When you hear the word "bacteria," you probably picture organisms that couldn't be seen unless they're placed under a microscope. A bacterium that has now been classified as the largest in the world ever discovered, however, needs no special tools to be visible to the naked eye. Thiomargarita magnifica, as it's called, takes on a filament-like appearance and can be as long as a human eyelash. As the BBC notes, that makes it bigger than some more complex organisms, such as tiny flies, mites and worms. It was first discovered by marine biologist Olivier Gros living on sunken mangrove tree leaves in the French Caribbean back in 2009.
Due to the organism's size, Gros first thought he was looking at a eukaryote rather than simpler prokaryotic organisms like bacteria. It wasn't until he got back to his laboratory that he found out that it wasn't the case at all. Years later, Jean-Marie Volland and his team at the Lawrence Berkeley National Laboratory in California took a closer look at the bacterium using various techniques, such as transmission electron microscopy, to confirm that it is indeed a single-cell organism. They've recently published a paper describing the centimeter-long bacterium in Science.
Volland said T. magnifica is "5,000 times bigger than most bacteria" and is comparable to an average person "encountering another human as tall as Mount Everest." One other information Volland's team has discovered is that the bacterium keeps its DNA organized within a structure that has a membrane. In most bacteria, DNA materials just float freely in their cytoplasm. Further, it has around 6,000 billion bases of DNA. "For comparison, a diploid human genome is approximately six giga (billion) bases in size. So this means that our Thiomargarita stores several orders of magnitude more DNA in itself as compared to a human cell," said team member Tanja Woyke.
While the scientists know that T. magnifica grows on top of mangrove sediments in the Caribbean and that it creates energy to live using chemosynthesis, which is similar to photosynthesis in plants, there's still a lot about it that remains a mystery. And it'll likely take some time before the scientists can discover its secrets: They have yet to figure out how to grow the organism in the lab, so Gros has to gather samples every time they want to run an experiment. It doesn't help that the organism has an unpredictable life cycle. Gros told The New York Times that he couldn't even find any over the past two months.
Volland and his team now aim to find a way to grow T. magnifica in the lab. As for Gros, he now expects other teams to go off in search of even bigger bacteria, which like T. magnifica, may also be hiding in plain sight.
The Metaverse, as Meta CEO Mark Zuckerberg envisions it, will be a fully immersive virtual experience that rivals reality, at least from the waist up. But the visuals are only part of the overall Metaverse experience.
“Getting spatial audio right is key to delivering a realistic sense of presence in the metaverse,” Zuckerberg wrote in a Friday blog post. “If you're at a concert, or just talking with friends around a virtual table, a realistic sense of where sound is coming from makes you feel like you're actually there.”
That concert, the blog post notes, will sound very different if performed in a full-sized concert hall than in a middle school auditorium on account of the differences between their physical spaces and acoustics. As such, Meta’s AI and Reality Lab (MAIR, formerly FAIR) is collaborating with researchers from UT Austin to develop a trio of open source audio “understanding tasks” that will help developers build more immersive AR and VR experiences with more lifelike audio.
The first is MAIR’s Visual Acoustic Matching model, which can adapt a sample audio clip to any given environment using just a picture of the space. Want to hear what the NY Philharmonic would sound like inside San Francisco’s Boom Boom Room? Now you can. Previous simulation models were able to recreate a room’s acoustics based on its layout — but only if the precise geometry and material properties were already known — or from audio sampled within the space, neither of which produced particularly accurate results.
MAIR’s solution is the Visual Acoustic Matching model, called AViTAR, which “learns acoustic matching from in-the-wild web videos, despite their lack of acoustically mismatched audio and unlabeled data,” according to the post.
“One future use case we are interested in involves reliving past memories,” Zuckerberg wrote, betting on nostalgia. “Imagine being able to put on a pair of AR glasses and see an object with the option to play a memory associated with it, such as picking up a tutu and seeing a hologram of your child’s ballet recital. The audio strips away reverberation and makes the memory sound just like the time you experienced it, sitting in your exact seat in the audience.”
MAIR’s Visually-Informed Dereverberation mode (VIDA), on the other hand, will strip the echoey effect from playing an instrument in a large, open space like a subway station or cathedral. You’ll hear just the violin, not the reverberation of it bouncing off distant surfaces. Specifically, it “learns to remove reverberation based on both the observed sounds and the visual stream, which reveals cues about room geometry, materials, and speaker locations,” the post explained. This technology could be used to more effectively isolate vocals and spoken commands, making them easier for both humans and machines to understand.
VisualVoice does the same as VIDA but for voices. It uses both visual and audio cues to learn how to separate voices from background noises during its self-supervised training sessions. Meta anticipates this model getting a lot of work in the machine understanding applications and to improve accessibility. Think, more accurate subtitles, Siri understanding your request even when the room isn't dead silent or having the acoustics in a virtual chat room shift as people speaking move around the digital room. Again, just ignore the lack of legs.
“We envision a future where people can put on AR glasses and relive a holographic memory that looks and sounds the exact way they experienced it from their vantage point, or feel immersed by not just the graphics but also the sounds as they play games in a virtual world,” Zuckerberg wrote, noting that AViTAR and VIDA can only apply their tasks to the one picture they were trained for and will need a lot more development before public release. “These models are bringing us even closer to the multimodal, immersive experiences we want to build in the future.”
Formula E recently showed off its latest Gen3 car that it says is faster, more agile and "the world's most efficient" racing vehicle to date. Now, we're getting a first look at one on a track at England's Goodwood in the form of the Mahinda M9 Electro with Nick Heidfeld at the wheel.
On its Twitter account, Goodwood said that Heidfeld was "not holding back" and it looked like the car made a clean lap other than a few minor lockups. On track, the Gen3 design certainly looks more subdued and less dramatic than the Gen2, but it's lighter (840kg compared to 920kg including driver) and quicker in every way.
The Gen3 model is very specifically designed for street circuit racing with high maneuverability and speeds up to 200 MPH. That's not quite as fast as the 220-230 MPH top speeds for F1 cars, but the Formula E vehicles do that with less than half the power. They're also highly efficient, with over double the regenerative braking capabilities of the Gen2 cars. Overall, they convert 90 percent of battery energy to mechanical power, compared to 52 percent for F1 cars.
There are now 11 Gen3 teams confirmed with 22 cars, including DS Automobiles, Dragon/Penske, Envision, Mercedes-EQ, Avalanche Andretti, Jaguar, Maserati, NIO 333, Nissan and Porsche, along with Mahindra. The first season of Gen3 will kick off this winter with pre-season testing.
What’s so “Pro” about the new 13-inch MacBook Pro? Devindra and Cherlynn chat with Laptop Magazine’s Editor-in-Chief, Sherri L. Smith, about Apple’s confusing new ultraportable. Sure, the M2 chip makes it faster, but why does it have a worse screen and fewer features than the new MacBook Air? Are real professionals better off with the faster (but more expensive) 14-inch MacBook Pro? Also, they dive into the wild new VR headset prototypes from Meta, as well as Twitter’s reinvention of blogging.
Listen above, or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!
Carl Pei’s Nothing phone won’t be coming to the US – 42:22
Working on – 43:28
Pop culture picks – 46:03
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Credits Hosts: Cherlynn Low and Devindra Hardawar Guest: Sherri L. Smith, Editor-in-Chief, Laptop Magazine Producer: Ben Ellman Music: Dale North and Terrence O'Brien Livestream producers: Julio Barrientos Graphic artists: Luke Brooks and Brian Oh
GM's Cruise has started charging passengers for fully driverless rides in San Francisco. The company secured a driverless deployment permit from the California Public Utilities Commission (CPUC) earlier this month, making it the first in the industry to do so. That allows Cruise to charge for rides with no safety driver behind the wheel, though its vehicles are limited to select streets in the city. In addition, the company's paid passenger service can only operate from 10PM to 6AM, and its cars can only drive at a max speed of 30 mph.
Another limitation is that its driverless vehicles aren't allowed on highways and can't operate during times of heavy fog and rain. Still, it's a major milestone, not just for Cruise, but for the nascent robotaxi industry as a whole. Cruise's permit allows it to operate a commercial driverless ride—hailing service with a fleet of up to 30 vehicles. It previously said that it will roll out fared rides gradually, and it reiterated that plan in its latest announcement, where it noted that it's "inviting more people" into its driverless vehicles every week. The goal is to eventually be able to offer fared rides all day across the entire city.
UPDATE: As of last night, fared rides are now rolling out to our customers in SF.
Cruise received permission to offer the public robotaxi rides last year, but it could only do so for free. The company, along with Waymo, was finally allowed to charge passengers this March, as long as they were rides with safety drivers behind the wheel. While Waymo can't charge for fully autonomous rides yet, it's still the only other company that's been granted a drivered deployment permit, based on CPUC's list.
Yes, Juul e-cigarettes have been banned in the US, but we talked about that yesterday. But what’s like vapes? Replicants and ‘80s sci-fi? Maybe not, but anyway,Nightdive Studios has finally released Blade Runner: Enhanced Edition for Windows PCs (via Steam), PlayStation, Switch and Xbox consoles. The modernized version runs at 60 frames per second instead of the original's 15 fps, complete with updated animations and models.
At the time, Westwood's 1997 game pushed the boundaries of both graphics and gameplay. Instead of the usually fixed plot, Blade Runner changed the replicants and humans around with each playthrough while also offering branching storylines.
Rather than relying on either 2D art or crude 3D, the title used voxels (pixels with 3D attributes), giving far more visual detail for the era, including volumetric lighting. Think of it as the ray-tracing of ‘90’s gaming. This choice in graphics technology made for a challenging remaster, however, as it didn’t play well with graphics cards, and then the source code was lost in an office move. For those that played the unlicensed version, it might not look quite as good, but hey, at least it runs on your Switch.
As teased yesterday, the FDA has banned e-cigarette maker Juul from selling and distributing its products in the US. It ordered the company to remove its wares from the market or face enforcement actions. Juul told Engadget it intends to seek a stay on the decision. It’s exploring all other options, including an appeal.
Slimmer, high-resolution phone cameras are incoming.
Despite featuring some of the smallest pixels yet, Samsung’s new 200-megapixel camera sensor has autofocus capability in every pixel, binning for better low-light capability and multi-gain ISO for maximum dynamic range.
Each pixel has autofocus detection capability, and the Super QPD tech uses a single lens over four pixels for quicker and more accurate autofocus. It can also bin four 0.56 micron pixels into a larger 1.12 micron 50-megapixel sensor for better low-light capability, or even combine 16 pixels into one 2.24 microns in size.
The Polestar 5 is making its first public appearance at the 2022 Goodwood Festival of Speed in West Sussex, England. As part of the First Glance vehicles event, a prototype of the upcoming four-door electric GT sports car will drive up the Goodwood hill twice each day. The Polestar 5 is the production version of a concept EV called Precept, introduced back in 2020. When the company announced it was going to turn the concept into a real vehicle, it said it would manufacture the EV at a new carbon-neutral facility in China.
The company previously cut 150 jobs in May amid business woes.
Netflix has laid off around 300 people in its latest round of job cuts. Most of the layoffs were in the US, according to Variety, and affected a number of departments. This is Netflix's second round of layoffs due to slowing revenue growth. It laid off 150 employees, along with many part-time workers and contractors, back in May. The company has around 11,000 employees globally. Netflix is still hiring on other fronts and has already earmarked around $17 billion to invest in content this year alone.
This comes after the website launched its own NFT collection in May.
eBay has truly (unfortunately?) fully embraced non-fungible tokens: The e-commerce company has acquired KnownOrigin, an established marketplace for digital art NFTs. KnownOrigin has been around since 2018 and gives artists a platform to create and sell their art as NFTs in exchange for cryptocurrency payments.
EA's Codemasters is making F1 2022 audio more realistic with an improved driver modes plus updates that make broadcast and car sounds more authentic, it revealed in its latest Developer Deep Dive video. It also unveiled its first licensed soundtrack with 33 songs from artists like Charli XCX, Hozier and Marshmellow.
This year Formula 1 introduced all new cars that rely on floor tunnels to generate downforce and allow for tighter racing, along with all-new engines and more. F1 2022 is on top of those changes not just with the physics and visuals but also the sounds. To that end, the game has introduced all-new engine bundles based on the real vehicle sounds to give you the feeling of sitting in real Red Bull, Ferrari, Mercedes and other Formula 1 vehicles.
"In a game like F1 22 the cars are the star so we want them to sound as authentic as possible. We record the actual cars every season and it's important that we recreate the authenticity of the engines," said audio director Brad Porter. "Players use the sound of the engine to drive the car so it's important to get that across as accurately as possible."
That also includes touches like recording audio using the real headsets from team race engineers and simulating how things would sound to a driver inside a helmet. The developers also used mics that are very close to what announcers use in order accurately simulate the broadcast audio.
That allowed the team to enhance the different sound modes available, including both Driver mode and Broadcast mode. The latter mode is designed to sound as close as possible to what you'd here on TV, Porter explained. It also enhanced the Cinematic mode to make it "larger than life" with "bespoke" touches like enhanced engine sounds, crowd noise and more. They've also added new settings to let players play with the mix of sounds more than ever.
Other new touches include the addition of Natalie Pinkham as a co-commentator, new recordings of all the announcers and authentic sounds from pit lane, garage and paddocks. Another big change is the addition of licensed music like you'll find in other EA games, letting players choose between 33 songs from artists ranging from Charli XCX to Deadmaus to Diplo. "It is an accelerative soundtrack experience, designed to strap the player into the cockpit and driven by the unrivalled energy of the new era of Formula 1," the development team said.
Dish's plan to use 12GHz radio spectrum for its 5G network could drastically affect the Starlink satellite internet network, SpaceX said in a letter to the FCC. "If Dish’s lobbying efforts succeed, our study shows that Starlink customers will experience harmful interference more than 77 percent of the time and total outage of service 74 percent of the time, rendering Starlink unusable for most Americans," wrote SpaceX senior director David Goldman.
Dish has asked the FCC to allow it to use the 12Ghz band for a terrestrial 5G network, despite potential satellite interference with Starlink and other services, including its own Dish Network. Dish and its allies in the 5Gfor12GHz coalition recently published research saying that doing so would be "highly feasible" and that Starlink and similar services "will experience zero harmful interference with 5G."
However, SpaceX called the analysis "faulty" and told the FCC that "no reasonable engineer" would believe the studies. "SpaceX urges the Commission to investigate whether Dish and [Dell-owned] RS Access filed intentionally misleading reports," it said. The Elon Musk-owned company also pointed out that the studies don't align with Dish's own filings from December 2019 that "concurrent sharing of spectrum... is not viable in the 12 GHz band."
Dish said that its "expert engineers are evaluating SpaceX's claims in the filing," in a statement to CNN Business, but there's no comment yet from the FCC. Previously, FCC chair Jessica Rosenworcel called the case "one of the most complex dockets we have... it's going to take a lot of technical work to make sure that the airwaves can accommodate all those different uses without harmful interference."
Spectrum battles have been waged frequently over the last several years, with one of the most recent being over potential 5G interference with aviation usage. Recent studies have found that countries exploiting spectrum have significantly expanded their economies compared to other nations.
You can finally put money toward the Nothing Phone 1 — provided you can join an exclusive club. Nothing has opened pre-order reservations for its first smartphone using an invitation code system. Private community members go first, and will have 48 hours to use their code, place a £20 (roughly $25) non-refundable deposit and secure an order opportunity on July 12th. Everyone else can sign up for a waiting list that will deliver invitations in batches.
If you do go ahead with an order, Nothing will deduct the deposit from the purchase and supply a further £20 credit to use toward either a Phone 1 accessory or Ear 1 earbuds. The company hasn't yet revealed the price of the phone itself. As Nothing warned earlier, the Phone 1 won't officially come to North America outside of a closed beta for a handful of private community investors. The device should work, but won't have full support.
If the pre-order strategy sounds familiar, it should. Nothing founder Carl Pei's former outfit OnePlus used an invitation system for years. The effect may be similar. Invitation-based orders help manage tight supply (by controlling sales and improving demand estimates) while creating a cachet that might spur demand. It's not clear when you'll get to order a Phone 1 on a whim, but don't be surprised if you end up waiting awhile.
Carl Pei thinks there’s something wrong with the smartphone industry. That’s not to say the handsets on sale today are bad. Across the board, modern mobiles are faster, more sophisticated and take better photos than previous generations. But like a growing number of tech enthusiasts, Pei has started feeling like new phones just aren’t as special as the devices that came out five or 10 years ago. So ahead of the launch of the Phone 1 on July 12th, I sat down with the founder and CEO of Nothing to learn how the mobile startup is trying to bring some innovation, quirkiness, and maybe even a bit of fun back to the smartphone market.
Now there’s a very logical explanation for why recent phones don’t possess the same kind of wow factor. Back when the iPhone made its debut, it felt like a revelation. “I used to watch all the launches. I was in Sweden, so I stayed up until midnight or 4AM to see what was coming out,” said Pei. But in recent years, that excitement has waned, with Pei often skipping big keynotes and relying on condensed recaps to stay informed. And it’s not just Pei that feels this way.
Nothing
“When I talk to consumers, they are also quite indifferent,” says Pei. “When doing focus groups, some consumers said they believe smartphone brands are holding features back intentionally just so they have something to launch for the next iteration, which is not the truth. But if consumers feel that way, it's a sign that they're kind of bored.”
The big issue for Pei is one of stagnation. With major players like LG and HTC having exited the market or becoming irrelevant, the smartphone industry is dominated by a handful of huge corporations like Apple, Samsung, and Google. “You have a few big companies and the way they work is more structured and systematic,” said Pei. “They have technology roadmaps from partners like Qualcomm, Sony or Samsung Display, so they know what's coming. They do a lot of consumer research, they get their feedback and they look at their competitors and the overall market landscape.”
However, Pei feels that approach leads to a lot of sameness. “So they have this information, they analyze it, and then they create a very rational product that is going to do well on paper because they used all this great data,” said Pei. “But the problem is everybody's using the same data and everybody's using the same analysis. So if the input is the same and the method is the same, the output is more or less the same as well.”
Nothing
That’s one thing Pei is trying to change with Nothing’s upcoming handset, the Phone 1. Instead of trying to reinvent the wheel – or in this case, the phone – Pei wants to bring some originality back to mobile tech design. “Maybe we can turn down the brain a little bit and turn up the intuition,” said Pei, which is a mantra that has resulted in some of the Phone 1’s more unique features including its design, embedded lighting and glyph interface.
Pei says the inspiration behind the Phone 1’s design comes from a concept the team describes as “raw technology meets human warmth,” or technical warmth for short. “It's got this machine-like nature to it, but also has quirky and very human elements as well.” That’s why instead of hiding the inside of the device behind an opaque back, like you see on so many other phones, Nothing uses transparent glass that exposes components like the Phone 1’s wireless charging coil, heat pipes, and more. In a lot of ways, it feels like a modern industrialist take on the Game Boys and iMacs with see-through plastic shells we got in the 90s and early 2000s.
“I think one thing we’re trying to accomplish is to bring people back in time to when they felt more optimistic about gadgets,” said Pei. This desire to make tech fun again is actually something Nothing carried throughout its entire design process, right down to Phone 1’s codename Arceus, which is a reference to the legendary Pokemon of the same name. (For the record, Pei says his favorite ‘Mon is Squirtle.) There are other quirks too, like the heat pipe at the bottom of the phone that looks like an elephant and the red indicator light in back that lets people know when a video is being recorded.
See if you can spot the elephant hidden in the Phone 1's design.
Nothing
However, while Pei wants to bring fun back to gadgets, Nothing always falls back on the core design principle of form following function. Pei said “We don't do ornaments. We can design different things and unique things, but they always have to be functional.” The best example of this is the Phone 1’s glyph interface, which uses 900 LEDs arranged across the back of the device to create a sophisticated notification system unlike anything out right now.
By allowing owners to assign unique combinations of lights and sounds to different contacts, the idea is that people will be able to see who is calling or texting without looking at the screen. Even the Phone 1’s ringtones evoke old-school analog synths combined with the noise of a dial-up modem, it’s both fresh and retro at the same time. On top of that, the lights glow when the phone is wireless or reverse wireless charging, while the small strip of LEDs next to the charging port can show how much juice the phone has – once again, without ever seeing the screen.
That said, having big ideas about phone design and actually making them a reality are very different things. Making phones is hard, and trying to break into the market as a startup is damn near impossible. If you look at the industry today, the only company that has really broken through in the last decade is OnePlus, which was co-founded by Pei and received significant backing as part of BBK Electronics’ tech umbrella. Meanwhile, the junkheap of failed smartphone startups is littered with ambitious companies like Essential (whose branding and IP are actually now owned by Nothing) that teased similarly big ideas, but went belly up before ever making a second-gen device. Or consider more mainstream companies like Motorola, who failed to make modular phones more than a novelty with its Z-series devices. And ever since, Moto has largely played it safe by shelling out endless rehashes of its G-series line.
Nothing
“The reason why this industry is very hard is because it requires end-to-end capability,” Pei said. “If you're going to create a smartphone company, every single team has to be at least seven out of 10. And some of them have to be even better if your product is going to stand out in some way.”
“Your supply chain team has to be great. Your mechanical engineering, your software, engineering, your industrial design, your sales, your marketing, your customer support,” said Pei. And if we look back at the PH-1 which had an innovative design and a team with serious pedigree, in the end, a handful of issues like its high price and weak camera quality at launch ultimately spelled doom for Essential.
On the flipside, despite Pei claiming that Nothing has already sold more than 560,000 pairs of its Ear 1 buds, there are concerns about the Phone 1 being overhyped. Some commenters online have even compared Nothing’s community forums to a cult based on early reactions to what remains an unreleased device. But when it comes to hype, Pei feels like there’s only one road that leads to success.
“One is the path we currently are taking. We try and create the maximum interest for a product at launch. That sets really high expectations for the product to deliver. And if it does, things go really well. If it doesn’t, maybe it fizzles out.”
However, the challenge is that if a company tries to reign in the hype, the product may never take off regardless of quality. Pei said “In this path, we at least have a chance to try and deliver a great product. The second option is being a small company with no marketing budget is that no one will know about your device. So even if the product is good, the result is still that nobody cares. You don't even have a chance to prove yourself. This is actually our only logical option.”
Nothing
So while the design of the Phone 1 is quite unique and eye-catching, Pei preaches a pragmatic approach. Instead of taking a huge swing right out the gate, Pei is looking to gradually grow Nothing’s business and ecosystem, starting with its first earbuds and soon, its first phone.
“We’re a fast follower. We didn't invent smartphones. We didn't invent Android, but we have experience in this market. We see ways in which we could do it better and some gaps in the market.” But Pei knows Nothing needs to take it one step at a time. “We need to gradually build to a position of strength. Then when you’re strong, you can go and do something really, really innovative, because you’ll have a business that’s stable enough to take a lot of shots.”
However, while the success (or failure) of the Phone 1 is still to be determined, I appreciate that not only is Pei challenging billion-dollar giants with a new smartphone startup, Nothing is also trying to shake things up in the process. “I think this device is the beginning of something different, but it’s also a gift to our industry,” said Pei. “We're not saying this is a revolutionary product that's going to change the entire industry overnight. But maybe it's going to plant a germ in people's minds.” In a sea of similar-looking glass bricks, Pei hopes the Phone 1 will encourage customers to ask for more creative devices while also sparking larger companies to take more risks. “Some of it will fail. But ultimately, the smartphone market is going to be much more dynamic and we'll improve faster as an industry.”