Honda and Sony To Build an EV That Entertains While It Takes the Wheel

“Sony and Honda have officially launched their joint mobility venture that aims to start delivering premium electric vehicles with automated driving capabilities in the United States in the spring of 2026, followed by Japan in the second half of 2026,” reports TechCrunch. Details are scarce but the partnership appears to produce what the companies promise to be a wildly smart vehicle that’s heavily focused on keeping its passengers entertained. Slashdot reader SouthSeb shares the news with us, writing: Since cars are expected to fully drive themselves in a near future, how to maintain their occupants entertained seems to be the next big question. It makes one wonder if cars are going to radically change and become more and more like living rooms or office spaces on wheels. “The new EV, which will be initially manufactured at Honda’s North America factory, will be developed with Level 3 automated driving capabilities under limited conditions, and with Level 2 advanced driver assistance systems that can handle situations as complex as urban driving,” reports TechCrunch. “Sony will provide the sensors and tech for the autonomous capabilities, as well as all of the other software, from cloud-based services to entertainment, that drivers will hopefully be able to enjoy all the better for not having to actually drive the car all the time. The companies didn’t share too much about what the infotainment system would look like, but they did say the metaverse would be involved.”

“[Sony Honda Mobility] aims to evolve mobility space into entertainment and emotional space, by seamlessly integrating real and virtual worlds, and exploring new entertainment possibilities through digital innovations such as the metaverse,” according to SHM.

Read more of this story at Slashdot.

DeepMind Breaks 50-Year Math Record Using AI; New Record Falls a Week Later

Last week, DeepMind announced it discovered a more efficient way to perform matrix multiplication, conquering a 50-year-old record. This week, two Austrian researchers at Johannes Kepler University Linz claim they have bested that new record by one step. Ars Technica reports: In 1969, a German mathematician named Volker Strassen discovered the previous-best algorithm for multiplying 4×4 matrices, which reduces the number of steps necessary to perform a matrix calculation. For example, multiplying two 4×4 matrices together using a traditional schoolroom method would take 64 multiplications, while Strassen’s algorithm can perform the same feat in 49 multiplications. Using a neural network called AlphaTensor, DeepMind discovered a way to reduce that count to 47 multiplications, and its researchers published a paper about the achievement in Nature last week.

To discover more efficient matrix math algorithms, DeepMind set up the problem like a single-player game. The company wrote about the process in more detail in a blog post last week. DeepMind then trained AlphaTensor using reinforcement learning to play this fictional math game — similar to how AlphaGo learned to play Go — and it gradually improved over time. Eventually, it rediscovered Strassen’s work and those of other human mathematicians, then it surpassed them, according to DeepMind. In a more complicated example, AlphaTensor discovered a new way to perform 5×5 matrix multiplication in 96 steps (versus 98 for the older method).

This week, Manuel Kauers and Jakob Moosbauer of Johannes Kepler University in Linz, Austria, published a paper claiming they have reduced that count by one, down to 95 multiplications. It’s no coincidence that this apparently record-breaking new algorithm came so quickly because it built off of DeepMind’s work. In their paper, Kauers and Moosbauer write, “This solution was obtained from the scheme of [DeepMind’s researchers] by applying a sequence of transformations leading to a scheme from which one multiplication could be eliminated.”

Read more of this story at Slashdot.

Google Starts Real-World Testing Its Giant Video Chat Booths

A year after announcing its “Project Starline” video booth idea, Google says it’s expanded enterprise testing with third parties and is working on making Starline “more accessible,” reports Ars Technica. From the report: Project Starline basically asks the question, “What if Zoom was a giant, sit-down arcade machine?” While the home console version of video chat just involves a tiny camera above your laptop screen, Starline brings 3D video chat to life in a 7×7-foot sit-down booth, with seemingly no regard given to cost, size, or commercialization. The goal is to make it seem like the other person is in the room with you, and Google categorizes it as a “research project.” As for what Starline actually is, a Google Research paper contains a good amount of detail. The display side of the video booth features 14 cameras and 16 IR projectors, which all work to create, capture, and track a real-time, photorealistic 3D avatar of the user. Four microphones and two speakers don’t just play back speech; spatialized audio and dynamic beamforming supposedly make the speech sound like it’s coming out of the avatar’s mouth.

People who have tried Starline seem to like it, but considering you have to be personally invited by Google to try it, that’s only a very small handful of people. It’s hard to imagine much of a market for what must be a six-figure video booth the size of a small bathroom, but Google is pushing ahead with more testing. A Google statement says: “Today, Project Starline prototypes are found in Google offices across the US, with employees using the technology every day for meetings, employee onboarding and building rapport between colleagues.” The company continues: “Beyond Google employees, we’ve also invited more than 100 enterprise partners in areas like media, healthcare and retail to participate in demos at Google’s offices and provide us with feedback on the experience and applications to their businesses. We see many ways Project Starline can add business value across a number of industries, and we remain focused on making it more accessible.” Salesforce, WeWork, T-Mobile, and Hackensack Meridian Health have signed up to try it. WeWork, a company based around renting too-expensive-to-own office space, seems particularly enthused with the idea.

Read more of this story at Slashdot.

Microsoft Unveils Surface Pro 9 With Choice of Intel or ARM Models, No Headphone Jack

Earlier today, Microsoft unveiled three new Surface computers: the Surface Pro 9, Surface Laptop 5, and Surface Studio 2+. While this year’s Surface Pro 9 remains very similar to last year’s Surface Pro 8, it’s being offered with refreshed Intel 12th-gen CPUs or a “new 5G-equipped model with a custom SQ 3 Arm chip,” reports Engadget. From the report: If that sounds confusing to you, well, it is. We last saw the company’s SQ chip in the 2020 Surface Pro X, a computer that we found both beautiful and frustrating, thanks to Windows’ crummy software compatibility with Arm chips. To shift that problem over to a computer with the same name as its Intel sibling is a recipe for disaster. (We can just imagine the frustrated Best Buy shoppers who are dazzled with the idea of a 5G Surface, only to learn they can’t run most of their traditional Windows apps.) The 5G Pro 9 is also broken down into millimeter-wave and Sub-6 variants, which will be sold in their respective markets. It’s understandable why Microsoft isn’t keen to keep the Surface Pro X moniker going — the Pro 8 lifted many of its modern design cues, after all. But from what we’ve seen, Windows 11 doesn’t solve the problems we initially had with the Pro X. After analyzing the product’s tech specs, The Verge discovered that the Surface Pro 9 no longer appears to have a headphone jack. From the report: This seems to be the direct result of Microsoft bringing the Intel and Arm versions of the Surface Pro 9 together in the same chassis. The Surface Pro X has never had a 3.5mm jack, so now, the Intel hardware is coming in line with that design direction. But I’d argue it’s a more controversial omission this time. Why? The new universal outer enclosure is essentially the same size as that of the Surface Pro 8.

The Surface Pro X hardware was quite a bit thinner than Microsoft’s Intel hardware at the time (and still now). So excising the 3.5mm jack made sense. But we’ve now lost the headphone jack for a chassis that’s basically identical in dimensions to last year’s model. They really couldn’t fit one on there somewhere? Further reading: Microsoft’s Surface Studio 2 Plus Ships With an RTX 3060 for $4,299

Read more of this story at Slashdot.

New Apple Services and Apps Are Rolling Out On Windows 11 and Xbox

Today, Microsoft and Apple announced a number of deeper integrations of Apple services on both Windows PCs and Xbox game consoles, including Music and TV apps for both platforms and the ability to browse your iCloud Photo Library within the Windows 11 Photos app. Ars Technica reports: The Apple Music app for Xbox is already available. Existing users can download the app and start listening to their playlists and stations, while new users can sign up for a one-month trial. The user interface for Apple Music on the Xbox is almost exactly the same as the one we’ve used before on Apple TV hardware. It doesn’t add any new features we haven’t seen before, but it’s nice to see parity between the platforms. The Music and TV apps for Windows aren’t available yet, but the companies say they’ll both be available next year.

The Windows iTunes app lets users listen to songs and watch TV and movies purchased through Apple’s online store. Even though Apple Music will arrive on Windows, iTunes will continue to be available, and users will still be able to access Podcasts and Books there. While you’ll have to wait until next year to download the Music and TV apps in Windows, the iCloud Photo Library integration is available right now. You’ll have to download the iCloud Windows app (which is already used to sync a variety of things, like browser bookmarks) and opt into syncing your iCloud Photo Library. After that, both videos and photos should be available within the Windows 11 Photos app.

Read more of this story at Slashdot.

Microsoft Partners With Meta To Bring Teams, Office, Windows, and Xbox To VR

During Meta Connect today, Microsoft CEO Satya Nadella said the company is partnering with Meta to bring its biggest services — Teams, Office, Windows, and even Xbox Cloud Gaming — to Meta’s Quest VR headsets. The Verge reports: It’s a surprise partnership that will see Microsoft and Meta combine their strengths. Microsoft sees an opportunity to bring Teams and its other productivity experiences to a capable VR headset, and Meta gets a key partner in its grand metaverse plan. […] The Teams experience the new Quest Pro and Quest 2 headsets will even include Microsoft adapting Meta’s avatar system for Teams and Teams getting support within Meta’s own Horizon Workrooms. “People will be able to join a Teams meeting directly from Workrooms,” Meta CEO Mark Zuckerberg said during the event. “We think that this cross-device, cross-screen experience will be the foundation of the virtual office of the future.”

This virtual office of the future won’t just be about meetings. Microsoft is bringing Windows 365 to Quest, the company’s platform for streaming full versions of Windows to devices. “With Windows 365 coming to Quest, you’ll have a new way to securely stream the entire Windows experience, including all the personalized apps, content, and settings to your VR device with the full power of Windows and Windows applications,” Nadella said.

Microsoft is also bringing 2D versions of its Office apps to Quest through its Progressive Web Apps (PWA) technology. These won’t be full-blown 3D versions of Office designed for VR, but if there’s an appetite for VR in the enterprise, then it’s easy to imagine Microsoft adapting them in the future. Xbox Cloud Gaming will even make its way to Meta’s Quest VR headsets, allowing Xbox Game Pass Ultimate subscribers to stream games. It’s not going to be as immersive as a native VR experience for Xbox games, but you’ll be able to pick up an Xbox controller and play them on a giant screen projected inside a Quest headset. Earlier today, Meta announced the Meta Quest Pro: a $1,499 virtual reality headset it’s been teasing for the past year. They also announced a big addition to their updated higher-detail avatars: legs.

Read more of this story at Slashdot.

Westinghouse To Be Sold For $7.9 Billion In Sign of Nuclear Power Revival

Cameco and Brookfield Renewable Partners said on Tuesday they would acquire nuclear power plant equipment maker Westinghouse Electric in a $7.9-billion deal including debt, amid renewed interest in nuclear energy. Reuters reports: The deal for one of the most storied names in the American power industry at an equity value of $4.5 billion comes at a time when nuclear power is seeing an uptick in interest amid an energy crisis in Europe and soaring crude oil and natural gas prices. Nuclear power is also key for countries to meet global net-zero carbon emission goals and could be on the cusp of a boom seen after the 1970s oil crisis.

Cameco will own 49% of Westinghouse, while Brookfield Renewable and its institutional partners will own the rest. Westinghouse was acquired from Toshiba by Brookfield Business Partners , an affiliate of Canadian asset manager Brookfield, out of bankruptcy in 2018, for $4.6 billion, including debt. Brookfield Business said in a separate statement it expects to generate about $1.8 billion in proceeds from the sale of its 44% stake in Westinghouse, with the balance distributed among institutional partners. The deal is expected to close in the second half of 2023. Brookfield Renewable and its partners will pay about $2.3 billion for the deal, whereas Cameco will incur equity costs of about $2.2 billion. Westinghouse’s existing debt structure will remain in place.

Read more of this story at Slashdot.

Lufthansa Says Passengers Can’t Use Apple AirTags to Track Checked Bags

Citing rules issued by the International Civil Aviation Organization (ICAO), German airliner Lufthansa says it is banning activated Apple AirTags from luggage “as they are classified as dangerous and need to be turned off.” Slashdot reader AmiMoJo first shared the news with us. The New York Times reports: Lufthansa, a German airline, set off confusion recently after telling passengers that they could not use trackers like Apple AirTags in checked baggage because of international guidelines for personal electronic devices. Apple rejected that interpretation on Tuesday, saying its trackers comply with all regulations. It does not appear that any other airlines are requiring passengers to turn off the trackers, which have become popular as a way to find lost baggage.

Lufthansa found itself in the middle of the issue when reports surfaced in the German news media that the devices were prohibited. Though Lufthansa said it has no desire to prohibit the devices that it deemed safe, the airline seems to have stepped in a mess based on the reading of obscure international guidelines and regulations, with no clear consensus on what is and is not allowed in Europe.

Lufthansa said on Sunday on Twitter that the trackers must be deactivated in checked baggage on its flights, citing the International Civil Aviation Organization’s guidelines for dangerous goods as well as the trackers’ “transmission function.” Shutting off the trackers renders them useless. The airline has not issued a specific policy prohibiting baggage trackers. Rather, it says it is at the mercy of the rules. On Tuesday, the airline said it was “in close contact with the respective institutions to find a solution as quickly as possible.” It also indicated its own examination saw no danger from their use. “The Lufthansa Group has conducted its own risk assessment with the result that tracking devices with very low battery and transmission power in checked luggage do not pose a safety risk,” said Martin Leutke, a Lufthansa spokesman. “We have never issued a ban on devices like that. It is on the authorities to adapt regulations that right now limit the use of these devices for airline passengers in checked luggage.”

In its statement, Apple said that AirTags are “compliant with international airline travel safety regulations for carry-on and checked baggage.”

Read more of this story at Slashdot.