Discord is rolling out end-to-end encryption for voice and video calls

Discord is rolling out new end-to-end encryption for both audio and video calls on its platform. The tech will be applied to calls from DMs, group DMs, voice channels and Go Live streams. Discord detailed the tech and its goals for the end-to-end encryption (E2EE) in a blog post. Desktop and mobile clients already support the new upgrade, and the rest of the clients should be getting the feature next year.

The company has focused on transparency with its E2EE protocols, and has made plenty of information about it publicly available. Discord is also promising that there should be no sacrifices to call quality with the addition of E2EE. One notable exception to the encryption protocol will be messages. Discord said that's so that the messages can still fall under the company's content moderation rules.

This type of thorough encryption has become increasingly common over the years. It's not unusual to see it as either an option or a new default for users on platforms such as Signal, WhatsApp and Zoom.

This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/discord-is-rolling-out-end-to-end-encryption-for-voice-and-video-calls-224548948.html?src=rss

FAA wants to impose more than $630K in fines for SpaceX launch violations

The Federal Aviation Administration (FAA) alleges that SpaceX committed three safety violations by failing to follow its license requirements during two of its space launches in 2023. If the full fines are imposed, SpaceX faces a bill of $633,009, according to an FAA statement.

The license violations are related to two separate SpaceX’s launches. The first two happened on June 18, 2023 as part of the PSN Satria Mission that launched from the Cape Canaveral Space Force Station. The second violation happened on July 28, 2023 involving plans for the EchoStar XXIV/Jupiter mission.

Across the two cases, SpaceX requested to revise part of its communications and explosive site plans respectively. SpaceX allegedly went ahead with its revised plans even though the FAA did not approve or issue modifications to its license, according to letters written by the FAA.

In May 2023, SpaceX requested the addition of a new launch control room and the removal of the T-2 hour readiness poll from its procedures for its June 18, 2023 launch. The FAA informed SpaceX on June 15 and 16 that it would not approve the modifications to SpaceX’s license before its scheduled June 18 launch, but the launch went ahead with its unauthorized control room and without a T-2 hour poll. Two months later, SpaceX submitted a request for a newly constructed rocket propellant farm for its launch on July 28, 2023 at the Kennedy Space Center in Florida. Once again, the FAA did not approve the modification but the farm was used anyway during its scheduled launch.

SpaceX is facing two $175,000 fines for the June 18 violations and a $293,009 fine for the July 28 violation. SpaceX has 30 days to respond to the accusations in writing. The space company can choose to hold an informal conference with an FAA attorney or submit additional information to the FAA to plead its case. A full list of the FAA’s fine enforcement procedures are available on the administration’s website.

That hasn’t stopped SpaceX CEO and self-appointed “Technoking of Tesla” Elon Musk from sounding off about how he plans to address the FAA’s proposed fines. Musk posted on X that “SpaceX will be filing suit against the FAA for regulatory overreach.”

This article originally appeared on Engadget at https://www.engadget.com/science/space/faa-wants-to-impose-more-than-630k-in-fines-for-spacex-launch-violations-223408990.html?src=rss

Zynga says it will fight $45 million fine for infringing decades-old IBM patents

The internet is so core to how modern life operates that it's easy to forget how much of the technology that went into building the world wide web has patent protections. And some of those patents are still being enforced today. Zynga may be learning that the hard way, as a court ruled last week that the gaming company infringed on IBM patents dating back to the pre-internet telecom platform Prodigy from the 1980s. As a result, Zynga could be facing damages of $44.9 million. IBM's "Method for presenting advertising in an interactive service" patent from 1993 accounts for $40 million of the recommended damages.

For anyone still playing the once-ubiquitous Zynga games, this decision shouldn't interrupt your game time. The company said in an SEC filing that it would not have to modify or end operation of its games as a result of the court decision. Intriguingly, not every game in the Zynga catalog was found to be infringing on the patents. For instance, Crosswords with Friends was deemed an offender, but none of the Words With Friends titles were. A representative from Take-Two told Ars Technica that the company would appeal the ruling.

IBM has a long legacy of collecting intellectual property rights. Zynga, which was acquired by Take-Two Interactive in 2022, isn't its first target for potentially infringing on these Prodigy patents, and it's likely not the last. The computer company has had many online businesses in its crosshairs over the years, from the long-time giants (like Amazon and X, formerly Twitter) to the flashes in the pan (like Groupon). But some defendants, like pet retail platform Chewy, have successfully fended off IBM's legal charges.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/zynga-says-it-will-fight-45-million-fine-for-infringing-decades-old-ibm-patents-214316611.html?src=rss

Geralt broods by the campfire in the first clip from Netflix’s The Witcher: Sirens of the Deep

On Tuesday, Netflix dropped a clip from The Witcher: Sirens of the Deep at the company’s Geeked Week 2024 event. The clip for the upcoming animated film leans on the familiar dulcet growls of Doug Cockle, who voiced Geralt of Rivia in the games.

Cockle introduces the clip with an enthusiastic tease of the merpeople Geralt will battle in the film. “That’s right — he’s gonna cross swords with merpeople of all things!” Cockle exclaims in the clip. “Amazing stuff, it’s gonna be so cool.” Hey, can’t blame a voice actor for hyping their project.

The scene shows Geralt and Jaskier (voiced by Joey Batey, who also plays him in the live-action series) sitting by a campfire. Jaskier, after complaining about the town’s “small-minded fools,” picks up on Geralt’s apparent interest in Essi and tries to play Cupid for the brooding white-haired monster slayer.

Animated Geralt of Rivia sitting in front of a campfire, holding meat on a stick.
Netflix

The clip also reveals The Witcher: Sirens of the Deep’s official release date. The film will begin streaming on Netflix on February 11, 2025, after initially being announced for late 2024.

The film is based on A Little Sacrifice, a short story written by Witcher universe creator Andrzej Sapkowski. Set between episodes five and six of the Netflix series’ first season, the film has Geralt “hired to investigate a series of attacks in a seaside village and finds himself drawn into a centuries-old conflict between humans and merpeople.” It’s from the South Korean animation studio Studio MIR, which also animated the 2021 prequel film The Witcher: Nightmare of the Wolf.

Below, you can watch the Geeked Week clip, including the delightfully growly-voiced Cockle’s introduction.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/geralt-broods-by-the-campfire-in-the-first-clip-from-netflixs-the-witcher-sirens-of-the-deep-203810425.html?src=rss

Amazon accused of deceptive ‘sales’ of its own products in lawsuit

Amazon is facing a class-action lawsuit that accuses the company of misleading pricing practices. The suit alleges that Amazon deceived shoppers by showing inflated list prices for Fire TVs, thus making discounts seem more significant than they actually were.

The lawsuit was filed in the US District Court for the Western District of Washington and claims that the company regularly adopted this practice, calling it a "persistent and uniform scheme." The suit alleges that Amazon created "fake list prices" for its own Fire TVs, making the apparent "discounts" deceptive.

It goes on to accuse the company of tricking its customers into buying Fire TVs by omitting "critical information" concerning the length of the sale and when the list price was actually in use. This allegedly led to Amazon customers spending "more money than they otherwise would have if not for the purported time-limited bargains." The suit claims that "many of the Fire TVs have not been anywhere near the advertised list prices for a year or more."

The lawsuit alleges violations of Washington’s Consumer Protection Act, which bans “unfair methods of competition and unfair or deceptive acts or practices in the conduct of any trade or commerce.” Plaintiff David Ramirez seeks compensatory and punitive damages, in addition to an injunction to stop Amazon from continuing the alleged practices. The suit seeks compensatory damages "in amounts determined by the court and/or jury" and prejudgment interest on everything awarded. 

The lawsuit references a similar case in California from 2021 in which Amazon was barred from using false or misleading list prices in its advertising. The company also agreed to pay around $2 million in penalties and restitution as part of that settlement. As for this case, it’s still early days. 

An Amazon spokesperson declined to comment when approached by Seattle-based news organization KIRO 7. We reached out to the company for our own comment and will report back when we get a response. 

This article originally appeared on Engadget at https://www.engadget.com/big-tech/amazon-accused-of-deceptive-sales-of-its-own-products-in-lawsuit-193027775.html?src=rss

More electronic devices reportedly exploded in Lebanon a day after coordinated pager attack

An attack in Lebanon reportedly killed eight people and injured over 2,700. Hundreds of pagers belonging to Hezbollah members detonated simultaneously on Tuesday, leading the Iran-backed militant organization to blame Israel. The New York Times reported that Israel was behind the attacks and conducted it by hiding explosive material inside the pagers. A second wave of attacks, these targeting handheld radios used by Hezbollah members, was reported on Wednesday by The Washington Post.

A day after Israeli leaders warned of escalating its military campaign against Hezbollah, pagers belonging to the Lebanese group’s members exploded at once. Witnesses reported seeing smoke emanating from the victims’ pockets, followed by sounds reminiscent of fireworks or gunshots.

Lebanon’s health minister said 200 of the injured were in critical condition. He added that many victims had facial injuries, especially to the eyes. Hand and stomach injuries were also common, according to the health minister. Among those wounded was Mojtaba Amini, Iran’s ambassador to Lebanon, according to Iranian state media.

A second wave of attacks across different areas of Lebanon on Wednesday reportedly killed one person and injured over 100 others. The latest attacks reportedly targeted “wireless devices.” One of the explosions, triggered by a handheld radio, was reported at a funeral for four victims of Tuesday’s blasts. “Anyone who has a device, take out the battery now!” The Washington Post reported that Hezbollah security members yelled at the mourners. “Turn off your phones, switch it to airplane mode!”

Israel hasn’t commented on the attacks. But NYT reports that officials (including American ones) briefed on the operation said Israel was behind them. They claim as little as one to two ounces of explosive material were planted next to each pager’s battery, along with a switch allowing for remote detonations. At 3PM in Lebanon on Tuesday, the pagers received a message (appearing to be from Hezbollah leadership) that triggered the coordinated explosions, according to officials. The devices allegedly beeped for several seconds before detonating.

The Washington Post reports that the logo of Taiwanese pager maker Gold Apollo was seen on the sabotaged pagers. However, Gold Apollo claimed the devices were “entirely handled” by a Hungarian company, BAC Consulting Kft, which was authorized to use Gold Apollo’s branding in some regions. “That product isn’t ours,” Gold Apollo’s founder and president, Hsu Ching-Kuang, told The New York Times. “They just stick on our company brand.”

Officials speaking with NYT claimed the devices were tampered with before reaching Lebanon. Most were Gold Apollo’s AR924 model, which the company displayed an image of on its website before removing them on Wednesday.

The attacks sparked a wave of fear of using mobile devices. NYT reports some in Lebanon were scared to use their phones after Tuesday’s attacks, with one resident crying out, “Please hang up, hang up!” to their caller.

The Times reports that Hezbollah, long suspicious of cellphone use near the Israeli border due to the devices’ geolocation capabilities, recently switched from mobile phones to pagers. In February, Hezbollah chief Hassan Nasrallah reportedly warned the group that their phones were dangerous and could be used by Israel as spy tools. He advised the group that they should “break or bury them.”

Experts reportedly don’t yet know precisely how the pagers were distributed to Hezbollah’s members. They say that Iran, given its history of supplying Hezbollah with arms, tech and other military aid, would have been pivotal to their adoption and delivery.

Update, September 18, 2024, 11:48AM ET: This story has been updated to add new details about Tuesday’s attacks and the second wave of reported blasts on Wednesday.

This article originally appeared on Engadget at https://www.engadget.com/mobile/pagers-explode-simultaneously-in-hundreds-of-hezbollah-members-pockets-190304565.html?src=rss

After a 15-year hiatus, a new Skate game is coming in 2025

Skateboarding games have been going through another golden age the past couple of years with contributions like Devolver’s surrealist skater Skate Story and Phantom Coast Games’ roguelite shredder Helskate. And now a new entry in one of the most beloved skateboarding franchises just moved one step closer to getting a release date.

EA announced plans for an early access release for a new Skate — simply titled skate. (lower case, with a period) —game next year on the game’s official X account. The update also includes some pre-alpha footage of the new game that’s currently being playtested for consoles and the franchise’s first PC release through Steam.

Fans of the long-running Skate franchise have been receiving a stream of teases and updates since EA first announced the new entry four years ago. Notably, last June EA informed fans this new title would be a free-to-play live service game with microtransactions (allegedly without any “play-to-win” elements though). The game’s publisher also released new details on its official game dev diary about how it's rebuilding the “Flick-It” trick control system, expanding the game’s character customizations and implementing playtests with feedback from the franchise’s fans.

The devs also revealed some interesting details about the game’s core narrative. The new Skate game takes place in the fictional city of San Vansterdam, which has been taken over by a corporate overlord named M-Corp. It seems that M-Corp’s misdeeds are finally catching up to it, meaning that the shreddable city of San Van is open to skaters once again. A teaser video shared an update on M-Corp’s crumbling empire starring I Think You Should Leave star and comedian Tim Robinson as corporate lackey Richard "Richie" Dandle.

This article originally appeared on Engadget at https://www.engadget.com/gaming/after-a-15-year-hiatus-a-new-skate-game-is-coming-in-2025-182125136.html?src=rss

Logitech drops an analog keyboard and new Pro Superlight mice

Logitech is revealing plenty of new gaming accessories and gear at Logi Play 2024, which is happening right now. Of the many new offerings from Logitech, two keyboards and two mice caught our eye.

Let’s start with the G Pro X TKL Rapid Wired Gaming Keyboard, a keyboard featuring magnetic analog switches, a first for the G Pro line. These switches have adjustable actuation points, rapid trigger functionality and key priority. In short, the keyboard lets you customize how hard presses need to be, has speedy key press recognition and the ability to prioritize certain keys when pressing two at once.

You can also use the multi-point feature in the G Hub keyboard customization software to assign more than one command to a key depending on how far it’s pressed down. As the name suggests, this is a tenkeyless model (no number pad), and you can get it for $170 in November. The three available colors are black, white and pink.

The next keyboard is the G915 X series, a trio of new members of the G915 family (we reviewed the G915 TKL back in 2020). The mechanical keyboards all have a height of 23mm and redesigned galvanic switches with a 1.3mm actuation point. They retain the original volume roller, G key and media buttons, but the Keycontrol feature allows for more macros, even letting users combine the G key with other keys.

G915 X Lightspeed
Logitech

The G915 X series includes the G915 X Lightspeed ($230), G915 X Lightspeed TKL ($200) and G915 X Wired Gaming Keyboard ($180). The G915 X Lightspeed is a tenkeyless version of the G915 X Lightspeed, while the G915 X doesn’t support wireless connections but is identical in almost every way to the G915 X Lightspeed. The Lightspeed models can come in black or white, but the wired model is only available in black. They’re all available right now.

Moving on to the mice, the G Pro X Superlight 2 Dex Lightspeed wireless gaming mouse is an upgrade of the Pro X Superlight and Pro X Superlight 2, both of which are favorites among current and former Engadget staffers. This new mouse is designed with the help of pro esports athletes, boasting a maximum limit of 44k DPI, 888 IPS acceleration and steady 8kHz polling rate performance.

G Pro X Superlight 2 Dex Lightspeed
Logitech

The Superlight 2 Dex Lightspeed has five buttons and Lightforce switches while weighing only 60 grams. It’s also compatible with Logitech’s PowerPlay wireless charging system. If you’re interested, you get it now for $160 in black, white or pink.

For those who like the original G Pro mouse, consider the Pro 2 Lightspeed wireless gaming mouse, an improvement over the old model. The Hero 2 sensors on this one are rated for 32k DPO and over 500 IPS acceleration. The highest polling rate for the Pro 2 Lightspeed is 1kHz.

Pro 2 Lightspeed
Logitech

Similar to the first G Pro, this one weighs 80 grams, perfect for gamers who prefer something heavier. It doesn’t support wireless charging but can work with the Pro Lightspeed receiver for 8kHz polling rates. The receiver will only be available for $30 in October. This mouse is now available for $140 in black, white and pink.

This article originally appeared on Engadget at https://www.engadget.com/computing/accessories/logitech-drops-an-analog-keyboard-and-new-pro-superlight-mice-180113818.html?src=rss

Snap’s fifth-generation Spectacles bring your hands into into augmented reality

Snap’s latest augmented reality glasses have a completely new — but still very oversized — design, larger field of view and all-new software that supports full hand tracking abilities. But the company is only making the fifth-generation Spectacles available to approved developers willing to commit to a year-long $99/month subscription to start.

It’s an unusual strategy, but Snap says it’s taking that approach because developers are, for now, best positioned to understand the capabilities and limitations of augmented reality hardware. They are also the ones most willing to commit to a pricey $1,000+ subscription to get their hands on the tech.

Developers, explains Snap’s director of AR platform Sophia Dominguez, are the biggest AR enthusiasts. They’re also the ones who will build the kinds of experiences that will eventually make the rest of Snapchat’s users excited for them too. “This isn't a prototype,” Dominguez tells Engadget. “We have all the components. We're ready to scale when the market is there, but we want to do so in a thoughtful way and bring developers along with our journey.”

Snap gave me an early preview of the glasses ahead of its Partner Summit event, and the Spectacles don’t feel like a prototype the way its first AR-enabled Spectacles did in 2021. The hardware and software are considerably more powerful. The AR displays are sharper and more immersive, and they already support over two dozen AR experiences, including a few from big names like Lego and Niantic (Star Wars developer Industrial Light and Motion also has a lens in the works, according to Snap.)

To state the obvious, the glasses are massive. Almost comically large. They are significantly wider than my face, and the arms stuck out past the end of my head. A small adapter helped them fit around my ears more snugly, but they still felt like they might slip off my face if I jerked my head suddenly or leaned down.

Still, the new frames look slightly more like actual glasses than the fourth-generation Spectacles, which had a narrow, angular design with dark lenses. The new frames are made of thick black plastic and have clear lenses that are able to darken when you move outside, sort of like transition lenses.

The fifth-generation Spectacles are the first to have clear lenses.
The fifth-generation Spectacles are the first to have clear lenses.
Karissa Bell for Engadget

The lenses house Snap’s waveguide tech that, along with “Liquid Crystal on Silicon micro-projectors,” enable their AR abilities. Each pair is also equipped with cameras, microphones and speakers.

Inside each arm is a Qualcomm Snapdragon processor. Snap says the dual processor setup has made the glasses more efficient and prevents the overheating issues that plagued their predecessor. The change seems to be an effective one. In my nearly hour-long demo, neither pair of Spectacles I tried got hot, though they were slightly warm to the touch after extended use. (The fifth-generation Spectacles have a battery life of about 45 minutes, up from 30 min with the fourth-gen model.)

Snap's newest AR Spectacles are extremely thick.
Snap's newest AR Spectacles are extremely thick.
Karissa Bell for Engadget

Snap has also vastly improved Spectacles’ AR capabilities. The projected AR content was crisp and bright. When I walked outside into the sun, the lenses dimmed, but the content was very nearly as vivid as when I had been indoors. At a resolution of 37 pixels per degree, I wasn’t able to discern individual pixels or fuzzy borders like I have on some other AR hardware.

But the most noticeable improvement from Snap’s last AR glasses is the bigger field of view. Snap says it has almost tripled the field of view from its previous generation of Spectacles, increasing the window of visible content to 46 degrees. Snap claims this is equivalent to having a 100-inch display in the room with you, and my demo felt significantly more immersive than what I saw in 2021.

The fourth-generation Spectacles (above) were narrow and not nearly as oversized as the fifth-gen Spectacles (below).
The fourth-generation Spectacles (above) were narrow and not nearly as oversized as the fifth-gen Spectacles (below).
Karissa Bell for Engadget

It isn’t, however, fully immersive. I still found myself at times gazing around the room, looking for the AR effects I knew were around me. At other points, I had to physically move around my space in order to see the full AR effects. For example, when I tried out a human anatomy demo, which shows a life-sized model of the human body and its various systems, I wasn’t able to see the entire figure at once. I had to move my head up and down in order to view the upper and lower halves of the body.

The other big improvement to the latest Spectacles is the addition of full hand tracking abilities. Snap completely redesigned the underlying software powering Spectacles, now called Snap OS, so the entire user interface is controlled with hand gestures and voice commands.

You can pull up the main menu on the palm of one hand, sort of like Humane’s AI Pin and you simply tap on the corresponding icon to do things like close an app or head back to the lens explorer carousel. There are also pinch and tap gestures to launch and interact with lenses. While Snap still calls these experiences lenses, they look and feel more like full-fledged apps than the AR lens effects you’d find in the Snapchat app.

Lego has a game that allows you to pick up bricks with your hands and build objects. I also tried a mini golf game where you putt a golf ball over an AR course. Niantic created an AR version of its tamagotchi-like character Peridot, which you can place among your surroundings.

MyAI interface for the AR Spectacles.
The interface for Snapchat's AI assistant, MyAI, on Spectacles.
Snap

You can also interact with Snapchat’s generative AI assistant, MyAI, or “paint” the space around you with AR effects. Some experiences are collaborative, so if two people with Spectacles are in a room together, they can view and interact with the same AR content together. If you only have one pair of Spectacles, others around you can get a glimpse of what you’re seeing via the Spectacles mobile app. It allows you to stream your view to your phone, a bit like how you might cast VR content from a headset to a TV.

The new gesture-based interface felt surprisingly intuitive. I occasionally struggled with lenses that required more precise movements, like picking up and placing individual Lego bricks, but the software never felt buggy or unresponsive.

There are even more intriguing use cases in the works. Snap is again partnering with OpenAI so that developers can create multimodal experiences for Spectacles. “Very soon, developers will be able to bring their [OpenAI] models into the Spectacles experience, so that we can really lean into the more utilitarian, camera-based experiences,” Dominguez says. “These AI models can help give developers, and ultimately, their end customers more context about what's in front of them, what they're hearing, what they're seeing.”

CEO Evan Spiegel has spent years touting the promise of AR glasses, a vision that for so long has felt just out of reach. But if the company’s 2021 Spectacles showed AR glasses were finally possible, the fifth-generation Spectacles feel like Snap may finally be getting close to making AR hardware that’s not merely an experiment.

For now, there are still some significant limitations. The glasses are still large and somewhat unwieldy, for one. While the fifth-gen Spectacles passably resemble regular glasses, it’s hard to imagine walking around with them on in public.

Then again, that might not matter much to the people Snap most wants to reach. As virtual and mixed reality become more mainstream, people have been more willing to wear the necessary headgear in public. People wear their Apple Vision Pro headsets on airplanes, in coffee shops and other public spaces. As Snap points out, its Spectacles, at least, don’t cover your entire face or obscure your eyes. And Dominguz says the company expects its hardware to get smaller over time.

Snap's fifth-generation Spectacles.
Snap's fifth-generation Spectacles are its most advanced, and ambitious, yet.
Karissa Bell for Engadget

But the company will also likely need to find a way to reduce Spectacles’ price. Each pair reportedly costs thousands of dollars to produce, which helps explain Snap’s current insistence on a subscription model, but it’s hard to imagine even hardcore AR enthusiasts shelling out more than a thousand dollars for glasses that have less than one hour of battery life.

Snap seems well aware of this too. The company has always been upfront with the fact that it’s playing the long game when it comes to AR, and that thinking hasn’t changed. Dominguez repeatedly said that the company is intentionally starting with developers because they are the ones “most ready” for a device like the fifth-gen Spectacles and that Snap intends to be prepared whenever the consumer market catches up.

The company also isn’t alone in finally realizing AR hardware. By all accounts, Meta is poised to show off the first version of its long-promised augmented reality glasses next week at its developer event. Its glasses, known as Orion, are also unlikely to go on sale anytime soon. But the attention Meta brings to the space could nonetheless benefit Snap as it tries to sell its vision for an AR-enabled world.

This article originally appeared on Engadget at https://www.engadget.com/social-media/snaps-fifth-generation-spectacles-bring-your-hands-into-into-augmented-reality-180026541.html?src=rss

California passes landmark law requiring actors’ permission for AI likenesses

California has given the go-ahead to a landmark AI bill to protect performers' digital likenesses. On Tuesday, Governor Gavin Newsom signed Assembly Bill 2602, which will go into effect on January 1, 2025. The bill requires studios and other employers to get consent before using “digital replicas” of performers. Newsom also signed AB 1836, which grants similar rights to deceased performers, requiring their estate’s permission before using their AI likenesses.

AB 2602, introduced in April, covers film, TV, video games, commercials, audiobooks and non-union performing jobs. Deadline notes its terms are similar to those in the contract that ended the 2023 actors’ strike against Hollywood studios. SAG-AFTRA, the film and TV actors’ union that held out for last year’s deal, strongly supported the bill. The Motion Picture Association first opposed the legislation but later switched to a neutral stance after revisions.

The bill mandates that employers can’t use an AI recreation of an actor’s voice or likeness if it replaces work the performer could have done in person. It also prevents digital replicas if the actor’s contract doesn’t explicitly state how the deepfake will be used. It also voids any such deals signed when the performer didn’t have legal or union representation.

The bill defines a digital replica as a “computer-generated, highly realistic electronic representation that is readily identifiable as the voice or visual likeness of an individual that is embodied in a sound recording, image, audiovisual work, or transmission in which the actual individual either did not actually perform or appear, or the actual individual did perform or appear, but the fundamental character of the performance or appearance has been materially altered.”

Meanwhile, AB 1836 expands California’s postmortem right of publicity. Hollywood must now get permission from a decedent's estate before using their digital replicas. Deadline notes that exceptions were included for “satire, comment, criticism and parody, and for certain documentary, biographical or historical projects.”

“The bill, which protects not only SAG-AFTRA performers but all performers, is a huge step forward,” SAG-AFTRA chief negotiator Duncan Crabtree-Ireland told the The LA Times in late August. “Voice and likeness rights, in an age of digital replication, must have strong guardrails around licensing to protect from abuse, this bill provides those guardrails.”

AB2602 passed the California State Senate on August 27 with a 37-1 tally. (The lone holdout was from State Senator Brian Dahle, a Republican.) The bill then returned to the Assembly (which passed an earlier version in May) to formalize revisions made during Senate negotiations.

On Tuesday, SAG-AFTRA President Fran Drescher celebrated the passage, which the union fought for. “It is a momentous day for SAG-AFTRA members and everyone else, because the A.I. protections we fought so hard for last year are now expanded upon by California law thanks to the Legislature and Gov. Gavin Newsom,” Drescher said. 

This article originally appeared on Engadget at https://www.engadget.com/ai/california-passes-landmark-regulation-to-require-permission-from-actors-for-ai-deepfakes-174234452.html?src=rss