Facebook Live adds nonstop, 24-hour video

As part of the social network’s wider push into live video , Facebook is expanding beyond on-the-ground journalism and in-car Star Wars toy reviews . TechCrunch reports Facebook Live will now also allow for 24-hour, nonstop streaming broadcasts. The new feature is an upgrade from the 90-minute limit previously imposed on streams using Facebook’s Live API , but it comes with the drawback of not allowing for archiving or rewind streams to play back later. Which is unfortunate, considering the Facebook Live team just rolled out a feature to jump to the best bits based on reactions and comments. For now, however, the endless feeds seem to be mostly taking the place of the once-ubiquitous livecams like Explore.org’s Eagle Cam . On top of the continuous streaming capability, Facebook also debuted a Live Video feature which TechCrunch calls “geogating” that allows producers to make a video available to users in a specific location — which could come in handy for sporting events with limited broadcasting rights. And speaking of sports-friendly features, Facebook recently rolled out multi-camera support and the ability to add on-screen graphics, so it’s only a matter of time before someone creates the first Facebook-only 24-hour live news channel.

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Facebook Live adds nonstop, 24-hour video

Geek Squad employee allegedly searched PCs for the FBI

An astute PC technician is supposed to report any illegal content they see while fixing a machine, but one employee of Best Buy’s Geek Squad might have gone too far. The defense in a child pornography case alleges that the FBI paid Geek Squad agent Justin Meade to search customers’ computers for illegal material, bypassing the warrant the FBI would need to conduct its own searches. A secret informant file supposedly shows that Meade was considered a source for child porn investigations between 2009 and 2012, leading to the bust in question. Attorneys for the accused, Dr. Mark Rettenmaier, want the evidence tossed out as a result. Both the FBI and Meade deny that there were any orders to conduct searches. The agent says he was only following Geek Squad’s reporting policy, which also forbids payments from law enforcement. However, the FBI also acknowledges that it paid Meade $500 for an unmentioned reason — the question is whether or not this was an after-the-fact reward or an incentive. It’s far from certain that the accusation will stick. The defense could have valid concerns that the FBI violated a constitutional right… or it could be blowing smoke to distract from damning evidence. Either way, this isn’t going to quiet fears (however overblown) that law enforcement might use device repair shops as fishing nets for crooks. Source: LA Times

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Geek Squad employee allegedly searched PCs for the FBI

Paramount will end its lawsuit against ‘Star Trek’ fan film

Lawyers from Paramount/CBS have been pursuing the makers of a crowdfunded Star Trek fan film , Axanar , for months , but according to JJ Abrams, they’re finally going to back off. Abrams made the announcement at an event last night on the studio’s movie lot where the studio dedicated a street to the memory of Leonard Nimoy, premiered the second trailer (which you can watch below) for Star Trek: Beyond, showed about 15 minutes of footage from the movie, and announced plans to screen the flick on an outdoor IMAX screen at Comic-Con. At the Star Trek Beyond fan event JJ Abrahms announced that because of Justin Lin, Paramount was dropping the lawsuit against Axanar. — Axanar Productions (@StarTrekAxanar) May 21, 2016 According to Abrams, the movie’s director Justin Lin heard about the lawsuit, was personally troubled as a fan and pushed for a resolution. As you can see in the Periscope stream embedded below from Trek.fm , he said that in the next few weeks it will be announced that the lawsuit is going away. Now, in a statement to Buzzfeed reporter Adam Vary , CBS/Paramount lawyers have said that they are in settlement talks and plan to set up guidelines for future fan films. All in all, it’s probably a good call to stop antagonizing the fanbase before releasing a new movie, so it’s not too surprising that all of this news came at once. Breaking News: Star Trek Axanar lawsuit is going away… pic.twitter.com/Sgc8K983BO — Trek.fm (@trekfm) May 21, 2016 Via: Deadline Source: Axanar Productions (Twitter) , Axanar (Kickstarter) , Trek.fm (Twitter)

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Paramount will end its lawsuit against ‘Star Trek’ fan film

YouTube is Google’s not-so-secret weapon in the VR wars

If virtual reality is going to take off the way Google, Facebook, Samsung, Sony and a host of other smaller players think it will, it’s going to need great content. Video games, Oculus’s first focus, are a logical place to start, but it’s clear now that VR will also need mainstream video content if it’s going to be a hit. That puts YouTube — and by extension, Google — in a pretty strong position of power. When the company’s just-announced Daydream VR experience starts arriving in the hands of consumers later this year, a brand-new YouTube VR app will be front and center. It took a year for Google to make YouTube more VR friendly. Updates included 360-degree video (both pre-recorded and live ), spatial audio and the ability to view any video on YouTube when using Cardboard — all things that Google is drawing on in its new YouTube VR app. “What you’re seeing now is our next step, which is taking all these early bets we made on the technology and bringing them to life in an experience built from the ground up for VR, ” says YouTube VR product manager Kurt Wilms. That “ground-up” experience is built on three things. The first is surfacing VR-ready content, with the home screen featuring personalized recommendations for VR videos as well as content with spatial audio. The second pillar is that all of YouTube will be available — all of the videos as well as the features that are familiar to users. “Watching any video, browsing the home screen, the ability to sign in, your subscriptions and recommendations are all available, ” Wilms says. The last major component of YouTube VR is that the app was designed to make viewing sessions as comfortable as possible. “Unlike Cardboard, which we think of as ‘snackable video, ‘ this is built for longer sessions, ” says Wilms. This means there’s a lot of customization to make the video “screen” fit your field of view properly. The app is also fully integrated with the Daydream remote, which means you won’t have to use your head’s movement to navigate through the interface (which is how Cardboard currently works). Nothing here seems wildly transformative, but Wilms stressed that Google went through a ground-up rethinking of how YouTube should be experienced when viewing it in VR. “The analogy I use is it’s building an experience like we did for the living room, ” he explains. “YouTube on smart TV is obviously different than using it on your phone.” The content may be the same, then, but each experience necessitates a different approach to how you use the app. That principle of building an experience specifically designed for VR applies to videos as well as the app itself. As I said earlier, content is king, and YouTube has a lot of it. You can watch anything on YouTube using a Daydream headset, and you can also watch any VR video from a phone or browser. The experience obviously won’t be as immersive, but if users find content that excites them on their phone, they might be more inclined to upgrade to a VR headset down the line. “Instead of having an admittedly narrow [virtual reality] audience that we have today, you actually have the opportunity to reach a much broader audience, ” says Jamie Byrne, a director in YouTube’s creators program. “What that’s going to do is encourage people to continue investing in the space.” Byrne believes that YouTube has “probably the deepest content library available to anyone who buys a headset, ” and that content continues to grow by leaps and bounds. Case in point: The number of VR uploads to YouTube is doubling every three months right now. Byrne also thinks we’re in the early days of virtual reality experimentation, much like we were with user-uploaded video on YouTube a decade ago. It remains to be seen what types of content end up being the most compelling to VR users YouTube is trying to solve that puzzle. “We want to work with creators, from the biggest partners to the smallest to help them learn and experiment, ” Byrne says. “We want to help discover what’s the ‘beauty tutorial’ or the ‘let’s play’ [gaming] videos of VR that no one could predict today, ” he continues, referencing two of YouTube’s most popular categories. To that end, Google says it’s working with creators to help them get their hands on VR-capable rigs like the GoPro Odyssey, not to mention Google’s own Jump Assembler software for stitching together VR footage. Additionally, YouTube’s LA and NYC studio spaces are now equipped with Jump gear, and creators can apply to book time there. Byrne says there are plenty of enthusiasts building their own VR rigs, but YouTube wants to make shooting and processing complicated VR footage much easier. After all, the more people out there are making VR video, the better off YouTube will ultimately be. For all the latest news and updates from Google I/O 2016, follow along here .

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YouTube is Google’s not-so-secret weapon in the VR wars

Acura introduces a sleeker self-driving test car

As we creep ever closer to an autonomous-car future , one thing is for certain, most of the driverless cars we see being tested look hideous thanks to all the sensors strapped to the roof. Today Acura introduced its second generation Automated Acura RLX Development Vehicle with updated sensors and a more pleasing aesthetic. Gone is the spinning LIDAR system replaced with a more compact and robust version of the light detection and ranging technology. It’s also got updated RADAR, camera, GPS and higher performance GPUs and CPUs as well as what Acura is calling “more intelligent software algorithms to support more complex testing scenarios.” Acura and its parent company Honda have been testing autonomous cars at its GoMentum Station in the Bay Area since last year with a specially outfitted RLX (shown in the video below with the spinning LIDAR system). This new car will replace that vehicle.

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Acura introduces a sleeker self-driving test car

​NVIDIA’s GeForce GTX 1080 is a PC gamer’s dream

It’s never been a better time to be a PC gamer. Hardware is getting both cheaper and more powerful, most big-budget console games are making it to PCs (where they also look better), and the rise of virtual reality offers a tempting upgrade target. NVIDIA, one of the pioneering graphics card designers, is taking full advantage of this revitalized PC gaming market with the GeForce GTX 1080 , its latest powerhouse GPU. It’s the first consumer card built on the company’s Pascal architecture, and most intriguingly, NVIDIA claims the $599 video card ($699 for the special “Founder’s Edition”) is faster than the Titan X , which goes for upwards of $1, 000. After testing it out over the past week, I can say the 1080 is clearly something special. Hardware I had the privilege of testing the Founder’s Edition of the card, which is something unique for NVIDIA. Previously, the company released fairly plain reference editions of its cards, which would inevitably be one-upped by partners with more elaborate cooling designs. But NVIDIA is positioning the GTX 1080 Founder’s Edition as a premium offering. The company claims the materials used to build the card, including the aluminum vapor chamber cooler (a step up from plain old air cooling) and more efficient power components, justify its $100 premium. But that’s a bit hard to stomach when its reference cards had similar cooler designs in the past. NVIDIA went for a bit more flair this time around. The sharp angles around the 1080’s cooler feel more reminiscent of a Ferrari than the company’s past designed. That’s a fitting way to represent just how fast it is: It’s capable of pumping out nine teraflops of computing power. The 1080 runs at 1, 607MHz (up to 1, 733MHz in boost mode) and packs in 8GB of Micron’s new DDR5X RAM. In comparison, last year’s 980 Ti card clocked in at 1, 000MHz with 6GB of standard DDR5 memory. Unlike CPUs, video cards haven’t seen massive megahertz bumps over the past few years, so the 1080’s numbers are seriously impressive. You can chalk up much of the GTX 1080’s upgrades to NVIDIA’s new Pascal architecture. It first appeared on the P100 card for data crunchers, but this is the first time we’ve seen what it looks like in consumer hardware. The big benefit with Pascal is its new 16nm FinFET architecture (a type of 3D transistor technology). It allows NVIDIA to reach higher clock speeds, as well as make the card much more power efficient. In terms of connectivity, the 1080 Founder’s Edition features 3 DisplayPort connections, one HDMI port and a single DVI socket. It would have been nice to see another HDMI port, but I’m sure there are plenty of professionals out there who are still running fancy monitors over DVI. Setup Getting the GTX 1080 up and running isn’t any different than you typical video card. It’s a big piece of kit, so you’ll want to make sure there’s enough room in your case for it to fit, but otherwise it snaps right into a PCI-X slot. Unlike the Radeon R9 Fury X, which required me to move some case fans around to make room for its water cooler radiator, the GTX 1080 was a cinch to install. After grabbing some fresh drivers from NVIDIA (and making sure any traces of old drivers were gone for good), I was off to the benchmarking races. Performance NVIDIA wasn’t lying: The GTX 1080 is a beast. I only had the R9 Fury X to compare it to on my gaming rig (which consists of a 4GHz Core i7-4790K CPU, 16GB of 2400Mz DDR3 RAM and a 512GB Crucial MX100 SSD on a ASUS Z97-A motherboard), but that’s a powerhouse GPU that easily keeps pace with the GTX 980 and Titan X. And for every major benchmark, the 1080 was significantly faster. 3DMark 3DMark 11 NVIDIA GeForce GTX 1080 Standard 15, 859/ Extreme 9, 316/ Ultra 5, 021 X9, 423 AMD R9 Fury X Standard 13, 337/ Extreme 7, 249/ Ultra 3, 899 X, 6457 In 3DMark online comparisons with similar systems, the 1080 was typically ranked better than 92 to 95 percent of results. It was only bested by scores from machines running multiple 980 and 980 Ti cards in SLI mode (which would also cost a lot more than the 1080 to put together). Witcher 3 Hitman Fallout 4 NVIDIA GeForce GTX 1080 43 48 54 AMD R9 Fury X 35 38 42 Average FPS performance in 4K with all graphics set to maximum. Still, benchmarks are one thing: I was more interested in how the GTX 1080 performs in actual games. And once again, it didn’t disappoint. Compared to the R9 Fury X, it reached around 43 frames per second in the Witcher 3 while running in 4K with all of the settings set to Ultra. That made the game much more playable in such a high resolution — the Fury X averaged around 35 fps, and it would sometimes dip below 30, which makes things unbearably jerky. For Hitman , the 1080 reached a smooth 48 fps on average, whereas the Fury X hovered around 38. I was particularly impressed with the card’s performance in Fallout 4 (after turning off that game’s frame limiter). It was playable on the Fury X, reaching around 42 fps, but on the GTX 1080 it more often hovered between 50 and 55 fps in most environments. Sometimes it would shoot upwards of 60fps indoors, and in wide open areas it would dip to 40 fps. That wouldn’t make for the smoothest experience, but it’s certainly a lot more playable in 4K. Thanks to the elaborate heatsink design, the GTX 1080 Founder’s Edition was also cooler than I expected. It idled at a mere 33c, and under full load it reached between 65c and 70c. I also had no trouble overclocking the GPU by 250MHz (reaching around 1.95 GHz under load), and the memory by 200MHz, without any significant temperature changes. NVIDIA reps managed to push the card past 2.1GHz during a stage demo without any additional cooling. If you’re into overclocking, this card was basically made for you. Last year I wasn’t sold on the viability of 4K gaming — if a $600 card like the R9 Fury X couldn’t always handle it, why even bother? — but the GTX 1080 actually makes it viable with a single card. But while it’s nice to see significant progress in high-res gaming, I still prefer bumping down to a lower resolution like 2, 560 x 1, 440 to ensure a silky 60fps experience. Most people wouldn’t notice the marginal difference in rendering resolution, but they’d certainly pick out when frames start to stutter in 4K. Even if you’re not chasing 4K, a powerful card like the 1080 could be used to “supersample” games, which involves rendering them at a higher resolution than what’s being shown on the screen to remove unsightly jagged lines. It’s a technique that’s fallen out of fashion in the PC gaming world, but now that cards have computing power to spare, it could be a smart way to make games look even better. With Hitman, I was able to get around 60 fps when running it at 2, 560 x 1, 440 with a 1.2X supersample. I couldn’t see a huge difference without enabling the feature, but this is the sort of thing that some PC gamers might eat up. When it comes to VR, the GTX 1080 doesn’t feel significantly better than the R9 Fury X. That’s partially because the Oculus Rift and HTC Vive run at a relatively low 1, 200-by-1, 080-pixel resolution for each eye display, which is significantly less sharp than the 1080p HD screens we’ve grown used to. You need to reach at least 90 fps in VR to make games look smooth, but that’s not a tough target for the 1080 to reach at such a low resolution. NVIDIA has also included some new technology, dubbed Simultaneous Multi-Projection, which makes the 1080 more efficient at displaying VR scenes than other cards. For example, it only needs to render a scene once to show it in VR, whereas other video cards have to do that work twice (once for each eye). The card is also much smarter about processing the pixels you actually need to see in a scene. These new innovations won’t make a big impact on existing VR games, which don’t need to be displayed in high resolutions, but they could be a big deal with next-generation headsets. The competition As great as the GTX 1080 is, most gamers will likely opt for its cheaper sibling, the $379 GTX 1070 ($449 for the Founders Edition). It’s only slightly slower — pumping out 6.5 teraflops instead of the 1080’s nine terfalops — but NVIDIA says it’s also “roughly” the same performance as the $1, 000 Titan X. That’s an insane cost/performance ratio, and it also leaves room for snapping up another (inevitably cheaper) 1070 in a year or so to bump your speeds up. As is usually the case, there will also be plenty of competing GTX 1080 designs to choose from in the next few months. Those cards will likely come in closer to the $599 retail price NVIDIA is advertising, rather than the $699 premium for the Founders Edition. Normally, I’d also urge you to look at previous-generation hardware as new gear comes in. But the 1070 and 1080 are such huge architectural leaps that it doesn’t make sense for most people to consider a 970 or 980. If you’re really trying to save money, a 970 for around $200 could be a decent deal in the future (they’re still going for around $300). But you’d also regret that choice if you want to dabble in VR within the next year. AMD has also shown off its next-generation graphics technology, Polaris , which promises to be just as power efficient as NVIDIA’s Pascal. We still don’t know what Polaris consumer cards will look like yet, so it might pay off to wait a few months before you decide on a new GPU. Wrap-up If you have the cash, and need the most powerful video card on the market, you can’t go wrong with the GTX 1080. It’s built precisely for the things gamers are focused on today: 4K and VR. It’s not just an incremental upgrade for NVIDIA: It’s a dramatic leap forward.

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​NVIDIA’s GeForce GTX 1080 is a PC gamer’s dream

Scientists made see-through wood that’s stronger than glass

Researchers at the University of Maryland were able pull away color and chemicals from a block of wood to leave it impressively see-through. The result is a material that is both stronger and more insulating than glass, with better biodegradability than plastic. “We were very surprised by how transparent it could go, ” said Liangbing Hu, who wrote about the project in Advanced Materials . Hu’s team isn’t the only group that’s developed a technique for transparent wood — Swedish researchers have also been able to clear out that pesky visible pulp, replacing it with a transparent polymer. The treatment techniques appear pretty similar: it’s a two-stage process. The researchers first boiled the wood in water, sodium hydroxide and other chemicals for roughly two hours. This flushes out lignin, the molecule responsible for giving wood its color. The team then poured epoxy over the block which makes the wood four to five times stronger, although it makes it all a little less environmentally-friendly in the process. One of the great properties of the treated wood is how it retains the structure and natural channels from when it was a tree. These micro-channels can then deliver light similarly to how it moved nutrients around as part of a plant. “In traditional material the light gets scattered, ” said Hu. “If you have this waveguide effect with wood, more light comes into your house.” So what’s stopping us living in see-through wood houses, aside from privacy issues? Size limitations. Five by five-inch wood blocks are as large as they’ve been able to make it work, ranging in thickness from paper thin to about a centimeter thick — far more substantial than what Swedish researchers have shown off so far. Dr. Hu and the University of Maryland scientists are is still working to scale it up further. If the team can accomplish that there’s no shortage of applications, ranging from windows, building materials and furniture to smaller, precise, optical equipment that’s normally made from glass or plastic. Source: New York Times

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Scientists made see-through wood that’s stronger than glass

Apple says a bug in iTunes might be deleting user’s libraries

Last week, a blog post by a designer named James Pinkstone made the rounds; in it, the writer claimed that Apple Music and iTunes teamed up to delete his 122GB of local music files and basically cause havoc with his library. This isn’t the first time we’ve heard of oddness around how Apple Music plays with your local files, but it sounded more severe than most other reports. Now, Apple has confirmed to iMore that it is working on a patch to iTunes to fix the issue. In the statement, Apple acknowledged that an “extremely small” number of customers were having their libraries disappear without their permission. Apple hasn’t been able to reproduce the bug itself, but nonetheless it says a patch to iTunes next week should help solve the problem. That’s little comfort to those who lost their local music libraries (back up your files, people), but it does serve as confirmation that this isn’t expected Apple Music behavior — the service is not intended to to overwrite your personal music library. With 13 million customers now, we’d probably be hearing from more upset users if this was happening more frequently. Source: iMore

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Apple says a bug in iTunes might be deleting user’s libraries

Walmart sues Visa, wants to require PINs for all chip-enabled debit cards

This week,  Walmart sued Visa  in New York State Court, saying it wanted to be able to require PIN authorizations on all EMV debit card transactions. Although many debit card transactions already require a PIN to authorize purchases or withdrawals on that card, Visa makes its merchants give Visa card holders the option to authorize with a signature. Walmart is arguing that this puts its customers at risk for fraud. Visa, Mastercard, and other card networks set an October 2015 deadline for merchants and card issuers in the US to shift to the chip-based EMV standard (which is eponymous for Europay, Mastercard, and Visa, the three groups that developed the standard). The transition was meant to replace the magnetic stripe cards that persisted for years in the US, even after other countries quickly made the transition to the more secure chip-based cards. Walmart made the transition early last year, becoming one of the first national retailers to buy new terminals that accepted EMV cards, the Wall Street Journal reports. But even though the EMV standard accepts PIN authorization on all cards, the major card networks said they would allow signature authorization to persist in the US and not require PIN authorization, claiming that it would minimize confusion among customers who might have trouble adapting to the new standard. Others objected to the authorization leniency, arguing that signature authorization does nothing to prevent fraud against a card holder if their card is physically stolen. In a statement to the WSJ , Walmart said that the suit was about “protecting our customers’ bank accounts when they use their debit cards at Walmart.” Still, the paper notes that there’s a monetary side to Walmart’s legal salvo as well—for every signature-authorized transaction, Walmart must pay Visa five cents more than it does on a PIN-authorized transaction. According to the WSJ , about 10 percent of Visa debit-card-using customers at Walmart will ask to override the PIN authorization prompt at the checkout counter in favor of authorizing the transaction with a signature. Mastercard, on the other hand, lets retailers choose how they will allow customers to authorize transactions. Walmart has fought against card networks and issuers for years. One of its most recent battles involved leading a consortium of retailers to create the Merchant Customer Exchange, known as MCX , which tried and failed to launch CurrentC, a system that would authorize payments to the store directly from a customer’s checking account with the help of a QR code on the customer’s phone, essentially circumventing the interchange fees paid by the retailer to the credit card companies . When CurrentC failed , Walmart launched Walmart Pay in a continued attempt to wrest control from mobile payment systems like Apple Pay and Android Pay.

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Walmart sues Visa, wants to require PINs for all chip-enabled debit cards

Researchers are using silk cocoons to store blood samples

When doctors draw blood for analysis, it’s vital that the sample either be immediately examined or refrigerated. That’s because the proteins which indicate various diseases will either be destroyed by enzymes in the blood or deformed by ambient heat. Either way, the sample quickly becomes useless if you leave it sitting out. However a team of researchers from Tufts University have developed a new way to store samples without having to put them on ice by using silkworm cocoons . The system works in a manner similar to conventional dried blood spot collection — wherein a drop of blood is deposited onto a piece of cardboard and allowed to dry. The Tufts method, however, relies on powdered silk and a separate silk-based solution. Mixing these two items with a sample of blood and allowing the result to dry preserved more viable blood proteins than both the normal drying or refrigeration methods. The team published its findings in the journal, Proceedings of the National Academy of Sciences on Monday. The technology itself is still very much in its preliminary development stages and won’t be showing up in your doctor’s office in the foreseeable future. Source: STAT News

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Researchers are using silk cocoons to store blood samples