Pirate group Anna’s Archive says it has scraped Spotify in its entirety

Anna's Archive, the open-source search engine for shadow libraries, says it scraped Spotify's entire library of music. The group acquired metadata for around 256 million tracks, with 86 million actual songs, and is just under 300TB in total size.

"A while ago, we discovered a way to scrape Spotify at scale. We saw a role for us here to build a music archive primarily aimed at preservation," the group said in a blog post. The pirated treasure trove of music represents over 15 million artists with over 58 million albums.

The group intends to make all files available for download for anyone with the available disk space. "This Spotify scrape is our humble attempt to start such a “preservation archive” for music. Of course Spotify doesn’t have all the music in the world, but it’s a great start," the group wrote. The 86 million songs that the group has archived so far represent about 99.6 percent of listens on the platform. This only represents about 37 percent of the total and the group still has millions left to be archived.

The open-source site is normally focused on text like books and papers, which it says offers the highest information density. The group says its goal of "preserving humanity's knowledge and culture" doesn't distinguish between media types. Of course none of this is exactly legal, and the sharing or downloading of all these files is flagrantly in violation of IP protection laws.

Anna's Archive contends that current collections of music, both physical and digital, are over-indexed to the most popular artists or composed of unnecessarily large file sizes due to collectors' focus on fidelity. The group says that what it's amassed is by far the largest music metadata database publicly available. The music files will be released in order of popularity in stages.

“Spotify has identified and disabled the nefarious user accounts that engaged in unlawful scraping,” a spokesperson told Engadget in a statement. “We've implemented new safeguards for these types of anti-copyright attacks and are actively monitoring for suspicious behavior. Since day one, we have stood with the artist community against piracy, and we are actively working with our industry partners to protect creators and defend their rights.”

Update, December 22, 2025, 10:45PM ET: This story has been updated to add Spotify’s statement.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/pirate-group-annas-archive-says-it-has-scraped-spotify-in-its-entirety-211914755.html?src=rss

Call of Duty co-creator Vince Zampella killed in a car crash

Game developer Vince Zampella, known for his work on many popular first-person shooter franchises, has died. According to Los Angeles news channel NBC4, Zampella was killed in a single-vehicle car crash on Sunday along with one other unnamed person. He was 55.

Zampella has helmed several well-known first-person shooter titles. He was a founder of Infinity Ward, where he was a creator of the Call of Duty series. Zampella remained at the company for the launch of the hugely popular franchise's first few installments. In 2010, he co-founded Respawn Entertainment, the studio behind Titanfall, Titanfall 2 and Apex Legends. Respawn was acquired by EA, and most recently, Zampella was leading DICE's studio in Los Angeles and headed up the Battlefield franchise, another FPS series that just saw the launch of Battlefield 6 earlier this year.

EA shared the following statement about Zampella's death: “This is an unimaginable loss, and our hearts are with Vince’s family, his loved ones and all those touched by his work. Vince’s influence on the video game industry was profound and far-reaching. A friend, colleague, leader and visionary creator, his work helped shape modern interactive entertainment and inspired millions of players and developers around the world. His legacy will continue to shape how games are made and how players connect for generations to come.”

Update, December 22, 2025, 3:53PM ET: Added statement from EA.

This article originally appeared on Engadget at https://www.engadget.com/gaming/call-of-duty-co-creator-vince-zampella-killed-in-a-car-crash-204046354.html?src=rss

Tech-savvy YouTuber builds a cardboard airplane with detachable landing gear

The Wright Brothers changed the course of history when they took the first ever flight on December 1903. Their biplane, crafted from wood and fabric, had a rudder for yaw control, wing warping for roll control, and front elevators for pitch control. The first flight lasted for just 12 seconds, driven by the custom 12-horsepower engine and propellers.

The aviation industry has come a long way since that decisive event, and it’s always good to have a similar nostalgic feel again. Peter Sripol, along with his team, has built a cardboard airplane that has plywood-structured wings (just like the Wright Brothers’ airplane) and is capable of flying one person with ease. Interestingly, the DIYer uses a Pizza box to fit in the altimeter, air speed gauge, and the attitude indicator. According to his estimation, the plane is a giant shipping box, given that it has around 95 percent cardboard parts, which in itself is a feat.

Designer: Peter Sripol

The shape of the fully assembled airplane is just like any other double-propeller plane that’s commercially produced. It is narrower on the tail end and wider near the seating section for aerodynamic efficiency. Just that it’s not as polished and fine-tuned since it is just a prototype for now. After putting together the fuselage, wings, and the custom-made wheel assembly that ejects once the thing is airborne to shed extra weight, Peter drove around the plane in taxing mode to check if all the basics are working fine. The wheels seemed to drag a little, and the batteries powering the thing were not enough for the flight speed.

After fixing the initial kinks, he managed to get off the ground a few feet, but as soon as the landing gear assembly detached, the cardboard airplane flew for a few feet and veered off course to land abruptly. Coming back to the design, the corrugated cardboard parts of the plane are glued together for structural integrity. There are small cutouts on the sides and on the front to have a clear view. The DIY project is in work, and the maker plans to install the controls on the sides and the rudder pedals on the floor. For now, Peter uses the wireless controller to actuate the inputs for the drive and flight tests. Fitting the flight controls inside is going to be touch-and-go, given that there is only one entry and exit opening on the plane from the front. The tail section has folded cardboard skins that take the shape of the stabilizers, elevator, and rudder.

The wing is the most challenging section to build, as during flight, cardboard is not the most ideal material due to its low compression tolerance, hence the small plywood plates embedded inside the wing structure. For a secure embodiment, the wings are attached to the fuselage with bolts and reinforced cardboard doublers. The electric motors for propulsion are mounted on the reinforced cardboard structure, while the batteries, speed controls, and the messy wiring are housed inside the fuselage. We’ll have to wait for a few weeks, when the next video arrives, and hopefully Peter will take flight in this DIY cardboard airplane.

The post Tech-savvy YouTuber builds a cardboard airplane with detachable landing gear first appeared on Yanko Design.

Hisense XR10 Laser Projector and the Case for Flexible Scale at CES 2026

Large-format displays have always posed a spatial question that brightness alone cannot answer: how much permanence does a room owe to its screen? The Hisense 100U8QG, reviewed earlier this year, represented one answer. At 100 diagonal inches of Mini-LED panel, it demanded architectural consideration. Wall reinforcement, viewing distance calculations, furniture subordination. The display became a fixture in the truest sense, its physical presence reshaping the room around it.

Designer: Hisense

The XR10 Laser TV, unveiled ahead of CES 2026, proposes a different relationship between image and architecture. Where the 100U8QG commits, the XR10 suggests. Where fixed panels dictate, projection negotiates.

Scale Without Permanence

The fundamental distinction lies not in image quality but in spatial philosophy. A 100-inch television is a decision. Once mounted, its presence organizes the room. Seating angles become fixed. Wall treatments become irrelevant behind the panel. The display asserts dominance over its environment, requiring the space to accommodate its permanence.

Projection operates under different constraints. The XR10 can scale from 65 to 300 inches depending on throw distance and surface availability. This variability represents more than convenience. It represents a fundamentally reversible intervention. The wall remains a wall. The room retains its capacity to be something other than a viewing space. When the projector powers down, the architecture reasserts itself in ways that a mounted 100-inch panel never permits.

This reversibility carries design implications that extend beyond flexibility for its own sake. Spaces increasingly serve multiple functions. A wall that hosts a 200-inch projection in the evening might face windows in the morning, hang artwork during gatherings, or simply recede into architectural neutrality when entertainment is not the room’s purpose. Fixed ultra-large displays foreclose these possibilities. Projection preserves them.

Brightness as Spatial Liberation

The XR10’s triple-laser light engine achieves output levels that shift the traditional projector calculus. Where previous generations required environmental control, darkened rooms, managed window treatments, controlled artificial lighting, the XR10 can hold its image against ambient conditions that would have dissolved earlier projectors into washed abstraction.

This capability reframes brightness not as a specification but as a design constraint relaxed. The 100U8QG demanded nothing from its environment beyond structural support. It generated its own light, controlled its own contrast, existed independently of the room’s luminous conditions. Projection historically asked more: cooperation from windows, deference from overhead fixtures, submission from the broader lighting design.

The XR10 narrows this gap without eliminating it entirely. Ambient light remains a factor. Surface reflectivity still matters. But the threshold of environmental accommodation drops substantially. A room need not transform itself into a theater to achieve cinematic scale. The projection can coexist with the space rather than demanding its temporary transformation.

Material Presence and Absence

The physical footprint of these technologies tells its own story. The 100U8QG, despite remarkably thin bezels and careful industrial design, remains an object of substantial material presence. Its glass surface catches light. Its chassis occupies wall space whether active or dormant. The panel exists as an architectural element even when displaying nothing.

The XR10 operates on different terms. As an ultra-short-throw system, it sits near the projection surface rather than across the room, typically on furniture or a low console beneath the image. The projector itself occupies space, but that space bears no fixed relationship to the image’s scale. A 300-inch projection does not require a 300-inch object. The image and its source decouple in ways that fixed displays cannot replicate.

This decoupling creates interesting possibilities for spatial hierarchy. The 100U8QG is always the most visually dominant element in any room it inhabits. The XR10 can be subordinate, tucked below sightlines, present but not assertive. The image appears and disappears. The hardware remains modest.

The Engineering of Environmental Tolerance

Achieving brightness sufficient for ambient operation requires addressing thermal and optical challenges that compound at high output levels. The XR10 employs a sealed microchannel liquid cooling system, an approach that maintains laser stability without exposing internal optics to environmental contamination. Traditional air-cooled projectors draw dust through their optical paths over time, degrading image quality incrementally. Sealed liquid cooling preserves performance across years of operation rather than months.

The optical system centers on a 16-element all-glass lens array with dynamic aperture control. Glass elements maintain dimensional stability under thermal stress better than polymer alternatives, reducing the subtle warping that can soften images at extreme scales. The IRIS system adjusts light transmission in real time to preserve contrast across varying scene brightness, a capability that becomes more critical as ambient light levels rise.

Speckle suppression addresses the last major optical distinction between projection and panel display. The grainy texture that coherent laser light can produce against reflective surfaces has historically marked projection as visually different from emissive displays. The XR10’s suppression system reduces this artifact to the threshold of perception, bringing projected images closer to the smooth, grain-free character of LED and OLED panels.

Commitment and Its Alternatives

The choice between fixed ultra-large display and high-brightness projection ultimately reflects a stance on commitment. The 100U8QG rewards commitment. Once installed, calibrated, and integrated, it delivers consistent, environmentally independent performance. The room becomes better at being a viewing room. The display improves through permanence.

The XR10 rewards flexibility. It achieves similar or greater scale while preserving the room’s capacity for other identities. The wall can be a screen, then not a screen. The space can host cinema, then release it. The architectural intervention remains reversible in ways that panel installation does not.

Neither approach is superior in absolute terms. The design question centers on what a space is asked to become and for how long. Dedicated viewing environments favor the commitment model. Multi-use spaces, rooms with competing functions, and architectures that resist permanent visual dominance may find the projection model more sympathetic to their broader purposes.

Positioning in the Display Landscape

Hisense will demonstrate the XR10 at CES 2026, booth 17704 in Central Hall. The company has spent a decade developing laser projection technology, introducing its first laser TV in 2014 and pioneering triple-laser color architecture in 2019. The XR10 represents the current limit of that trajectory: maximum brightness, maximum scale, minimum environmental demand.

Pricing and availability remain unannounced. The competitive landscape has expanded considerably since Hisense established the ultra-short-throw category, with Samsung, LG, and numerous manufacturers offering alternatives. How the XR10 positions against both competing projectors and the fixed ultra-large panels it philosophically challenges will determine its market reception.

The more interesting question may be conceptual rather than commercial. As display technology continues pushing scale boundaries, the tension between permanence and adaptability becomes more acute. The XR10 and the 100U8QG occupy different points on that spectrum, offering different answers to the same fundamental question: what does a room owe to its screen, and what does a screen owe to its room?

The post Hisense XR10 Laser Projector and the Case for Flexible Scale at CES 2026 first appeared on Yanko Design.

The Indie Game Awards snatches back two trophies from Clair Obscur over its use of generative AI

The Indie Game Awards has stripped Clair Obscur: Expedition 33 of two major awards, including Game of the Year and Debut Game. This is due to developer Sandfall Interactive's use of generative AI, as reported by Mashable.

This looks to be fairly cut and dry. The awards ceremony clearly states in its FAQ that any game that uses generative AI in the development process would be "strictly ineligible" for nominations. It was recently revealed that Sandfall did indeed use generative AI while making Clair Obscur.

The company says it was only for placeholder textures that were later removed, but a few squeezed past the QA process and made their way to the final game and, as such, the internet. The Indie Game Awards is clear about disallowing any use of generative AI and, so, here we are.

"In light of Sandfall Interactive confirming the use of gen AI art in production on the day of the Indie Game Awards 2025 premiere, this does disqualify Clair Obscur: Expedition 33 from its nomination," the organization wrote. "While the assets in question were patched out and it is a wonderful game, it does go against the regulations we have in place."

Six One Indie, the company behind the ceremony, deserves a smidge of the blame here. These awards were initially handed out last week and we've known about the whole Clair Obscur AI thing for months. It says it didn't discover Sandfall's use of AI until December 18, the day the winners were announced. A Google search on December 17 likely would've helped. It is worth noting, however, that Sandfall did previously agree that no generative AI was used during development as part of the submission process. 

In any event, the second-highest scoring titles in each category now gets the award. This means that Blue Prince is now Game of the Year and Sorry We're Closed snags Debut Game.

Despite this AI controversy, Clair Obscur had a record-setting night at this month's The Game Awards. It won just about everything it was put up for, including Game of the Year. It also made our list of the best games of 2025. The developer announced that it had sold 5 million copies back in October. That number is surely much higher by now.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-indie-game-awards-snatches-back-two-trophies-from-clair-obscur-over-its-use-of-generative-ai-164730842.html?src=rss

Uber allows violent felons to drive on its platform, investigation finds

An investigation by the New York Times into Uber's background checks and safety procedures for its drivers found a patchwork approach that opens the door for violent felons to drive for the ride-hailing platform.

Uber outright rejects applicants convicted of murder, sexual assault, kidnapping and terrorism. However, in 22 states, the Times found Uber can approve applicants convicted of many other offenses including child abuse, assault and stalking, if the convictions are at least seven years old. The extensive investigation also found that in 35 states, these checks are based largely on where someone has lived in those seven years, meaning convictions from other locations could be missed.

In 2017, Massachusetts conducted an audit of ride-hailing drivers in the state and ended up banning more than 8,000 drivers (about 11 percent) who were previously approved. Lyft, for its part, does not allow drivers with previous violent felony convictions regardless of how long ago the conviction was.

In a document from 2015 reviewed by the Times, Uber executives discussed a strategy to "shift the conversation about safety from background checks to [less costly] initiatives proven to reduce incidents." A 2018 email from Uber’s then head of safety communications described the company's background check policy as "a bare minimum."

The Times compiled half a dozen examples of serious cases where Uber drivers with past violent convictions were later accused by passengers of sexual assault or rape. Two of those cases resulted in criminal convictions.

Between 2017 and 2022, Uber's US operations received a report of sexual assault or sexual misconduct among almost every eight minutes, according to the company's own internal data. Uber said 75 percent of these reports were for "less serious" incidents such as flirting or making comments about a rider's appearance, and claimed that 99.9 percent of its rides take place without incident.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/uber-allows-violent-felons-to-drive-on-its-platform-investigation-finds-162721155.html?src=rss

Apple Just Leaked the M4 iPad Air in Their Own Code

Apple Just Leaked the M4 iPad Air in Their Own Code

A recent discovery in Apple’s internal code has confirmed the development of the M4 iPad Air, marking the next step in Apple’s mid-range tablet lineup. Expected to launch in early 2026, this device will feature incremental upgrades, including the M4 chip and enhanced connectivity options. However, significant design overhauls and advanced features, such as OLED […]

The post Apple Just Leaked the M4 iPad Air in Their Own Code appeared first on Geeky Gadgets.

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Smart Fixes & Teamwork That Saved the ISS Mission Timeline

Smart Fixes & Teamwork That Saved the ISS Mission Timeline

What happens when the most ambitious engineering project in human history faces a crisis that threatens its very existence? The International Space Station (ISS), a marvel of global collaboration and scientific ingenuity, found itself at such a crossroads in 2003 after the tragic Columbia disaster. Below, Real Engineering breaks down how this catastrophic event grounded […]

The post Smart Fixes & Teamwork That Saved the ISS Mission Timeline appeared first on Geeky Gadgets.

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Paramount has an updated Warner Bros. Discovery bid

Paramount Skydance isn't giving up on obtaining Warner Bros. Discovery just yet. The company has amended its $108 billion offer to include Larry Ellison's "irrevocable personal guarantee" equaling $40.4 billion. Ellison is the founder or Oracle and a backer of Skydance, created by his son David Ellison, Paramount Skydance's CEO. 

On December 17, WBD formally recommended shareholders reject Paramount's offer. WBD had already accepted an $82.7 billion offer from Netflix, set to close some time next year following regulatory approval. "[The board] has unanimously determined that the tender offer launched by Paramount Skydance on December 8, 2025 is not in the best interests of WBD and its shareholders and does not meet the criteria of a 'Superior Proposal' under the terms of WBD's merger agreement with Netflix announced on December 5, 2025," WBD stated. 

The Paramount deal included backing by sovereign wealth funds in places like Saudi Arabia and Qatar. But the Ellisons previously said that, if the other funders dropped out, they would "backstop the full amount of the bid." That wasn't enough of a guarantee for WBD. 

Now, Paramount has returned with the irrevocable personal guarantee and an agreement that the senior Ellison won't "revoke" or "adversely transfer" the Ellison family trust's assets while the transaction is pending. WBD had stated that a personal guarantee was the only fix to Paramount's inadequate offer. 

Paramount might have taken this step, but not with a smile on its face: "None of these concerns, nor the demand for a personal guarantee, were raised by WBD or its advisors to Paramount in the 12-week period leading up to WBD agreeing to the inferior transaction with Netflix, Inc.," the company stated about its updated offer. 

"Our $30 per share, fully financed all-cash offer was on December 4th, and continues to be, the superior option to maximize value for WBD shareholders. Because of our commitment to investment and growth, our acquisition will be superior for all WBD stakeholders, as a catalyst for greater content production, greater theatrical output, and more consumer choice," David Ellison stated. "We expect the board of directors of WBD to take the necessary steps to secure this value-enhancing transaction and preserve and strengthen an iconic Hollywood treasure for the future."

Paramount's updated offer also includes publishing the trust's assets, more flexible transaction terms and an increase from $5 billion to $5.8 billion of its "regulatory reverse termination fee" — in line with Netflix's. 

Paramount's offer will expire on January 21, 2026. 

This article originally appeared on Engadget at https://www.engadget.com/entertainment/paramount-has-an-updated-warner-bros-discovery-bid-144348321.html?src=rss

Aerospace Engineers Just Solved Your Messy Nightstand Problem

You know that thing where you walk into your bedroom at the end of the day and just start emptying your pockets onto whatever flat surface is closest? Keys land on the dresser, wallet gets tossed on the nightstand, watch goes who knows where. It’s a universal ritual of coming home, and it’s exactly the kind of everyday moment that aerospace engineers Javier De Andrés García and Anaïs Wallet decided to redesign.

Their brand, Unavela, takes the precision and intentionality of aerospace engineering and applies it to the mundane objects we interact with daily. The Unavela Valet Tray is a perfect example of this philosophy: it’s a catchall that doesn’t just catch, it elevates the entire experience of organization into something that feels considered and purposeful.

Designers: Javier De Andrés García, Anaïs Wallet (Unavela)

What makes this particularly interesting is the design pedigree behind it. De Andrés García and Wallet aren’t your typical product designers who sketch pretty shapes and call it a day. They come from a world where every gram matters, where form follows function with almost religious devotion, and where materials are chosen based on performance characteristics rather than trends. When aerospace engineers decide to make a tray for your keys, you can bet they’ve thought about it differently than everyone else.

The valet tray sits in that sweet spot between utilitarian and beautiful. It’s not trying to disappear into your decor, nor is it screaming for attention. Instead, it occupies space with quiet confidence, the way really good design tends to do. Think of it as the functional equivalent of that friend who just makes everything run more smoothly without making a big deal about it.

Valet trays themselves have an interesting history. Originally, they were the domain of well-appointed gentleman’s dressers, a place to organize pocket watches, cufflinks, and collar stays. But in our modern world of smartphones, AirPods, car key fobs, and whatever else we’re carrying, the valet tray has become even more relevant. We might not wear pocket watches anymore, but we’ve got more stuff to keep track of than ever before.

What Unavela brings to this category is a fresh perspective. When you look at their work across different products, you see a consistent thread: they’re interested in what they call “functional objects.” Not decorative objects that happen to be functional, but pieces where the function itself becomes the aesthetic statement. It’s a subtle but important distinction. The beauty comes from how well something works, not from applied decoration or styling tricks.

This approach feels particularly resonant right now. We’re living in an era where people are increasingly interested in buying fewer, better things. The whole concept of everyday carry (EDC) has evolved from a niche hobby into a broader cultural conversation about intentionality and quality. People are thinking more carefully about the objects they interact with daily, and they want those objects to reflect thoughtfulness and care. The Unavela Valet Tray fits perfectly into this mindset. It’s not fast furniture or disposable decor. It’s a considered piece that’s designed to be used daily and to improve with that use. There’s something deeply satisfying about having a designated spot for your everyday items, about the ritual of emptying your pockets into a tray that was designed specifically for that purpose.

From a design perspective, what’s compelling is how Unavela bridges the gap between industrial design and consumer products. Aerospace engineering isn’t typically associated with home goods, but maybe it should be. After all, if you can design components for aircraft where failure isn’t an option and weight is critical, you probably have some interesting insights about how to make a really excellent tray. The beauty of good design is that it often looks simple, even inevitable, but that simplicity is the result of countless decisions and refinements. Every angle, every dimension, every material choice has been considered. It’s the difference between something that works and something that works exceptionally well.

For anyone interested in design, tech, or the intersection of engineering and everyday life, the Unavela Valet Tray represents something larger than just a place to put your keys. It’s a statement about bringing rigor and intentionality to the objects we live with. It’s about applying aerospace-level thinking to earthbound problems. And honestly, in a world full of stuff that’s designed to be replaced rather than cherished, that’s a pretty refreshing approach.

The post Aerospace Engineers Just Solved Your Messy Nightstand Problem first appeared on Yanko Design.