IK Multimedia has a launched a new audio interface with features designed specifically for guitar and bass players. Like the brand’s other products in the category, this model, the AXE I/O ONE, is portable and affordable: It’s currently available from the company’s online store and from authorized retailers for $130.
Users can change a guitar’s input from a tighter and sharper tone to a thicker and bolder one using AXE I/O ONE’s Z-TONE input circuit. The audio interface also comes with JFET input that enables warm, tube-like sounds. An external volume pedal gives users access to hands-free control, so they don’t have to stop playing to navigate the accompanying software. There’s also a dedicated Amp Out port, which among other things, allow users to have a hybrid setup with a real and a virtual guitar.
In addition, the AXE I/O ONE comes bundled with thousands of AmpliTube 5 SE presets and TONEX SE tone models. TONEX SE also gives users a way to convert a real rig into a plug-in, so they can have even more rigs to use within their programs. Finally, this audio interface only needs to be plugged in via USB-C and doesn’t need an external power supply. Since the AXE I/O ONE has a compact design and is compatible with the latest iPads, as well, it sounds like IK Multimedia created it for especially for people who need or prefer to record on the go.
This article originally appeared on Engadget at https://www.engadget.com/ik-multimedias-axe-io-one-is-an-affordable-audio-interface-for-guitar-and-bass-players-090631338.html?src=rss
Google is updating Maps with more detailed information about national parks in the US to make them easier to navigate and potentially prevent from getting lost. When you search for a particular park on Android or iOS, you’ll now see photos and videos of its key attractions — say the Old Faithful or the Grand Prismatic Spring at Yellowstone — taken by others who’d been there before.
Maps will now also highlight an entire trail from beginning to end when you search for it instead of just dropping a pin on its general location. You’ll even find details regarding its difficulty, along with information on whether it’s more suitable for walking, running or cycling. To make it even more informative, Google will show other people’s reviews of parks and trails, along with other useful details, such as where to find the nearest public bathroom.
Since national parks are huge and are often confusing, Google will start highlighting park entrances later this month, as well, with Maps pointing you right to the trailhead. Finally, Google will make it possible to download offline maps for parks so that you don’t have to worry about not being able to find your way if you suddenly lose access to the internet. Downloadable maps will also available later this month.
These features will initially roll out for national parks in the US, but Google plans to make Maps more useful to hikers around the world and will add more detailed information for national parks in other countries later this month. If you want to virtually explore a park first, though, you can hit up Google Street View where you can find imagery for dozens of national parks.
This article originally appeared on Engadget at https://www.engadget.com/google-maps-will-help-you-navigate-us-national-parks-061725188.html?src=rss
Looking forward to playing Endless Dungeonnext month? Unfortunately, you’ll have to wait half a year longer to play the roguelite twin-stick shooter, because Amplitude Studios and Sega have pushed back its release date to October 19th. It was previously slated for a 2022 debut, but the developer ultimately announced a May 18th, 2023 launch date for the PC (Steam and Epic), Xbox Series X/S, PlayStation 4 and PlayStation 5. In a post announcing their decision, the team said they believe it’s important to spend extra time working on the game after all the feedback they received across all their OpenDev sessions. They also promised to announce a release date for the Nintendo Switch at a later date.
In addition to fixing the bugs and issues the testers had unearthed, the developers are planning to use the extra time to improve some of the game’s key elements. They’re working to make player progression feel less random and more organic, and they’re tweaking the economy so that all three resources — namely, science, food and industry — feel important to the game. “The scarcity of resources is important so that your decision of what to invest in feels impactful,” they explained. They’re also incorporating smaller changes, such as differentiating the districts from each other more and improving certain aspects of the game’s multiplayer mode.
If you decide to wait instead of canceling your pre-order, you can get three additional free skins for Comrade, Fassie and Shroom. They’ll also be available at no additional cost for early buyers upon the game’s release for a limited time. Take note that since the Endless Dungeon‘s release has been delayed, its planned Closed Beta, which you’ll be able to access if you purchase the Last Wish Edition, will also be pushed back to September.
This article originally appeared on Engadget at https://www.engadget.com/endless-dungeon-release-has-been-pushed-back-to-october-19th-030202242.html?src=rss
Easily one of the most fascinating devices I've had the pleasure of reviewing is the Polyend Tracker. It's hard to overstate what a unique piece of hardware it is. The company followed up last year with the Play, another sample-based groovebox that took a more immediate approach to music creation. Now the company is back, yet again, taking its undeniable sampling prowess mobile with the Tracker Mini.
The Mini takes the core workflow of the original Tracker and shrinks it down to something under one pound, and just 6.7 by 5.1 inches. That's not the smallest groovebox in the world, but quite a bit smaller than something like the SP-404 MKII. It retains full compatibility with the Tracker though, so you can start a song in the studio and finish it on the go, or vice versa.
The Tracker Mini does lack the satisfying jog wheel, versatile pads and FM radio, but it does gain a microphone and a built-in battery. What's more, it actually has more memory and a faster CPU, so the Mini can hold up to eight minutes of mono samples in its pool, up from just two. Plus it supports audio over USB, stereo sampling and even comes with it's own hard case — a must have for protecting your music making gear on the go.
The 4310 mAh batter should last up to eight hours on a charge, though that will largely depend on how you're using the device, obviously. The mechanical keyboard style controls and jog wheel are replaced with gamepad style buttons. It may make navigating the interface slightly more difficult, but many of the shortcut and function keys made the transition. So creating a track shouldn't require to much menu diving or gratuitous button presses.
Most importantly, though, it has eight tracks of audio and / or MIDI, all the same sample editing tools, effects, beat slicing features, granular and wavetable synthesizers. It is easily capable of not just sketching out an idea, but building an entire song or even album. It looks likely to be one of the most powerful and interesting portable grooveboxes on the market when it starts shipping in July. You can preorder one now directly from Polyend or through retailers like Perfect Circuit for $699.
This article originally appeared on Engadget at https://www.engadget.com/the-polyend-tracker-mini-is-a-powerful-and-portable-studio-in-a-box-001656705.html?src=rss
Arkansas has become the second state to pass a law requiring social media platforms to verify the ages of their users. Governor Sarah Huckabee Sanders has signed the “Social Media Safety Act” into law, which requires companies verify the ages of users under 18 and to gain parental consent before minors create new accounts.
Utah recently passed similar measures, which also impose strict rules on how social media platforms handle the accounts of their youngest users, including an age verification requirement. The laws are part of a growing movement to enforce age verification measures and other age-based restrictions for social media companies. At least three other states are currently considering similar legislation.
The laws are also controversial. While lawmakers have for years called for more protections for teens on social media, privacy advocates and civil rights groups have opposed age verification mandates. Likewise, some child safety groups have argued that comprehensive privacy legislation would be a more effective way to protect children.
Under the Arkansas law, slated to take effect in September, companies are required to check the ages of their users via government-issued IDs like a driver’s license or “any commercially reasonable age verification method.” But, as CNNnotes, it’s not entirely clear which companies will be forced to comply with the law. The legislation includes a number of exemptions that would seem to excuse some prominent platforms.
For example, it states that platforms focused on “professional networking” and “career development” are exempt, which would seem to be a direct reference to LinkedIn. It also has exceptions for gaming-focused companies, as well as companies that allow “a user to generate short video clips of dancing, voice overs, or other acts of entertainment in which the primary purpose is not educational or informative,” which could be interpreted as excluding TikTok.
This article originally appeared on Engadget at https://www.engadget.com/arkansas-passes-social-media-law-requiring-age-verification-230716388.html?src=rss
The New York Attorney General has announced that its youth vaping lawsuit against Juul is over, ending with an agreement that distribute a $462 million settlement between six states and Washington DC. “JUUL lit a nationwide public health crisis by putting addictive products in the hands of minors and convincing them that it’s harmless," Attorney General Letitia James said in a statement. "Today they are paying the price for the harm they caused.” The settlement will be split among the states of New York, California, Colorado, Illinois, Massachusetts, New Mexico and the District of Columbia.
The 2019 lawsuit alleged that Juul engaging in deceptive marketing and illegally sold products to minors by glamorizing vaping with ads that featured "young models using fruity, sweet and minty flavors that appealed to youth." In addition to the monetary penalty, the settlement includes strict restrictions to keep Juul from marketing its products that way in the future, including a ban on showing persons under 35 years of age using its products and rules that would keep Juul product placement from appearing in movies, tv shows, video games and even virtual reality.
This is the largest multi-state settlement Juul has made yet, but it's only a small part of the total the company has paid so far. In 2022, the company agreed to pay $1.2 billion, collectively settling thousands of personal and government lawsuits.
Juul will have 8 years to pay out the $462 million settlement, and it might need it. According to a 2022 valuation based on Cigarette maker Altria's investment in the company, Juul's worth has dropped dramatically since 2018. Despite the settlement, Juul is attempting to remain optimistic. "With this settlement, we are nearing total resolution of the company's historical legal challenges and securing certainty for our future," the company told ABC News. "Since our company-wide reset in the fall of 2019, underage use of JUUL products has declined by 95% based on the National Youth Tobacco Survey."
This article originally appeared on Engadget at https://www.engadget.com/juul-will-pay-462-million-to-6-states-in-underage-vaping-settlement-211701541.html?src=rss
There are many things I think of when I hear the name "Max." There's Max Headroom, the '80s AI icon that's been on my mind a lot lately. Mad Max! Max Payne! Every friend I've ever had named Max (whose names I've always been jealous of). Even Homer Simpson's alternate persona, Max Power. But there's no universe where I associate "Max" with HBO, even though we've been living with "HBO Max" for years. "HBO" was always the dominant part of that name, whereas "Max" felt like a vestigial remnant from its sister network Cinemax.
Warner Bros.
So I'm sure that many viewers will be surprised to learn that HBO Max will be rebranded as "Max" on May 23rd. Warner Bros. CEO David Zaslav, who spearheaded the $43 billion merger between WB and his previous company Discovery, announced the new service during a media event this morning. It's been a year since Zaslav finalized that merger and announced his intentions to combine each network's content. And, given the increasingly volatile world of streaming media, he likely had to move quickly. But the rebranding seems like a missed opportunity to align the new service with something people already know and love.
Now, to be clear, Zaslav's desire to build something new makes sense. HBO Max's May 2020 launch was notoriously rocky, so much so that it led to a round of executive firings. HBO Max was a blatant attempt to catch up with Disney+, which hit 10 million subscribers just a day after its debut. But it couldn't compete with Disney's seemingly limitless library of content. A month after HBO Max arrived, AT&T (TimeWarner's owner at the time) said the service only had 4.1 million active users. The company tried to make it seem more popular by saying it had 23.6 million "wholesale" subscribers, but those were mostly existing HBO customers who had never touched the HBO Max app.
As a relatively new Warner Bros. leader, Zaslav likely wanted to make a mark with a service of his very own. (Media executives just can't help themselves, remember Jeffrey Katzenberg's Quibi?) So long HBO Max, hello something that combines HBO's prestigious content with Discovery's vast library of unscripted reality shows. During today's media event, Warner Bros. executives stressed that the company wanted to highlight HBO's world-renowned branding — "HBO is not TV, HBO is HBO!" someone proclaimed boldly. But they also hinted that the company didn't want to stuff too much into "HBO" as a concept.
I also bet that Zaslav and crew talked to plenty of advisors and focus groups who made it clear that HBO would never be considered as family-friendly as Disney. A cautious parent may not want to subscribe to an HBO service, even if it was the only way to watch a new Discovery series for kids. As one WB executive pointed out, the company used to see double-digit shares of kids programming across their many networks, but that's "virtually disappeared" in the streaming era.
With the Max refresh, Warner Bros. is trying to fix many of HBO Max's underlying problems. The company says it's aiming to increase engagement (having a ton of new content helps!), enhance retention, strengthen performance and optimize monetization. A carousel of personalized recommendations should help to surface content users may ignore, and WB says Max will also be able to alert people if their subscription payments fail. These are basic features for any modern subscription service, so it's shocking to learn that HBO Max couldn't manage them on its own.
Of course, WB is also trying to "optimize monetization" by raising the subscription cost for 4K viewers. If you want to see Game of Thrones or the upcoming Flash movie in 4K, you'll need to spend $4 more for Max's "Ultimate tier." That's similar to Netflix's 4K strategy, so it's not entirely surprising, but it's still annoying.
Let me be truly cynical: It doesn't really matter what Max is called. We're awash in terribly-named streaming services, like Peacock and Paramount+. It would have been nice to see WB highlight one of its most prominent properties, but lopping off the first half of HBO Max probably makes more sense than trying to hype up another ridiculous media name (Hulu somehow made it work, but Quibi will forever sound dumb).
No matter what it's called, we'll still rush to Max to catch the latest episode of Succession or The Last of Us. In this era of streaming networks dumping mountains of content on us, it's somewhat refreshing to have premium shows airing weekly. That gives us time to truly absorb major events (like the most recent Succession shocker), and space to anticipate what comes next. Ultimately, that's HBO's superpower, and Zaslav knows it. When combined with the onslaught of cheap and addictive content from Discovery, he might be able to turn Max into a true Disney+ competitor.
This article originally appeared on Engadget at https://www.engadget.com/max-hbo-max-rebrand-analysis-194800553.html?src=rss
LED light bulbs are already supposed to be energy-efficient, but Signifiy thinks it can improve on the formula. The company has released Philips Ultra Efficient LED bulbs that, as the name implies, use 40 percent less energy than the brand's usual LED options. The "advanced" LEDs and optics reduce the yearly energy cost to between 55 cents and $1.03 per bulb, Signify claims. For context, a Philips Ultra Definition 60W bulb uses an estimated 97 cents each year.
The new lights might also be helpful if you're trying to minimize waste. Signify estimates that the Ultra Efficient line has an average lifespan of 50 years, or more than three times the usage of Philips' standard LED bulbs. There's a real chance this lighting might outlive you.
The Philips range is available now as a Walmart exclusive. It starts at $10 for a 60W-equivalent A19 bulb ($17 for two) in soft white and daylight variants. A 65W BR30 bulb costs $11, while a 100W A21 light is $15. You're paying considerably more than you would for standard LEDs — a four-pack of Philips Ultra Definition 60W bulbs costs $14. However, Signify is clearly betting that the lower energy costs and increased longevity will ultimately save you money on top of being kinder to the environment.
The catch, of course, is that these aren't smart bulbs. You'll need to live with higher energy consumption if you insist on Philips Hue and don't want to use smart plugs. If that isn't an obstacle, though, you may see your energy bills shrink if you replace enough bulbs around your home.
This article originally appeared on Engadget at https://www.engadget.com/philips-new-ultra-efficient-led-bulbs-use-40-percent-less-energy-193033312.html?src=rss
Nearly two years after Jeff Bezos said Amazon would spend $300 million to improve workplace safety, a coalition of labor unions claims the company was responsible for 53 percent of all serious warehouse injuries recorded in the US last year. In a report released on Wednesday (PDF link), the Strategic Organizing Center (SOC) said data collected by the US Occupational Safety and Health Administration (OSHA) shows Amazon warehouse workers continue to suffer injuries more frequently than their non-Amazon counterparts. It also claims those injuries were often more severe.
In 2022, Amazon reported a total of 38,609 recordable injuries. Per the SOC, those are incidents that require a worker to either take time off from their regular job or seek medical treatment beyond first aid. Of those injuries, 95 percent were those the organization considers serious either because Amazon had to temporarily reassign the worker to a less strenuous role or give them time off to recover.
After crunching the data, the SOC found Amazon’s total injury rate in 2022 was 6.9 injuries per 100 workers. Comparatively, that’s a better rate than the 7.9 injuries per 100 workers the company recorded last year, and the staggering nine injuries per 100 workers the SOC says Amazon managed in 2019, but the organization contends the data shows Amazon “failed to make meaningful progress on worker safety.” Specifically, the SOC points to the rate at which Amazon workers suffered “serious” injuries. At 6.6 per 100 workers, the organization says Amazon’s 2022 serious injury rate is 12 percent higher than the one the company recorded in 2020 and more than double the rate seen at non-Amazon warehouses last year.
Put another way, the SOC claims more than half of all serious US warehouse injuries in 2022 occured at Amazon, despite the company only employing 36 percent of all US warehouse workers last year. “For a corporation that prides itself on moving quickly and decisively informed by sophisticated data analysis, Amazon’s ongoing failure to provide safe working conditions raises major questions about whether the company’s management is serious about becoming ‘earth’s safest place to work,’ or whether it continues to put profits before the safety of the very people responsible for its success,” the report states.
Amazon disputes the Strategic Organizing Center’s interpretation of the data it shared with the Occupational Safety and Health Administration. Specifically, it takes issue with SOC’s use of “serious injury rate,” noting it’s not an official OSHA metric. The agency does track when a workplace injury requires a worker to either change roles or take time off. However, Amazon contends that metric – known as DART or “days away, restricted, or transferred rates” – is not shorthand for a serious injury. It claims DART metrics often incorporate “relatively minor” injuries. Instead, the company says critics should look at its recordable injuries and how long workers have taken off to recover from workplace incidents. When you look at those numbers, Amazon says the data shows it has made significant progress in recent years.
“The safety and health of our employees is, and always will be, our top priority, and any claim otherwise is inaccurate. It’s unsurprising that a self-interested group like this would work to twist the facts to paint an inaccurate picture. While we know we have more work to do, the truth is clearly outlined in our safety report and we encourage anyone to both tour our facilities and read our safety report,” Amazon spokesperson Kelly Natel told Engadget. “That report shows that since 2019, the recordable injury rate across our network has dropped more than 23 percent and the lost time injury rate has dropped more than 53 percent. We’re proud the progress made by our team and we’ll continue working hard together to keep getting better every day.”
This article originally appeared on Engadget at https://www.engadget.com/amazon-was-responsible-for-more-than-half-of-all-serious-us-warehouse-injuries-last-year-report-finds-191753314.html?src=rss
At the end of March, the Italian Data Protection Authority (the "Garante"), announced that OpenAI's fancy new ChatGPT software would imminently be blocked from use within the European nation over concerns that ChatGPT's training and function violate the EU's General Data Protection Regulation (GDPR). On Wednesday, the Garante published a list of necessary steps OpenAI will have to take by the end of April if Italy is to lift its temporary limitation on the processing of its user data.
"OpenAI will have to draft and make available, on its website, an information notice describing the arrangements and logic of the data processing required for the operation of ChatGPT along with the rights afforded to data subjects," the Garante announced. Additionally, Italian users must be shown said notice and will have to declare that they are over the age of 18 prior to the completion of their registrations. What's more, the company will be required to age gate the site to filter out users under the age of 18 by the end of September.
The Garante is also demanding that the company enact "easily accessible tools to allow non-users to exercise their right to object to the processing of their personal data," per Wednesday's release. "The same right will have to be afforded to users if legitimate interest is chosen as the legal basis for processing their data."
Finally, OpenAI must by May, 31st run "through radio, TV, newspapers and the Internet" an ad campaign informing the public about their data collection methods and how Italians' personal information will be used to train the company's algorithms. In all, OpenAI has just 18 days to get all of its regulatory ducks in a row before the regulator implements additional penalties.
This article originally appeared on Engadget at https://www.engadget.com/the-italian-data-protection-agency-gives-openai-a-chance-to-avoid-being-banned-185638918.html?src=rss