking to grow the availability of content for VR learning as part of its efforts to shift its focus on the metaverse, and it has created a US$150 million fund to achieve that goal. The social network has announced that it's spending that much to reach its VR learning goals over the next three years at its Connect 2021 event. 

Since Facebook is hoping to build a robust ecosystem for learning in the metaverse, it plans to do more than just create immersive educational experiences. Part of the money will go towards training augmented reality and virtual reality creators, so they can make their own experiences. Facebook is working with Unity to teach people the skills necessary to create educational VR content — mainly, it's using Unity's "Create with VR for Educators" tool with Quest 2 devices to teach nonprofits and educational institutions. In addition, it's working with several educational institutions, including historically Black colleges and universities, as well as non-profits to create immersive experiences for them.

Finally, Facebook says it's taking steps towards increasing people's access to educational VR materials. After all, all that work will go to waste if nobody ends up using them to learn new things.

Mark Rabkin, VP of Oculus, said in a statement:

"VR isn’t all fun and games. If you’ve ever traveled the world with Wander, explored Japan with Tokyo Origami, or admired the heavens in Titans of Space PLUS, then you know that VR can be a powerful tool for education as well...A lot of work exists between where we’re at now and where we see the metaverse in the future. We’re excited, and we hope you’ll come with us on the journey."

Snapchat's newest in-app tool encourages young people to run for office

Snap is introducing a new tool to help more young Americans get involved in politics. Dubbed “Run for Office,” the Mini adds a curated database of more than 75,000 local and state elected positions Snapchat users can browse directly through the app.

Before you see a list of opportunities, the tool will ask you to share some of the issues you’re passionate about in your daily life. Those can include things like the environment, the economy, education and more. Additionally, Snapchat users can also use the tool to nominate their friends.

The company built Run for Office with help from New American Leaders and nine other candidate recruitment organizations. Once someone indicates they’re interested in pursuing an opportunity, the Mini will connect them with those groups to provide them with candidate training.

“Running for office shouldn’t be just for those who are white and wealthy. If we want a democracy that works for and represents all of us, then we need leaders who reflect our increasingly diverse, multicultural communities” said Ghida Dagher, president of New American Leaders. 

By Snap’s estimation, it’s ideally positioned to help get more young people involved in politics since it reaches approximately 90 percent of 13 to 24-year-olds in the US. This isn’t the company’s first foray into politics. Ahead of the 2018 midterms and 2020 presidential election, the company added voting resources to help drive higher voter turnout in those contests.

Tesla sales continue to surge in the face of chip shortages

In the third quarter of 2021 Tesla sold 241,300 cars. That's 102,000 more than the same time period last year. Sure, that's only slightly more than half of the 446,997 cars that GM sold in the last three months. But, that number represents a steep 33-percent decline year-over-year for GM. And (if my math is correct) would mean that it sold more cars than Subaru globally over the last three months.

That Tesla has surged while other automakers are struggling isn't a huge surprise once you start digging into the details, though. While other manufacturers have felt the brunt of the global chip shortage Tesla has begun sourcing different silicon, according to The Verge, and rewriting its software to work with those new components. 

Additionally the company only recently began selling its popular Model Y in Europe and it's still relatively new to the Chinese market as well, giving it plenty of room for growth.

Of course, things aren't all rosy for Tesla. The company is still facing investigation by the National Transportation Safety Board here in the US. And it's only a couple of month removed from a massive recall of nearly 300,000 vehicles in China. Not to mention both its Roadster, Cybertruck and electric semi-truck are facing prolonged delays. 

Snapchat's new lenses and stickers can teach you basic sign language

Snapchat is rolling out new augmented reality lenses and stickers that can give you cursory lessons on sign language. The company has developed the new features as part of its efforts for the Weak of the Deaf with guidance from its Deaf and Hard-of-Hearing team members. Its new AR Lenses use AI and computer vision technology by SignAll, which can recognize and translate American Sign Language. 

One of the lenses will teach you how to fingerspell, in which you form individual letters with your fingers to spell a word. The other new lenses will teach you how to fingerspell your username, as well as some common words like "love" and "smile." You can scan the Snapcodes below to access them and then share a clip of you signing on the app.

Snap

In addition to the new lenses, Snap has also launched new general, Bitmoji and Cameos selfie stickers with common signs. The hope is that these new elements can boost awareness and help more people learn a new way to communicate. Jennica Pounds, a deaf software engineer at Snap who was a key figure in the project said:

"A big motivation for me is my own oldest son, who absolutely loves to talk, but has had a hard time learning ASL. I'm passionate about this technology because I truly believe it's going to break so many applications wide open. It's tech like this that will help families like mine communicate and grow together."

Snap