Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

Evernote Hack Exposes User Data, Forces Extensive Password Resets



Evernote joins Twitter, Apple, and Facebook on the list of tech companies hacked in recent weeks.


Evernote “has discovered and blocked suspicious activity on the Evernote network that appears to have been a coordinated attempt to access secure areas of the Evernote Service,” according to a statement posted on the company’s website earlier today. “As a precaution to protect your data, we have decided to implement a password reset.”


About 50 million passwords have been changed following the breach.


The hackers accessed usernames, email addresses and encrypted passwords. The company is now requiring its users to update their passwords. To facilitate this, Evernote is releasing app updates.


The company claims they’ve found “no evidence” that user content was changed or lost nor that payment information was accessed.


Some users, however, said they had to resync their off-line content as a result of the hack in the Evernote forum.


In a statement sent to CNET, a company representative claims the company caught the hackers early and that they “believe this activity follows a similar pattern of the many high profile attacks on other Internet-based companies that have taken place over the last several weeks.”


The rep went on to say Evernote is “actively communicating to our users about this attack through our blog, direct e-mails, social media, and support.” The Evernote homepage implies email notifications have been sent to users. This author has not yet received one at time of publishing.


The company thinks “creating strong, new passwords will help ensure that user accounts remain secure.” But that’s questionable. Wired Senior Writer Mat Honan suggested killing the password, saying we needed better methods for keeping data secure after he was hacked earlier this summer.


The news quickly spread through Twitter, with some users saying “I’ve had that disturbing feeling this was inevitable.” Patrick LaForge, an editor at the New York Times quipped: “The least the Evernote hackers could do is organize my folders of random clipping and wine label photos.”


This hack comes a day after Evernote made changes to its privacy policies, user guidelines and terms of service.



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Getting Crafty: Why Coders Should Try Quilting and Origami



Printmaking, origami, and bookbinding sound like activities on the day’s arts-and-crafts agenda at camp, not a developer conference. That is, unless you’re Heroku, the Salesforce-owned app platform, which pointedly included crafting demonstrations at its recent Waza 2013 conference in San Francisco yesterday. While the crafts made the event fun and provided respite from lengthy workshop lectures, they were more than a diversion. They also represented Heroku’s sense of itself as a people-focused shop that crafts artisanal code: software where art and science come together.


If you didn’t know any better, you might arrive at Waza thinking you had stumbled into a yoga convention, thanks to the self-consciously Zen-like atmosphere and abundance of coconut water. Attendees were kept calm and centered with Blue Bottle coffee stations, string lights, power-charging hubs and a convention space filled with manicured shrubbery and other greenery.


“We’re trying to make developers’ lives better, and we do that internally at our offices with the products we make,” says Heroku COO Oren Teich. “Waza is an external expression of the vision.”



Being a tech conference, there were the requisite keynotes and programming language workshops. But the crafting demonstrations stole the show, judging by the crowds that gathered around each table for lessons on bookbinding, printmaking, origami, computer-controlled Zen gardening, quilt-making, and Arduino programming. Every station invited conference goers to get their hands dirty and spend time making something, whether that meant carving out a piece of linoleum to make a print or adding stitches to a quilt that will hang in Heroku’s new offices.


“We’re treating software development as a craft, and I tend to think of the term ‘craft’ as an intersection of art and science,” says Heroku co-founder Adam Wiggins. “The crafting stations are representation of that.”


Instead of filling the entire conference with talks about programming technique, Teich felt it was more important to bring in outside activities to broaden coders’ horizons. “We as developers have the opportunity to become better at a our craft, and the way we do things as humans,” says Teich, “Why do we care about crafts? Because I want you to be thinking not just about ‘how do I write the best line of code,’ but ‘how do I open myself up to world of what’s possible.’”


Ruby developer Mario Izquierdo, who we found at the printmaking station, was pleased with the craft demos, saying he felt printmaking would help him in his own work.


At the quilting station instructor Maura Grace Ambrose encouraged participants to use their needles in different ways to get different stitches, teaching that one tool can produce different results based on your technique.


Teich believes those small lessons add up to make everyone better at their own craft, whether that’s coding or anything else. “If you’re just working with what you know, you have a very narrow view of the world, but if you can look at origami or printmaking, you’re going to be a better programmer.”


Heroku co-founder James Lindenbaum says he hoped attendees left feeling inspired, by both the technical lectures and the crafts, to create more. From talking to the crowd, and watching them throw back a few craft beers courtesy of San Francisco brewery 21st Amendment, we can say for certain they at least left Waza happy. Namaste.



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This Electronic Temporary Tattoo Will Soon Be Tracking Your Health



FitBit too bulky? Why not glue a sensor array to your skin?


The quantified self goes nanoscale with a stick-on silicon electrode network that could not only change the way we measure health metrics, but could enable a new form of user interface. And the researchers behind it aim to have the device available in the next few weeks through a spinoff company, MC10.


The development takes wearable technology to the extreme, designed as a non-invasive diagnostic sensor that could be used to measure hydration, activity, and even infant temperature. It bonds to the skin, somewhat like a temporary tattoo, flexing and bending in sync with your skin the way you wish a Band-Aid would. How? Researchers at the University of Illinois, Dalian University of Technology in China, and the University of California at San Diego made it really, really small.


With a thickness of 0.8 micrometers at the widest — around one-thousandth the diameter of a human hair — the thin mesh of silicon actually nestles in to the grooves and creases in your skin, even the ones too small to see. Being small helps, but it’s also important that the silicon is laid out in a serpentine pattern and bonded to a soft rubber substrate, allowing the stiff material to flex, a little bit like an accordion.


“Although electronics, over the years, has developed into an extremely sophisticated form of technology, all existing commercial devices in electronics involve silicon wafers as the supporting substrate,” says John Rogers, who led the study published this week in Advanced Materials.


Those wafers are mismatched to the body’s mechanics and geometry, he says. The goal here was to develop a system that matches the body more naturally.


“By doing that, you can much more easily integrate electronics, either onto the surface of the skin, or on internal organs like the heart and the brain,” he says.


The epidermal electric system is either stamped onto the skin using a silicon wafer, or glued there with a water-soluble polyvinyl alcohol layer. Then it’s covered with spray-on bandage to keep it protected and watertight. After a couple of weeks, the layer will peel off as the underlying skin particles naturally exfoliate.


But aside from natural skin shedding, it’s actually quite robust, says Rogers. To test its durability, they stretched and compressed subjects’ skin, over and over, to see how much the device could take. It lasted easily through 500 cycles, and through washings.


It’s a lot more convenient than the electrodes that scientists used to connect to skin via a conducting gel. And it can offer more data, too, from high-resolution electric biopotential measurements, like electrocardiograms.


“We try to design not just point-contact electrodes, but full integrated circuits on platforms that have physical properties matched to the skin,” says Rogers. “They really can laminate on the surface of the skin, conform to all the microscale roughness that’s kind of intrinsic and natural to the surface of the skin, to provide a completely different class of interface between electrodes and electronics and the skin.”


Such a technology has many potential uses, from continual electrocardiogram readings, to precise measurements of temperature and hydration, to many other health and wellness readings.


“That could be relevant for advanced surgical procedures, implantable devices, or even systems that are designed to do continuous health and wellness monitoring or to track the progress or accelerate the wound healing process,” Rogers says.


“We’re interested not only in demonstrating concepts and an underlying scientific foundation around new measurement modalities through the skin, but also in their ultimate commercial realization,” he says.


But the tool could offer more than self-measurement. Because of the detail in the signal received, it could be used as a human-machine interface — for example, a videogame or drone controller — based on signals from the user’s muscles. It’s really marrying fully integrated electronics to the skin, a non-permanent bionic interface.



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Samsung Wallet Is Just Like Passbook, But on Android



Samsung Wallet, a newly announced Android app that looks and works a lot like Apple’s Passbook app for the iPhone, will surely add to the accusations that the Korean company rips off Cupertino at every opportunity.


Like Passbook, Wallet is a designed as a central repository for your digital gift certificates, coupons, tickets, travel details and boarding passes. And, like Passbook, it will be able to send location-based notifications to alert users when they’re near, say, the cinema that they’ve purchased a movie ticket for. According to a report from The Next Web, Samsung said Wallet, which was announced in Barcelona at a Mobile World Congress, will integrate with apps from Major League Baseball, Walgreens, and Lufthansa — all of which work with Passbook as well. Other compatible apps include Expedia, Hotels.com and Booking.com.


Of course, Samsung hopes all sorts of other apps will work with Wallet as well, which is why the company will release open API for Wallet on March 7 that will allow developers to do just that. At launch, the app won’t work with the NFC chips built into Samsung’s flagship phones, and other marquee Androids. But that may change in future versions of the app, Samsung told the Verge.


There’s no word yet on whether or not Samsung will eventually make Wallet available for non-Samsung Androids, as the company has done with its ChatOn instant messaging app (which is even available on iOS). But, given that Samsung is set to launch its Galaxy S IV smartphone on March 14, we expect to hear more about Wallet very soon.


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Music Sales Have Biggest Jump in MP3 Age











Music sales are going up for the first time in 14 years and piracy is going down, largely because it is stupid-easy to hear any song you want without being a digital thief.


“The music industry has adapted to the internet world, learned how to meet the needs of consumers and monetised the digital marketplace,” according to IFPI executive Frances Moore.


Two reports released Tuesday prove the point and should make musicians and the executives who profit from their toil very happy. The IFPI Digital Music Report showed the global record industry grew by 0.3 percent in 2011. Yes, that says three-tenths of a percent. But still. An increase is an increase, and this was the biggest jump since 1998, when Savage Garden’s Truly Madly Deeply (ewww) was a hit. Another report by the NPD group reported that use of peer-to-peer services to download music declined 17-percent in 2012.


Both reports credit the changes to the rising popularity of subscription services like Spotify and the ease with you can download music from Apple, Google and Amazon. Global digital revenues hit $5.6 billion in 2012, an increase of 9 percent over 2011.


It’s no surprise that streaming subscription services saw the biggest increase. Music fans willing to fork over cash for the immediate gratification of hearing their newest favorite song increased 44 percent, to 20 million subscribers, in 2012.


The NPD’s Annual Music Study 2012 says the biggest reason people quit trolling bittorrent and other services for free (stolen) music was the rise in free, legal music streaming that’s available. NPD says nearly 50 percent of file sharers stopped or reduced their illegal music stealing ways because of a streaming service.


And while streaming services have quelled music piracy somewhat, the royalties from streamed music can be pretty meager with an artist making less than a penny per stream. So, if you really like an artist and don’t want them to have to get a job at the local Dairy Queen, buy their album. Even if it is Savage Garden.




Roberto is a Wired Staff Writer for Gadget Lab covering augmented reality, home technology, and all the gadgets that fit in your backpack. Got a tip? Send him an email at: roberto_baldwin [at] wired.com.

Read more by Roberto Baldwin

Follow @strngwys on Twitter.



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Why The Onion's C-Word Tweet Was Well-Intentioned — But Wrong



Last night, during the Oscars, the Twitter account for the satirical news site The Onion called Quvenzhané Wallis, the 9-year-old nominee for Best Actress, a c**t.


The online reaction was swift and enraged, inspiring a torrent of angry tweets, the hashtag #unfollowtheonion, and the condemnation of celebrities like Levar Burton. The reason for the outrage was obvious: The c-word is perhaps the most toxic, gendered slur in our language, and a profoundly shocking and offensive thing to say, particularly about a child. But it was also more complicated than it seemed.


Online reaction seemed divided into a few different camps: Some believed The Onion had taken an extremely ugly, misogynistic potshot at a child simply just for the LOLs, while others insisted – as people who are safely outside the firing range of cruel humor are wont to do — that it was “just” a joke, and thus deserved absolution beneath the great, all-encompassing immunity umbrella of j/k.




My reading of the situation was a little different; I don’t think The Onion called a 9-year-old girl a “c**t” because they thought it was “true,” or because they wanted to be offensive simply for its own sake. (Unlike Oscar host Seth MacFarlane, who has created a small comedy empire on the initially novel but now tiresome gimmick of comedy shock tactics, The Onion has built its audience on razor-sharp satire that is both relentlessly progressive and unwilling to pull punches.) Rather, I believe they made a shocking, ugly comment to point out that the way the media talks about women is often quite shocking and ugly.


It was well-intentioned. It was also wrong.


Context, as always, is crucial; the tweet came in the midst of an Academy Awards ceremony which also featured – courtesy of host Seth MacFarlane – an opening song titled “We Saw Your Boobs” whose lyrics reduced a long list of famous actresses to the movies where they could be seen topless; a tasteless joke about domestic violence; Jennifer Aniston inexplicably being called a stripper, and a comment that attributed the dogged focus of the Zero Dark Thirty analyst who helped catch Osama bin Laden to “every woman’s innate ability to never let anything go,” among other things.


Ostensibly, The Onion’s tweet points out the toxicity of the language our media, politics and culture use toward women by directing that same sort of gendered contempt toward a female that most people would agree doesn’t “deserve” it: a child. (The corollary being: Why do we think adult women “deserve” it?) That’s what often makes art and comedy useful, after all — their ability to point out the absurdities in the things we never question, in new ways that make us see them differently or feel differently about them.


The problem – as The Onion quickly realized, deleting the tweet within an hour – is that in the process of trying to satirize the media’s cruelty toward women, they actually ended up accidentally perpetuating it. Worse, they did it at the expense of a child, violating one of the cardinal rules of good comedy (and good humanity): Don’t punch down.


Evitably, these conversations inspire claims of “censorship” – a profound misunderstanding of the term that conflates free speech with an imaginary obligation by others to listen to it silently — and an insistence that nothing should be off-limits in humor. On the latter point, those critics are right: We should be able to broach any subject in comedy, just as we should in any other form of art or discourse. The important thing is what we choose to communicate with the jokes that we make; whether we use our free speech to say damaging, deleterious things, or as Lindy West rightly says the best comedians do, “use their art to call bullshit on those terrible parts of life and make them better, not worse.”


A joke is a statement just like any other, one that draws from and contributes to our ideas about society and culture. Saying that the content of someone’s words is functionally irrelevant because it makes us laugh is an insulting notion not only to the butt of the joke, but to the art of comedy itself, because it treats it like it doesn’t mean anything. It transforms it into the humor equivalent of the worst pornography, whose contents are simply a means to an end, and serve no purpose – and deserve no thought – beyond the release they give their audience. As long as it ends in guffaws, the line of thinking goes, the content is functionally irrelevant and deserving of no deeper thought or criticism.


The situation with The Onion is a little different, because their punchline – presumably – wasn’t about how funny or incongruous it is to call a little girl a c**t. It was an attempt to criticize the horrible ways that the media talks about women, which through a combination of poor judgment, poor phrasing, and a poor choice of medium actually turned into them calling a little girl a c**t.


And yes, it’s complicated, particularly in the world of comedy. There’s an entire (hilarious) blog devoted to people who don’t “get” that The Onion is a comedy site, and when comedians walk the line of satire and irony, there’s always going to be some disagreement about when they cross it. So at what point does satire intended to skewer sexism transform from mocking it to being it?


Here’s a hint: It has a lot more to do with the impact of your actions than your intentions because – and if we’ve learned anything from the idea of hipster racism, I hope it’s this – your intentions are not more important than the effect they have. Not meaning to cause harm is an explanation, not an excuse. And if this unfortunate incident offers us anything, it’s a teachable moment about the best way to respond when we screw up and say things that are sexist/racist/homophobic/insensitive without understanding their impact.


One common – and immensely dickish – response is that it’s “not a big deal,” and that it’s the responsibility of person who has been mistreated or marginalized to remove themselves and stop complaining about it. Which is an attempt not only to silence them and sanction spaces as overtly hostile to them, but also essentially a reenactment of that scene from The Simpsons where Bart and Lisa start walking toward each other while punching and kicking the air wildly, saying “if you get hit, it’s your own fault!”


The Onion, wisely, decided to take another tack, by acknowledging, owning and apologizing for the tweet on their Facebook page and site this morning:


Dear Readers,


On behalf of The Onion, I offer my personal apology to Quvenzhané Wallis and the Academy of Motion Picture Arts and Sciences for the tweet that was circulated last night during the Oscars. It was crude and offensive—not to mention inconsistent with The Onion’s commitment to parody and satire, however biting. No person should be subjected to such a senseless, humorless comment masquerading as satire. The tweet was taken down within an hour of publication. We have instituted new and tighter Twitter procedures to ensure that this kind of mistake does not occur again. In addition, we are taking immediate steps to discipline those individuals responsible. Miss Wallis, you are young and talented and deserve better. All of us at The Onion are deeply sorry.


Sincerely, Steve Hannah CEO The Onion


No one ever said that being a good person — or trying to understand the struggles and perspectives of people whose experiences are alien to us – would be easy. It’s a life-long process, and one where all of us are going to have moments where we accidentally step in it, either through ignorance or bad judgment.


But when the inevitable happens and someone tells us that we’ve screwed up, we’d all do well to take a page from The Onion and respond not with self-righteous anger, or eye-rolling irritation that we have to deal with the inconvenience of other people’s experiences, but rather a willingness to learn so that we can be the kind of person who is able to call bullshit on the cruelty, ignorance and absurd injustices of the world – not the kind of person who makes them worse.


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Wired Space Photo of the Day: Glowing Gas in Omega Nebula


This image is a colour composite of the Omega Nebula (M 17) made from exposures from the Digitized Sky Survey 2 (DSS2). The field of view is approximatelly 4.7 x 3.7 degrees.


Image: ESO/Digitized Sky Survey 2. Acknowledgment: Davide De Martin. [high-resolution]


Caption: ESO

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That Syncing Feeling



“Smart, or stylish?” That’s the question facing casual watch aficionados looking for a new, high-tech addition to their collection.

On one hand (er, wrist), you’ve got the Pebble and other smartwatch upstarts, which come with built-in smartphone connectivity, customizable screens, and burgeoning developer communities eager to feed their app ecosystems. They also, by and large, look like uninspired pieces of mass-produced Chinese plastic, and that’s because they are.


On the “stylish” end of the spectrum is … not much. Except this: Citizen’s Eco-Drive Proximity.


The Citizen learns the current time from your phone, and the watch’s hands spin around to the correct positions.


By all outward appearances, the Proximity looks like any another chronograph in a sea of handsome mechanical watches. It has all the features you’d expect, including a 24-hour dial, day and date, perpetual calendar and second time zone. But housed within its slightly oversized 46mm case is a Bluetooth 4.0 radio, so it’s capable of passing data over the new low-energy connectivity standard appearing in newer smartphones, including the iPhone 5 and 4S. And for now, the Promixity is only compatible with those Apple devices.


Initial pairing is relatively easy. After downloading Citizen’s notably low-rent iOS app, you can link the watch to your phone with a few turns and clicks on the crown.


The gee-whiz feature is the automatic time sync that takes place whenever you land in a different time zone. Once connected, the Citizen learns the current time from your phone, and the watch’s hands spin around to the correct positions — a welcome bit of easy magic, considering the initial setup is a tedious finger dance.



The watch can also notify you of incoming communications. Once you’ve configured the mail client (it only supports IMAP accounts), you’ll get notified whenever you get a new e-mail — there’s a slight vibration and the second hand sweeps over to the “mail” tab at the 10-o’clock position. If a phone call comes in, the second hand moves to the 11-o’clock marker. If the Bluetooth connection gets lost because the watch or phone is outside the 30-foot range, you get another vibration and the second hand moves to the “LL” indicator. And really, that’s the extent of the functionality around notifications.


But notable in its absence is the notification I’d like the most: text message alerts. And it’s not something Citizen will soon be rectifying because the dials and hardware aren’t upgradable.


I also experienced frequent connection losses, particularly when attending a press conference with scads of Mi-Fis and tethered smartphones around me. This caused dozens of jarring vibrations both on my wrist and in my pocket, followed by a raft of push notifications on my phone informing me of the issue. Reconnecting is easy (and generally happens automatically), but the lack of stability in certain environments matched with the limited capabilities of the notifications had me forgetting to reconnect and not even worrying about it later on.



But actually, I’m OK with that. I still like the fact that it never needs charging. Even though there aren’t any solar cells visible on the dial, the watch does have them. They’re hidden away beneath the dial, and yet they still work perfectly. And even when its flagship connectivity features aren’t behaving, it’s still a damn handsome watch. It feels solid, and it looks good at the office, out to dinner, or on the weekend — something very few other “smart” watches on the market can claim.


However, those things can be said of almost all of Citizen’s EcoDrive watches. The big distinguishing feature here is the Bluetooth syncing and notifications, and they just don’t work that well.


WIRED A smart watch you won’t be embarrassed to wear. Charges using light. Combines classic styling with cutting-edge connectivity. Subtle notifications keep you informed without dominating your attention.


TIRED Loses Bluetooth connection with disturbing frequency. Limited notification abilities. No text message alerts. Janky iPhone app.


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Legalized Online Gambling Coming to a Computer Near You



That old adage of “What Happens in Vegas Stays in Vegas” might not apply to the digital age after Nevada’s governor signed legislation legalizing online poker betting.


Instead of traveling to Sin City to throw away your hard-earned cash inside smoke-filled casinos (free drinks, though), you can legally waste it away online from the comfort of your bedroom. The legislation essentially means you can lose your pants without even wearing any. And over is the nightmare scenario of driving to Lost Wages in your $20,000 car and returning on a $500,000 Greyhound bus.


States across the union are mulling gaming legislation to bolster their coffers following a President Barack Obama administration opinion (.pdf) that generally authorized online gambling. New Jersey is expected to approve online gaming perhaps as early as next week and become the second state to do so.


“This is an historic day for the great state of Nevada,” Brian Sandoval, Nevada’s governor, said Thursday. “Today I sign into law the framework that will usher in the next frontier of gaming in Nevada.”


The states had been bearish on online gambling until two days before Christmas in 2011, when the Justice Department’s Office of Legal Counsel said the 1961 Wire Act did not prevent states from selling lottery tickets to adults over the internet. That decision has been interpreted to allow online gaming, except for internet sports wagering.


“Now that the Department charged with enforcing the law has limited that statute to cross-border sports bets, there is literally no federal law standing in the way of a state authorizing intra-state online games, and even entering into compacts with other states and nations to pool players,” according to I. Nelson Rose, a Whittier Law School professor and one the country’s most noted gambling scholars.


The administration opinion also trumped the Unlawful Internet Gambling Enforcement Act of 2006 (.pdf) because it ”prohibits gambling businesses from knowingly accepting payments in connection with the participation of another person in a bet or wager that involves the use of the internet and that is unlawful under any federal or state law.”


Nevada’s measure, AB114, (.pdf) grants the state the power to license online gaming venues and to enter into deals with other states to allow internet poker.


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Sony Jumps the Gun With Skimpy PlayStation 4 Reveal



NEW YORK — After filing into the Hammerstein Ballroom and shaking off the brittle chill of the Manhattan winter, we sit in quiet expectation. Every five minutes, an Englishwoman with a soothing voice encourages us take our seats and updates us on just how much time we had before the presentation began. Shockingly, it starts exactly on time.


Lights flash and music blasts at us as a series of marketing slogans appears on the screen, one after another, in succession so rapid that they are rendered almost meaningless. Sony is at war with something or other. It’s all very serious. When the strobing stops, Andrew House, Sony Computer Entertainment’s Group CEO, takes the stage and welcomes us for a long time, making no mention of a new console. For a moment, it seems that perhaps the joke that was circulating on Twitter all day was true — maybe this was just an elaborate ruse, maybe we weren’t going to see a new console after all.


But then the letters appear on the screen, PS4, and the room relaxes, though perhaps too soon.

There is a certain tolerance for sleight of hand at a press event like PlayStation Meeting. There will be fancy light shows and slogans and corny jokes, a bit of prestige meant to entertain and distract from the fact that, over the course of hours, only a few nuggets of genuine information will be presented to the public. The job of the marketing people at Sony is to use that time to sell an idea; it is far too long until launch to be selling a physical product. The job of the audience is to dig through all the lip service to find the substance underneath.


Even so, considering this was the presentation of Sony’s vision of the future of gaming, a first step in a journey into the next generation that will likely last years, there was surprisingly little substance for the audience to find. Rather, after the dog and pony show, we were most interested in what was absent.


Namely, the console itself. While the architecture of the system was sketched out in broad strokes, the box itself did not make an appearance. Is it flat? Is it tall? Is it black? Is it white? Will it look sexy and sleek next to my flatscreen TV? These questions, seemingly integral for an event announcing a new piece of consumer hardware, were left to be answered on another day.


In fact, the vast majority of the presentation was concerned with things we had already seen. The lone piece of hardware on display, the redesigned DualShock 4 controller, made the rounds in the gaming press last week. The new touch pad, an admittedly intriguing addition, was mentioned in passing but not elaborated on. None of the game demos showed us how it could be used.


The new games that were introduced felt similarly familiar. We learned that Diablo III, a game that came out for PC in 2012, would be coming to PlayStation, the same for Ubisoft’s Watch Dogs, a game that was revealed last year at E3 and widely thought to be a next-gen title. We saw the tech demo of Unreal Engine 4, a version of which has been circulating in the industry since March of last year, and “Agni’s Prophecy” from Square Enix, which surfaced for the first time last summer.


Even what was new was old. Killzone will be getting another sequel in Shadow Fall, a game that, by the series’ established standards, is refreshingly vibrant (this one has colors other than gray and red in it) but, in the end, looks like just another sci-fi first-person shooter. The Infamous franchise will also be getting another installment with Second Son, which looks rather like the last Infamous game but with more particle effects.


There were new titles on display as well, of course. Mark Cerny, the console’s lead system architect, showed off Knack, a charming enough brawler with a Pixar vibe. DriveClub, an obsessively detailed team racing game, took a page from Gran Turismo. Capcom’s demo for Deep Down also looked promising in a way reminiscent of Dark Souls and Dragon’s Dogma. And there was Bungie’s spiritual successor to Halo, called Destiny, which looks very Haloey indeed.


None of these things, new or old, felt very like a bold new generation. The feeling of sameness, of deja vu, ran very deep over the course of the program. And, again, what was absent was what was most conspicuous. Long time tent pole series like God of War and Uncharted went without mention and, while Journey was proudly referenced on several occasions, no one from thatgamecompany took to the stage.


Sure, there was grand talk of integrated social initiatives, most of which boiled down to the new controller having a Share button. Much was made of the idea of accessing games from any of your other high tech devices, something that seems like a cousin of Microsoft’s SmartGlass. And the struggling Vita got a boost, thanks to the implication that it could be used for remote play –- a promise that has been made and broken before.


At least in regards to the remote play, Shuhei Yoshida, head of Sony’s game development studios, gave a concrete clarification during a roundtable interview. “Remote play will work. Virtually every PS4 game will be playable on PSP Vita via remote play. It is a great experience. We have tried it already,” he says. “I will be heartbroken if it [isn’t available] day one.”


The most exciting thing discussed during the presentation was Sony’s commitment to immediacy. No more infinite updates. No more long install times. With a separate chip dedicated to background downloads, you’ll be able to fire up your PlayStation 4 and play games without delay. But when reducing load times is an undisputed highlight, trouble might be looming.


After the presentation, we adjourn to the lounge. It is a chic space with low light, an open bar and waiters serving hors d’oeuvres, the kind of place meant to foster conversations and positive opinions. Yet the atmosphere runs from ambivalent to confused. Harold Goldberg, author of the gaming history book All Your Base Are Belong to Us, said it best: “Well, it was vague.”


Over and over, the same question was being asked: “Why now?” With no prototype console on display, with no hands-on opportunities after the presentation, with nothing but assurances that more details would come later in the year, why not wait until later in the year to introduce the system? Why bring 1,200 journalists and fans from all over the country to New York in the dead of winter to show a video that was livestreamed around the world?


Yoshida tried to clear up some of those mysteries. He apologized directly for not showing the actual hardware during the event, explaining that from now until launch, Sony has a lot of information to communicate to consumers. Last night’s priority, he said, was on the philosophy behind the system. Yoshida also noted the final console is “not finished. We are still making tweaks.”


He also offered some assurances that the console’s price will not be as high as the PS3′s, which launched at $600. “The architecture choice that we have made this time around allows us to not have to create dedicated factories,” he explains. “That helps us provide an affordable price to consumers.”


A final bit of good news: Yoshida said that PlayStation 4 will not outright block the play of games bought second-hand. “When you purchase disc-based games for PS4, they will work on any hardware,” Yoshida says. As for online registration of games, he noted that was a decision for publishers to make.


For every clarification, however, there seemed to be a hydra of topics Yoshida wasn’t willing to talk about yet. The real answer is likely that, having been late to market with the PlayStation 3, Sony is looking for an early edge in mindshare this time around. But with so many elaborate promises and so few details, what was meant to be a head start might really have been jumping the gun.


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Liveblog: Sony's Big PlayStation Reveal











At 6 p.m. Eastern time in New York City, Sony will unveil the future of the PlayStation brand, widely expected to be its latest home console.


“Can the PS3 Save Sony?” asked a Wired story in 2006, as Sony launched its last home console. As it turned out, the answer was “not really” — PlayStation 3 came in third in the hardware race, bled money for years and led to the ignominious departure of “father of the PlayStation” Ken Kutaragi. Now Sony as a whole is in crisis mode, having lost money for the past three years. CEO Howard Stringer stepped down a year ago to be replaced by Kazuo Hirai, the executive who led Sony and PlayStation during its decade of industry dominance. Hirai, as one might imagine, believes that gaming is one of the key products that Sony can leverage to turn the ship around.


New machine, same question: Can the PS4 save Sony?


Follow our live blog feed of the announcements, which will be livestreamed in the embedded video above when the show starts. Later, Wired contributor Stu Horvath will weigh in with any hands-on gameplay impressions and interviews with Sony executives that are offered at the event.


Live blog automatically refreshes every 5 minutes when idle. Refresh now




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Holy crap, did a Sony event just start on time?! Maybe they are really changing things.





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I want to believe that The Last Guardian’s MIA status is related to the fact that it shifted platforms to PS4.





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Watch this space for Wired’s live blog of Sony’s big announcement, starting at 6 p.m. Eastern. If it’s not PlayStation 4, New York City had better get the riot cops ready.






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Banksy Work Cut Out of Wall, Offered at Auction for More Than $500K



Graffiti art, by its very nature, doesn’t lend itself well to gallery shows or commercial auctions. So how do you capitalize on the demand for an artist’s work, if it exists on the side of a building? Simply cut off the chunk of the building in question. That’s how an anonymous individual recently turned a work by acclaimed graffiti artist Banksy from public art into a private commodity: by physically cutting it out of a wall and putting it up for auction at it an estimated price of more than half a million dollars.


The work in question, now titled Slave Labor (Bunting Boy), originally appeared on the side of a London budget store in the Wood Green area last May; its imagery was considered a critique of the “real-life” discomfort and sweatshop conditions behind the cosy, nostalgic British iconography of the Queen’s Diamond Jubilee.


The artwork was removed from the store along with a large chunk of the wall last week, as noted by a local resident at the time. It has since appeared on the website of Fine Art Auctions Miami among a number of modern pieces and will be auctioned at the end of this week, at a price estimated at between $500,000 and $700,000.


According to Fine Art Auctions’ owner, Frederic Thut, the art is being offered by a “well-known collector” who prefers to remain anonymous, but has apparently provided proof that they own the work in question. (Attempts to reach Fine Art Auctions Miami for comment were unsuccessful.)


Poundland, the store from which the artwork was removed, has tweeted that it is “NOT responsible for either selling or removing the Banksy mural,” adding that it does not own the building in question and has been unable to contact the owner so far to find out more, while local politician Alan Strickland has already launched a campaign for the artwork to be returned.


Talking to reporters, Strickland explained that “Banksy gave this art for free to our community, so we’re all angry that it’s been removed and put on sale for $500,000 in the U.S. We’re trying to track down who is responsible. We’re not certain who removed it, but we’re absolutely certain we want it back!”


With the auction set to take place on Friday, however, the citizens of Wood Green have little time to argue their case. Of course, if all else fails, Banksy could always just paint a new piece about the appropriation of public art in its place.


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New Whale Species Unearthed in California Highway Dig



By Carolyn Gramling, ScienceNOW


Chalk yet another fossil find up to roadcut science. Thanks to a highway-widening project in California’s Laguna Canyon, scientists have identified several new species of early toothed baleen whales. Paleontologist Meredith Rivin of the John D. Cooper Archaeological and Paleontological Center in Fullerton, California, presented the finds Feb. 17 at the annual meeting of the American Association for the Advancement of Science.


“In California, you need a paleontologist and an archaeologist on-site” during such projects, Rivin says. That was fortuitous: The Laguna Canyon outcrop, excavated between 2000 and 2005, turned out to be a treasure trove containing hundreds of marine mammals that lived 17 million to 19 million years ago. It included 30 cetacean skulls as well as an abundance of other ocean dwellers such as sharks, says Rivin, who studies the fossil record of toothed baleen whales. Among those finds, she says, were four newly identified species of toothed baleen whale—a type of whale that scientists thought had gone extinct 5 million years earlier.



Whales, the general term for the order Cetacea, comprise two suborders: Odontoceti, or toothed whales, which includes echolocators like dolphins, porpoises, and killer whales; and Mysticeti, or baleen whales, the filter-feeding giants of the deep such as blue whales and humpback whales.The two suborders share a common ancestor.


Mysticeti comes from the Greek for mustache, a reference to the baleen that hangs down from their jaw. But the earliest baleen whales actually had teeth (although they’re still called mysticetes). Those toothy remnants still appear in modern fin whale fetuses, which start to develop teeth in the womb that are later reabsorbed before the enamel actually forms.


The four new toothed baleen whale species were also four huge surprises, Rivin says. The new fossils date to 17 to 19 million years ago, or the early-mid Miocene epoch, making them the youngest known toothed whales. Three of the fossils belong to the genus Morawanocetus, which is familiar to paleontologists studying whale fossils from Japan, but hadn’t been seen before in California. These three, along with the fourth new species, which is of a different genus, represent the last known occurrence of aetiocetes, a family of mysticetes that coexisted with early baleen whales. Thus, they aren’t ancestral to any of the living whales, but they could represent transitional steps on the way tothe toothless mysticetes.


The fourth new species—dubbed “Willy”—has its own surprises, Rivin says. Although modern baleen whales are giants, that’s a fairly recent development (in the last 10 million years). But Willy was considerably bigger than the three Morawanocetus fossils. Its teeth were also surprisingly worn—and based on the pattern of wear as well as the other fossils found in the Laguna Canyon deposit, Rivin says, that may be because Willy’s favorite diet may have been sharks. Modern offshore killer whales, who also enjoy a meal of sharks, tend to have similar patterns of wear in their teeth due to the sharks’ rough skin.


The new fossils are a potentially exciting find, says paleobiologist Nick Pyenson of the Smithsonian Institution’s National Museum of Natural History. Although it’s not yet clear what Rivin’s team has got and what the fossils will reveal about early baleen whale evolution, he says, “I’ll be excited to see what they come up with.” Pyenson himself is no stranger to roadcut science and the rush to preserve fossils on the brink of destruction: In 2011, he managed, within a week, to collect three-dimensional images of numerous whale fossils found by workers widening a highway running through Chile’s Atacama Desert.


Meanwhile, Rivin says her paper describing the fossils is still in preparation, and she hopes to have more data on the three Morawanocetus, at least, published by the end of the year. As for the fourth fossil, she says, it might take a bit longer: There’s still some more work to do to fully free Willy from the rock.


This story provided by ScienceNOW, the daily online news service of the journal Science.


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<cite>Halo</cite> Creator Unveils Its Next Masterpiece, a Persistent Online World



BELLEVUE, Washington — Destiny, the new game from the creator of Halo, isn’t just another shooter. It’s a persistent online multiplayer adventure, designed on a galactic scale, that wants to become your new life.


“It isn’t a game,” went the oft-heard tagline at a preview event on Wednesday. “It’s a world where the most important stories are told by the players, not written by the developers.”


This week, Bungie Studios invited the press into its Seattle-area studio to get the first look at Destiny. Although the event was a little short on details — Bungie and Activision didn’t reveal the launch date, handed out concept art instead of screenshots, and dodged most of my questions — it gave an intriguing glimpse at what the creator of Halo believes is the future of shooters.


Bungie was acquired by Microsoft in 2000, and its insanely popular shooter was the killer app that put the original Xbox on the map. Bungie split off from its corporate parent in 2007, and Microsoft produced Halo 4 on its own last year. The development studio partnered up with mega-publisher Activision for its latest project, which was kept mostly secret until now.


Destiny, slated for release on PlayStation 3 and Xbox 360, isn’t exactly an MMO. Activision CEO Eric Hirshberg called it a “shared-world shooter” — multiplayer and online, but something less than massive.


“We’re not doing this just because we have the tech,” Hirshberg said. “We have a great idea, and we’re letting the concept lead the tech.”



Built with new development software created specifically for Destiny, this new game is set in Earth’s solar system and takes place after a mysterious cataclysm wipes out most of humanity. The remaining survivors create a “safe zone” underneath a mysterious alien sphere called “The Traveler.”


The enigmatic sphere imparts players with potent weapons, magic-like powers and defensive technology. Thanks to these gifts, people have begun reclaiming the solar system from alien invaders that moved in while humanity was down.


Bungie fired off a list of design principles that guide Destiny’s creation: Create a world players want to be in. Make it enjoyable by players of all skill levels. Make it enjoyable by people who are “tired, impatient and distracted.” In other words, you don’t have to be loaded for bear and pumped for the firefight of your life every time you log on to Destiny.


After this brief overview, writer/director Joseph Staten used concept art and narration to outline an example of what a typical Destiny player’s experience might be.


Beginning in the “safe zone,” a player would start out from their in-game home and walk into a large common area. From here, the player would be able to explore their surroundings and meet up with friends. Then, they might board their starships and fly to another planet, let’s say Mars, in order to raid territory held by aliens.


During this raid, other real players who traveled to the same zone (like visiting a particular server on an MMO) would be free to come and go as they please. For example, a random participant could simply walk on by. They could stop and observe. Or they could get involved in the fight. In this instance, Staten suggested that a passerby would join the raid and then break off from the group after the spoils were divvied up without any user interface elements to fuss with. Walk away, and it’s done.


Bungie made a point of saying several times over that Destiny will not have any “lobby”-type interfaces, or menus from which to choose from a list of quests. Instead, players will simply immerse themselves in the world and organically choose to participate in whatever activities they stumble upon. Bungie promised solo content, cooperative content, and competitive content, though it provided no further examples of these.


The developer said that by employing very specialized artificial intelligence working entirely behind the scenes, players will encounter other real players who are best suited for them to interact with, based on their experience levels and other factors.


Staten didn’t say how many players would be able to exist in the world at the same time, but said that characters will be placed in proximity to each other based on very specific criteria, not simply to “fill the world up.”







Bungie showed off three distinct character classes throughout the day’s presentations: Hunter, Titan and Warlock. Although no differences were outlined between them apart from the Warlock being able to use a kind of techno-magic, the developer was keen to emphasize the idea that each character in Destiny would be highly customized and unique, and will grow with the player over an extended period of time.


While many games make the same promise, Destiny’s vision of “an extended period of time” isn’t 100 hours. It’s more like 10 years.


Bungie’s plan is for the Destiny story to unfold gradually over the course of 10 “books,” each with a beginning, middle and end. Through this will run an overarching story intended to span the entire decade’s worth of games, although like many other topics covered during the day, Bungie gave little detail about how this will work.


The developer spent a lot of time emphasizing its claim that no game has been made at this scale before. Bungie says it has a whopping 350 in-house developers working on Destiny.


Senior graphics architect Hao Chen gave examples of the sort of impenetrable mathematics formulas that allow Bungie to craft environments and worlds at a speed that it claims was previously impossible.


Bungie’s malleable team system was also said to increase its output. With the ability to co-locate designers, artists, and engineers at any time, Bungie says it can go through exceptionally rapid on-the-spot iteration and improvement for each facet of the game.


Apart from highly improved technology and the basic concept of humanity taking back the solar system, there’s just not a lot of hard information on Destiny at the moment. One thing that was made quite clear is that the game will not be subscription-based. Every presenter was clear in stating that players will not pay a monthly fee to participate in this persistent world.


While fees may not be required, a constant connection to the Internet will be. Since the core concept of Destiny is exploring a world that exists outside of the player’s console and is populated by real people at all times, it “will need to be connected in order for someone to play,” said Bungie chief operating officer Pete Parsons.


Representatives from both Bungie and Activision gave vague answers when Wired pressed for further details, often stating that they “were not ready” to discuss specifics. Whether that means those things are still being kept from the press, or whether they have not yet been determined by the development team, was unclear.


Questions currently unanswered: How will players communicate? How will players interact with each other outside of combat? What content exists in the non-combat “safe zones”? Subscriptions may be out, but what about in-app purchases? Will player versus player combat be available? Will the game ship on a disc or be download only? Will its persistent world allow Xbox and PlayStation gamers to play together? What content and interactions will be possible via smartphones and tablets (which Bungie alluded to)? Will the fancy new tools be licensed to other developers?


And so on.


For now, Bungie is asking us to take it for granted that it will execute on a bold 10-year plan for a very different sort of shooter. In the history of the always-changing gaming industry, no one’s ever been able to pull off a 10-year plan for anything. Can Bungie do it?


Hey… they made Halo, right?


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The Quirky World of Competitive Snow Carving Comes to California



The weekend at Northstar ski resort in Truckee, California, is beautiful, sunny, and in the 30s. For eight teams of snow carvers from around the world, though, it’s terrible — the melty snow is sloppy, hard to carve, and even dangerous.

Teams of three from Finland, Japan, Germany, Canada, and the U.S. were selected from more than 40 applicants for the inaugural Carve Tahoe, a five-day competition to hew works of art from 14-foot-high, 20-ton blocks of snow. But despite the bad snow, the teams rely on decades of experience, handcrafted tools, and creative techniques to fashion their massive sculptures. The team members are sculptors and artists and designers, but also doctors and lawyers. Though they spend weeks each year carving, nobody makes a living doing it.


“Everyone seems to have their own method of doing things,” says Team Wisconsin’s Mark Hargarten. “It’s amazing how different they are.”


The Wisconsin team uses a grid system for their carving — a Native American wearing an eagle costume, its feathers turning to flames, called “Dance of the Firebird.” The polyurethane model they built is scaled so 1/2 inch equals one foot on the finished snow sculpture. They cut a copy of the model in four, and covered each section with clay, sectioned in 1/2 inch increments. They etch corresponding lines in the snow, one foot to a side, and they peel off one piece of clay, carve the part of the sculpture they can see, and move on to the next.


“You never get lost using the method,” says Dan Ingebrigtson, a professional sculptor from Milwaukee. “Three or four guys can work from different angles, and meet in the middle.”


Wisconsin’s got several other strategies behind their carving as well. From the south, it looks like they haven’t even started; they left the southern side of the block intact to protect the rest of it from the sun, and the wall has been decimated by the heat. More than 20 percent of its thickness has melted by Sunday night, three days in. After the sun goes down, the team is hollowing out the interior of the structure, so it will freeze faster overnight.


Other teams are relying on nighttime freezing as well. A team partly from the U.S. and partly from Canada carves spires from blocks they removed from the sculpture, and plans to attach them to the top of their sculpture, “The Stand,” which incorporates four interwoven trees. They’ll use melty snow pulled from the middle of the block right when the sun goes down to cement the tops onto the trees, says team member Bob Fulks from the top of a stepladder as he cuts away at the sculpture with an ice chisel.


Fulks’ team is leaving Tahoe after the competition to go straight to Whitehorse, in the Yukon, for another competition, where he anticipates no problems with warm weather.


“It’s a good gig, you can travel all over the world doing it,” he says. “You go around and see the same people.”


Many of the carvers know each other from previous competitions.


“We’ve sculpted with almost everybody here before,” says Team Idaho-Dunham’s Mariah Dunham, who is working on “Sweet House (of Madness)” with her mother, Barb. The creation is a beehive, with the south side as the exterior, and the north side (intentionally placed out of the sun) as a representation of the comb, including hexagonal holds that perforate all the way to the hollow interior.


Though Carve Tahoe is new, snow carving is not. Many of the sculptors have been at it for more than 20 years, traveling around the world and meeting and competing against many of the same people — though each competition demands unique new designs from all the sculptors. Kathryn Keown discovered snow carving while Googling something completely different, and decided she wanted to host an international event.


“First we fell in love with the sculptures, then we fell in love with the sculptors,” says Keown, who founded the competition with Hub Strategy, the ad agency where she works.


Keown contacted several ski areas before Northstar, but the resort was on board right away; its owner, Vail Resorts also owns Breckenridge, where one of the biggest and most prestigious snow carving competitions is held.


But Keown wanted to commit to the design of the competition, not just the sculptures. Applicants submitted their designs last summer, and Keown enlisted Lawrence Noble, chair of the School of Fine Art at the Academy of Art University to help choose modern, complex, realist designs. She wanted no artsy, kitschy snowmen.


Then she chose a design-friendly logo and judges. In addition to Noble, the panel of judges features a sushi chef from Northstar, two interior designers, a photographer from nearby Squaw Valley, and Bryan Hyneck, vice president of design at Speck, which makes cases for mobile devices and was one of the event’s sponsors.


“The level of complexity and sophistication in this type of sculpture is just amazing,” says Hyneck, who has judged industrial and graphic design competitions, but never snow carving. “It’s amazing how organic some of the shapes can be.”


As a judge, Hyneck says he’ll focus on the craft and the execution of the sculptures, and how the sculptors use particular techniques to take advantage of the snow’s properties. But he adds that subject matter, point of view, message, and relationship to a theme are all important points as well.


“Anybody that is really going to push the limits of the capabilities of the media is going to get a lot of my attention,” he says.


For some, like the Germans, that means suspending massive structures made completely of snow. Their sculpture, titled “Four Elements”, features four large spires encircled by a tilted disc. Despite a trickle of melted snow dripping off the bottom edge, one — or even two — of the German carvers frequently stand atop the sculpture, using saws or chisels to shape the towers.


Sunday evening, after the sun has gone down and the temperature dropped, Josh Knaggs, bearded, with a cigarette in his mouth, is sitting in the curve made by the largest bear from the Team Idaho-Bonner’s Ferry sculpture, “Endangered Bears.” Wearing a blue event-issued jacket, he’s brushing out the hollow loop made by mama and papa bear.


Three days later, the judges award Knaggs and his team third prize, with Japan’s modern work, “Heart to Heart” coming in second and Germany’s gravity-defying “Four Elements” taking first. The teams disperse, and after a few more sunny days, Northstar tears down the structures before they get too soft and fall — all except the German piece, which can’t bear its own weight and collapses after judging is complete. But the ephemeral nature of the snow is part of what attracts the competitors.


“It’s for the moment, and it’s a beauty all in itself, creating something that’s gonna be disappearing, you know, it’s okay that it disappears,” says Team Truckee’s Ira Kessler. “We are making it for the moment.”


All Photos: Bryan Thayer/Speck


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CBS, Intel in Talks Over TV Programming Deal











Score one for Intel, which has picked up one of the big networks to provide content for its forthcoming set-top box.


CBS boss Les Moonves told analysts during a fourth-quarter earnings call that the network is negotiating a programming deal with Intel, which wants to take on the likes of Dish TV and Roku. The company announced Tuesday that it is creating a set-top box that would stream TV over the web. The box and service would put the company, better known for silicon, in direct competition with content provides like Comcast and Time Warner cable.


The device itself would also replace the over-the-top offerings from Apple, Roku and Western Digital and was touted as an “all in one solution” by Intel’s corporate vice president of media, Erik Huggers.


Intel told the audience at the Dive Into Media event that it is actively talking to networks about the service. But would not name names. Moonves, who has a tenuous relationship with the tech media (See CNET/Hopper debacle), didn’t seemed to have gotten that memo.


Expect How I Met Your Mother and NCIS when the unnamed Intel box makes its debut sometime in 2013.




Roberto is a Wired Staff Writer for Gadget Lab covering augmented reality, home technology, and all the gadgets that fit in your backpack. Got a tip? Send him an email at: roberto_baldwin [at] wired.com.

Read more by Roberto Baldwin

Follow @strngwys on Twitter.



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It's Do or Die for Military's Last Remaining Giant Spy Blimp



It’s 10 minutes to midnight for the U.S. military’s dream of mega-blimps strapped with powerful surveillance gear. There are reports that the last of those lighter-than-air ships is a casualty of the Army’s shrinking budgets. Its operators aren’t so sure — but if it goes, so goes a vision for a different paradigm of aerial spying.


That would be the Long Endurance Multi-Intelligence Vehicle, or LEMV. Built by Northrop Grumman, it’s a dimpled blimp as long as a football field; seven stories high; and carries a price tag of over half a billion dollars. The plan was to use the blimp over Afghanistan, where its gondola could haul seven tons of cargo — including advanced camera gear able to see dozens of square miles of terrain with crystal-clear resolution at a single blink. It would stay 20,000 feet above the warzone for weeks at a time, something beyond the capabilities of any spy plane, manned or piloted. Trials over Afghanistan were slated for early this year.


Now, maybe not so much. A report in InsideDefense citing anonymous sources said LEMV quietly met the Army budget axe last week.


This comes as news to the branch of the Army actually testing the blimp. “The Department of the Army has not notified the Army Space and Missile Defense Command of any programmatic changes to the LEMV program,” spokesman John Cummings told Danger Room on Wednesday. “LEMV continues to be a technology demonstration at SMDC.” Northrop Grumman was surprised by word of the cancellation. An Army spokesman, Dylan Schwartz, said he had no information about the program Wednesday afternoon.



Yet the LEMV is in trouble. A technical analysis in 2011 questioned whether the blimp could actually stay aloft for the 21 days Northrop hyped, and figured it was closer to 10. Although the ship was supposed to head to Afghanistan this year, its only flight has been its maiden August test voyage over New Jersey, which was months late. The Army, once a vocal LEMV booster, began backing away from the blimp in October.


And if the LEMV goes, so too do the military’s dreams of giant spy blimps for the foreseeable future.


Last year, the Air Force abruptly canceled its contract for the Blue Devil, a blimp seven times larger than the Goodyear Blimp and LEMV’s main rival. It was a massive reversal: More than just a lighter-than-air vehicle for spy gear, it was to host 12 different sensors and a supercomputer that made Blue Devil capable of acting as a quarterback coordinating other aerial spy gear. Only the avionics arrived late to the party, and technical challenges mounted.


Not even the backing of the Air Force’s former intelligence chief, whose company built the thing, could spare Blue Devil: As my colleague David Axe reported, the Air Force office running the Blue Devil added requirements in a bureaucratic shanking. The Air Force likes planes, not blimps. With Blue Devil dead, all that remains of the mega-blimps is the LEMV.


Here’s the justification for the mega-blimps. They give the U.S. military a middleweight spy tool, between the heavyweight spy satellites orbiting Earth and the welterweight spy planes taking pictures thousands of feet over a given swath of territory. Each has their functions: Satellites pick up huge, wide views and spy planes, manned and unmanned, provide hours’ worth of imagery. For something in between — say, weeks’ worth of so-called “pattern of life” data, send in something lighter than air, higher and more persistent than a plane, below a satellite, and carrying a ginormous amount of sensors, cameras and data processors.


Lots of people in Congress never bought it. As the budget for spy blimps ticked upward and the Army and Air Force fought over who controlled the mega-airships, the Senate Armed Services Committee in 2011 questioned why two competing airframes were necessary. By the time the two top Senate appropriators — the most important legislators in the chamber — threw their weight behind the Blue Devil, the Air Force had all but decided blimps were a non-starter.


If the LEMV is actually on the chopping block, an entire model of aerial surveillance is stillborn. The future of military blimps will be miniaturized: U.S. bases in Afghanistan often use tethered aerostats strapped with cameras above their fortifications to enhance their ability to spot insurgent threats beyond what the eye can see. But with the U.S. packing up from Afghanistan, the smaller blimps have also lost their rationale. The sound you hear is a lot of military hot air escaping.


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Intel Teases Set-Top Box to Compete With Cable



Intel is developing a set-top box that delivers video on demand and live TV over the internet, a move that would place it in competition with the likes of Roku and your local cable company.


There’s no word on who’ll provide the all-important content we’d see on such a box or what we’d pay for it when it appears later this year, but Erik Huggers, Intel’s corporate vice president of media, promises a “superior experience” to what is already hooked up to your TV.


Huggers, speaking at the Dive Into Media event Tuesday, said the new device will launch under its own brand under Intel’s new media division. The service and set-top box are a huge departure for a company that has made its name supplying chipsets to just about everyone and has a less-than-stellar track record bringing products to the consumer market.


The device and web-TV service will compete directly with cable and satellite providers by delivering live TV via the internet. The box also will offer video on demand and a feature called Catch Up TV, which also is available in the BBC iPlayer. That means everything that is broadcast on network or cable TV would be available to play whenever you like, making it something like a cloud-based DVR that records everything on your TV. In that way, Intel isn’t just gunning for content providers, but also for the Apple TV and Roku box.


That’s because Intel thinks you have too many devices plugged into your TV, and it’s positioning its as yet unnamed box as “an all in one solution” to handle all your content. Huggers mentioned Netflix, suggesting we might see the streaming service as a partner.


The chipmaker had long been rumored to be working on its own streaming service and device. Tuesday’s announcement puts those rumors to rest but raises many new questions. The most pressing is how is this different than what’s already on the market. For example, how will this be different than subscribing to cable and will it save viewers money?


Current cable and satellite services package channels and sell them as bundles. These bundles have been a huge financial pain for viewers, because you’re often paying for channels you don’t watch. And while Huggers was quick to point out that bundles aren’t going away, he did say, “if bundles are done right, I think there is real value in that. An opportunity to create a more flexible environment.”  A la carte programming is still a long way off, but Huggers hinted at a bundling scenario somewhere between a la carte and the current cable and satellite offerings.


Even with a smarter bundle, don’t expect to save money on your bill. The unnamed Intel box that isn’t an Intel-branded-box is “not a value play but a quality play to create a superior experience,” Huggers said. That experience includes a redesigned electronic program guide and camera that determines who is watching TV and adjusts the environment and suggestions based on who is watching. If you’re concerned about privacy and you watch TV in your underwear, you can turn it off. Other superior features and pricing were not discussed, but Intel has its work cut out for it. Winning this game is all about providing solid content.


This is a huge leap for a company known more for the silicon powering computers than selling devices directly to consumers. Intel has produced reference designs for ultrabooks, smartphones and Windows 8 device hybrids for third parties, but its own consumer products and services have been largely ignored. Most would be surprised, for example, to learn that Intel has an app store called AppUp and a small Mac mini competitor called the NUC. Intel’s problem isn’t necessarily making good products, it’s marketing them.


And while the company has been recruiting employees from Apple, Jawbone, BBC and Microsoft to create this new device and new division, it’s going to have to make sure people actually know about it. Plus it really will have to deliver a substantially superior experience to cable and other set-top boxes to end up connected to the HDMI ports of viewer’s HDTVs.


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Stand on Mars Next to the Curiosity Rover With This Incredible Panorama











Over the weekend, NASA’s Curiosity rover successfully drilled into the surface of Mars and collected its first sample from the interior of a rock. With this incredible interactive panorama, you can stand right beside the rover and see both its amazing environment and the fruits of its labor (go into full screen for best results).


Late on Feb. 8, Curiosity drilled a 6.4-cm-deep hole into a rock nicknamed John Klein on the surface of Mars. The area the rover is in appears to have been repeatedly flooded with water in the past and the drilling operation will allow scientists to uncover the complex aqueous history of the place. Curiosity has excavated a tiny sample from inside the rock and will analyze the powder with its suite of instruments. This is the most complex operation the rover has yet performed on Mars.


The interactive panorama above comes from photographer Andrew Bodrov of Estonia, whose previous Curiosity panorama showed the rover just after it landed in August. The self-portrait was stitched together from 66 shots taken with the rover’s MAHLI camera, which sits on the end of Curiosity’s arm and is not visible in the image, on Feb. 3. The full panorama incorporates about 130 photographs from the rover’s MastCams taken on later days and stretches about 30,000 pixels wide. On the Martian surface just in front of the rover, you can see the full drilling hole as well as the “mini-drill” test from last week.



Credit: NASA/JPL-Caltech/MSSS/Andrew Bodrov




Adam is a Wired Science staff writer. He lives in Oakland, Ca near a lake and enjoys space, physics, and other sciency things.

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Wired Science Space Photo of the Day: Wings of the Seagull Nebula


This image shows the intricate structure of part of the Seagull Nebula, known more formally as IC 2177. These wisps of gas and dust are known as Sharpless 2-296 (officially Sh 2-296) and form part of the “wings” of the celestial bird. This region of the sky is a fascinating muddle of intriguing astronomical objects — a mix of dark and glowing red clouds, weaving amongst bright stars. This new view was captured by the Wide Field Imager on the MPG/ESO 2.2-metre telescope at ESO’s La Silla Observatory in Chile.


Image: ESO [high-resolution]


Caption: ESO

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