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A Nice Little Cryptography Primer

By itss | 28/06/2021
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Pun Intended.

Category: Technology
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  • Could a Disc-Free PlayStation Actually Lower Game Prices?
    by EditorDavid on 16/08/2026 at 6:42 pm

    "As Sony soldiers ahead with their plans to end hard copies for new PlayStation games, players are fearing a future which will force them to pay more and own less," writes Kotaku. What will prices do in a world with no physical copies to share or sell? One former Square Enix executive speculates this could actually drive down the price of games: "Digital on the PS store will likely get cheaper," posted Jacob Navok, former Square Enix business strategist. "Current prices are tied to retail. Without physical discs holding digital hostage we'll see a larger spectrum of pricing similar to steam." Navok says that the digital-only landscape will pit major publishers in constant, dynamic competition with each other... "The more the Playstation store becomes digital only, the greater this trend will accelerate," Navok follows up. "You will see more sales and dynamic pricing similar to Steam because publishers will compete among themselves to a greater extent." [O]n the other end newer games are getting increasingly expensive, even on digital platforms. The fact that Grand Theft Auto VI will be a purely digital release has not caused its price point to budge. Read more of this story at Slashdot.

  • Bluesky's Active User Base Shrinks 52% Over 18 Months, But Its Protocol is Spreading
    by EditorDavid on 16/08/2026 at 4:34 pm

    An anonymous reader shared this report from TechCrunch: According to data from digital intelligence provider Similarweb, Bluesky's mobile app had 10.4 million monthly active users worldwide in June 2026, down 27.2% year-over-year. In addition, mobile daily active users continued to decline, falling 25.6% year-over-year in July to around 3 million... Bluesky's app has lost more than half its monthly active users from its late-2024 high... Its quarterly average was around 22.1 million monthly active users in the fourth quarter of 2024, Similarweb's data indicates, and it declined to 10.7 million in the second quarter of 2026. That's a decline of around 52%. While Bluesky's numbers are down, those who stuck around are committed. Its smaller community remains relatively active, with a stickiness rate (the ratio of daily to monthly active users) of roughly 29% in June, about the same as Threads. For Bluesky's new CEO, Toni Schneider, these numbers may not be as concerning. The company is not entirely focused on making Bluesky (the app) succeed, but on making it possible for the underlying protocol (AT Proto) to power a growing number of social apps, services, and communities. That's something that is now taking place, as projects like BlackSky and Eurosky are growing, while some AT Proto apps like the video-focused Skylight have found early traction, too. In addition, the company has launched new products, like the AI-powered research tool Attie, and is now working on adding support for private data to Bluesky. The latter could generate new interest in Bluesky from a different type of user — those less interested in the public square, and more interested in private networking and communities. But on Threads in July of 2026, daily active users were up 21.3% year-over-year to 147 million, the article points out, and website visits were up 112% year-over-year to 471.6 million. And Threads now appears to have roughly 66% more monthly active users than X. Read more of this story at Slashdot.

  • Disneyland Announces Star Wars/Fortnite Collaboration, 'Avatar' Attraction, and a Newer Tomorrowland
    by EditorDavid on 16/08/2026 at 3:34 pm

    Saturday Disneyland announced a special Star Wars-themed collaboration with third-person shooter game Fortnite — including a slick new trailer for its Star Wars: Smuggler's Gambit quest. Visitors to Disneyland's Smuggler's Run attraction at Disney's theme parks in Orlando and in Anaheim can accept a special mission while waiting in line for the ride, according to The Hollywood Reporter. And "If they succeed, they will get a unique Forsworn Trooper Outfit in a newly-created Fortnite adventure called Smugglers Gambit set in that same universe." "Millennium Falcon: Smugglers Run | Fortnite marks the first time this attraction has reached beyond its physical walls into a connected game world — a story that starts in a queue in Orlando or Anaheim can now continue on a screen almost anywhere," said Sean Shoptaw, executive VP of Disney Games and Digital Entertainment.... "Together these experiences reflect our ambition to connect stories and worlds across formats into one converged entertainment ecosystem...." The cockpit technology in the ride was actually created using Epic's Unreal Engine, which allows for many assets from the ride to appear in Smugglers Gambit.... "Whether you're at a Disney Park or playing Fortnite with your friends, fans have new ways to keep their Star Wars adventures going," [said Adam Sussman, president of Epic Games]. "This is only the beginning of what's possible when world-class storytellers bring their creativity into Fortnite." Disney, of course, is an investor in Epic Games, and the two companies have been at work building a new world that will connect to Fortnite with all of the Disney's beloved characters... This new collaboration, however, extends to the real world for the first time, bringing some video game magic to Disney's parks, and some of that theme park magic to the video game. Disneyland will also launch a new area based on James Cameron's Avatar: The Way of Water, reports The Orange County Register — which even has a picture of the Avatar Destination ride's model, showing an enormous (and very colorful) waterfall. The model was part of Saturday's Disney fan expo "D23", showing the Disneyland Monorail traveling around the edge of the attraction (which reportedly involves a 30-person vehicle). Saturday's event also included details on the long-awaited "reimagining" of the park's Tomorrowland area, with their official blog promising "Yesterday's tomorrow, today!" Tomorrowland has some history, explains the Orange County Register: The land's first update in 1967 was dubbed the New Tomorrowland with the 1998 makeover jokingly referred to as the New, New Tomorrowland. The latest iteration is already being called the New, New, New Tomorrowland. Disneyland's Land of Tomorrow has plenty of empty spaces in need of some Imagineering magic with the Tomorrowland Theater, Star Wars Launch Bay and PeopleMover track all sitting underused. Or, as The Wrap puts it, "The problem with Tomorrowland, of course, has been keeping up with tomorrow." 1967 introduced New Tomorrowland, with Adventures Thru Inner Space, Carousel of Progress and the PeopleMover giving it the "World on the Move" theme. In 1975 Space Mountain opened and in the 1980's the Tomorrowland stage was enclosed to become a 3D theater, where "Magic Journeys" and "Captain EO" played. Star Tours also opened in the 1980's, giving the area some additional adrenaline. But an elaborate redo of the area, planned for the 1990's, was cut short due to financial woes following the opening of Disneyland Paris and were largely shuttered. (In Florida, a new Tomorrowland was approximated in the mid-1990's but not really followed through on, adopting some of the timelessness of the Jules Verne-inspired Discoveryland from Paris.) Since the 1990's, Tomorrowland in Disneyland has become largely defunct or outright abandoned... In the late 1990's, Disney tried to use the [PeopleMover] track for a high-speed attraction called Rocket Rods. The attraction never worked properly and was shuttered after just a few years. Rumor has it that the intensity of the ride vehicles actually weakened the PeopleMover track and removing the track would be time consuming and costly. So since the turn of the millennium, there has just been track above and all around Tomorrowland that sits, untouched. Read more of this story at Slashdot.

  • Researchers Use Ordinary WiFi Connections to Create Images of Nearby People and Their Surroundings
    by EditorDavid on 16/08/2026 at 2:34 pm

    Science Daily reports: Researchers showed that unencrypted signals routinely exchanged between WiFi devices and routers can be used to create radio-based images of people and recognize them within seconds. In tests involving 197 participants, the system identified individuals with nearly 100% accuracy, even from different angles and regardless of how they walked. "By observing the propagation of radio waves, we can create an image of the surroundings and of persons who are present," says Professor Thorsten Strufe from KASTEL, KIT's Institute of Information Security and Dependability. "This works similar to a normal camera, the difference being that in our case, radio waves instead of light waves are used for the recognition," explains the cybersecurity expert. Because the technique analyzes radio waves moving through a space, a person does not need to have a phone, smartwatch, or other WiFi enabled device with them. "Thus, it does not matter whether you carry a WiFi device on you or not." Even turning off your own device would not necessarily prevent the system from working. "It's sufficient that other WiFi devices in your surroundings are active...." Connected devices routinely send information back to the router to help optimize wireless communication. These signals, known as beamforming feedback information (BFI), are transmitted without encryption, meaning that anyone within range can potentially read them. By analyzing that information, the system can generate images of people from multiple viewpoints. Those images can then be used to determine a person's identity. Once the machine learning model has already been trained to recognize individuals, the identification process takes only a few seconds. Read more of this story at Slashdot.

  • Anthropic Discovers AI Agents Given Conflicting Instructions Soon Tried to Sabotage Each Other
    by EditorDavid on 16/08/2026 at 11:34 am

    When Anthropic instructed three agents to migrate a Python backend, but telling each agent to perform the migration in a different language, "We consistently saw a multiagent turf war," they wrote Thursday: All of the models we tested quickly assumed that others were purposefully impeding their work, and began to sabotage others while protecting their own contributions. In fact, they sabotaged others with increasingly aggressive, self-replicating malware. This included disabling the Unix accounts of the other agents, writing automated scripts that found and killed competing processes on a loop, and deploying malicious code that was disguised as belonging to another agent. In many runs, one agent settles the conflict by force via access-revocation (e.g., sudo/group removal, account lock, nologin, SSH denial). In others, some agents settle into passivity: they give up and refuse to escalate further. Agents sometimes manage to communicate their goals and coordinate: they recognize others' motivations as conflicting directives rather than hostility, and subsequently break out of the conflict loop in order to stop escalating indefinitely. In many of these successful episodes, they write commit messages or markdown files apologizing for malicious behavior and coordinate a truce. They clean up their malicious code, clarify the nature of the conflict, and ask for a human to intervene... In several episodes with Mythos 5, we observe an emergent behavior where the agents propose and run a tournament for application performance in each language. In the example above, the Rust agent strategizes about bake-off metrics that appear neutral enough for the others to agree to this mechanism, yet would likely favor Rust: one thinking trace warns to be "careful not to be seen as metric shopping". Ultimately, the Golang/TypeScript losers gracefully concede codebase ownership to the Rust agent, giving up on their original user directives under their self-negotiated commitment device. One problem is that AI agents do reward hacking, Anthropic notes, while current institutions "are designed by and for people, resting on assumptions about the sufficiency of oversight at human speed... As autonomous agents become more and more prevalent in the world and operate in ever-more demanding settings, it is crucial that they learn how to effectively coordinate." In addition to everything else, the agents struggled with a lack of clearly defined hierarchy, Anthropic points out. "Nothing above suggests that these failures are permanent — but nothing suggests they will fix themselves, either..." They argue a fix "takes two forms: environments that exert the kinds of social pressure that evolution exerted on us, and social computing systems redesigned for actors that can self-replicate and self-improve. These are open problems in interaction and mechanism design, and our experiments here provide early evidence that new solutions are necessary." "The AI models being tested in this case were Sonnet 4.6, Sonnet 5, Opus 4.6, Opus 4.8, Mythos Preview, and Mythos 5," notes Business Insider, adding that Sonnet 4.6 and Opus 4.6 "were the most combative, settling about 60% of their runs by force instead of truces or passivity." Anthropic argues there's a clear case for researching this phenomenon — especially since "The volume of agent-agent interaction could plausibly exceed that of human-human and human-agent interactions before the world understands the conditions for making such interactions go well." Read more of this story at Slashdot.

  • SpaceX Launches Two Falcon 9 Rockets just 38 Minutes Apart
    by EditorDavid on 16/08/2026 at 7:34 am

    An anonymous reader shares this report from Space.com: On Saturday evening (Aug. 15), SpaceX set another mark, for the shortest time between orbital flights: It launched two Falcon 9 rockets just 38 minutes apart, besting its old mark — set on Aug. 31, 2024 with two Starlink missions — by 27 minutes. The first liftoff, from Florida's Cape Canaveral Space Force Station, occurred Saturday at 9:12 p.m. EDT (0112 GMT on Aug. 16) and carried eight satellites to low Earth orbit (LEO) for Louisiana-based telecom company Globalstar. All eight spacecraft were deployed successfully, separating over a six-minute span beginning 56.5 minutes after liftoff, SpaceX announced via social media. While that Falcon 9 was powering its way to low Earth orbit, another one launched from Vandenberg Space Force Base, on California's central coast. That liftoff, at 9:50 p.m. EDT (6:50 p.m. local time; 0150 GMT on Aug. 16), kicked off a mission for the U.S. Space Force called USSF-366... Both of Saturday's missions featured successful rocket landings. The Falcon 9 first stage that launched the Globalstar mission came back for a touchdown at Cape Canaveral about eight minutes after launch. It was the 14th flight for that particular booster. The USSF-366 Falcon 9 first stage, meanwhile, came back to Earth about 8.5 minutes after its launch, touching down in the Pacific Ocean on the SpaceX droneship "Of Course I Still Love You." That booster now has 18 missions under its belt. Saturday's doubleheader brought the tally of Falcon 9 launches in 2026 to 96. The vast majority of those — about 75% — have been Starlink missions. Read more of this story at Slashdot.

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