Homeland Security has reportedly sent out hundreds of subpoenas to identify ICE critics online

The Department of Homeland Security (DHS) has reportedly been asking tech companies for information on accounts posting anti-ICE sentiments. According to The New York Times, DHS has sent hundreds of administrative subpoenas to Google, Reddit, Discord and Meta over the past few months. Homeland Security asked the companies for names, email addresses, telephone numbers and any other identifying detail for accounts that have criticized the US Immigration and Customs Enforcement agency or have reported the location of its agents. Google, Meta and Reddit have complied with some of the requests

Administrative subpoenas are different from warrants and are issued by the DHS. The Times says they were rarely used in the past and were mostly sent to companies for the investigation of serious crimes, such as child trafficking. Apparently, though, the government has ramped up its use in the past year. “It’s a whole other level of frequency and lack of accountability,” Steve Loney, a senior supervising attorney for ACLU, told the publication.

Companies can choose whether to comply with the authorities or not, and some of them give the subject of a subpoena up to 14 days to fight it in court. Google told The Times that its review process for government requests is “ designed to protect user privacy while meeting [its] legal obligations” and that it informs users when their accounts have been subpoenaed unless it has been legally ordered not to or in exceptional circumstances. “We review every legal demand and push back against those that are overbroad,” the company said.

Some of the accounts that were subpoenaed belong to users posting ICE activity in Montgomery County, Pennsylvania on Facebook and Instagram in English and Spanish. The DHS asked Meta for their names and details on September 11, and the users were notified about it on October 3. They were told that if Meta didn’t receive documentation that they were fighting the subpoena in court within 10 days, Meta will give Homeland Security the information it was asking for. The ACLU filed a motion for the users in court, arguing that the DHS is using administrative subpoenas as a tool to suppress speech of people it didn’t agree with.

In late January, Meta started blocking links to ICE List, a website that lists thousands of ICE and Border Patrol agents’ names. A few days ago, House Judiciary Committee member Jamie Raskin (D-MD) also asked Apple and Google to turn over all their communication with the US Department of Justice to investigate the removal of ICE-tracking apps from their respective app stores.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/homeland-security-has-reportedly-sent-out-hundreds-of-subpoenas-to-identify-ice-critics-online-135245457.html?src=rss

How to customize your iPhone home screen with iOS 26

Apple has steadily expanded home screen customization on the iPhone over the past few years, and iOS 26 continues that trend with more visual control over app icons. Building on the changes introduced in iOS 18, the latest update lets you resize icons, remove app labels, apply system-wide color tints and make icons translucent using Apple’s new Liquid Glass design language.

Most of these options live in one place: the Customize menu, which appears after entering edit mode on the home screen. While iOS still doesn’t allow total freeform icon placement or third-party icon packs without shortcuts, the tools Apple provides are now flexible enough to dramatically change how an iPhone looks and feels. This guide walks through how to customize app icons and layouts using the options available in iOS 26, with a focus on icon size, color, appearance and arrangement.

All home screen customization starts the same way.

  1. Go to the Home Screen.

  2. Touch and hold an empty area of the Home Screen background until the apps begin to jiggle.

  3. Tap Edit in the top left corner, then select Customize from the menu.

A customization panel appears along the bottom of the screen. Changes made here apply across all home screen pages at once, rather than on a per-page basis.

From the Customize menu, you can:

  • Adjust icon size

  • Change appearance (e.g., Dark)

  • Make icons translucent with a clear look

  • Add a color tint to icons and widgets

One of the simplest changes in iOS 26 is also one of the most visually impactful. From the Customize menu, tap the icon showing two app squares of different sizes. This switches the home screen to Large App Icons mode.

When large icons are enabled, app labels disappear entirely and the icons themselves expand to fill more of the grid. This creates a cleaner look and makes apps easier to tap, particularly on iPhone models with larger screens. The tradeoff is that fewer icons fit on each screen and spacing between rows becomes more pronounced.

To revert to standard icons with labels, repeat the steps and tap the same button again.

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iOS 26 offers four icon appearance styles: Default, Dark, Clear and Tinted. These options are available from the top row of the Customize panel. From the Customize panel, you can tap the sun icon across all options in the top left-hand corner to toggle wallpaper dimming. This generally makes app icons and labels easier to read. 

The Default option keeps icons looking as the developers intended, with no system-wide color or transparency applied.

Selecting Dark applies a darker background to supported app icons and widgets. Apple’s own apps fully support this mode, and some third-party apps do as well, though many retain their original colors. When Dark is enabled, iOS can also dim the wallpaper slightly, which may help reduce power usage on OLED displays.

The Clear option enables translucency across all apps on the Home Screen. This removes all color but retains app labels. The layered, frosted-glass effect changes depending on the background image. Clear icons can be paired with Light, Dark or Auto styles using the options along the bottom of the Customize panel.

Tinted mode allows all supported app icons and widgets to take on a single color scheme. After selecting Tinted, color and saturation sliders appear at the bottom of the screen. Adjusting these changes the hue applied across icons, creating a uniform look that can range from subtle pastels to high-contrast monochrome themes.

If you want a specific color from your iPhone’s wallpaper, select the eyedropper tool, then tap and hold while dragging the cursor across the screen until you land on your chosen color. Like the Clear option, you’ll be able to select from Light, Dark or Auto when adjusting the Tinted settings.

The Auto option allows icons to switch between light and dark appearances based on system-wide light or dark mode.

App placement works the same way it did before iOS 26, but the visual changes introduced by larger icons and spacing make layout choices more noticeable.

Apps can be rearranged by accessing an empty space on the Home Screen, then tapping and holding until the apps start jiggling. From here you can drag icons to new positions. The grid remains fixed, meaning icons cannot overlap or be placed freely, but there is more flexibility in how empty space is used.

Icons can be clustered toward the bottom of the screen, aligned to one side or arranged to frame a wallpaper. With large icons enabled, the gap between the dock and the first row of apps becomes more pronounced, but it cannot be filled with additional icons.

Changes apply across all home screen pages, so reorganizing one page does not affect icon size or appearance on another.

Despite expanded customization, some long-standing limitations remain. iOS 26 does not support per-app icon color selection, custom icon packs without shortcuts or freeform icon placement outside the grid. Icon appearance settings apply globally, not per page or per app.

Widgets, lock screen customization and focus mode filters add additional layers of personalization, but those tools sit outside the scope of the home screen Edit menu.

iOS 26 gives iPhone users more control over the look of their home screen than ever before, even if Apple’s approach remains structured. By combining icon resizing, appearance modes and careful app arrangement, it’s possible to create a layout that feels cleaner, more personal and easier to use without relying on workarounds.

This article originally appeared on Engadget at https://www.engadget.com/mobile/smartphones/how-to-customize-your-iphone-home-screen-with-ios-26-130000798.html?src=rss

Relooted, Reanimal and other new indie games worth checking out

Welcome to our latest roundup of what's going on in the indie game space. A whole bunch of compelling games arrived this week, and Sony dropped some news about more that are on the way to PS5 and other platforms during its State of Play stream on Thursday

For one thing, I didn’t have a prequel for Neva, one of my favorite games of the last few years on my bingo card. I’m very much looking forward to checking out that DLC next week. 

It’s really neat that Motion Twin and Evil Empire — the studios behind Dead Cells and its expansions, respectively — are getting to make a proper Castlevania game. While it might not be developing many games in-house anymore, giving external studios the chance to run with its franchises is a very smart move on Konami’s part. Not least because we’re getting a Silent Hill game set in Scotland as well.

I’ve had Big Walk on my radar since the game was first shown off at The Game Awards a couple of years back. This is a co-op multiplayer game from Untitled Goose Game studio House House and publisher Panic in which you'll go on adventures with your friends and help each other through puzzles and other challenges using voice, text chat and gestures. You can just hang out with your buds and watch the sunset or put their binoculars into the ocean too.

Expect Big Walk to arrive later this year on PS5 (including as a Monthly Game for all PS Plus members), Steam and Epic Games Store. There will be support for cross-platform play between PS5 and PC.

Also, Remedy Entertainment is technically an indie studio. As such, I can mention here that I cannot wait for Control Resonant, which is probably going to break my brain with all the perspective shifting Remedy showed off in the gameplay trailer

As with any successful heist, planning and execution are equally paramount in Relooted. Setting things up properly before hightailing it out of a museum with artifacts reminds me a bit of Teardown albeit without all the voxel destruction. But Relooted is a lot more than that. 

It’s an anti-colonialist story in which parkour enthusiast Nomali and her crew take back African artifacts (all of which exist in real life) from Western museums. I did encounter some performance issues while playing on PC, but that didn't take too much away from the enjoyable, in-the-moment action and having to adjust escape routes on the fly when things go awry. Nor did the framerate drops detract one bit from the important story that South African studio Nyamakop is telling here.

Relooted is out now on Steam, Epic Games Store and Xbox Series X/S. It typically costs $15, but there's a 10 percent discount on Steam until February 24. It's available on Game Pass Ultimate and PC Game Pass.

Little Nightmares and Little Nightmares 2 developer Tarsier Studios is back with another slice of atmospheric horror. In Reanimal, two siblings set out to save their missing friends and escape from an island they once called home. However, they'll have to face a litany of dangers, including a lot of creepy creatures. 

I haven't played Reanimal yet, but the various trailers have have always grabbed my attention. It's out now on Steam, PS5, Xbox Series X/S and Nintendo Switch 2 for $40.

Reanimal has single-player, couch co-op and online co-op modes. A friend pass that allows you to invite a pal to play with you online at no extra cost should be available soon.

Mewgenics had been in the works for a very long time before it arrived this week. It was initially announced in 2012 when co-developer Edmund McMillen was still part of Super Meat Boy studio Team Meat. After years of Mewgenics being in development hell amid McMillen focusing on projects such as The Binding of Isaac: Rebirth, he's finally seen the game through with the help of longtime collaborator Tyler Glaiel.

This is a turn-based strategy roguelike in which players breed cats and then take kitties with wild mutations and blends of powers into combat. There's a lot to explore and discover here. McMillen and Glaiel claim the main campaign runs for over 200 hours. Having more than 10 character classes (each with 75 unique abilities), more than 900 items and hundreds of bosses and enemies could well ensure that things stay fresh enough to justify that run time.

Reviews have largely been positive for this one, though the humor didn't click for some critics. Mewgenics is out now on Steam. It usually costs $30, but you can save $3 if you buy it by February 24.

Rogue Point is a co-op shooter for up to four players that’s worth paying attention to, in large part because it’s from the team behind Black Mesa, the fan remake of Half-Life. It's now available in early access on Steam, typically for $20, though there's a 15 percent discount until February 26.

This appears to be in the vein of tactical shooters like Ubisoft's Tom Clancy games. There are objective-based missions and a Counter-Strike-style economy for unlocking and upgrading gear. While there are only four maps as things stand, Crowbar Collective has implemented a system that randomizes the layouts to keep things fresh. 

Steam Next Fest is almost upon us. Many developers and publishers are preparing to release demos for their games, but some are arriving ahead of the event, such as one for Starship Troopers: Ultimate Bug War! The demo is a blast and it feels like the kind of retro Starship Troopers shooter I wish we'd had in the late '90s. 

I really enjoy Helldivers 2, which takes a lot of inspiration from Starship Troopers. In turn, this game draws from Helldivers 2, with features like tossing a flare to tell a support craft to send gear down to the planet's surface. I just wish the mech was a bit more fun and effective to use.

If you would like to know more about this game from Warhammer 40,000: Boltgun developer Auroch Digital and publisher Dotemu, you can check out the demo on Steam. Starship Troopers: Ultimate Bug War! is coming to Steam, GOG, PS5, Xbox Series X/S and Nintendo Switch 2 on March 16.

A demo for a line-based puzzle title called Rope popped up on Steam this week ahead of the full game's arrival in April for about $3.50. The aim is to connect ropes of the same color to clear them. More rules will be introduced over time to make the game more challenging.

While Rope looks charming enough, I mainly wanted to include it in this week’s roundup because I thought developer Ikuo's comments in the press release were quite lovely. 

"My games are neither flashy nor extravagant. Instead, I focus on preserving the essence of play. Like hide‑and‑seek or tag — simple rules that draw you in until you forget the time," Ikuo said. "Rope brings that timeless spirit of play into a modern puzzle game. It is intuitive, endlessly replayable and quietly absorbing. I aimed to create a small, understated experience that stays with players long after they put it down. I hope this game leaves even a small impression on someone’s heart."

The Mermaid Mask is a project that SFB Games put on the backburner after another one of their games became a hit (that would be Crow Country, which was one of our favorite games of 2024).

This point-and-click puzzle game is the latest installment in the long-running Detective Grimoire seriesA teaser trailer doesn't give away too much, but I do enjoy what we see of the hand-drawn 2D animation here.

Here's hoping this is a worthy follow-up to Tangle Tower, an Apple Arcade game we enjoyed very much. We'll find out for sure when The Mermaid Mask lands on PC and consoles this summer. In the meantime, you can check out an updated demo that just hit Steam ahead of Next Fest. 

The premise of The Stairwell is practically identical to that of The Exit 8. You walk through a small, contained scene multiple times. If everything looks okay, keep walking forward. If something is out of the ordinary, you turn around. Just try not to miss many anomalies. Rather than walk through corridors as in The Exit 8 (the film adaptation of which looks pretty promising), The Stairwell sees you going up or down a seemingly infinite tower as you try to reach the goal. 

This anomaly game, which is from Hidden Palace, has been on Steam since last year. It’s coming to PS5 on February 19. Expect jump scares. 

Let's wrap things up for this week with an arcade game that requires just two inputs: one button to turn left, and another to veer right. You can't control the speed of your craft in Ship v Maze. All you can do to avoid crashing and ending your run is to react quickly enough to steer your ship through various obstacles. It's all about putting your reflexes to the test.

Ship v Maze is from Cosmic Droplet (aka solo developer Frederic Vanmol), It'll hit Steam on April 2 for $4. A demo is available now.

This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/relooted-reanimal-and-other-new-indie-games-worth-checking-out-120000234.html?src=rss

Bitcoin biopic starring Casey Affleck to use AI to generate locations and tweak performances

Killing Satoshi, an upcoming biopic about the elusive creator of Bitcoin, will reportedly rely heavily on artificial intelligence to generate locations and adjust actors' performances, Variety reports. The film was announced in 2025 as being directed by Doug Liman (The Bourne Identity, The Edge of Tomorrow) and starring Casey Affleck and Pete Davidson in undisclosed roles, but its connection to overhyped technology was previously understood to begin and end with cryptocurrency.

According to a UK casting notice viewed by Variety, the producers of Killing Satoshi reserve the right to "change, add to, take from, translate, reformat or reprocess” actors' performances, using "generative artificial intelligence (GAI) and/or machine learning technologies." No digital replicas will be created of performers, but it sounds like plenty of other AI-driven tweaks are on the table. The production's use of AI will also extend to the setting of its shoots, per Variety's source. Killing Satoshi will be shot on a "markerless performative capture stage" and things like backgrounds and locations will be entirely generated by AI.

You guess is as good as mine as to why a film about blockchain technology needs to be filmed this way, but Doug Liman has been connected with plenty of unusual projects in the past, including a rumored Tom Cruise film that was supposed to film on the International Space Station. Killing Satoshi will be far less practical in comparison, and walking a much finer line of what's acceptable in the entertainment industry.

A major sticking point in SAG-AFTRA's 2023 contract negotiations was guaranteeing protections for actors who could be replaced by AI. Equity, the union representing actors in the UK, is currently negotiating protections for members that are concerned that AI could be used to reproduce their likenesses and voices and let studios use them without their consent.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/bitcoin-biopic-starring-casey-affleck-to-use-ai-to-generate-locations-and-tweak-performances-210657775.html?src=rss

Valve’s latest Steam beta lets you add your PC’s specs to game reviews

An upcoming update to Steam includes a helpful improvement to game reviews. As part of the Steam Client Beta update Valve released on February 12, users will now be able to attach information about their hardware specifications when they post a new game review or update an old one.

It's not uncommon to find negative reviews that complain about a game's performance, information that's hard to draw a conclusion from without knowing what kind of hardware the reviewer is using. With specs attached, the usefulness of complaints becomes a little bit easier to gauge. A game's sales performance and discoverability on Steam is heavily influenced by its review average, a data point Steam users sometimes manipulate for reasons unconnected to the quality of a game. Provided reviewers actually attach their specs — at least in the beta, the feature is entirely optional — Valve's mercurial reviews ecosystem could end up becoming more nuanced overall.

Alongside the new option in reviews, Valve is also experimenting with a way for users to share "anonymized framerate data" with the company. When framerate sharing is enabled, "Steam will collect gameplay framerate data, stored without connection to your Steam account but identified with the kind of hardware you are playing on," Valve says. The feature is specifically focused on devices running SteamOS, Valve's Linux-based operating system for the Steam Deck and some third-party handhelds. The extra information could help the company's attempts to improve game compatibility using software like Proton.

The beta update also includes bug fixes, and a tweak to how Valve collects feedback about whether a game should be Deck Verified. Now when Steam prompts you to confirm whether you agree with a game's rating, if you disagree, you can provide a reason as to why.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/valves-latest-steam-beta-lets-you-add-your-pcs-specs-to-game-reviews-195038078.html?src=rss

Nintendo’s Virtual Boy accessory lets you play VR Mario and Zelda on Switch 2

The forthcoming Nintendo Virtual Boy accessory for Switch and Switch 2 can play VR-supported games, as reported by Video Games Chronicle. There are four available games to play, including Super Mario Odyssey, Super Smash Bros Ultimate, The Legend of Zelda: Breath of the Wild and Captain Toad: Treasure Tracker.

These aren't new VR builds of the games, rather they are the versions previously released for the Nintendo Labo VR set. This was a kit for the original Switch that allowed users to build a cardboard VR headset, among other items.

However, this is very good news for Switch 2 owners as Labo creations generally don't work with Nintendo's shiny new console. So this is the only way to experience the VR versions of the aforementioned four games. It's also worth noting that the Switch 2 upgrade for Breath of the Wild still includes the VR mode.

There are some caveats. The Virtual Boy accessory is available to purchase as a hardware unit or in cardboard. The cardboard version is much cheaper, at $25, and is actually the preferred method for playing these games in VR.

That's because the hardware version sits on a stand, like the original Virtual Boy, making it harder to move one's head around. The cardboard headset is free from those constraints. The hardware also includes red filters over the lenses, to better mimic the original experience, but these can be removed.

However, the hardware version is better for playing actual Virtual Boy games, as they were designed for a static headset resting on a table. You'll have to decide if that trade-off is worth $100. It's also worth noting that Virtual Boy games will not work with the original Labo VR headset, which is a bummer for OG Switch fans.

Both versions of the Virtual Boy accessories will be available on February 17, which is the same day several of the retro console's games head to the Nintendo Switch Online + Expansion Pack subscription service. They can be purchased at the My Nintendo Store. We got a chance to try the headset and came away fairly impressed, though noted that the revamped accessory is "just as eccentric and ungainly as the original was three decades ago."

For those wondering what all the fuss is about, the Virtual Boy was an actual console released by Nintendo all the way back in 1995. It was one of the first mass-market VR devices and, as such, was decades ahead of the curve. It was cumbersome, the games were only in red and there was nothing by way of motion control. Americans only got 14 games before the console was discontinued.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/nintendos-virtual-boy-accessory-lets-you-play-vr-mario-and-zelda-on-switch-2-172138483.html?src=rss

Good Luck, Have Fun, Don’t Die rails against AI in style

You've seen this movie before: A disheveled man (Sam Rockwell) busts into a restaurant, threatening to blow up the joint unless a crew of people joins him. Like Groundhog Day, he's been through this countless times before, and he immediately starts recounting otherwise unknowable details to convince the diner patrons. Like 12 Monkeys, he's from the future — the timely twist in Good Luck, Have Fun, Don't Die is that, rather than a world-ending virus, he needs help preventing a humanity-ending AI from being born. 

Good Luck is more of a primal scream than a thoughtful articulation about where everything went wrong. There's a bit of "old man yells at cloud" energy here (director Gore Verbinski is 61, and screenwriter Matthew Robinson is 47), but it fits the film's satirical tone. Looking around at the world today, who doesn't wish they could warn their past selves about the tech industry and the new ruling class it helped breed. 

Rockwell's character eventually wrangles a ragtag crew of future saviors: Mark and Janet (Michael Pena and Zazie Beetz), a married couple of high school teachers; Susan (Juno Temple), a distraught mother; and Ingrid (Haley Lu Richardson), a sad woman wearing a princess dress. There's also Asim Chaudhry's Scott, who mostly serves as comic relief, but doesn't get any real backstory like the others. 

Good Luck wastes no time fleshing out its present near-dystopia in episodic chapters. It turns out Mark and Janet are also on the run from smartphone-obsessed high schoolers, who spend their days scrolling through endless TikTok-like feeds. Susan is forced to confront a horrific situation around her son (I won't get into specifics here, but it's a distinctly American phenomenon). And Ingrid is literally allergic to Wi-Fi and smart devices, which makes it hard to fit into the modern world. 

Each of these scenarios play out like mini Black Mirror episodes. Everything is heightened to the absurd, and all the problems can be traced back to unchecked technological encroachment and capitalism. Nothing subtle there. The glimpses of an apocalyptic future are even less so — all we see are destroyed cities, people trapped in VR headsets (which place them in an AI-generated reality) and robots hunting down anti-AI humans. 

Sam Rockwell in Good Luck, Have Fun, Don't Die.
Sam Rockwell in Good Luck, Have Fun, Don't Die.
Briarcliff Entertainment

Good Luck is at its best when it's simply having fun. As Rockwell and crew make their way to their final destination — a child who is about to invent true AI — they encounter pig-faced assassins, Stepford-esque parents and an adorably horrific kaiju. Even when faced with half-baked scripts, Verbinski always manages to impress visually (think back to the creepiness of The Ring, or the wildly entertaining set pieces in Pirates of the Caribbean). That's as true as ever here, where the final scene evokes the hyper-tech chaos of Akira.

As much as Good Luck, Have Fun, Don’t Die, evokes classic sci-fi, it still can’t hold a candle to the sheer terror of seeing AI unleash a nuclear bomb in Terminator 2. And despite its zanines, it doesn’t reach the madcap heights of Gilliam’s Brazil or 12 Monkeys. But if you’re sick of having AI products shoved down your throat, and you think the notion of “true AI” is a farce, it’s a fun way to channel your rage.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/good-luck-have-fun-dont-die-rails-against-ai-in-style-154437854.html?src=rss

Meta is reportedly working to bring facial recognition to its smart glasses

Meta has backed away from highly controversial facial recognition tech in its products and services before, but seemingly not so far that it isn’t willing to have another crack at it. A new report from The New York Times claims Mark Zuckerberg’s company wants to add facial recognition to its lineup of branded smart glasses at some point this year.

The NYT spoke to four anonymous people with knowledge of Meta’s plans, who told the publication that the feature is codenamed "Name Tag" internally. As you’d expect, it would let people wearing Meta-powered Oakley or Ray-Ban glasses identify people and "get information about them" using AI.

Such technology naturally carries huge privacy and ethical risks, which is reportedly why Meta was hesitant to unveil Name Tag at a conference for the blind last year. It also may have shelved plans to include facial recognition in the first version of its smart glasses, which launched in 2023.

In an internal memo from Meta’s Reality Labs viewed by the NYT, Meta said that the current political instability in the US presents a good opportunity for it to push ahead with its plans. "We will launch during a dynamic political environment where many civil society groups that we would expect to attack us would have their resources focused on other concerns," it said.

With the smart glasses market expected to become more competitive in the coming years, Meta seemingly believes facial recognition would give it an edge on rival products from the likes of OpenAI. As for how it would work, the company is considering its options. It could recognize people the wearer is already connected to via one of Meta’s apps, or potentially display information from public Instagram accounts. The NYT’s sources said that universal facial recognition, effectively allowing you to look up the identity of anyone you walked past, would not be possible.

Meta shut down Facebook’s Face Recognition system, used when tagging people in photos, in 2021, following widespread public backlash over privacy concerns. Three years later, it brought it back, this time as a tool for Instagram and Facebook designed to detect scam ads that use the faces of celebrities and other public figures. Last year Meta rolled out the feature beyond the US, so Facebook and later Instagram users in the UK, Europe and South Korea could also use it on their accounts.

This article originally appeared on Engadget at https://www.engadget.com/ai/meta-is-reportedly-working-to-bring-facial-recognition-to-its-smart-glasses-144721330.html?src=rss

The ridiculously tiny Kodak Charmera captured our hearts (and lots of shoddy pictures)

Every once in a while, a product comes along that sparks a bit of joy in our jaded hearts. This is what happened with the Kodak Charmera, a $30 tiny toy camera that was nearly impossible to get ahold of in the first couple of months after its release, selling out immediately over waves of blind box restocks. Despite the gimmick of it all, the Charmera was just too cute for some of us to resist, and we sprang when they finally started becoming more readily available. 

A few of us on the Engadget team have one now, and even with all of its shortcomings, we kind of love this thing. Here's what two of our writers think about it. 


Lately, it feels like a chore to carry around a full-frame mirrorless camera. My Nikon definitely feels like the right tool to precisely capture a moment in time with fast autofocus and plenty of image resolution. Other times, that perfect moment is more casual, like catching up with friends over dim sum or killing time while you're snowed in at a cabin in Vermont. In these cases, there's no reason to carry around a hulking camera and lens to snap a flawless photo that I have to edit later. Instead, something light, discreet and playful feels like the right tool for the occasion.

A low-res image of a tree standing in a snow-covered field, with other trees in the background
Jackson Chen for Engadget

That's where the Kodak Charmera comes in. It's a toy camera with a 35mm lens with a fixed f/2.4 aperture and a 1/4-inch sensor. In other words, the photos this thing takes are about equivalent to what you would get with a crappy flip phone from the 2000s that also plays Snake.

Kodak is clearly trying to wring out the longing for nostalgia within all of us, and has nailed it with the Charmera, which is even inspired by its old-school disposable Fling cameras. It's definitely not as good as the smartphone in your pocket, but there's something disarming about snapping a quick shot with a tiny block of plastic that's lighter than your keys.

Playing around with the Charmera for a few weeks gave me a healthy reminder that the sillier and more transient parts of life don't need the technical prowess of an expensive camera. Obviously, the Chamera produces photos of terrible quality at 1.6 megapixels and can't really capture anything fast-moving or in low light, but it's undeniably fun and hard to resist shooting with. And sometimes, you and your friends are just doing wildly unserious things and you want a camera that matches that energy.

Jackson Chen, Contributing Reporter


Every time I pull out the Kodak Charmera in public to snap a few pictures, I'm immediately met with a barrage of questions and squeals of delight from full-grown adults: "What is that?"; "Is that a camera?"; "Does it really take pictures?"; "Can I see it?" It is the kind of accessory that doubles as a conversation starter, an effect that's turned out to be as joyous as taking pictures with the camera itself. I've been trying really hard to spend less time on social media and my phone in general lately, and having a two-inch camera clipped to me has made for a pretty fun shift in how I document the day-to-day. 

As the resurgence of compact digital cameras has shown us, a lot of people are yearning for a time of simpler tech — when we had personal devices that could do useful things, like take decent photos and connect us to our friends, but didn't consume our lives entirely. Companies like Camp Snap have shaped their entire brands around recapturing that magic, and some consumers have shown that they're willing to sacrifice in areas like image quality in exchange for a taste of it, too. The Kodak Charmera isn't the kind of product you go into purchasing with high expectations. It is clearly a toy that is only going to be capable of so much. 

Two Sphynx cats, both dark gray with black ears and noses, sit close together cuddled under a light beige blanket, one looking straight at the camera and the other looking off to the side
Cheyenne MacDonald for Engadget

As Jackson noted, the low-resolution 1,440  x 1,080 pictures look about on par with those you'd have taken on a flip phone 15 or 20 years ago. In the right lighting conditions with a clearly defined subject, they're not so bad. But selfies, portraits and nature photos will generally look washed out. It can record videos too — and you should set similarly low expectations for these. 

Despite all that, I've been pleasantly surprised by how much I'm enjoying the Charmera experience. Its crunchy photos are just good enough to feel like they're successfully preserving a moment in time. And being so tiny, it's really convenient to bring everywhere. It even came with me to CES. The Charmera takes a microSD card (sold separately), allowing for tons of storage and easy transferring. There are a bunch of built-in filters you can apply, too, which have been fun to play around with.

If I want high-quality photos, this isn't the camera I'm going to reach for. But it's great for low-stakes situations when all I care about is taking some pictures I can look back on fondly later. Consider me charmed. — Cheyenne MacDonald, Weekend Editor


This article originally appeared on Engadget at https://www.engadget.com/cameras/the-ridiculously-tiny-kodak-charmera-captured-our-hearts-and-lots-of-shoddy-pictures-140000245.html?src=rss

Meta really wants you to believe social media addiction is ‘not a real thing’

Meta went to court this week in two major trials over alleged harms facilitated by its platform. In New Mexico, the state's attorney general has accused the company of facilitating child exploitation and harming children through addictive features. In a separate case in Los Angeles, a California woman sued the company over mental health harms she says she suffered as the result of addictive design choices from Meta and others.

In both cases, Meta has disputed the idea that social media should be considered an "addiction." On the stand this week, Instagram chief Adam Mosseri said that social media isn't "clinically addictive," comparing it to being "addicted" to a Netflix show.

In opening statements in the New Mexico trial, Meta's lawyer Kevin Huff went further. He told the jury that "social media addiction is not a thing" because it's not in the Diagnostic and Statistical Manual of Mental Disorders (DSM), the handbook used by mental health professionals in the US.

"According to the American Psychiatric Association, they don't recognize the concept of social media addiction in the same way as addiction to drugs and alcohol," Huff said during opening arguments that were broadcast by Courtroom View Network. "What you see on the screen is what's called the DSM, which is basically the official manual for recognized mental disorders. The American Psychiatric Association studied this and decided that social media addiction is not a thing."

But the American Psychiatric Association (APA) has never said that social media addiction doesn't exist. The organization provides information and resources about social media addiction on its website. "Social media addiction is not currently listed as a diagnosis in the DSM-5-TR—but that does not mean it doesn’t exist," the APA said in a statement to Engadget.

Dr. Tania Moretta, a clinical pyschophysiology researcher who has studied social media addiction, agrees. "The absence of a DSM classification does not mean that a behavior cannot be addictive, maladaptive or clinically significant," she told Engadget. That argument, she said, "reflects a misunderstanding" of how psychiatry professionals define and classify conditions. "Diagnostic manuals formalize scientific consensus; they do not define the boundaries of legitimate scientific inquiry. Many maladaptive behaviors and clinically significant symptom patterns are studied and treated well before receiving official classification."

Meta's critics have long claimed that the company has profited from addictive features that hook children and teens. The trials in Los Angeles and New Mexico are just the start of several court battles over the issue. The social media company is also facing a high-profile trial with school districts in June, and lawsuits from 41 state attorneys general

Moretta said that social media addiction is a field that requires more study, but that there is already evidence that it can have harmful effects on some people. "At present, from a scientific perspective, there is documented evidence that social media use disorder is associated with both psychophysiological alterations, including changes in reward/motivational and inhibitory/regulatory systems, and clinically significant negative impacts on functioning (e.g., sleep disturbances, psychological distress, impairment in social, academic, or occupational domains)," she said. "The key question is not whether all social media use is addictive, but whether a subset of users exhibits patterns consistent with behavioral addiction models and whether specific platform design features may exacerbate vulnerability in predisposed individuals."

Both trials are ongoing and expected to last the next several weeks. In New Mexico, jurors have already heard from former employee turned whistleblower Arturo Bejar and former exec Brian Boland, both of whom have publicly criticized the company for not prioritizing safety. In Los Angeles, Mosseri's testimony has wrapped up, but Meta CEO Mark Zuckerberg is expected to testify next week. The trials will also feature extensive internal documents from Meta, including details about the company's own research into the mental health impacts of its platform on young people.

This article originally appeared on Engadget at https://www.engadget.com/social-media/meta-really-wants-you-to-believe-social-media-addiction-is-not-a-real-thing-130000257.html?src=rss