The inspector general's office of the Social Security Administration is investigating allegations of a security breach by a member of the so-called Department of Government Efficiency operation spearheaded by Elon Musk. A whistleblower has claimed that a former software engineer from DOGE said he possessed two databases from the SSA, "Numident" and the "Master Death File." The person reportedly asked for help transferring the databases from a thumb drive "to his personal computer so that he could ‘sanitize’ the data before using it at [the company]," an unnamed government contractor where he is currently employed. Those databases include personal information about more than 500 million living and deceased Americans.
The Washington Post reported that the whistleblower complaint was filed with the inspector general in January. "When The Post contacted the agency and the company in January, both said they had not heard of the complaint. Both said they subsequently looked into the allegations and did not find evidence to confirm the claims," the publication said. It is unclear why the complaint is now being investigated and neither party offered comment this week for ThePost's article. The SSA watchdog informed both members of Congress and the Government Accountability Office of its investigation.
These allegations follow a different whistleblower complaint filed last August about DOGE access and mishandling of data from the SSA. Charles Borges, former chief data officer at the agency, claimed that a SSA database was stored in an unsecured cloud environment. "This is absolutely the worst-case scenario," Borges told The Post of the latest claims. "There could be one or a million copies of it, and we will never know now."
This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/social-security-watchdog-investigating-claims-that-doge-engineer-copied-its-databases-212722061.html?src=rss
Nintendo had a choice when designing the Switch 2. They could iterate on the formula that made the original a cultural phenomenon, refining the single-screen hybrid into a faster, sharper, better version of itself. Or they could reach back into their own history, pull out the design philosophy that once made the DS family the best-selling handheld hardware line of all time, and merge two eras of thinking into something genuinely new. They picked the first path. Designer Juan Manuel Guerrero just sketched out the second.
The concept arrives as a series of beautifully lit 3D renders: a folding Nintendo Switch with dual screens, a hinge running through the center of the body, and Joy-Cons in the familiar blue-red split attached to either end. The renders carry the finish of product photography, which makes it genuinely easy to forget this never shipped. Closed, it looks like a sleek, pocket-ready device with a tighter footprint than the original Switch. Open, it recalls something older and warmer, the quiet satisfaction of flipping a DS open on a long car ride, except now the screens are large, the controllers are proper, and the whole thing feels built for today. The proportions are deliberate, the design choices are considered, and the whole thing wears its Nintendo identity without apology.
Designer: Juan Manuel Guerrero
The Nintendo DS sat at 154.02 million lifetime units for years, the gold standard for Nintendo hardware, until the Switch finally crept past it in early 2026 with 155.37 million. Two hardware generations, both cultural touchstones, separated by fewer than two million units across a combined history of roughly three decades. The closeness of that race matters. The DS built those numbers on a genuine design idea, a spatial logic where two screens gave developers room for two distinct kinds of information at once, and players responded to that for fifteen years. Guerrero’s concept asks whether the Switch era ever had to leave that behind.
Phantom Hourglass let you draw on the bottom screen to annotate your own maps and solve puzzles, an idea original enough to win awards at the time. Pokemon Diamond and Pearl split the party menu from the battlefield, giving battles a spatial clarity the GBA never had room for. GTA: Chinatown Wars ran the full city map on the lower display and handed the top panel entirely to the action. These were designs built entirely around the format, dependent on the split in a way that made them fall apart on a single screen. That vocabulary has been sitting idle for the better part of a decade.
Samsung’s Galaxy Z Fold 6 runs a 7.6-inch interior display and represents the sixth generation of the company working foldable hardware into something genuinely reliable. Motorola, OnePlus, Google, and Huawei all have competitive entries in the space. Display durability and hinge reliability have been largely solved through successive product generations and real commercial pressure. A dual-screen Switch in 2025 wouldn’t be asking anyone to invent something new; the foldable category has already done the hard engineering work. Guerrero’s concept asks someone to point that already-mature technology at a gaming audience.
The DS touchscreen read as a toy gimmick in 2004. The Wii’s motion controls got laughed at before that console sold 101 million units. The Switch itself looked like a confused category play until it climbed past 155 million units and became Nintendo’s best-selling platform ever. That history of moves that look sideways before they land is the context Guerrero’s concept actually lives in. The foldable technology exists, the Joy-Con design language holds across both halves of the fold, and the IP is coherent. Someone drew it. Now it’s genuinely difficult to look at the Switch 2 without wondering what the other path could have looked like.
AI companies have been spending a lot of time in court arguing copyright cases over the past year and the latest plaintiff is Gracenote, the metadata company owned by Nielsen. Axios reports that Gracenote is suing OpenAI for the unauthorized and unpaid use of both its metadata and its framework for connecting that information.
Gracenote specializes in entertainment metadata, creating descriptions and identifiers for content that clients such as TV providers use to help their own customers with discovery. Most of the lawsuits against AI businesses have focused on the content used to train LLMs, but the Gracenote case brings an extra layer with the alleged infringement of the structure or sequence for a dataset in addition to the actual data.
"Defendants could have paid Gracenote to license its valuable Gracenote Data. Or they could have sought to train and ground their models only on information in the public domain. They did neither. Defendants instead improperly copied and used Gracenote Data to create their own commercially valuable AI products, all without paying a dime," the complaint states. The company claims that its previous attempts to work with OpenAI for a licensing agreement were rebuffed or ignored. Gracenote has recently inked deals to back AI ventures from other companies, including Samsung and Google.
This article originally appeared on Engadget at https://www.engadget.com/ai/metadata-company-gracenote-is-the-latest-to-sue-openai-for-copyright-infringement-200347812.html?src=rss
Most wearable tech that puts an AI assistant in your ear assumes you want only theirs. The earpiece, the speaker, the entire software stack, all funneled through one model chosen for you before you even open the box. Rokid’s latest update to the AI Glasses Style takes a different position entirely, turning the glasses into what is effectively an open platform where you pick the brain behind the voice.
The update makes the Style the first smart glasses to natively support Google’s Gemini, sitting alongside OpenAI’s ChatGPT, DeepSeek, and Alibaba’s Qwen in a unified interface. Users toggle between them freely, which means reaching for Gemini for a quick Google Maps query and switching to ChatGPT for something else entirely is up to you.
The glasses themselves debuted at CES 2026 in January, and the hardware makes a reasonable case for the category. At 38.5 grams, with a TR90 frame and titanium alloy hinges, they sit closer to a regular pair of prescription glasses than anything resembling a prototype. The frame takes prescription lenses directly, with a fitting service starting at $79, including photochromic options in over 200 colors that darken within 25 seconds.
Powering the AI and imaging workload is a dual-chip setup: an NXP RT600 handles always-on, low-power tasks, while a Qualcomm AR1 manages heavier processing. The same Qualcomm chip is in Meta’s Ray-Ban glasses, though the battery life here runs to 12 hours, noticeably longer than Meta’s. A 12MP Sony-sensor camera sits at the bridge, capturing 4K stills and 3K 30fps video with up to 10 minutes of continuous recording. A privacy indicator light signals to people nearby when the camera is active.
Audio comes through directional AAC speakers built into the temples, focused toward the ears with minimal bleed. The AI interaction itself works through a two-finger tap to summon any of the four models, head gestures for call management, and voice prompts in 12 supported languages. Real-time translation, navigation, photo recognition, and AI-generated meeting summaries are all part of the feature set, fed through whichever model the user has selected.
For anyone already oriented around a specific AI assistant, the practical appeal is straightforward. Someone in Google’s ecosystem gets Gemini in their glasses without compromise; someone who prefers ChatGPT for writing picks that instead. At $299 to start, with a lens fitting service folding in prescription and photochromic options, the Style has cleared 15,000 units sold ahead of its formal global rollout, which is a reasonable early signal for a category still working out what it wants to be.
The real world price of impulse-buying Fortnite skins is going up, Epic has announced. Not because skins themselves are getting more expensive on paper, but because V-Bucks, Fortnite's digital currency, is. The same prices you paid for bundles of V-Bucks in February will now effectively earn you fewer bucks starting on March 19, along with several other Fortnite-related pricing changes.
Epic will still offer bundles of V-Bucks starting at $8.99 and running all the way to $89.99, but with a new "conversion rate.” The new bundle prices breakdown as follows:
$8.99 will get you 800 V-Bucks, down from 1,000 V-Bucks
$22.99 will get you 2,400 V-Bucks, down from 2,800 V-Bucks
$36.99 will get you 4,500 V-Bucks, down from 5,000 V-Bucks
$89.99 will get you 12,500 V-Bucks, down from 13,500 V-Bucks
On top of those changes, the cost of Epic's "Exact Amount Pack," which lets you buy the exact amount of V-Bucks necessary to complete a specific purchase, is changing from around $0.50 for 50 V-Bucks to $0.99 for 50 V-Bucks.
These new prices for V-Bucks are US-specific and will vary in other regions. They're also not entirely representative of the value Epic is offering with each purchase. As part of the company's Epic Rewards program, you get 20 percent back on purchases made in Fortnite, Fall Guys and Rocket League when you use the Epic Games Store or Epic's payment system on Android, iOS, PC or the web. That means you can receive anywhere from $1.79 (for 800 V-Bucks) to $17.99 (for 12,500 V-Bucks) to spend in Fortnite or the Epic Games Store when you use the company's payment system.
Changes to the value of V-Bucks are also impacting Fortnite's various passes. The standard Battle Pass will now cost 800 V-Bucks and award 800 V-Bucks, down from its previous price of 1,000 V-Bucks. Meanwhile, the price of the OG Pass (for Fortnite's throwback game mode) is lowering from 1,000 V-Bucks to 800 V-Bucks, and both the Music and Lego Passes are going from costing 1,400 V-Bucks to 1,200 V-Bucks. For any subscribers to Fortnite Crew, Fortnite's monthly subscription service, your monthly stipend of the digital currency is also shrinking from 1,000 V-Bucks to 800 V-Bucks.
Epic claims that it's making all of these changes because "the cost of running Fortnite has gone up a lot" and raising prices helps pay the bills, but the company is also in a much better position to make money on every transaction that happens in the game. In securing largely favorable outcomes in its lawsuits against Apple and Google, Epic now has a way to point users to its payment system on iOS and Android (all the better to avoid app store fees), and its won major concessions that seem poised to reshape how app store economies work.
This article originally appeared on Engadget at https://www.engadget.com/gaming/epic-is-increasing-the-price-of-fortnites-v-bucks-currency-185800744.html?src=rss
Amazon has secured a temporary win in its fight with Perplexity over the use of AI shopping bots. Bloomberg reported that a San Francisco federal court has determined that Perplexity must stop using its Comet web browser's AI agent to make purchases for users on Amazon's marketplace. The AI company will have a week to appeal the decision, otherwise it has been ordered to stop accessing any password-protected areas of Amazon's systems and destroy its copies of Amazon's data while the two companies continue to argue their cases.
"Amazon has provided strong evidence that Perplexity, through its Comet browser, accesses with the Amazon user's permission but without authorization by Amazon, the user's password-protected account," District Judge Maxine Chesney wrote in placing the temporary block.
"The preliminary injunction will prevent Perplexity’s unauthorized access to the Amazon store and is an important step in maintaining a trusted shopping experience for Amazon customers," an Amazon spokesperson told Bloomberg.
Amazon sent a cease-and-desist letter to Perplexity over the AI company's shopping bots in November. According to Amazon, use of the Comet agent to make purchases is a violation of its terms of service. "Perplexity will continue to fight for the right of internet users to choose whatever AI they want," a representative from Perplexity said of this week's decision.
This article originally appeared on Engadget at https://www.engadget.com/ai/amazon-wins-a-temporary-injunction-against-perplexitys-comet-browser-184000462.html?src=rss
Josh Wardle had a hell of a tough act to follow. His last game, Wordle, became incredibly popular thanks to its blend of simplicity, clarity and shareability. Over four years (and a seven-figure sale of Wordle to The New York Times) later, Wardle has released his follow-up game.
Like Wordle and its myriad clones, Parseword offers up one puzzle per day. It taps into the mechanics of cryptic crossword clues. So it might ask you to replace one of the words with a synonym, reverse it or find a homophone. You may need to remove letters from a word or combine it with another one to find the answer. There’s a tutorial to help you get to grips with things and hints are available.
Wardle told The New Yorker he was inspired by The Last of Us showrunner Craig Mazin, who he heard discuss the logic behind cryptics on a podcast. Wardle brought in two friends, Chris Dary and Matt Lee, whom he worked with at Reddit to collaborate on the new game. They received permission to use clues from long-time cryptic constructors Emily Cox and Henry Rathvon.
After playing the tutorial and today's puzzle, it seems you may need to be wired in a certain way to play Parseword. It’s certainly less approachable than Wordle. At first glance, it’s hard to see this reaching the same kind of mass appeal as Wardle’s previous game. (Fittingly enough, Parseword feels like a game geared toward New Yorker readers.)
Of course, countless other casual daily games that aim to replicate the success of Wordle have popped up over the last few years, from Quordle, Bracket City and Framed to the Times’ own Connections, Strands and Pips. Catfishing, which asks you to guess Wikipedia article subjects based on their categories, is a new favorite of mine. I still miss the original Heardle, though.
This article originally appeared on Engadget at https://www.engadget.com/gaming/wordles-creator-is-back-with-a-new-game-and-its-a-real-chin-scratcher-182639801.html?src=rss
The Super Mario Galaxy Movieis nearly upon us, as the hotly-anticipated sequel arrives in theaters on April 1. Nintendo recently dropped the final trailer for the film, which is filled with quick visual gags and nods to the source material.
There aren't too many actual reveals in this footage, as it covers a lot of the same ground as previous trailers. However, it does show that fan favorite Lumalee is returning as a prison guard of some sort, reversing the storyline from the original film in which the cheerfully nihilistic creature was trapped in a cage.
Nintendo also released a larger presentation that featured the aforementioned trailer, but also included interviews with actors and franchise creator Shigeru Miyamoto. We did get some news in this video.
It was revealed that the long-tongued dinosaur Yoshi will be voiced by Donald Glover. So it's likely the dino will be saying a lot more than "Yoshi" over and over. Actor Luis Guzman will also be playing Wart, the primary antagonist from Super Mario Bros. 2. Issa Rae will be on hand to voice Honey Queen, the gigantic bee character from the Super Mario Galaxy games.
It was even confirmed by lead actors Chris Pratt and Charlie Day that Luigi would be on hand for the entire adventure this time, and not confined to a cage-based subplot. I didn't realize Luigi's role in the first film was enough of a controversy to warrant this kind of mention, but here we are.
Illumination CEO Chris Meledandri also appeared in the video, assuring viewers that there are still "some big surprises" waiting in the actual film. To that end, there's been a rumor floating around that Fox McCloud from the Starfox franchise would be showing up. Is this the start of a Nintendo cinematic universe that will culminate in 10 years with a Super Smash Bros. movie? Stranger things have happened.
This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/heres-the-final-trailer-for-the-super-mario-galaxy-movie-181819593.html?src=rss
At some point in the last couple of years, something quietly shifted in the gaming world. Not in the blockbuster, billion-dollar-franchise sense, but in the more personal, “why am I actually having more fun with this tiny device than my main console” sense. Search interest in retro gaming handhelds jumped 400% year-over-year, hitting 90,500 monthly searches in January 2026 alone. That’s not a blip. That’s people rediscovering something they forgot they wanted, and then telling everyone they know about it.
What’s driving it isn’t hard to understand. Modern gaming has gotten heavy, with big installs, long tutorials, and games that feel like part-time jobs. A retro handheld sidesteps all of that. You pick it up, you’re playing something in thirty seconds, and it fits in your jacket pocket. The designs themselves have become worth caring about, too, from machined aluminum bodies to translucent clamshells to square screens that look like props from a ’90s anime. These aren’t budget toys. Some of them are genuinely beautiful objects that happen to play games. Here are seven that are worth your attention.
Anbernic RG Cube: The one with the square screen that somehow works
The first thing you notice about the RG Cube is the screen shape, a perfect square, and your brain immediately goes: that can’t be right. Gaming moved to widescreen fifteen years ago. A 1:1 display in 2024 looks like a design mistake, or at best a gimmick. It is neither. The 3.95-inch IPS panel at 720×720 turns out to be native to more retro games than you’d expect, with Game Boy, arcade titles, and Nintendo DS with dual-screen stacking all living here without compromise.
The broader package is hard to argue with. An octa-core Unisoc T820 processor and 8GB of RAM run Android 13, with emulator support up through PS2 and GameCube, though more demanding titles on those systems will push its limits. The asymmetric thumbstick layout borrows from the Steam Deck playbook, and the Saturn-inspired D-pad is precise without drama. At around $170, it comes in Beige White, Radiant Purple, Black, Grey, and the radiant purple has no right looking as good as it does.
What we liked
Square 1:1 screen is genuinely ideal for Game Boy, arcade, and DS emulation
RGB lighting and color options make it a genuinely attractive object
What we disliked
Widescreen games require letterboxing or aspect-ratio compromise
Demanding PS2 and GameCube titles push the processor to its limits
ModRetro Chromatic: The Game Boy Color that Nintendo never made
There’s a version of this product that could have been embarrassing: a magnesium alloy Game Boy Color clone bundled with a new Tetris cartridge, sold at $199. On paper, it sounds like a premium nostalgia trap. In practice, it’s one of the most carefully considered handheld devices released in years. It’s FPGA-based, meaning it reconstructs the Game Boy hardware at the circuit level rather than emulating it in software, which produces zero input latency and a millisecond-accurate match to original hardware behavior.
The physical design earns its price in ways spec sheets can’t capture. The curved battery compartment gives your hands something to grip. A physical volume wheel, a detail so obvious it’s shocking how rarely it appears on modern devices, lets you kill the sound without touching a menu. Colors run from Inferno and Bubblegum to a very wearable Wave blue, with English or Japanese button labeling as an option. It plays physical Game Boy and Game Boy Color cartridges only, which is either a dealbreaker or a feature, depending on how you think about focus.
What we liked
FPGA hardware delivers true zero input lag, not a software approximation
Magnesium alloy shell feels premium and genuinely durable
Comes bundled with a new Tetris cartridge
What we disliked
Plays only Game Boy and Game Boy Color cartridges, no ROMs or other systems
AA battery requirement adds ongoing cost; rechargeable Power Core is sold separately
Analogue Pocket: The one photographers keep picking up
The Analogue Pocket is the device that made the retro handheld conversation respectable. It uses an FPGA rather than software emulation and plays Game Boy, Game Boy Color, and GBA cartridges out of the box. Via cartridge adapters, it adds Game Gear, Neo Geo Pocket Color, Atari Lynx, TurboGrafx-16, PC Engine, and SuperGrafx. Via its microSD slot and the OpenFPGA community platform, it loads cores for nearly every retro system that ever existed. The 3.5-inch LCD at 1600×1440 and 615 ppi is, simply, one of the sharpest displays ever put in a handheld.
At $239, it sits at the premium end of this list, and it’s also frequently out of stock. Firmware updates require a microSD card reader, which feels like friction that shouldn’t exist on a $239 device. TV output needs the separately sold $99 Dock. These aren’t dealbreakers so much as signals that Analogue built this for the dedicated enthusiast first. If you want one device to handle everything in your retro library for the next decade, this is probably it.
What we liked
OpenFPGA community support covers an enormous range of retro systems
Plays GBA in addition to GB and GBC, plus many more with adapters
MicroSD slot enables ROM loading
Premium aluminum build with a distinctly modern design language
What we disliked
Frequently out of stock; restocks sell out within minutes
Firmware updates require an external microSD card reader
TV output requires a separately purchased $99 Dock
Retroid Pocket Flip 2: The clamshell that brought the GBA SP back with PS2 power
The GBA SP was the handheld that arguably peaked the clamshell form factor: it folded, it protected its own screen, and it had a backlit display before that was standard. The Retroid Pocket Flip 2 arrives in 2025 with that same closing-hinge energy, but with a 5.5-inch 1080p AMOLED screen, a Snapdragon 865 processor, and enough emulation horsepower to run PlayStation 2, GameCube, and Wii. When closed, it has roughly the same desk footprint as a modern smartphone. Closing the lid puts it to sleep; opening it wakes it up.
Color options include a translucent Ice Blue, GameCube Purple, a two-tone 16-bit US, and Black. Retroid clearly understands its audience. The AMOLED panel brings deep blacks and accurate color to games designed for CRTs, and the results are often striking for titles you’ve played a hundred times. At $229 for the Snapdragon variant, there is no meaningful clamshell competitor at this performance level. One persistent note from extended use: the form factor rewards shorter sessions more than marathon ones, which is maybe appropriate for a device meant to live in a bag pocket.
What we liked
5.5-inch AMOLED at 1080p is impressive for the price
Handles PS2, GameCube, Wii, and Dreamcast emulation
Translucent Ice Blue colorway is a design highlight
What we disliked
Thicker than it looks in product photos
Extended sessions can feel less comfortable than flat handhelds
AYANEO Pocket Micro Classic: The one that fits in an actual pocket
The Game Boy Micro launched in 2005 as Nintendo’s most polarizing hardware decision. It was tiny, it was beautiful, it only played GBA games, and it was discontinued within a year. Design historians were kinder to it than the market was. The AYANEO Pocket Micro Classic is clearly in conversation with that history. It removes the analog joysticks, uses a CNC-machined aluminum alloy frame with a seamless all-glass front, and produces something that slides into a front jeans pocket without catching on anything.
The 3.5-inch borderless IPS display at 960×640 in a 3:2 ratio is built for GBA emulation, with 4x pixel-perfect upscaling. Available in Obsidian Black, Charm Red, Vintage Grey, and Gold, each colorway has a different character. The Gold skips “gaming device” and lands somewhere closer to “considered object.” The MediaTek Helio G99 handles everything up through PS1 confidently. If your retro library is 8-bit and 16-bit with a strong GBA presence, the Pocket Micro Classic is probably the most beautiful way to play it.
What we liked
CNC aluminum and all-glass build is genuinely premium for the category
No joysticks make it notably slimmer and more pocketable
Android 13 with Play Store access expands utility beyond emulation
What we disliked
No joysticks limit N64, Dreamcast, and PSP playability
The original TrimUI Brick arrived in 2024 with an unusually sharp 3.2-inch IPS screen at 1024×768, giving it a pixel density of 405 PPI, a number that belongs on a premium smartphone, not a $55 device. The Brick Hammer edition, launched in 2025, replaces the plastic shell with a full CNC-machined aluminum alloy in Gunmetal Gray, Rose Gold, and Fluorescent Green. The metal shell doubles as a heatsink, dropping operating temperatures noticeably. Three interchangeable shoulder button sets ship in the box.
The software runs CrossMix OS on a Linux base: clean, fast, minimal overhead. Load your ROMs, pick a game, and play. Battery life lands around four to six hours. The processor handles Game Boy through PS1 without complaint; N64 gets through most titles; Dreamcast is inconsistent. The CNC backplate can be engraved, which no other device at this price point offers. The Rose Gold aluminum version sitting next to a MacBook on a desk looks less out of place than it has any right to, and that’s a strange and interesting thing to say about a $99 handheld.
What we liked
CNC aluminum Hammer shell runs noticeably cooler than the original plastic
Swappable shoulder buttons and engravable backplate are genuinely rare customization options
Rose Gold and Gunmetal colorways punch well above the budget tier
What we disliked
No analog joysticks, which limits 3D game compatibility
Dreamcast and demanding N64 titles run inconsistently
Miyoo Mini Plus (and Mini Flip): The one that started the whole obsession
If there’s a single device responsible for bringing this category to mainstream attention, the Miyoo Mini Plus is probably it. It weighs 200 grams, fits in a jeans pocket, has a 3.5-inch IPS screen at 640×480, and runs OnionOS, a community-built firmware that turns a modest Cortex-A7 processor into a near-perfect front end for everything from the NES to the original PlayStation. The interface is clean, the emulator library covers over a hundred platforms, and save states work the way save states should.
The Miyoo Mini Flip takes the same hardware and wraps it in a GBA SP-style clamshell, adding screen protection and an extra wave of nostalgia. Early production runs had hinge concerns, though those appear to have been addressed in more recent batches. At $69-99, this is the gateway to the category that doesn’t feel like a compromise. The honest question isn’t whether this device is worth the money, since it clearly is. It’s whether starting here will satisfy the itch, or simply make you want to own the other six devices on this list as well.
What we liked
Genuinely pocketable at 200g, fits in a jeans pocket without bulk
Covers NES through PS1 with confident performance
Mini Flip clamshell adds nostalgic GBA SP energy and screen protection
OpenAI is rolling out new interactive responses in ChatGPT it says are designed to make the chatbot more useful for learners. Starting today, ChatGPT will generate dynamic visuals when you ask it to explain select scientific and mathematical concepts, including the Pythagorean theorem, Coulomb's law and lens equations. When ChatGPT responds with an interactive visual, you'll be able to tweak any variables and the equation itself, allowing you to see how those changes affect the solution.
With today's release, OpenAI says ChatGPT will respond with interactive visuals when asked about more than 70 concepts, with support for additional topics to come down the line. The visuals are available to all ChatGPT users, regardless of subscription status. However, OpenAI notes high school- and college-aged students are likely to get the most out of the new feature.
ChatGPT explains Ohm's law.
OpenAI
The more interactive responses from ChatGPT follow the release of Study Mode last summer. Released in response to the sheer amount of students using chatbots to complete their coursework, that feature guides the user toward finding an answer themselves, rather than provide an outright solution. "This is just the beginning," OpenAI says of its latest feature. "Over time, we plan to expand interactive learning with additional subjects and continue building tools that strengthen learning with ChatGPT."
This article originally appeared on Engadget at https://www.engadget.com/ai/chatgpt-will-now-generate-interactive-visuals-to-help-you-with-math-and-science-concepts-170000520.html?src=rss