China has denied allegations by the US government and Microsoft that a state-sponsored hacking group called the Volt Typhoon has infiltrated US critical infrastructure, according to Bloomberg. The country's National Computer Virus Emergency Response Center called the claims a "political farce" orchestrated by US officials in a new report. It also reportedly cited more than 50 cybersecurity experts who agreed with the agency that there's no sufficient evidence linking Volt Typhoon to the Chinese government.
Moreover, the Chinese agency said that it's the US that uses "cyber warfare forces" to penetrate networks and conduct intelligence gathering. It even accused the US of using a tool called "Marble" that can insert code strings in the Chinese and Russian languages to frame China and Russia for its activities.
Microsoft and the National Security Agency (NSA) first reported about Volt Typhoon back in May 2023. They said that the group installed surveillance malware in "critical" systems on the island of Guam and other parts of the US and has had access to those systems for at least the past five years. In February this year, the Cybersecurity and Infrastructure Security Agency (CISA), the NSA and the FBI issued an advisory warning critical infrastructure organizations that state-sponsored cyber actors from China "are seeking to pre-position themselves on IT networks for disruptive or destructive cyberattacks."
The US agencies said Volt Typhoon had infiltrated the US Department of Energy, US Environmental Protection Agency, as well as various government agencies in Australia, the UK, Canada and New Zealand. Volt Typhoon doesn't act like other cyberattackers and espionage groups do. It hasn't used the malware it installed to attack any of its targets — at least not yet. The group is "pre-positioning" itself so that it can disrupt critical infrastructure functions when it wants to, which the US government believes is "in the event of potential geopolitical tensions and/or military conflicts" with the United States.
This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/china-calls-allegations-that-it-infiltrated-us-critical-infrastructure-a-political-farce-120023769.html?src=rss
There are few faster ways to improve your smartphone photo and video game than by snapping up a gimbal. This increases image stabilization, reducing hand shake to make for smoother shots and help ensure a still is framed just as you want it. DJI's Osmo Mobile 6 gimbal is an option worth considering, especially since it's on sale. This model is currently $20 off, which brings it down to a price of $119.
The Osmo Mobile 6 has a larger clamp than DJI's previous models, meaning larger smartphones and ones with bulkier cases can slot in. If you attach an iPhone, the Mimo app goes into camera view when the gimbal is unfolded so you can start shooting photos and videos with it faster.
The handle is said to be more comfortable to hold compared with earlier versions. DJI retained the built-in extension rod from the previous model, so you can use the Osmo Mobile 6 as a selfie stick. You can set it up as a tripod too.
DJI included an array of smart features, such as timelapse, gesture control, automatic dynamic zoom, panorama and story mode. Using a side wheel, you can adjust the focal length and zoom level manually.
There's a new status panel built in that displays battery levels and a button that lets you switch between various modes. DJI also upgraded its ActiveTrack feature. This supports stable tracking over longer distances and helps your phone's front camera to better track subjects as they rotate.
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This article originally appeared on Engadget at https://www.engadget.com/deals/djis-osmo-mobile-6-smartphone-gimbal-is-cheaper-than-ever-right-now-192859156.html?src=rss
The Bose QuietComfort Ultra headphones came out almost exactly a year ago and now Amazon is selling the Lunar Blue colorway for $329, which is $100 off the MSRP (other hues are full price). We saw this price last week for all four colors during Amazon's fall sale. Lunar Blue looks to be a limited edition, which could account for the discount, or it could just be Amazon's way of keeping the deals engines burning after the end of October Prime Day.
Engadget's Billy Steele reviewed these when they came out last October, awarding them a respectable 86. The difference between this Ultra version and Bose's standard QuietComfort headphones is the integration of Bose's version of spatial audio.
The design saw some changes too, with a single multifunction control instead of the three buttons to handle playback and mode functions. There's also a touch strip to adjust the volume. Some of the plastic was swapped out in favor of metal, and we found the comfort to be the same high level as with previous Bose cans — particularly for long listening sessions. And, of course, the active noise cancellation is still among the best you can get.
As for the Immersive Audio (the marquee feature) it's good sometimes. It works with all content — not just content created to support it, such as Dolby Atmos in Apple Music or Sony's 360 Reality Audio. But since it's relying on signal processing instead of specially engineered sounds, the results vary. Sometimes it sounds great, other times not so much. But thankfully, Bose has improved the audio all around, so even without the new feature, the sound is warmer and clearer than on the standard QCs.
In our guide to the best wireless headphones, we mention QuietComfort Ultra but point out that the $100 price jump from the standard QCs (our current ANC pick) isn't quite worth it, since the success of the spatial audio isn't consistent. But with this discount, the blue QC Ultra headphones are currently $20 cheaper than the originals. Could be a good day to go for the pricer/not pricier version.
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This article originally appeared on Engadget at https://www.engadget.com/deals/the-bose-quietcomfort-ultra-headphones-are-back-on-sale-at-their-lowest-price-yet-173728366.html?src=rss
Adobe is joining several other players in the generative AI (GAI) space by rolling out its own model. The Firefly Video Model is powering a number of features across the company's wide array of apps. At Adobe MAX, the company announced that some of those are available in beta today.
Generative Extend is a Premiere Pro feature that Adobe previewed earlier this year. It enables editors to add generated footage and audio to the start or end of a clip. This can help cover a transition or edit if the required shot isn't available. All editors need to do is drag out the beginning or end of a clip. Adobe says the tool can also correct eyelines and actions that change unexpectedly in the middle of a shot.
Adobe said it worked with professional video editors over the last year to better understand how GAI could help resolve some issues in their workflow. While Generative Extend might give them the footage they need, other creatives may be less enthused. It may mean that reshoots are no longer required, taking days of work (and income) away from the cast and crew.
That said, Generative Extend is only intended for small tweaks. The feature is also limited to a maximum resolution of 1080p for now, so it's not exactly cinema quality.
Adobe says that, like with other Firefly generative models, both the Firefly Video Model and the features it powers are designed to be safe for commercial use. Its Content Credentials watermarks are applied to whatever the video model outputs.
Elsewhere, Photoshop is gaining some features Adobe showed off earlier this year, with Generative Fill and Generative Expand now running on the latest Firefly Image Model (the company says this can generate images four times faster than previous versions). The Generate Similar tool is fairly self-explanatory — it can generate variants of an object in the image until you find one you prefer. Adobe released those features today.
In addition, Adobe is adding a neat feature to the Remove tool, which lets you delete people and objects from an image with ease, like Google's Magic Eraser. With Distraction Removal, you can remove certain common elements with a single click. For instance, it can scrub unwanted wires and cables, and remove tourists from your travel photos.
Meanwhile, Frame.io V4, said to be the biggest update to the collaborative photo and video production platform since it debuted nine years ago, is available to all users. Adobe has entirely redesigned it to, for instance, improve workflows and upgrade the video player. It also emerged that Canon, Nikon and Leica will support its Camera to Cloud (C2C) feature, which allows for direct uploads of photos and videos to Frame.io. Adobe says that means most major manufacturers are now supporting C2C.
This article originally appeared on Engadget at https://www.engadget.com/ai/adobe-starts-rolling-out-generative-ai-video-tools-in-beta-163703601.html?src=rss
The Internet Archive’s Wayback Machine is back online in a read-only state, after DDoS attacks took the entire platform offline on October 9. Founder Brewster Kahle posted on Monday (viaThe Verge) that the service is “resumed in a provisional, read-only manner” without the ability to save new pages.
Security researcher Troy Hunt said last week’s attacks coincided with the Internet Archive’s plan to disclose a previous breach that led to the theft of over 31 million records. Hunt, who runs the Have I Been Pwned? service, believed the timing of the two attacks was likely “entirely coincidental,” citing the involvement of “multiple parties.”
The hacking group Blackmeta claimed responsibility for the attacks, posting that the Internet Archive “belongs to the USA.” The nonprofit, founded in the early days of the web in 1996, is headquartered in San Francisco.
Kahle says it’s “safe to resume” using the Wayback Machine, so you can resume your nostalgic trip to your favorite Geocities post-grunge tribute sites. However, the founder warns that the service may need further maintenance, so don’t be shocked if it goes down again.
This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/internet-archives-wayback-machine-is-back-online-after-last-weeks-ddos-attacks-155820797.html?src=rss
Fujifilm has released its first sub-$1,000 camera in a long while and resurrected the 11-year old "M" branding with the $799 X-M5. With that price, it's primarily aimed at photographers on a budget or vloggers looking to step up from a smartphone. Fujifilm cut a few features like a viewfinder (EVF) to get to that price point, but it does have the company's latest 26-megapixel X-Trans 4 CMOS sensor and decent video specs.
For a camera without a viewfinder, the X-M5 should handle pretty well. It has front and back control dials, along with a top setting dial that includes a new "Vlog" mode. It also comes with the same film simulation dial found on the X-T50, to help social media users and creators create cool photos straight out of the camera.
Fujifilm
When in vlog mode, you get a full GUI interface on the touchscreen for easy access. That includes things like a "portrait enhancer," background defocus and product priority, much as we've seen on Sony's vlogging products.
For vloggers, it has a 3-inch, 1.04-million dot fully articulating rear display that's hopefully bright enough to use in sunlight (because, again, no EVF). There are both headphone and microphone ports for vloggers, but they're not located on the left as usual. Instead, Fujifilm placed the 3.5mm mic input on the rear (where the EVF would usually go) and the headphone port on the right side. That's to avoid having the display hit the mic or headphone cable when it flips out, as can happen on other cameras.
You'll never mistake it for a sports camera, but the X-M5 can shoot 8 fps bursts with the mechanical shutter, or an outstanding 20 fps in electronic mode (both with continuous autofocus). It can capture a decent 82/60 compressed RAW frames in those modes before the buffer fills, again very respectable for such a small camera.
Video is also pretty strong, with 6.2K open gate 3:2 capture, 4K 60p and Full HD at up to 240 fps (these specs match the X-T50 as you may have noticed). There's a bit of crop for 4K 60p (1.18x) and FHD past 120fps (1.29x) but otherwise everything is one-to-one.
Another thing missing is in-body stabilization so the X-M5 is limited to what the lens provides or electronic stabilization. In the latter mode, there's a minimum 1.32x crop for 4K 30fps video and a significant 1.44x when shooting 4K 60p. The small body also has overheating limitations when using LP (long play) recording, but those can be reduced with a $200 fan attachment.
Fujifilm
Other features including three internal microphones that allow for surround sound-like capture, a 9:16 short movie mode for TikTok creators, high-speed movie transfer, up to 440 frames of battery life and a single UHS-I card slot.
I couldn't understand what Fujifilm was thinking when it released the X-T50 for $500 more than the X-T30 II. Now we know — it's hoping budget buyers will gravitate toward the X-M5 instead. It goes on pre-sale today for $799 and Fujifilm also unveiled the 16-55mm f/2.8 (24-70mm full-frame equivalent) lens selling for $1,199 and XF500mm f/5.6 super telephoto (750mm equivalent) now on pre-order for $2,999.
This article originally appeared on Engadget at https://www.engadget.com/cameras/fujifilms-x-m5-is-its-first-sub-1000-camera-in-years-140715888.html?src=rss
You can think of the $300 Meta Quest 3S as a basic Honda Accord of VR headsets. It doesn't have the same high-quality optics as the $500 Quest 3, which is more like a Touring-grade Honda for enthusiasts, but they both get you to the same place: Truly immersive virtual reality. After testing the Quest 3S for the past week, I see it less as a step down and more like an upgrade over the Quest 2. That headset also launched at $300 four years ago, but its price fluctuated up and down depending on supply chain issues, and, over time, it was hampered by aging hardware.
But now Meta has a $300 VR entry that's powered by a much more capable processor, offers better hand and controller tracking, and lets you dip your toes into mixed reality (overlaying digital objects atop a camera feed of real life). While the Quest 3S might just appear to be a less capable Quest 3, it has the potential to be one of the most significant VR products Meta has made yet.
Hardware
As I mentioned in my initial hands-on, the Quest 3S doesn't look very different compared to the Quest 3, aside from its triangular sensor array. It still has a sturdy plastic case, a healthy dose of cushioning around your eyes, and an adjustable Y-shaped strap. You'll have a genuinely hard time telling the headsets apart while they're facing each other, I found myself peeking at their front sensors often while testing them on the same workbench.
Look a bit closer, though, and you'll notice some key differences. For one, you can easily see the telltale concentric circles of Fresnel lenses on the Quest 3S. Meta also used them on the Quest 2, and they've historically been common among cheaper VR headsets. The Quest 3, on the other hand, uses pancake lenses, which have a smooth surface. (More on the technical differences between those two lens types below.)
Devindra Hardawar for Engadget
One way Meta was able to drive down the cost of the Quest 3S was by re-using the 1,830 by 1,920 pixel per eye screen from the Quest 2. The Quest 3's screen offers 30 percent more pixels (2,264 by 2,208 pixels per eye), to deliver a sharper and more realistic image.
The Quest 3S doesn't have a headphone jack, either, so you'll have to plug in a USB-C adapter to get better sound, or connect to wireless headphones. While I'll go to my grave as a defender of 3.5mm audio jacks, but I suppose it makes sense to lose it here. Most Quest 3S users will likely be just fine with its built-in speakers, and anyone who demands the fidelity of a wired connection likely wouldn't mind paying more for the Quest 3 (or shelling out for a $10 USB-C to 3.5mm adapter).
Also gone is the nifty dial for adjusting lens spacing from the Quest 3, instead you have to manually push the lenses into three positions to approximate the best pupillary distance. This involves putting the headset on and taking it off several times (exactly the sort of friction that could easily turn off VR newcomers), but at least it's something you only have to sort once. It could be a bigger problem if you're sharing the headset with your household, though.
Meta added an action button for quickly swapping between mixed reality mode, which shows a camera feed of your room, and a completely immersive VR view. This is something the Quest 3 doesn't have at all — instead, you have to tap its right front corner to jump into mixed reality. Having a dedicated button is simply better for usability, especially for new VR users, so I don't mind that it slightly disrupts the curves of the Quest 3S's design.
The Quest 3S also uses the same Touch Controllers as its more expensive sibling, and they're once again excellent. They've lost the clunky motion tracking ring from the earlier models, now they're simply light controllers that fit your hand like a glove. The joysticks feel smooth and accurate, and the buttons deliver some wonderfully responsive feedback. That's nothing new, though: I've been impressed by Facebook's gamepads since the first Oculus Touch controllers were released in 2016.
Devindra Hardawar for Engadget
What's most important about the Quest 3S is the hardware Meta brought over from its more expensive headset. There's the Snapdragon XR2 Gen 2 processor, which the company claims offers double the graphics performance as the Quest 2, as well as 8GB of RAM. That's only a slight leap from the Quest 2's 6GB of memory, but it's essential for storing more detailed textures.
Now instead of worrying about how a game would perform on the slower Quest 2, developers can simply build for a single hardware specification. Less headaches for devs, ideally, should mean more software on the Meta Quest store. And the hope is that a wealth of new apps will lead to people buying more headsets. Which leads to more apps sold. It's a virtuous cycle that could potentially help Meta out of the death spiral the consumer VR market has been circling for years.
Photo by Devindra Hardawar/Engadget
In use: Snappy and functional VR
The first thing I noticed after donning the Quest 3S: Wow, it sure feels fast. Stepping through the headset onboarding process, downloading a few apps and navigating around the Meta home environment was simply snappy and responsive. That's something I remembered from the Quest 3, as well, but it feels like even more of a revelation on a $300 headset. There was none of the lag or occasional slowdowns I grew used to on the Quest 2.
The actual VR experience looked detailed and immersive, as well. I didn't notice the resolution loss from the Quest 3 much, but it was easily apparent that the cheaper Fresnel lenses led to more artifacts. Edges looked a bit fuzzier, I'd occasionally see haloing around objects, and God rays from extra bright objects often appeared in games like Pistol Whip. There's no doubt the Quest 3's pancake lenses, which aren't as susceptible to the same visual issues, look far sharper.
But here's the thing: I don't think the Fresnel lenses will make much of a difference for VR newcomers. I enjoyed VR headsets for years while living with those same artifacts. And if going with cheaper lenses helped Meta drive the cost of the Quest 3S down to $300, it was worth it. The biggest barrier to the world of VR isn't fidelity, it's cost.
Once I started spending significant time inside the Quest 3S, I also noticed the visual issues less. I was far more interested in trying to conduct the perfect symphony in Maestro, which did a fantastic job of simulating the live orchestral experience thanks to the headset's accurate hand tracking and immersive audio. It was also fun to pick up a random pen from my desk and transform it into a virtual baton. The game certainly looks a bit clearer in the Quest 3, but I would wager many people won't be directly comparing the two headsets.
I also spent an hour playing Mobile Suit Gundam: Silver Phantom — which is less a game and more of an interactive anime film, but it was engrossing enough that I started to ignore the Quest 3S's artifacts. If you're immersed in a genuinely great VR experience, they simply don't matter. Naturally, I also checked out classics like Pistol Whip and Superhot, which are still a blast to play after all these years.
Sadly, the Quest 3S doesn't solve the problem of looking like an absolute buffoon while using VR. That was particularly noticeable while playing I Am Cat, a game that had me climbing up walls, digging up a litter box and absolutely terrorizing the old woman in my virtual house. I was having a blast, but my six year old daughter started to wonder if I was going mad.
I ended up streaming the game to the Meta app on my iPhone, and screen mirroring that to my Apple TV, to give her a live view of everything I was seeing. That, of course, led to her coming up with all sorts of ways for me to wreak kitty havoc in VR. (Pro tip: You can totally make the old lady eat a cat poop sandwich.)
Just like the previous Meta standalone headsets, the Quest 3S can also stream more intensive VR experiences from gaming PCs, either wirelessly or via a USB-C cable. I was able to connect to my rig over Wi-Fi and play 15 minutes of Half-Life: Alyx without any noticeable lag. Sure, it didn't look as great as it did on the Valve Index, but that whole setup still costs $1,000. And, of course, the Index doesn't give you the option of playing wirelessly without a PC. I was also able to stream some non-VR Xbox Cloud Gaming titles, including Halo Infinite and Fortnite, after pairing my Xbox controller. W2D gaming isn't the ideal thing to do in a VR headset, but being able to virtualize an enormous screen still makes it worthwhile, especially if you don't have a large TV.
While Meta positioned the Quest 3 as a mixed reality device, thanks to its color cameras and more capable room mapping, I never found it as useful as the Vision Pro. That's a headset I can wear for hours at a time while I move around my home. The Quest 3's cameras were simply too fuzzy to use for long, and the Quest 3S suffers from the same problem. It's fun to play Meta's First Encounters demo and have aliens invade your home, or jam out in Synth Riders, but the Quest 3 and 3S headsets need far better cameras to truly recreate reality.
That's also why I couldn't stomach using Meta's Remote Desktop app to replicate my PC for too long. The virtual display looked decently sharp, but I had a hard time focusing on that alongside a fuzzy view of my office. I'd much rather just take off the Quest 3S and look at my monitor to get some work done.
Devindra Hardawar for Engadget
As an entertainment device, the Quest 3S is a comfortable way to sit back and enjoy movies, TV and 360-degree videos. Home theater heads might notice that videos don't leak nearly as sharp as they do on the Quest 3, and the contrast and black levels are lightyears away from the Vision Pro's MicroLED displays, but for most people the Quest 3S is perfectly fine. It's certainly better than watching something on a laptop or tablet (or god forbid, a phone).
Throughout my week of testing, the Quest 3S would typically last around two hours and 20 minutes before needing a recharge. That's slightly better than what I saw on the Quest 3, which could drain its battery in just two hours. This is one area where the Quest 3S's lower resolution displays may be a benefit, since they're less demanding on the GPU. You could always plug in a 10,000 mAh external pack to extend the Quest 3S’s 4,324 mAh built-in battery, or just leave it plugged into a charger for extended play sessions.
Devindra Hardawar for Engadget
Pricing and the competition
The Quest 3S starts at $300 with 128GB of storage, but you can double that to 256GB with the $400 model. If you need 512GB of space, then the $500 Quest 3 is your only option. Given the optics advantage of the more expensive headset though, the $400 Quest 3S doesn't exactly seem like a smart buy. If you need more than 128GB of storage, you're better off saving up until you can snag a Quest 3.
Meta still doesn't have much competition in the world of inexpensive standalone VR headsets. HTC's Vive Focus 3 lineup, which now includes the new Focus 3 Vision, starts at $1,000 and is geared more towards enterprises and business customers. HTC Vive's storefront also has far fewer games and apps than Meta's, so their platform doesn't make much sense for average users.
Devindra Hardawar for Engadget
Wrap-up
The Meta Quest 3S is the best $300 standalone VR headset we've ever seen. It's comfortable to wear, and it delivers a snappy VR experience. It's so good, you likely won't notice that it's not as sharp as the Quest 3, or that it also has more visual artifacts. When you’re truly immersed in VR, those problems will fade away.
Alongside the company's Ray-Ban smart frames, its Orion augmented reality glasses, and the billions it's already spent on VR, Meta clearly believes the future of computing rests on your face. But even light smart glasses are still glasses, something that many people avoid wearing by shoving contact lenses onto their eyeballs instead. We don't know how, exactly, the public will respond to true AR glasses. But really, that's a problem for the future. For now, we can just enjoy the Quest 3S for what it is: Great VR at a relatively inexpensive price.
This article originally appeared on Engadget at https://www.engadget.com/ar-vr/meta-quest-3s-review-impressive-vr-for-300-130013596.html?src=rss
Pokémon developer Game Freak has confirmed its servers were hacked in August. The breach meant internal materials — from source codes to early and even scrapped character designs — were circulating on social media over the weekend.
Leaked documents and images flooded Reddit and X after Centro Leaks began dumping it all on Saturday afternoon. It allegedly includes source codes for past games and codenames for the Switch 2 and the upcoming Gen 10 Pokémon games. There are also references to a Pokémon MMO, future movies and a new anime series. The leak revealed tons of beta character designs and concept art.
Casio (of watch and calculator fame) is taking pre-orders in Japan for Moflin, the adorable robotic plushie with AI “emotional capabilities,” which debuted during CES 2021. Moflin, developed in a partnership with the Japanese startup Vanguard Industries, is meant to work like an emotional support pet — and is as fluffy as it looks.
Last week, robot vacuums across the country were hacked, allowing attackers to not only control the robovacs, but use their speakers to hurl racial slurs and abusive comments at anyone nearby. Specifically, it was the Ecovacs Deebot X2s, which has a reputation for being easy to hack. The company says it’s developed a patch to eliminate the security flaw — but that won’t roll out until November. Maybe October is a messy house kind of a month?
Redbox is dead, but its cuboid corpses remain in malls and shops nationwide. The machines are heavy and cumbersome, with a former Redbox executive suggesting it costs $500 to remove one kiosk. Note: Some machines are actually embedded in concrete. Some devotees have taken to adopting them regardless. Yet another note: These boxes use massive amounts of energy. Walgreens told a judge it costs the company $184,000 each month to power 5,400 kiosks, roughly $35 per month for a single machine. That was fine 10 years ago, when the company drew in $2 billion in annual revenue.
Microsoft is expanding Xbox Cloud Gaming’s streaming capabilities to support titles that aren’t on Xbox Game Pass, The Verge reports. The company has stated its plans to let users stream games from their own libraries numerous times over the last few years, going back to the announcement of Project xCloud, but the feature hasn’t yet materialized. Now, Microsoft is ready to start testing it among Xbox Insiders in November, with plans to ultimately support thousands of games, according to The Verge, which cites sources “familiar with Microsoft’s plans.”
Xbox players have long been asking for the option to stream games that they’ve purchased, rather than only those that are available on Xbox Game Pass. If the testing period goes as planned, more players could soon see the ability to do this. The report comes on the heels of Xbox president Sarah Bond’s announcement on Friday that Android users will be able to buy and play games on the Xbox app starting next month.
This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/xbox-cloud-gaming-may-finally-let-you-stream-your-non-game-pass-purchases-soon-212759959.html?src=rss
If you watched that Star Trek episode about the tribbles and thought, I need one of those in my life (minus the rapid reproduction problem), Casio’s got just the thing for you. The company is now taking pre-orders in Japan for Moflin, the adorable robotic plushie with AI “emotional capabilities” that debuted during CES 2021. Moflin, developed in a partnership with the Japanese startup Vanguard Industries, is meant to work like an emotional support pet — snuggling is its specialty, and the creators say each robot has its own distinct personality, can shift moods depending on the situation and will form attachments to people over time.
It’s available in gray and blonde for a hefty ¥59,400 (roughly $400), and is expected to ship on November 7. There’s no word on a release outside of Japan.
Moflin doesn’t just respond to cuddles. You’re supposed to talk to it, too, and it’ll react with movements and cute sounds. These interactions will help shape its character. “Moflin has the ability to learn and its personality will develop based on how it is treated,” said Vanguard founder Masahiko Yamanaka in a promotional video. It’s Bluetooth capable so it can connect with an app, and charges in a little nest so as to avoid breaking the illusion of it being a real pet. When it’s charging, it’ll just go to sleep. The fur is removable for when you need to wash it, though.
Vanguard ran successful Kickstarter and Indiegogo campaigns for Moflin in 2020 but only started shipping the robots to backers in late 2023. Casio is now handling the manufacturing and distribution.
This article originally appeared on Engadget at https://www.engadget.com/ai/the-fluffiest-robot-of-ces-2021-is-back-thanks-to-casio-174714733.html?src=rss