70-Year-Old Cyberpunk: ‘This Interview Is a Mistake’

Long-time Slashdot reader destinyland writes: He was the co-publisher of the first popular digital culture magazine, MONDO 2000, from 1989–1993. Now as R. U. Sirius approaches his 70th birthday, a San Francisco-based writer conducts a rollicking interview for the Berlin-based Spike Art Magazine. (“I wanted to speak with someone who had weathered the shakedown of history with art, humour, and a dose of healthy delusion. Or derision. Whatever arrived first…”)

That interview itself was star-crossed. (“What came first, R.U.’s stroke or the Omicron surge? As I recovered from a bout of corona, R.U. fell ill with his own strain.. “) But eventually they did discuss the founding of that influential cyberculture magazine. (Editor Jude Milhon is credited with coining the word “cypherpunk” for an early crytography-friendly group co-founded by EFF pioneer John Gilmore.) Asked about the magazine’s original vision, Sirius says “I was pretty much diverted by Timothy Leary and Robert Anton Wilson and their playful, hopeful futurisms, their whole shebang about evolutionary brain circuits being opened up by drugs and technology.”

I needed something to get me out of bed at the end of the 1970s. I mean, punk was great – rock and roll was great – but it wasn’t inspiring any action. I remember my friends stole some giant lettering from a sign at a gas station and some of it hung behind the couch in our living room where we took whatever drugs were around and tossed glib nihilisms back and forth. The letters read “ROT”…. I couldn’t sink any deeper into that couch, so there was nowhere to go except up into outer space.
The surrealism and so forth were influences that travelled with me when I moved to California to create this new thing based on psychedelics, technology, and incorrigible irreverence that eventually became Mondo 2000.

It’s a funny interview. (“The ‘R.U. a Cyberpunk’ page from an issue of Mondo is the only thing most people below a certain age have ever seen from the magazine and we were taking the piss out of ourselves….”) They scrupulously avoid mentioning Mondo’s undeniable influence on the early days of Wired. But inevitaby the conversation comes back around to that seminal question: whither cyberpunk?

Q: The internet, which was a prime source of Mondo subject matter, is home to many eyes, rabbit holes, and agents of algorithmic manipulation. Where is cyberpunk culture alive and well in our contemporary moment? Are you still invested and engaged with cyberpunk as a means of exploring radical possibilities and ideas…?

RUS: [T]here’s not really a cyberpunk movement… Surrealism was a movement for a number of years because an anguished control freak named André Breton maintained it in various formations. We didn’t have that person, and if we had, he or she or they probably would have been laughed out of the sandbox for the attempt….
I’ll remain influenced by playful spontaneity from ancient 20th-century moments not because of any dedication, but only because that’s probably the only way I was ever going to be able to write or create. I lack rigor and once declared it a sign of death.

And Sirius jokes at the end that “usually my attitude is that the world today is bloated with people opinionizing so, this interview is a mistake!”

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‘Buy Now, Pay Later’ Is Sending the TikTok Generation Spiraling Into Debt

SFGATE reports on the alarming rise of “Buy Now, Pay Later” services that are being heavily marketed by influencers and brands on TikTok and Instagram. “Gen Z, in particular, has fallen in love with the short-term loans, spending 925% more now through point-of-sale services than in January 2020,” notes the report.

“But coupling nearly instantaneous loans with an influencer-addled social media culture that prioritizes exorbitant spending and normalizes debt could be further jeopardizing the financial futures of young people through just four easy payments.” Here’s an excerpt from the report: Financial experts who spoke with SFGATE expressed significant concerns about the way companies are targeting Gen Z consumers. “They are marketing very heavily to an audience that is younger, that might not just have as much experience on how to use credit and what credit implications are or what it means to have multiple loans at one time,” Marisabel Torres, the California policy director of the Center for Responsible Lending, told SFGATE.

Few of the services do significant credit checks, which would help determine whether people will be able to repay the loans. And plenty of people are spending more than they can afford: 43% of Gen Z users have missed at least one payment, according to a survey by the polling site Piplsay. Of Gen Z consumers who used a point-of-sale loan for something they needed, 30% missed at least two payments, according to a survey by Credit Karma.

The companies are fully aware that their services encourage people to spend more. In fact, several of them market it as a benefit to stores that want to partner with them. “We do see larger cart sizes, larger purchases, relative to what they would put onto their debit cards and credit cards,” Libor Michalek, the president of technology at Affirm, told SFGATE. Still, high-level staffers at Affirm and Afterpay — both based in San Francisco — positioned their services as more responsible, less predatory alternatives to credit cards and personal loans in interviews with SFGATE. They also emphasized the accessibility of these services, especially for younger consumers looking to bolster their credit and consumers working to restore their credit scores, despite the fact that many of the services don’t report on-time payments to credit agencies. The report concludes by saying regulation is (probably) on its way. California Attorney General Rob Bonta, for example, signaled his support earlier this year for increasing regulations around point-of-sale loans. We’re likely to see other states look into it in the coming months and years as well.

“While these services may be a responsible alternative to credit card debt for a good chunk of consumers, it seems increasingly likely that, without regulations, this kind of debt will burden the most financially vulnerable, just as credit cards, payday loans and layaway have in the past,” reports SFGATE.

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Google Docs Crashes On Seeing ‘And. And. And. And. And.’

A bug in Google Docs is causing it to crash when a series of words are typed into a document opened with the online word processor. BleepingComputer reports: It’s official — Google Docs crashes at the sight of “And. And. And. And. And.” when the “Show grammar suggestion” is turned on. A Google Docs user, Pat Needham brought up the issue on Google Docs Editors Help forum. […] Another user, Sergii Dymchenko, said strings like “But. But. But. But. But.” triggered the same response. Some also noticed putting any of the terms like “Also, Therefore, And, Anyway, But, Who, Why, Besides, However,” in the same format achieved the outcome.

Once crashed, you may not be able to easily re-access the document as doing so would trigger the crash again. BleepingComputer was able to reproduce the issue last night and reached out to Google. Google told us it is aware of the bug and working on a fix. […] Until Google has an answer as to what causes this problem, it might be wise to turn off grammar suggestions by navigating to Tools, Spelling and grammar and unticking ‘Show grammar suggestions.’ If the bug has already been triggered and you’re locked out of the Google Doc in question, there might be a workaround. Use the Google Docs mobile app to access the document, remove the offending words and the file should now open up gracefully on your Google Docs web version too.

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Swarming Drones Autonomously Navigate a Dense Forest

Chinese researchers show off a swarm of drones collectively navigating a dense forest they’ve never encountered. TechCrunch reports: Researchers at Zheijang University in Hangzhou have succeeded, however, with a 10-strong drone swarm smart enough to fly autonomously through a dense, unfamiliar forest, but small and light enough that each one can easily fit in the palm of your hand. It’s a big step toward using swarms like this for things like aerial surveying and disaster response.

Based on an off-the-shelf ultra-compact drone design, the team built a trajectory planner for the group that relies entirely on data from the onboard sensors of the swarm, which they process locally and share with each other. The drones can balance or be directed to pursue various goals, such as maintaining a certain distance from obstacles or each other, or minimizing the total flight time between two points, and so on.

The drones can also, worryingly, be given a task like “follow this human.” We’ve all seen enough movies to know this is how it starts … but of course it could be useful in rescue or combat circumstances as well. A part of their navigation involves mapping the world around them, of course, and the paper includes some very cool-looking 3D representations of the environments the swarm was sent through. Zhou et alThe study is published in the most recent issue of the journal Science Robotics, which you can read here, along with several videos showing off the drones in action.

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Microsoft Teams Up With VW To Make HoloLens Work In Cars

Microsoft has officially announced a new “moving platform” feature for the HoloLens 2, which is designed to let the augmented reality headset work in places like cars. The Verge reports: It addresses a long-standing HoloLens issue of moving environments confusing the headset’s sensors. The enhancement was developed in collaboration with Volkswagen, which has been experimenting with using the headset as a heads-up display in its vehicles. As Microsoft’s blog post explains, its augmented reality headset tracks movement using a combination of camera sensors and an inertial measurement unit (which typically includes accelerometers and gyroscopes). But in a car, the readings from these two sensors can conflict; the headset senses movement but sees a static environment. In other words, it was getting car sick.

That’s what VW discovered after it started investigating the use of augmented reality headsets to teach drivers how to get around a racetrack faster. It started collaborating with Microsoft to fix the sensor problem in 2018, and, eventually, the two developed a prototype system that allowed a car to display real-time information on a connected headset. The system allows virtual objects to be placed both inside and outside of the vehicle. One image released by Microsoft (above) shows the HoloLens 2 projecting a virtual map onto the dashboard of a car, with navigation arrows appearing ahead at key intersections. A second shows it alerting the driver to an upcoming pedestrian crossing.

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Major Mobile Tech Firm Buys Wordle!

Wordle!, an old mobile game with the same name as the viral online game Wordle, has been bought by mobile marketing firm and game maker AppLovin in an undisclosed deal. TechCrunch reports: While you may have now heard of the popular online game Wordle, later bought by The NYT, you may have missed the story earlier this year about how a mobile game of the same name was blowing up on the App Store. [Developer Steven Cravotta] said he had been surprised to find a game he created as a teenager five years ago suddenly being downloaded 40,000 times per day, up from just 10 downloads per day the month before, The WSJ had reported at the time. As it turned out, iPhone users had gone to the App Store in search of the Wordle game everyone was talking about and had been downloading Cravotta’s game by mistake.

Cravotta’s Wordle! game was similar to the online version that everyone was playing. He said he had created it as a teen because he wanted to make something that would challenge people’s minds and be a great game for kids. But the app never took off. Cravotta promoted it for around half a year, he says, before deciding to move on to other things. “It just sat in my developer account for the longest time getting maybe one to two downloads a day for six years … until all this craziness happened,” Cravotta tells TechCrunch.

The mobile game monetized through paid advertisements and in-app purchases. While Cravotta could have tweaked the game to make even more money to capitalize on the surge of users, he left it untouched. “I just kind of let it run and do its thing,” he says. According to data from Sensor Tower, the mobile game was downloaded approximately 18.9 million times. The vast majority of the installs (more than 99.6%) arrived after the web game went viral — with downloads spiking on Jan. 12, 2022. From Feb. 12, 2022 onward, the game has seen 13.7 million downloads — or about 72% of its lifetime installs since its April 2016 launch, the firm said. Today, the iOS game is still the No. 19 mobile game in the U.S. by average monthly active users as of the first quarter, right behind bigger titles like Among Us and just ahead of notable games like Minecraft and PUBG Mobile.

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