Posts with «sports & recreation» label

The Beats Fit Pro are on sale for $160, including some newer colors

If you've wants Beats' most value-packed wireless earbuds but wanted them in a more vibrant color, now's the time to buy them. Amazon is selling the Beats Fit Pro in its latest colors (Coral Pink, Tidal Blue and Volt Yellow) for $160, or $40 off. All but the Kim Kardashian variants are discounted if you'd rather have a relatively safe hue like black or sage gray.

The Beats Fit Pro are our favorite workout earbuds for a good reason: the feature set is practically tailor-made for exercise. They have a secure but comfortable fit, and their balanced yet strong bass is well-suited to a thumping dance or rap track. Good active noise cancellation and a six-hour battery life also make these buds useful well beyond the gym.

There are some considerations before you leap on these buds. While the Beats Fit Pro are generally more Android-friendly than AirPods, they're unsurprisingly optimized for Apple devices. The absence of wireless charging may also be a setback if you'd rather not plug in. At this price, though, they're a better bargain than the AirPods Pro — you're getting solid sound quality and most of the convenience for considerably less.

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This article originally appeared on Engadget at https://www.engadget.com/the-beats-fit-pro-are-on-sale-for-160-including-some-newer-colors-140037665.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

Humanity's historical fascination with wearable wheels

Bipedal locomotion is the worst. You take a step forward and you end up standing there, legs akimbo, until you repeat the process with your other foot. And then do it again, and again, and again — back and forth, left and right, like a putz, until you reach your destination: hopefully, somewhere to sit.

Even worse, walking requires real physical effort. For our distant ancestors migrating into colder climates, slogging through mud and snow and across ice, on foot, quickly ate into their already tight caloric budgets, limiting the distances they could hunt and travel. Sure, the advent of wheels in the fourth millennia BC drastically improved our transportation options but it would be nearly another 6,000 years before we’d think to strap them to our feet.

A 2007 study by a team out of Oxford University and published in Biological Journal of the Linnean Society of London suggests that the practice of ice skating potentially emerged in Finland based on evidence from a set of bone “skates” dated to around 1800 BC. The team argued that the region’s large number of interconnected waterways, which froze over every winter, was the only place in the ancient world cold enough and flat enough to make strapping horse shins to the bottoms of our feet make caloric sense. In fact, the research team found that these skates — even if they were only a quarter as efficient and quick as modern models — offered a ten percent energy savings versus traveling the same route by foot, which added an extra 20 km total distance to travel each day.

“Ice skates were probably the first human powered locomotion tools to take the maximum advantage from the biomechanical properties of the muscular system: even when traveling at relatively high speeds,” the team argued. “The skating movement pattern required muscles to shorten slowly so that they could also develop a considerable amount of force.”

The practice also appears in western China. In March, archaeologists discovered 3,500-year-old skates made from oxen and horse bone in the country's Xinjiang Uyghur Autonomous Region. The dig team, led by archaeologist Ruan Qiurong of the Xinjiang Institute of Cultural Relics and Archeology, argued that their skates bear striking similarities to those found previously in Europe, suggesting a potential knowledge exchange between the two Bronze Age civilizations.

It wouldn’t be until the mid-1700s that the wheeled variety made their first appearance. Those early bespoke prototypes served in London stage shows as props to simulate ice skating winter scenes, though the identity of their creators has been lost to history. 18th century Belgian clock- and instrument-maker, John Joseph "The Ingenious Mechanic" Merlin, is credited with devising the first inline roller skate, a two-wheeled contraption he dubbed “skaites” and unveiled in the 1760s.

"One of his ingenious novelties was a pair of skaites contrived to run on wheels.” Thomas Busby's Concert Room and Orchestra Anecdotes mentioned in 1805, “when not having provided the means of retarding his velocity, or commanding its direction, he impelled himself against a mirror of more than five hundred pounds value, dashed it to atoms, broke his instrument to pieces and wounded himself most severely."

By the middle of the 19th century, roller skating had migrated out of the art house scene and into the public consciousness. London’s first public roller rink, The Strand, opened in 1857 and set off a decades-long love affair with the English populace. As the burgeoning sport grew in popularity, the skates themselves quickly evolved to flatten the learning curve in taking up the activity.

Merlin’s early two-wheel inline design gave way to the classic four-wheel side-by-side (aka “quad”) build we all remember from the Disco Era. (New York City’s James Leonard Plimpton is credited with their invention in 1863.) Not only did Plimpton’s skates offer a more stable rolling platform, they were the first to incorporate “trucks,” the cushioned, pivoting axles that virtually all modern skates and skateboards use.

A dozen years later, someone finally got around to inventing proper wheel bearings. That someone being William Brown of Birmingham, England. He patented the first modern ball bearing design in 1876 and quickly followed that with a larger design for bicycles in 1877. These patents directly led to today’s ball bearing technology which we can find in everything from skateboards to semi-tractor trailers.

On modern skates, the rotating wheel and the stationary axel are separated by two hollow-disc shaped devices called bearings. These bearings are designed so that the inner and outer surfaces, which each sit in contact with the wheel and axle, can spin freely. They can do this because of a ring of small spherical metal balls sandwiched between the two plates, which roll and rotate without generating significant amounts of friction or heat (thanks to inventor Levant M. Richardson who patented the use of harder steel bearings in 1884), allowing the spinning wheels to do the same. The advent of this tech meant we no longer had to smear our axles with animal grease so that in and of itself right there is a win for humanity, saving us from a future where every indoor roller derby meet would smell of cooked pork fat.

With bearings in your wheels, it's far easier to pick up velocity and achieve a higher top speed, so rather than let the public go “full Merlin” at the local rink, the toe stop was invented in 1876. It remains a common fixture on modern quad skates as well as a select number of inlines - though those more commonly rely on heel stops instead. Despite their origins in the 18th century, The Peck & Snyder Company holds the patent for inline skates, two-wheeled ones at that, from 1900.

From the dawn of the 20th century, roller skating has been an intractable part of American culture despite generational swings in the pastime’s popularity. The sport rolled right over from the UK in the early 1900s and experienced an initial surge in popularity until the Great Depression hit in the 1930s.

To keep the interest of an economically stricken public, Chicago-based sports promoter Leo Selzer invented roller derby in 1935. Selzer had originally owned a string of movie theaters in Oregon but got into live event promotions when they became losing propositions during the economic downturn, which coincided with a national endurance competition fad (think marathon dancing and pole sitting competitions).

Derby as we know it today, grew out of Selzer’s early roller marathon idea. His inaugural Transcontinental Roller Derby in 1935 lasted several days and drew a crowd of more than 20,000 spectators. In 1937, Selzer tweaked the competition’s format to allow for more physicality between contestants and modern roller derby was born.

Derby, and skating in general, fell off during WWII, though many derby stars served abroad as USO entertainers for the troops. It saw a massive resurgence in the Post-War ‘40s and ‘50s when — just like with Rock & Roll and the Blues — white folks helped themselves to the already-established Black skating culture. Skating fell off a bit in the ‘60s but reemerged stronger than ever in the Disco Era when white folks came back around and did the same to queer culture.

At the tail end of the 1970’s the industry once again reinvented itself with the introduction of inline skates. In 1979, Scott and Brennan Olsen happened upon an old pair of inline prototypes in Minneapolis that had been developed a decade earlier by the Chicago Roller Skate Company. Competitive ice hockey players themselves, the two immediately saw its potential as an off-season training aid. By this point, inline skate designs had been patented for decades. The tech itself was known, but nobody had managed to make the wheeled boots commercially viable — until the brothers Olsen founded the Rollerblade company in 1980.

You’d think that we’d have learned from Icarus but no, in 1999, Roger Adams had the bright idea for Heelys: skates that were actually shoes but with small wheels mounted in the heels. Not to be outdone, Razor debuted the Jetts Heel Wheels — imaging just the back half of a set of quad skates but they’re driven by an electric motor that hits 10 mph for up to 30 minutes — in 2018.

And in 2022, our wheeled footwear aspirations came full circle with the release of Moonwalkers: quad skates that are worn like skates but are powered like Jetts and are designed for stepping, not pushing and gliding. Designed “to make you feel like you’re on a moving walkway,” these devices can reportedly accelerate your strides up to 250 percent and adapt to your gait as you use them.

This article originally appeared on Engadget at https://www.engadget.com/human-historical-fascination-wearable-wheels-rollerskates-transportation-154332171.html?src=rss

'Fortnite' is now an Olympic esport

Ever wish your Fortnite skills could lead to Olympic glory? They can now. The International Olympic Committee (IOC) has addedFortnite to the Olympic Esports Finals lineup. A dozen players from the Fortnite Champion Series will participate in an International Shooting Sport Federation-backed sharpshooting competition on a special Fortnite Creative Island. There won't be any last-one-standing battles or building demonstrations, then, but this will give you a chance to see some of the world's best virtual sport shooters in action.

Simultaneously, the IOC has opened up ticket sales for the Olympic Esports Week, which centers on the first in-person finals of the 2023 competition series. If you can make it to Singapore between June 22nd and June 25th, it will cost you 10 SGD (about $7.50) to attend one day or 20 SGD ($15) for the three days of competition starting June 23rd. The Fortnite sport shooting matches take place June 24th. You can stream the events through both Olympics.com and the Olympics' social media channels.

The Olympic Esports Series already included nine games that roughly line up with real-world sports run by international federations. The mix includes Just Dance, Gran Turismo racing, Zwift cycling and even web chess. It's a follow-up to the Olympic Virtual Series from 2021, which covered five digital sports. The IOC sees this as part of a broader effort to foster esports and connect with the video game community.

The addition of a Fortnite island is in step with the Committee's esports goals: this is a "peaceful competition" with a physical equivalent. You still aren't about to see a digital Olympics featuring Counter-Strike 2 or League of Legends. With that said, Fortnite is clearly the most popular game to reach the Esports Series. Theoretically, that could bring in audiences who would otherwise pass in favor of conventional esports tourneys.

This article originally appeared on Engadget at https://www.engadget.com/fortnite-is-now-an-olympic-esport-143312772.html?src=rss

'F1 23' will arrive on June 16th

EA and Codemasters have revealed more details about this year's edition of their Formula 1 racing sim series. F1 2023 will hit PS4, PS5, Xbox One, Xbox Series X/S and PC via the EA App, Steam and Epic Games Store on June 16th.

Among other things, the game will feature the return of the Braking Point story mode. Braking Point debuted in F1 2021, but it wasn't present in last year's edition. This time around, Devon Butler (the antagonist from the first chapter) and Aiden Jackson are now teammates on an upstart racing team looking to take on F1's heavy hitters. You can expect to encounter new characters, challenges and rivalries.

Codemasters has updated the cars' handling based on feedback from F1 teams. The cars are said to have more predictable behavior this time around, along with more traction when braking, accelerating and navigating corners. The studio has also improved the engine torque and inertia, balanced the aerodynamics and tire grip for added realism and incorporated Precision Drive tech for controller players, EA says.

Every team, driver and circuit from F1's real-life 2023 season is in the game, including the street circuit for the new Las Vegas Grand Prix and Qatar's Lusail International Circuit. Legacy circuits Paul Ricard (France), Shanghai (China), and Portimão (Portugal) will all be available from the jump too.

Players will be able to set races to 35 percent of their real-life distances. That should offer more flexibility to those who may not have the time for a standard-length grand prix. On top of all that, it's somehow taken until 2023 for EA to add red flags, a major aspect of F1 races, to the series.

This article originally appeared on Engadget at https://www.engadget.com/f1-23-will-arrive-on-june-16th-171249183.html?src=rss

Formula E's fast-charging pit stops won't arrive until next year

Pit Stops in Formula E racing have always been a little complicated. For the electric racing series' first few seasons, divers had to swap cars halfway through the race due to battery limitations. That issue was fixed with a newer, higher capacity car design in 2018, but that eliminated and excitement of having a functional pitstop. Now, the fast battery charging system designed to bring pitstops back to Formula E racing is being delayed until next season.

"The technology is there," Formula E cofounder Alberto Longo told Motorsport Total. "It's working and at the moment many of the people are suffering with the supply chain, and that's the main issue why we haven't been able to put it in work this season." The updated pit stops were planned to debut halfway through the 2023 season with the new Gen3 Formula E cars, but at this point it would only be ready for the last few races of the season.

It's more than just a logistical problem: the new system could drastically change how drivers approach the race. In addition to reintroducing mandatory pit stops, each time a driver uses one of the quick charging stations, they will earn two "attack charges" that would give their vehicle a temporary boost in power for a limited time. The current rules already have an attack mode, but this change in how it is earned and used could have a profound effect on performance partway through the season.

"It will have a big impact on the sporting format and to do that only in the three or four races at the end the season, even though if we are capable of doing it, maybe it's not the right decision," Longo said. "We would love to have it this season, but I don't think at the moment it's totally viable to implement it."

This article originally appeared on Engadget at https://www.engadget.com/formula-es-fast-charging-pit-stops-wont-arrive-until-next-year-185813092.html?src=rss

Summer Games Done Quick 2023 will speed-run Zelda for charity

Summer Games Done Quick (SGDQ) released the full schedule for its return to in-person activities for 2023. The charity speed-running event takes place in Minneapolis from May 28th to June 4th. This year, the organizers added a slew of Zelda runs in honor of the upcoming Tears of the Kingdom, which gamers will spend countless hours exploring beginning next month. Of course, the event will stream live on Twitch for those who can’t make it to Minnesota.

The full schedule starts with a pre-show followed by a Sonic Frontiers run on May 28th and wraps up with a Super Metroid run and an unknown finale on June 3rd. The last day also includes Elden Ring and a blindfolded run of The Legend of Zelda: Breath of the Wild. Sightless speed runs have been a popular GDQ mainstay, with previous years including memorable blindfolded play-throughs of Mike Tyson’s Punch-Out!! and Super Mario 64.

Other Zelda games in the SGDQ 2023 lineup include The Minish Cap (Switch) on May 28th, A Link Between Worlds (3DS) on May 29th, Majora’s Mask (Nintendo 64) on May 31st, Twilight Princess (GameCube) on June 1st and Four Swords (Game Boy Advance) on June 2nd. The Zelda franchise should be frontmost on the minds of many gamers during this year’s event as the latest installment, Tears of the Kingdom, launches on May 12th.

Nintendo

If big-name series aren’t your thing, the 2023 event will include plenty of cult-classic and oddball runs. For example, you can tune into Hobo Cat Adventures on June 1st, Choo-Choo Charles on May 31st and the NES adventure Maniac Mansion on May 30th. (And you won’t want to miss Give Me Toilet Paper! on June 1st.) You can read the full schedule for many more runs, including Hitman 3, GTA: San Andreas and Super Mario Odyssey.

It should be lighthearted fun for a terrific cause, as 100 percent of all donations go to Doctors Without Borders. The event typically raises millions of dollars for the charity, which provides medical and humanitarian care to people in over 70 countries affected by crises like war, natural disasters and epidemics. In its return as an in-person event, attendees must provide proof of COVID-19 vaccination and wear a KN95 / N95 / KF94 mask. You can register to attend on the organization’s website.

This article originally appeared on Engadget at https://www.engadget.com/summer-games-done-quick-2023-will-speed-run-zelda-for-charity-184223865.html?src=rss

YouTube's NFL Sunday Ticket packages start at $249

YouTube has revealed the initial pricing for its first season of NFL Sunday Ticket packages. There are a range of pricing options that depend on when you make your purchase and if you have a YouTube TV plan.

A Sunday Ticket package will be cheaper if you're a YouTube TV subscriber. It will start at $249 for the base plan if you sign up during the presale, which ends on June 6th. This will cover out-of-market games for the season, though other games will still air on YouTube TV. Adding NFL RedZone takes the price up to $289 during the presale. If you miss out on the presale, you'll pay $349 for the base plan and $389 for a Sunday Ticket and RedZone bundle.

If you don't have YouTube TV (which now costs $73 per month), you'll need to add $100 to each of those prices. YouTube TV subscribers will also have the option to subscribe to only RedZone for $11 per month if they prefer. There's no option as yet to buy a package for an individual team or even a single game, but those options are said to be on the way.

All of these options are more expensive than what DirecTV charged for NFL Sunday Ticket for the 2022 season before it lost the rights to the package. DirecTV's base Sunday Ticket plan cost $294 last year. Sunday Ticket was no longer viable for DirecTV, which was said to be losing $500 million a year on the package. 

YouTube is believed to have beaten out Apple and other potential suitors for Sunday Ticket. According to reports, Google has a seven-year deal with the NFL and is paying $2 billion per annum for the right to sell the packages. Naturally, the company will be looking to make that money back through Sunday Ticket sales and YouTube TV subscriptions.

YouTube notes that fans will be able to watch Sunday Ticket games on the web, TVs, phones and tablets without the need for a satellite dish. It notes that Sunday Ticket subscribers will have access to features such as multiview streaming and the option to check out key plays. YouTube TV members will also have unlimited DVR storage, real-time stats, NFL Fantasy data and the ability to hide spoilers.

This article originally appeared on Engadget at https://www.engadget.com/youtubes-nfl-sunday-ticket-packages-start-at-249-174949489.html?src=rss

T-Mobile extends free MLB.TV deal for subscribers through 2028

T-Mobile and Major League Baseball (MLB) are renewing their partnership. In addition to sponsoring various pro-baseball events, the carrier announced today that its subscribers would continue receiving free MLB.TV subscriptions through 2028.

MLB and T-Mobile have offered the deal for the past eight years as part of its T-Mobile Tuesdays promotion, which gives subscribers access to weekly discounts and freebies. MLB.TV lets you stream home and away broadcast feeds around the league — live or on-demand. (However, it’s subject to dreaded regional blackouts, so you shouldn’t count on it to watch teams nearby.) In addition, for the first time this season, the service lets you stream minor-league games for your favorite major-league team’s affiliates in the MLB app.

Speaking of the minor leagues, the two corporations are partnering on an automated ball-strike (ABS) system, which lets Minor League Baseball (MiLB) players and officials “review, challenge and analyze calls.” This season, T-Mobile will power the system with a “5G Private Mobile Network” during some minor-league games. You may recall that MLB has been experimenting with robot umps in the independent Atlantic League since 2019. Last year, MLB commissioner Rob Manfred said the league aims to introduce the system to the big leagues by 2024. From a labor perspective, it’s hard not to see this as a first step toward automating umpires’ jobs, but at least fans can direct their vitriol over (perceived) bad calls to a machine instead of a human. 

T-Mobile says its baseball partnership will also include a little-league sponsorship, part of which consists of the carrier donating millions of dollars toward equipment and grants for aspiring young sluggers. It’s also continuing to sponsor the All-Star Week Home Run Derby and batting practice broadcast. Finally, T-Mobile plans to expand its 5G coverage in baseball stadiums across North America, envisioning eventual “immersive 5G-connected experiences for fans” and better in-stadium speeds and reception for its subscribers.

This article originally appeared on Engadget at https://www.engadget.com/t-mobile-extends-free-mlbtv-deal-for-subscribers-through-2028-182807920.html?src=rss

‘Call of Duty’ can detect and ban XIM-style cheat hardware

Activision's Call of Duty Ricochet anti-cheat team has introduced a number of new measures designed to reduce unfair play. Those include a replay investigation tool along with detection of third-party XIM-type devices. Some cheaters will be permanently banned, but CoD has revealed that others will be subject to some new (and rather hilarious) in-game mitigations. 

To start with, it has deployed a system designed to detect third-party hardware cheat devices like XIM, Cronus Zen and ReaSnow S1. "These devices act as a passthrough for controllers on PC and console and, when used improperly or maliciously, can provide a player with the ability to gain an unfair gameplay advantage, such as reducing or eliminating recoil," the team noted in a blog post.

At first, Ricochet will give players an "unsupported device warning" as shown above, but continued use could result in measures ranging from mitigations up to permabans across all Call of Duty titles. 

It's also using a new replay investigation tool. "Using captured and stored match gameplay data, our teams can load up and watch any completed match as part of our investigation process," the team wrote. It'll focus on ranked play in both Modern Warefare II and Warzone 2.0, capturing and storing all match data for signs of suspicious activity. The system has already aided in investigations that resulted in permanent bans.

Activision revealed more about mitigations, as well. It has already talked about Damage Shield, which allows innocent players to take fire without being injured, and has now detailed the Disarm and Cloak measures. As shown in the Disarm demo above, after trying to switch weapons, a player ends up facing their opponent with no weapon at all. Cloak, as you'd imagine, turns enemies invisible. 

Ubisoft recently launched its own crackdown that allows players to continue, albeit with significant handicaps, until they unplug cheat devices. Epic Games also recently pulled out the perma-banhammer for cheaters. 

Last year, Activision said its anti-cheat measures implemented in 2021 had led to a "significant" drop in cheaters. However, it added that it expects players to create new ways to get around existing measures. "We know tomorrow will continue to deliver new and evolving threats," team Ricochet wrote.

This article originally appeared on Engadget at https://www.engadget.com/call-of-duty-can-detect-and-ban-xim-style-cheat-hardware-100314416.html?src=rss