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Russia threatens Instagram ban in response to Meta allowing violent threats against soldiers

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Russia threatens Instagram ban in response to Meta allowing violent threats against soldiers

Russian officers have referred to as on Instagram to be banned and for guardian firm Meta to be designated an “extremist group,” in accordance with Russian information company Interfax and state-owned information company TASS.

As reported by Interfax, Russia’s Prosecutor Common’s Workplace says it has filed a petition “to acknowledge Meta Platforms Inc. as an extremist group and ban its actions on the territory of the Russian Federation.”

Individually, TASS experiences that the pinnacle of the Duma’s Committee on Data Coverage, Alexander Khinshtein, has referred to as on Instagram to be banned if experiences that Meta adjusted its moderation insurance policies to permit customers to name for violence in opposition to Russian troopers are true. State communications company Roskomnadzor additionally issued a press release asking Meta “as quickly as doable to substantiate or refute” the experiences.

“If Meta confirms this truth or declines to remark, that might be a cause for Roscomnadzor [sic] and different colleagues to take the hardest measures,” Khinshtein advised TASS. “My opinion is that the work of Instagram in Russia on this case needs to be blocked, like what’s occurred to Fb.”

The coverage modifications in query have been first reported by Reuters and have since been confirmed by Meta. Reuters shared inside emails despatched to Fb and Instagram moderators, telling them to “enable T1 violent speech that may in any other case be eliminated underneath the Hate Speech coverage when: (a) focusing on Russian troopers, EXCEPT prisoners of warfare, or (b) focusing on Russians the place it’s clear that the context is the Russian invasion of Ukraine (e.g., content material mentions the invasion, self-defense, and many others.).”

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The modifications apply to customers in Ukraine, Russia, Poland, Latvia, Lithuania, Estonia, Slovakia, Hungary, and Romania, in accordance with The New York Occasions.

A spokesperson for Meta, Andy Stone, confirmed to The Verge that the corporate had made modifications to its insurance policies on violent speech. “Because of the Russian invasion of Ukraine we have now quickly made allowances for types of political expression that may usually violate our guidelines like violent speech reminiscent of ‘dying to the Russian invaders,’” mentioned Stone. “We nonetheless gained’t enable credible requires violence in opposition to Russian civilians.”

Though Fb has already been blocked in Russia, Instagram has to this point escaped censure.

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2024’s best games channeled the heart and soul of the ‘90s

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2024’s best games channeled the heart and soul of the ‘90s

In 2024, we gamed like it was 1997. Games like Metaphor: ReFantazio, Astro Bot, and the solo-developed Balatro remixed genres of console generations past (or, in Balatro’s case, remixed the very old game of poker itself) to critical and commercial success, while Capcom was one of the most successful companies of the year supported by a healthy mix of titles across different genres. With the industry’s biggest publishers increasingly chasing massive, broadly appealing games meant to be played forever, it was heartening to see old formats come back with some new tricks. And these successes could provide the blueprint needed to pull the video game industry out of its current tailspin.

Persona developer Atlus has once again innovated on the turn-based RPG with Metaphor: ReFantazio. What makes Metaphor’s combat interesting in a way that’s hard to replicate with traditional turn-based RPGs is that Atlus has built a unique ability system powered by anticipation and anxiety. Characters have access to powerful summons, each with their own abilities, along with strengths and weaknesses that enemies also share. Hitting an enemy’s weakness or having your own exploited results in monumental shifts in the momentum of battle. Every attack becomes consequential, as you don’t know what will work against your foes or what they have to work against you.

Atlus has built a unique ability system powered by anticipation and anxiety.

Despite dominating with games like Final Fantasy in the late ’80s and through the ’90s, turn-based RPGs have largely been left behind. (With the notable exception of the Dragon Quest series, which consistently sells beaucoup copies in Japan.) Modern tastes have evolved to prefer the active, frenetic, and combo-dependent combat of the action RPG over the passive, implied action of turn-based games. But through the Persona series, and now with Metaphor, Atlus has proven it is uniquely equipped to make turn-based RPGs feel just as kinetic and engaging as their action-based cousins.

The poker roguelike Balatro is perhaps the game that best represents the success that can be had by melding old genres with new features. Roguelikes can be a difficult sell, especially to players unfamiliar with the genre. To get them to stick, players not only have to be okay with the idea of failure as progression but also have to be invested enough in the game’s wider world to want to keep playing through it multiple times. For every Hades, there are hundreds of games on digital storefronts that blur together into smears of generic fantasy dungeon crawlers. 

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[Balatro is] catnip for the players who can’t resist “number go up.”

One of the reasons Balatro became an instant success was because it didn’t have that hurdle. Poker is known all over the world and hasn’t really changed much in the centuries since its invention. Balatro took advantage of that familiarity and combined it with great humor and an ingenious progression system that made it catnip for the players who can’t resist “number go up.” More than that, Balatro feels more permissive than its roguelike cousins. The best runs in Hades are typically the result of lucking into specific boons or items, whereas Balatro is lousy with jokers, card modifiers, perks, and more that make scores get stupid fast. Balatro took home a slew of Game Awards, and it probably would have won Game of the Year if not for that one meddling robot.

Speaking of… perhaps the biggest example of 2024’s Return trend is Astro Bot. Developed by Team Asobi, Astro Bot is a full-sized, standalone expansion of the PS5 pack-in game Astro’s Playroom that takes the little robot’s adventures beyond the confines of the PS5 console and into the wider universe. At its core, though, Astro Bot is a mascot platformer reminiscent of the games from PlayStation’s earliest days like Crash Bandicoot and Spyro the Dragon. Indeed, Astro Bot pays homage to those very characters, featuring them as robots to rescue along with other characters from PlayStation’s 30-year history. 

Astro Bot is stuffed with so many items and secrets to collect. That kind of mechanic can get tedious in games suited to “modern” tastes like Assassin’s Creed, as finding things feels no better than ticking off a box in the slow march to 100 percent completion. But each of Astro’s powers — like the dog jetpack or the shrinking mouse — inject whimsy into the act of collecting. And when I do find a secret, I’m rewarded with a little celebration of cheering bots that somehow never gets old.

Mascot platformers fell out of favor, especially with PlayStation studios, despite initial success. Naughty Dog and Sucker Punch have transitioned away from the lightheartedness of Crash Bandicoot and Sly Cooper to make “serious” games for “mature” audiences, and PlayStation’s recent catalog reflects that overall trend. Astro Bot is an outlier in form and tone and parlayed that uniqueness into a shower of accolades. It would be such a missed opportunity if Sony didn’t respond to that success with similar projects.

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When I do find a secret, I’m rewarded with a little celebration of cheering bots that somehow never gets old.

Over the last two years, prolific layoffs and studio closures have left tens of thousands of developers unemployed, in large part because companies spent too much money on getting bigger or developing huge, expensive games that may have made sense years ago but no longer do. Companies dumped hundreds of millions of dollars and considerable development resources into the next live-service shooter in hopes of replicating Fortnite and Call of Duty’s runaway success and profits. But as those games continue to top the monthly video game spending charts, refreshed by a steady cadence of new content, the idea that a newcomer like XDefiant could compete at that same level becomes increasingly remote. This leaves studios with an expensive product nobody wants to play, along with a pipeline of upcoming games too sparse to make up the difference.

But the way out of this precipitous (and avoidable) decline doesn’t necessarily mean giving up on the big multiplayer or open-world projects. Capcom, for example, has proven that “por qué no los dos” can be a winning strategy. The company has boasted record profits the last seven years with a diverse catalog composed of heavy hitters like Monster Hunter, Resident Evil remakes, and Street Fighter, along with smaller, weirder games like Dragon’s Dogma 2 and Kunitsu-gami: Path of The Goddess. Contrast that with Square Enix reporting less-than-expected profits after it failed to make Foamstars happen on top of releasing three different AAA Final Fantasy titles in a 12-month period. Capcom has the right idea and is doubling down on it, stating that it plans on “re-activating dormant IPs that haven’t had a new title launch recently” after revealing new entries in its Okami and Onimusha series.

But more than just appealing to gamer nostalgia, these success stories — which also extend to survival horror and Metroidvanias — offer a healthier alternative to the trends the big publishers and studios are pursuing. (Nintendo, of course, is always exempt from these generalizations.) While there will always be an appetite for big online shooters or bespoke open-world games with hours of Hollywood-acted voice and motion performance, these breakout releases of 2024 prove (or should at least remind decision-makers) that there is so much worth to also be found in smaller, quirkier, and most importantly, cheaper projects. If the big publishers want to staunch the bleeding of the last two miserable years, they could take the lessons Capcom, Balatro, Metaphor, and Astro Bot provide.

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AI-powered robot sinks seemingly impossible basketball hoops

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AI-powered robot sinks seemingly impossible basketball hoops

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While you were busy watching your favorite NBA stars sink three-pointers, a robot was quietly perfecting its game-winning shot in Nagakute, Japan. 

That’s right, a humanoid robot named CUE6 just stepped onto the court and made jaws drop faster than a Steph Curry buzzer-beater. 

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CUE6, Toyota’s basketball-playing robot, claimed a Guinness World Record for the longest shot by a humanoid robot, proving that AI can play basketball with the best of them.

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Toyota’s basketball-playing robot (Guinness World Record)

The journey of CUE

The story of CUE began in 2017 as a passion project for a small group of Toyota engineers. Inspired by the challenge of replicating human-like precision in physical tasks, the team embarked on a journey to build a basketball-playing robot. Early prototypes were rudimentary, cobbled together from LEGO components. Yet, each iteration brought new advancements, transforming CUE from a simple mechanical shooter into a sophisticated humanoid robot.

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By 2019, CUE’s third generation broke its first Guinness World Record, achieving 2,020 consecutive basketball free throws. This milestone showcased the robot’s ability to adapt and learn, using artificial intelligence to analyze and refine its shooting mechanics. Later versions introduced groundbreaking features, such as autonomous movement, ball handling, and even dribbling—a skill that required the robot to adjust to the subtle variations of each bounce.

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Early prototypes using LEGO components (Toyota)

WHAT IS ARTIFICIAL INTELLIGENCE (AI)?

Setting the latest record

CUE6’s latest achievement was no small feat. The robot’s AI had to account for multiple variables: the ball’s weight, the trajectory, and even the atmospheric conditions of the court. Despite missing its first attempt, CUE6 recalibrated and succeeded on its second shot, showcasing its capacity for real-time learning and adaptation.

The project leader, Tomohiro Nomi, expressed pride in the accomplishment, emphasizing that the robot’s AI was designed to develop its own optimal throwing style. “We wanted to surprise the world and demonstrate the power of craftsmanship and technology,” he said.

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Toyota’s basketball-playing robot (Guinness World Record)

CHINESE HUMANOID ROBOT COULD BE THE FUTURE OF AFFORDABLE IN-HOME CARE 

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Beyond the basketball court

CUE’s journey isn’t just about sinking hoops. It represents a broader exploration into how robots can mimic human behaviors and adapt to dynamic environments. While a basketball-playing robot might seem like a novelty, the underlying technology has far-reaching implications. From industrial automation to healthcare, the principles of adaptive AI and robotics developed through projects like CUE could revolutionize countless fields.

Toyota’s ultimate goal is ambitious: to create a humanoid robot that can dunk like Michael Jordan. While that day might be years away, the progress made by the CUE project serves as an inspiring example of what’s possible when human ingenuity and cutting-edge technology converge.

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Toyota engineers perfecting humanoid robot (Toyota)

THE CREEPY YET HELPFUL HUMANOID ROBOT READY TO MOVE INTO YOUR HOME

Kurt’s key takeaways

The journey from a LEGO prototype to a world-record-holding humanoid robot is nothing short of amazing. CUE6’s story is a great reminder of what can be achieved with a bit of innovation and a lot of perseverance. Whether it’s on the basketball court or in other arenas, CUE6’s record-breaking shot stands as a testament to the power of dreaming big and pushing boundaries.

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Here’s how many people tuned into Netflix’s Christmas Day NFL games

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Here’s how many people tuned into Netflix’s Christmas Day NFL games

Netflix says it had a big audience for its live NFL games on Christmas Day, with Nielsen ratings designating them “the most-streamed NFL games in US history.” The Kansas City Chiefs and the Pittsburgh Steelers notched a 24.1M AMA (average minute audience), while the Houston Texans and Baltimore Ravens hit 24.3M AMA, totaling nearly 65 million total viewers.

Though Netflix buckled under the weight of the more than 60 million households that tuned into the boxing match between Mike Tyson and Jake Paul last month, its systems mostly held up during the two NFL games and star-studded performances from Mariah Carey and Beyoncé.

The NBA, which has traditionally aired basketball without competition from the NFL on the holiday, said that despite the competing Netflix broadcasts, its slate of games delivered the “most-watched Christmas Day in five years, averaging 5.25 million viewers per game in the U.S.” All five games up year-over-year, with viewership overall up 84 percent from 2023.

On Wednesday, the NFL offered a preliminary glimpse at viewership, saying the game between the Kansas City Chiefs and Pittsburgh Steelers had already become the second most popular live title on Netflix and that one-third of Netflix’s viewers at the time were watching that game.

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