The Senate has passed two major online safety bills amid years of debate over social media’s impact on teen mental health. The Kids Online Safety Act (KOSA) and the Children and Teens' Online Privacy Protection Act, also known as COPPA 2.0, passed the Senate in a vote of 91 - T3.
The bills will next head to the House, though it’s unclear if the measures will have enough support to pass. If passed into law, the bills would be the most significant pieces of legislation regulating tech companies in years.
KOSA requires social media companies like Meta to offer controls to disable algorithmic feeds and other “addictive” features for children under the age of 16. It also requires companies to provide parental supervision features and safeguard minors from content that promotes eating disorders, self harm, sexual exploitation and other harmful content.
One of the most controversial provisions in the bill creates what’s known as a “duty of care.” This means platforms are required to prevent or mitigate certain harmful effects of their products, like “addictive” features or algorithms that promote dangerous content. The Federal Trade Commission would be in charge of enforcing the standard.
The bill was originally introduced in 2022 but stalled amid pushback from digital rights and other advocacy groups who said the legislation would force platforms to spy on teens. A revised version, meant to address some of those concerns, was introduced last year, though the ACLU, EFF and other free speech groups still oppose the bill. In a statement last week, the ACLU said that KOSA would encourage social media companies “to censor protected speech” and “incentivize the removal of anonymous browsing on wide swaths of the internet.”
COPPA 2.0, on the other hand, has been less controversial among privacy advocates. An expansion of the 1998 Children and Teens' Online Privacy Protection Act, it aims to revise the nearly 30-year-old law to better reflect the modern internet and social media landscape. If passed, the law would prohibit companies from targeting advertising to children and collecting personal data on teens between 13 and 16 without consent. It also requires companies to offer an “eraser button” for personal data to delete children and teens’ personal information from a platform when “technologically feasible.”
The vote underscores how online safety has become a rare source of bipartisan agreement in the Senate, which has hosted numerous hearings on teen safety issues in recent years. The CEOs of Meta, Snap, Discord, X and TikTok testified at one such hearing earlier this year, during which South Carolina Senator Lindsey Graham accused the executives of having “blood on their hands” for numerous safety lapses.
This article originally appeared on Engadget at https://www.engadget.com/the-senate-just-passed-two-landmark-bills-aimed-at-protecting-minors-online-170935128.html?src=rss
Meta has agreed to pay $1.4 billion to the state of Texas in order to resolve a lawsuit that accused the company of illegally using facial recognition technology. The suit alleges that Meta used this tech to collect the biometric data of millions of Texans without consent. The agreement marks the largest financial settlement ever paid out to a single state.
The lawsuit was originally filed in 2022 and was the first big case brought under the state’s Capture or Use of Biometric Identifier Act, which was put into place back in 2009. A provision of this law mandates up to $25,000 per violation and Texas accused Meta of violating the statute “billions of times” via photos and videos that users uploaded to Facebook that were tagged without consent.
Additionally, the original suit could have led to an additional $10,000 per alleged violation of the Texas Deceptive Trade Practices Act. In other words, Meta just saved itself a bunch of money, considering the sheer number of alleged violations and a maximum financial penalty of $35,000 each.
🚨BREAKING NEWS: We have secured a $1.4 billion settlement with Meta to stop the company’s practice of capturing and using the personal biometric data of millions of Texans without the authorization required by law.
— Attorney General Ken Paxton (@KenPaxtonTX) July 30, 2024
A spokesperson for Meta told Reuters that it’s happy the matter is settled and that the company is "exploring future opportunities to deepen our business investments in Texas, including potentially developing data centers.” The company, however, continues to deny any wrongdoing, though it has shut down its automated facial recognition system.
Texas Attorney General Ken Paxton is taking something of a victory lap, declaring in an official statement that the state is fully committed to “standing up to the world’s biggest technology companies and holding them accountable for breaking the law and violating” privacy rights. Texas and Meta reached this settlement just weeks before a court trial was set to begin.
“Facebook will no longer take advantage of people and their children with the intent to turn a profit at the expense of one’s safety and well-being,” Paxton said when the suit was originally filed. “This is yet another example of Big Tech’s deceitful business practices and it must stop.”
This isn’t the first time Meta has had to issue a large payout to a state regarding the alleged collection of biometric data. The company agreed to pay Illinois $650 million back in 2020 to settle a similar class action suit. That suit alleged that the company had violated a privacy law that requires companies to get explicit consent before collecting biometric data from users. Once again, Meta denied any wrongdoing.
This article originally appeared on Engadget at https://www.engadget.com/meta-will-pay-14-billion-to-texas-settling-biometric-data-collection-suit-165451338.html?src=rss
When I attended the first hands-off briefing for Star Wars Outlaws at Summer Game Fest 2023, I left Ubisoft’s demo room on a high, thinking this could be the piece of media that finally pulls me into the Star Wars universe. I loved the focus on a solo protagonist, Kay Vess, and her cute merqaal pet, Nix. I adored the fact that developers said the game would tell a cohesive, linear story, rather than throwing players into an unfocused open world and calling it AAA. I was eager to get my hands on it.
Since then, I’ve been fortunate enough to access two different previews of Star Wars Outlaws, and my initial excitement has been tempered. It’s not completely extinguished, but the slices that I’ve played have reinforced a bloaty vibe underpinned by unclear navigation and generic combat. I still think Star Wars Outlaws is a pretty game with interesting character designs and environments, but I’m now less hopeful about everything else it’s offering — you know, the elements that haven’t been plucked directly out of the existing Star Wars universe.
Ubisoft
The sections I’ve played of Star Wars Outlaws span cosmic dogfights, parkour levels in metal-lined space stations and military bases, and stealth missions against roaming Stormtroopers and interstellar criminal factions. I also hopped on a speeder and had a great time flying over the dunes of Toshara with Nix on the back of my bike; one thing I’m definitely looking forward to in the full game is entering hovercraft races.
As for the bits I actually played, I would describe the overall theme as confusing. I encountered a head-scratching moment in the first minutes of my initial preview at Summer Game Fest 2024 in June: I crawled through a busted, rocky base and found myself at the mouth of a cliffside cave, the mountain too steep to climb down and the ground too far away for a leap of faith. I stood there and searched for an indication of where to go next, scanning the scenery from side to side and top to bottom, but nothing jumped out. So, I jumped.
This was the incorrect move, and I died and reset. After searching the edge of the cave for a few more minutes and second-guessing whether I was in the proper location, a Ubisoft spokesperson pointed out a strip of coiled metal high above my head — literally as far up as Kay’s field of view would go and blended in with the foliage. An inconspicuous white label identified it as an interactable object, but the entire thing was incredibly easy to miss. I pushed R3 on the controller and hooked onto it with my grappling gun, feeling incredibly dumb. Unfortunately, this was a repeated experience (and feeling) throughout the preview levels.
Engadget
One of the selling points of Star Wars Outlaws is its parkour-style mechanics, where Kay climbs metal grids, slides along shallow ledges by her fingertips and uses her grappling hook to swing across gaps. However, these mechanics are hit-or-miss, draining the flow from any attempted parkour action. The climbable grids are highlighted in a dull yellow that doesn’t exactly stand out against rusted metal walls, and even when Kay jumps directly to them, she sometimes fails to connect. This happened to me during both previews, in different sections of the game, and the second instance led me to think the grid wasn’t actually climbable at all. I wasted a good chunk of time farting around the affected area before considering another jump to the grid. It worked, but the loop left me frustrated.
I don’t mind some enmeshed, not-obvious traversal points in my games, but Star Wars Outlaws seems to take this idea too far.
Navigating the environments was also weirdly challenging. I got lost in multiple areas in my previews, even with a responsive HUD and highlighted objective markers on the screen the whole time. The little yellow indicator was difficult to follow through maze-like settlements filled with similar-looking stalls, stairwells and hallways, and tracking objectives only got harder once blaster fights broke out. I never want to wonder where the hell I’m supposed to be going in the middle of intense combat, but Star Wars Outlaws served up this situation multiple times.
Ubisoft
I enjoyed some sections of the game just fine, particularly the final mission that I played. On the icy planet Kijimi, I snuck into a protected, two-story ballroom on a mission to steal an object in the center of the space. Nix is always by Kay’s side and he can be instructed to collect shinies, flip switches, and distract or attack enemies, and I made him do all of these things during this mission. The stealth mechanics in Star Wars Outlaws are straightforward — crouch to be sneaky — and enemies are generally oblivious unless you’re directly in their line of sight. In rooms with two enemies, it’s best to send Nix after one guard while silently taking down the other, and then finish off the attacked, disoriented foe as Nix scurries away. I employed this tactic to great success, and even once a blaster battle broke out anyway, I had a good time lobbing grenades and landing headshots in this level.
My time on Kijimi gives me hope that maybe I just need a few uninterrupted hours with Star Wars Outlaws for the game to really click. I’m intrigued by its reputation system, where players can track their standing with various interstellar criminal networks, altering the level of access Kay will have with the associated areas and characters. Hacking doors and safes involves a screwdriver and a little rhythm game, and the process is satisfying every time. The speeder controls well and I’m stoked to try out some actual races once I practice a little more. Space battles are dizzying and perfectly serviceable. Nix is adorable in every situation. There’s plenty to look forward to here, but I can’t forget the frustration that’s seemingly built into the climbing mechanics, grappling hook and nav system.
Ubisoft
I’m concerned that Star Wars Outlaws has fallen victim to classic AAA bloat, offering a big universe of mediocre experiences, some of them half-functional and the rest lacking depth or innovation. In the game’s previews, there are hints that this is the case. As always though, I’m prepared to be surprised.
If I had advice for anyone interested in Star Wars Outlaws — and this still includes me, just barely — it would be this: Look up. Like way up.
A large majority of future car concepts that we keep hearing about revolve around self-driving cars that seem to turn every ride into some sort of a party. You have people engaging with each other or at the very least kicking back to relax, idyllic situations that might not exactly match the priorities or needs. Rather than just chilling, some people might actually prefer to be able to work anywhere without having to race for an empty table or socket or, worse, bring a whole RV with them. This two-passenger car concept tries to envision a future where you can bring your office with you, including the comfortable furnishings that let you work productively. It even has room for a houseplant!
This moving workspace is definitely not like any car concept you might have seen, even those that cater to having only two people inside. The body, or at least its bottom half, is more like an upside-down trapezoid and is very boxy and almost clinical in its shape. Of course, the chassis could be any form, including the smooth and sleek designs of luxury cars. That said, the core focus of the design is having enough space inside more than a fashionable style. After all, you are trying to fit an office inside.
The main mechanism that makes this possible is the sliding foldable seats. The passenger seat, for example, folds down and slides inside to get out of the way, while the driver’s seat can scoot over and turn around to face the front or the back of the car that are actually desks. This kind of design, unfortunately, means that only one person can actually be inside when the interior is in “office mode,” so your passenger might have to step out for a bit if they’re sticking around until after you’re done with your work.
Another key element to this rather unusual concept is the sliding tabletops that extend the working space that you have. There’s one in front on the opposite side of the steering wheel, while the one at the back transforms the rectangular desk into an L-shaped corner desk. Whichever way you turn, you’ll have all the table space you need for work, food, and maybe even playing.
One intriguing part of the concept is the idea of this moving workspace as a collaboration between a car manufacturer and a furniture company like IKEA, famed for its modular and flat-packed product. It applies accents and details that you’d rarely find in cars but are common in office furniture, like fabric-covered surfaces or wooden panels that act as tables. There will definitely be some who will scoff at the idea of bringing your work with you on your travels rather than taking a timeout, but there will also always be situations when you can’t afford that luxury and just need to park somewhere to get stuff done.
Apple’s AirPods Pro high-end earbuds are on sale via Amazon for just $180. That’s a discount of nearly 30 percent and nearly matches a record-low price. This deal is for the most-recent second-generation device.
There’s a reason why these earbuds are the crown jewel of Apple’s lineup. They are just that good. The AirPods Pro easily made our list of the best wireless earbuds. We called them a “huge improvement over the previous models” and called out the stellar sound quality and active noise cancellation. The transparency mode is more natural-sounding than rival products and the new swipe gesture works better than one would think.
We also heaped praise in our official review on the included charging case. We loved the built-in speaker, which helps locate the earbuds and alerts users to a low battery. The battery life is on-point, with six hours for the earbuds and 30 hours with repeated trips to the charging case. There’s multipoint connectivity, IPX4 water-resistance and a simulated spatial audio. Did we mention they also sound fantastic, particularly for earbuds?
On the downside, Apple loves money. The case features a lanyard loop, for instance, but it’ll cost you $13 to get an official lanyard. The original price is also extremely high, at $250, though this deal alleviates some of that frustration.
These aren’t the only Apple earbuds currently on sale via Amazon. The regular third-gen AirPods are available for $130, instead of $170. Also, the second-gen OG AirPods are available for just $70, which is one heck of a deal.
It's the middle of summer for those of us in the northern hemisphere, which means many of us are getting out and about to make the most of the warm weather. But there's little worse than finding yourself mid-hike or with several more acts to go at a festival only to find your phone is out of juice. To help you stay in touch with friends and share envy-inducing photos on Instagram, you might need a portable charger, and a solid Anker options is currently on sale.
The Anker 334 MagGo Battery with a 10,000mAh capacity is 21 percent off at $31.49. It typically costs $40.
This model is a strong choice for iPhone users as it's MagSafe-compatible. According to Anker, you'll be able to charge an iPhone 15 Pro 1.7 times over and an iPhone 15 Pro Max 1.2 times thanks to its decently sized battery. The company also suggests that the power bank could add up to 22 hours of video playback time to an iPhone 14.
The power bank delivers 7.5W of wireless charging. It's unlikely to easily budge from the back of your iPhone as it has 10N of magnetic force, which is more than Apple's own MagSafe charger.
On the downside, you'll need a compatible device to use this. The Anker 334 MagGo Battery only works with the iPhone 12 and later models. If you have a case that isn't MagSafe-compatible, you'll need to remove that first too. In addition, wireless charging is slower than simply plugging your phone in, but that's perhaps less of a concern when you're off camping for a weekend.
This article originally appeared on Engadget at https://www.engadget.com/you-can-snag-an-anker-10k-magsafe-power-bank-now-for-32-143426995.html?src=rss
If you're having a little trouble with Microsoft Office or Teams today, you're not alone. The company has reported some Azure-related issues that are preventing some users from accessing certain services. The problems started at around 8AM on Tuesday.
Microsoft reported on a status page that "a subset of customers may experience issues connecting to Microsoft services globally." The company deployed several engineering teams to try and resolve the problem as swiftly as possible. "We've identified multiple workstreams and are working to mitigate impacted workstreams by performing failover operations," it said in a statement. "More details will be provided as they become available."
For what it's worth, there was a significant spike in outage reports made to Down Detector on Tuesday morning for both Microsoft and Microsoft 365. Here's hoping the issue is resolved soon so you can rejoin Teams calls you never wanted to be on in the first place.
This article originally appeared on Engadget at https://www.engadget.com/some-microsoft-services-including-office-are-suffering-from-an-outage-142757596.html?src=rss
Coffee lovers have thankfully become more conscious of the harmful effect their drinking habit has, not on their bodies but on the planet. Plastic cups are the biggest culprits, of course, but even paper cups actually take a toll on the environment in the long run. Paper is sustainable and biodegradable, but the rate at which we manufacture the material is faster than we can grow trees to maturity. At the same time, normal wood isn’t exactly a good material for reusable cups or tumblers that are becoming the go-to solution for environment-conscious drinkers of coffee, tea, or water. This design concept tries to offer a middle ground with a seemingly magic thermoplastic tumbler that is actually made from unused wood.
Wood is a material well-loved by designers because of its innate beauty and sustainability. But while it does grow on trees, trees don’t grow overnight. And while there are alternatives that make use of recycled synthetic materials like plastic, these don’t easily decompose like wood, which can turn into material that nourishes the soil that trees grow on. In other words, wood is the perfect circular economy material, and it would be great if it could take on the beneficial properties of plastic as well.
CXP or Cellulose Cross-linked Polymer is that growing (no pun intended) solution that promises the best of both worlds. It’s made of wood, specifically the cellulose that is the building block of trees and plants, but it has also been plasticized through specific chemical processes that are fortunately easy to reproduce. Unlike bioplastics that need very specific conditions before they decompose, CXP behaves exactly like wood in this regard. In other words, once this tumbler has reached the end of its life, it can be even used to nourish the soil for other trees whose discarded wood will be used to make more thermoplastics.
LINK is the expression of this sustainability innovation, a tumbler that tries to signify the connection between humans and trees on multiple levels. Its handle is intentionally shaped like a branch sprouting from a tree trunk, sporting a length that is ergonomic for any hand size. The trunk, which is the main body of the tumbler, is also shaped with ridges that try to mimic the uneven surfaces of trees, while also adding to the grippiness of the container.
Unlike a regular wooden vessel, LINK can be used to hold hot beverages like coffee since it is also a conventional thermoplastic. Spills, leaks, and slips can be prevented by using eco-friendly silicone, perhaps the only concession to this design. And because of the very nature of such recycled materials, there will be very noticeable specks of color that give each tumbler a unique identity that represents its special link to all life on the planet through wood.
Renowned automotive tuning company Novitec has unveiled an extensive customization range tailored specifically for the Ferrari Roma Spider. This exclusive lineup of upgrades encompasses performance enhancements, aerodynamic refinements, and bespoke interior options, all designed to elevate the already impressive capabilities and aesthetics of this iconic Italian convertible. Novitec’s customization range for the Ferrari Roma […]