Matter Smart Home Standard Officially Launches

The Connectivity Standards Alliance and its members that include Apple, Google, Amazon, Samsung, and other smart home manufacturers, today announced the official launch of the Matter 1.0 smart home accessory standard. MacRumors reports: Companies that have agreed to support Matter now have all of the resources that they need to begin implementing Matter into their platforms, so we could see Apple integrating Matter into HomeKit very soon. In fact, iOS 16.1 is already laying the groundwork for Matter, so Matter could be announced with the launch of the update. With the Matter 1.0 launch, authorized test labs are now available for product certification, tools are available, and the open-source reference design SDK is complete. Alliance members with devices that have already been deployed and with plans to update their products with Matter support can do so as soon as their products are certified. The Connectivity Standards Alliance says that the first release of Matter will support a variety of smart home products such as lighting, HVAC controls, window coverings, safety and security sensors, door locks, media devices, controllers, and bridges. “What started as a mission to unravel the complexities of connectivity has resulted in Matter, a single, global IP-based protocol that will fundamentally change the IoT,” said Tobin Richardson, President and CEO of the Connectivity Standards Alliance. “This release is the first step on a journey our community and the industry are taking to make the IoT more simple, secure, and valuable no matter who you are or where you live. With global support from companies large and small, today’s Matter 1.0 release is more than a milestone for our organization and our members; it is a celebration of what is possible.”

Further reading: Google Explains Why It’s All In On Matter, the First True Smart Home Standard

Amazon Promises Most Echo Speakers Will Support the Matter Smart Home Platform

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Canon Is Building Its First Lithography Plant In 21 Years

Canon is about to begin constructing a new $345 million plant to build the equipment used in a crucial part of semiconductor manufacturing called lithography. PetaPixel reports: Lithography is the first step in building chips for everything from microwave ovens to defense systems. The machines involved in this process require incredibly precise steps and equally precise accuracy. It is part of what most people think of when they envision the large white clean rooms in processor manufacturing. According to Nikkei Asia, which covers the industry and economics of Japan, Canon is expected to invest more than $354 million in this new plant in the Tochigi prefecture, a sum covering the facility’s construction and the equipment to produce these lithographic machines.

The company currently operates two other plants in Japan, mainly for the production of chips for the automotive industry, and anticipates that this new facility will double the production capacity. According to Nikkei Asia, sales of semiconductor lithography equipment are “expected to rise 29%, year on year, in 2022 to 180 units, a fourfold increase versus ten years ago.” Currently, Canon produces 30% of the world’s lithography equipment, which is about half of the closest competitor, ASML. Intel and Taiwan Semiconductor have said they will expand their operations as well.

Nikkei Asia also notes that Canon will “develop next-generation technology called nanoimprint lithography” due to the high cost and high energy consumption of current equipment, and nanoimprint lithography will handle “finer line widths,” which means more capacity and reduced processing time per chip. Canon is reported to expect 40% lower costs for the new process, as well as a reduction in power consumption by 90%. The new plant is expected to come online in 2025 and will be built adjacent to an existing plant. Canon has not created a new lithography plant in 21 years.

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How Twitter Serves As the Town Hall of Crypto

Twitter is (for now) indispensable to following blockchain technology. What might look to outsiders like idle badgering and joking, is in fact the process of people forming allegiances and making deals. Axios reports: “Crypto Twitter” or “CT,” refers to all the people tweeting about various blockchain projects all day. They don’t all necessarily follow or interact with each other, just as everyone in a town doesn’t necessarily know everyone else, but a town still has its own character and so does CT. “Crypto is 24/7/365, and it needs a medium that matches that pace,” Variant Fund’s Spencer Noon tells Axios.

Sources prominent on Crypto Twitter mostly feel that Twitter has been a useful space for the crypto industry, but not without caveats. Several say it’s key to staying abreast of what’s hot right now. “Twitter is kind of a ‘Great Equalizer’ of sorts, where broadcasting continues to be a good way for newcomers to build a brand,” Archetype VC’s Katherine Wu tells Axios. […] The best use of Twitter depends on whether you’re a trader, investor, content creator or founder, but lots of our sources pointed to Twitter’s power as a place for discourse. “To me what matters most is the dialogue,” Adamant Research’s Tuur Demeester said. “Sometimes I like to just throw ideas out there to immediately connect with those that share similar interests and want to brainstorm,” Linda Xie of Scalar Capital said.

It takes a while to get your bearings on CT. There are a lot of inside jokes and in group language that takes time to learn. As [Castle Island Ventures Nic Carter] put it, those obstacles serve as filters to make sure folks in the conversation know something about what they’re discussing. “It’s like an in-group binding mechanism,” Matti of Zee Prime Capital says. “You feel rewarded that you’re an insider if you get something, and then comes that sweet release of dopamine.” Some notable moments in CT include when ConsenSys staffer Jordan Lyall tweeted a gag in the middle of DeFi Summer that turned into a real project, with a token called MEME. And when Coinbase announced acquiring Neutrino in 2019, “a company with staffers known for enabling some very controversion spying,” reports Axios. “The hashtag #DeleteCoinbase trended.”

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Apple Loses Second Bid To Challenge Qualcomm Patents At US Supreme Court

The U.S. Supreme Court on Monday again declined to hear Apple’s bid to revive an effort to cancel three Qualcomm smartphone patents despite the settlement of the underlying dispute between the two tech giants. Reuters reports: The justices left in place a lower court’s decision against Apple after similarly turning away in June the company’s appeal of a lower court ruling in a closely related case challenging two other Qualcomm patents. Qualcomm sued Apple in San Diego federal court in 2017, arguing that its iPhones, iPads and Apple Watches infringed a variety of mobile-technology patents. That case was part of a broader global dispute between the tech giants. Apple challenged the validity of the patents at issue in this case at the U.S. Patent and Trademark Office’s Patent Trial and Appeal Board.

The companies settled their underlying fight in 2019, signing an agreement worth billions of dollars that let Apple continue using Qualcomm chips in iPhones. The settlement included an Apple license to thousands of Qualcomm patents, but allowed the patent-board proceedings to continue. The board upheld the patents in 2020, and Apple appealed to the patent-specialist U.S. Court of Appeals for the Federal Circuit. Cupertino, California-based Apple argued it had proper legal standing to appeal because San Diego-based Qualcomm could sue again after the license expires, potentially as soon as 2025.

A Federal Circuit three-judge panel, in a 2-1 ruling, dismissed the case last year for a lack of standing, finding that Apple’s risk of being sued again was speculative and the challenge would not affect its payment obligations under the settlement. Qualcomm has again argued that Apple has not shown a concrete injury to justify the appeal, just like in the “materially identical” case that the high court rejected.

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Bruce Willis Denies Selling Rights To His Face

Last week, a number of outlets reported that Bruce Willis sold his face to a deepfake company called Deepcake, allowing a “digital twin” of himself to be created for use on screen. The only problem is that it’s apparently not true. According to the BBC, the actor’s agent said that he had “no partnership or agreement” with the company and a representative of Deepcake said only Willis had the rights to his face From the report: On 27 September, the Daily Mail reported that a deal had been struck between Willis and Deepcake. “Two-time Emmy winner Bruce Willis can still appear in movies after selling his image rights to Deepcake,” the story reads. The story was picked up by the Telegraph and a series of other media outlets. “Bruce Willis has become the first Hollywood star to sell his rights to allow a ‘digital twin’ of himself to be created for use on screen.” said the Telegraph. But that doesn’t appear to be the case.

What is true is that a deepfake of Bruce Willis was used to create an advert for Megafon, a Russian telecoms company, last year. The tech used in the advert was created by Deepcake, which describes itself as an AI company specializing in deepfakes. Deepcake told the BBC it had worked closely with Willis’ team on the advert. “What he definitely did is that he gave us his consent (and a lot of materials) to make his Digital Twin,” they said. The company says it has a unique library of high-resolution celebrities, influencers and historical figures. On its website, Deepcake promotes its work with an apparent quote from Mr Willis: “I liked the precision of my character. It’s a great opportunity for me to go back in time. “The neural network was trained on content of Die Hard and Fifth Element, so my character is similar to the images of that time.” A representative from Deepcake said in a statement: “The wording about rights is wrong… Bruce couldn’t sell anyone any rights, they are his by default.”

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Games Are Starting To Require a Phone Number To Play

According to Polyon, players will be required to link a phone number to their Battle.net accounts if they want to play Overwatch 2. “The same two-factor step, called SMS Protect, will also be used on all Call of Duty: Modern Warfare 2 accounts when that game launches, and new Call of Duty: Modern Warfare accounts,” the report adds. From the report: Blizzard Entertainment announced SMS Protect and other safety measures ahead of Overwatch 2’s release. Blizzard said it implemented these controls because it wanted to “protect the integrity of gameplay and promote positive behavior in Overwatch 2.” Overwatch 2 is free to play, unlike its predecessor. Without SMS Protect, Blizzard reasoned that there is no barrier to toxic players or trolls creating a new account if an existing one is sanctioned. SMS Protect, therefore, ties that account to something valuable — in this case a player’s mobile phone.

SMS Protect is a security feature that has two purposes: to keep players accountable for what Blizzard calls “disruptive behavior,” and to protect accounts if they’re hacked. It requires all Overwatch 2 players to attach a unique phone number to their account. Blizzard said SMS Protect will target cheaters and harassers; if an account is banned, it’ll be harder for them to return to Overwatch 2. You can’t just enter any old phone number — you actually have to have access to a phone receiving texts to that number to get into your account.

Overwatch 2 lead software engineer Bill Warnecke told Forbes that, even if accounts are no longer tied to Overwatch’s box price — because the game is now free-to-play — Blizzard still wants players to make an “investment” in upholding a safe game. “The key idea behind SMS Protect is to have an investment on behalf of the owner of that account and add some limitations or restrictions behind how you might have an account,” Warnecke said. “There’s no exclusions or kind of loopholes around the system.” The report notes that Blizzard has refunded one player after they contacted customer support and said they didn’t have a mobile phone, but it’s unclear if this policy will apply more broadly.

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PlayStation Boss Jim Ryan ‘Flew To Brussels’ To Voice Concerns To EU Over Xbox’s Activision Deal

PlayStation boss Jim Ryan reportedly flew to Brussels last month to meet with European Union regulators currently scrutinizing Microsoft’s proposed acquisition of Activision Blizzard. The visit was first reported by Dealreporter sources (paywalled). Video Game Chronicle reports: As has been widely publicized in recent weeks, PlayStation’s concerns over the deal are around the future release arrangements for the Call of Duty series — which is regularly PlayStation’s annual best-seller — and whether it will be pulled from their platforms. Google is also said to have voiced its concerns to EU regulators, according to the same sources.

Last month, Xbox boss Phil Spencer said Microsoft had committed to making Call of Duty available on PlayStation for “several more years” after Sony’s current marketing deal with Activision expires. However, SIE CEO Ryan, who is reportedly seeking access to future Call of Duty games on equal terms and in perpetuity, responded publicly by calling Microsoft’s proposal for keeping the series on PlayStation consoles “inadequate on many levels.” “By giving Microsoft control of Activision games like Call of Duty, this deal would have major negative implications for gamers and the future of the gaming industry,” Sony claimed. “We want to guarantee PlayStation gamers continue to have the highest quality gaming experience, and we appreciate the CMA’s focus on protecting gamers.”

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Covert CIA Websites Could Have Been Found By an ‘Amateur,’ Research Finds

An anonymous reader quotes a report from the Guardian: The CIA used hundreds of websites for covert communications that were severely flawed and could have been identified by even an “amateur sleuth,” according to security researchers. The flaws reportedly led to the death of more than two dozen US sources in China in 2011 and 2012 and also reportedly led Iran to execute or imprison other CIA assets. The new research was conducted by security experts at the Citizen Lab at the University of Toronto, which started investigating the matter after it received a tip from reporter Joel Schectmann at Reuters.

The group said it was not publishing a full detailed technical report of its findings to avoid putting CIA assets or employees at risk. But its limited findings raise serious doubts about the intelligence agency’s handling of safety measures. Using just a single website and publicly available material, Citizen Lab said it identified a network of 885 websites that it attributed “with high confidence” as having been used by the CIA. It found that the websites purported to be concerned with news, weather, healthcare and other legitimate websites. “Knowing only one website, it is likely that while the websites were online, a motivated amateur sleuth could have mapped out the CIA network and attributed it to the US government,” Citizen Lab said in a statement.

The websites were active between 2004 and 2013 and were probably not used by the CIA recently, but Citizen Lab said a subset of the websites were sill linked to active intelligence employees or assets, including a foreign contractor and a current state department employee. Citizen Lab added: “The reckless construction of this infrastructure by the CIA reportedly led directly to the identification and execution of assets, and undoubtedly risked the lives of countless other individuals. Our hope is that this research and our limited disclosure process will lead to accountability for this reckless behavior.” CIA spokesperson Tammy Kupperman Thorp said: “CIA takes its obligations to protect the people who work with us extremely seriously and we know that many of them do so bravely, at great personal risk. The notion that CIA would not work as hard as possible to safeguard them is false.”

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Stadia Controllers Could Become E-Waste Unless Google Issues Bluetooth Update

With Stadia coming to an abrupt halt, gamers want Google to issue a software update for the controllers that unlocks Bluetooth to allow them to work wirelessly with other game systems. It would also “avoid a lot of plastic and circuit board trash,” adds Ars. From the report: Stadia’s controllers were custom-made to connect directly to the Internet, reducing lag and allowing for instant firmware updates and (sometimes painful) connections to smart TVs. There’s Bluetooth inside the Stadia controller, but it’s only used when you’re setting up Stadia, either with a TV, a computer with the Chrome browser, or a Chromecast Ultra. The Google Store’s page for the Stadia controller states in a footnote: “Product contains Bluetooth Classic radio. No Bluetooth Classic functionality is enabled at this time. Bluetooth Classic may be implemented at a later date.” (Bluetooth Classic is a more traditional version of Bluetooth than modern low-energy or mesh versions.) That potential later date can’t get much later for fans of the Stadia controller. Many cite the controller’s hand feel and claim it as their favorite. They’d like to see Google unlock Bluetooth to make their favorite something more than a USB-only controller and avoid a lot of plastic and circuit board trash.

“Now if you’d just enable Bluetooth on the controller, we could help the environment by not letting them become electronic waste,” writes Roadrunner571 on one of many controller-related threads on the r/Stadia subreddit. “They created trash and they at least owe it to me to do their best within reason to prevent millions of otherwise perfectly good controllers from filling landfills,” another wrote. Many have called for Google, if they’re not going to push a firmware update themselves to unlock the functionality, to open up access to the devices themselves, so the community can do it for them. That’s often a tricky scenario for large companies relying on a series of sub-contracted manufacturers to produce hardware. Some have suggested that the full refunds give Google more leeway to ignore the limited function of their devices post-shutdown. It’s worth noting that you can still plug a Stadia controller into the USB port on a Smart TV, computer, or gaming console and use it as a controller through a standard HID (Human Interface Device) connection. But, currently, it’s not possible to connect the controllers wirelessly, unless you go through a lot of effort.

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