Heat-Trapping CO2, Methane Levels In the Air Last Year Spiked To Record Highs

According to the latest data from the U.S. National Oceanic and Atmospheric Administration, carbon dioxide and methane levels in the atmosphere reached historic highs last year, growing at near-record fast paces. The Associated Press reports: Carbon dioxide, the most important and abundant of the greenhouse gases caused by humans, rose in 2023 by the third highest amount in 65 years of record keeping, NOAA announced Friday. Scientists are also worried about the rapid rise in atmospheric levels of methane, a shorter-lived but more potent heat-trapping gas. Both jumped 5.5% over the past decade. The 2.8 parts per million increase in carbon dioxide airborne levels from January 2023 to December, wasn’t as high as the jumps were in 2014 and 2015, but they were larger than every other year since 1959, when precise records started. Carbon dioxide’s average level for 2023 was 419.3 parts per million, up 50% from pre-industrial times.

Last year’s methane’s jump of 11.1 parts per billion was lower than record annual rises from 2020 to 2022. It averaged 1922.6 parts per billion last year. It has risen 3% in just the past five years and jumped 160% from pre-industrial levels showing faster rates of increase than carbon dioxide, said Xin “Lindsay” Lan, the University of Colorado and NOAA atmospheric scientist who did the calculations. […] The third biggest human-caused greenhouse gas, nitrous oxide, jumped 1 part per billion last year to record levels, but the increases were not as high as those in 2020 and 2021. Nitrous oxide, which lasts about a century in the atmosphere, comes from agriculture, burning of fuels, manure and industrial processes, according to the EPA.

“Studies of the specific isotopes of methane in the air show much of the increased methane is from microbes, pointing to spiking emissions from wetlands and perhaps agriculture and landfills, but not as much the energy industry, Lan said.”

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FCC Won’t Block California Net Neutrality Law, Says States Can ‘Experiment’

Jon Brodkin reports via Ars Technica: California can keep enforcing its state net neutrality law after the Federal Communications Commission implements its own rules. The FCC could preempt future state laws if they go far beyond the national standard but said that states can “experiment” with different regulations for interconnection payments and zero-rating. The FCC scheduled an April 25 vote on Chairwoman Jessica Rosenworcel’s proposal to restore net neutrality rules similar to the ones introduced during the Obama era and repealed under former President Trump. The FCC yesterday released the text of the pending order, which could still be changed but isn’t likely to get any major overhaul.

State-level enforcement of net neutrality rules can benefit consumers, the FCC said. The order said that “state enforcement generally supports our regulatory efforts by dedicating additional resources to monitoring and enforcement, especially at the local level, and thereby ensuring greater compliance with our requirements.” […] In the order scheduled for an April 25 vote, the FCC said the California law “appears largely to mirror or parallel our federal rules. Thus we see no reason at this time to preempt it.” That doesn’t mean the rules are exactly the same. Instead of banning certain types of zero-rating entirely, the FCC will judge on a case-by-case basis whether any specific zero-rating program harms consumers and conflicts with the goal of preserving an open Internet. The FCC said it will evaluate sponsored-data “programs based on a totality of the circumstances, including potential benefits.”

The FCC order cautions that the agency will take a dimmer view of zero-rating in exchange for payment from a third party or zero-rating that favors an affiliated entity. But those categories will still be judged by the FCC on a case-by-case basis, whereas California bans paid data cap exemptions entirely. Despite that difference, the FCC said it is “not persuaded on the record currently before us that the California law is incompatible with the federal rules.” The FCC also found that California’s approach to interconnection payments is compatible with the pending federal rule. Interconnection was the subject of a major controversy involving Netflix and big ISPs a decade ago. The FCC said it found no evidence that the California law has “unduly burdened or interfered with interstate communications service.” When it comes to zero-rating and interconnection, the FCC said there is “room for states to experiment and explore their own approaches within the bounds of our overarching federal framework.” The FCC said it will reconsider preemption of California rules if “California state enforcement authorities or state courts seek to interpret or enforce these requirements in a manner inconsistent with how we intend our rules to apply.”

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Roblox Executive Says Children Making Money On the Platform Isn’t Exploitation, It’s a Gift

In an interview with Roblox Studio head Stefano Corazza, Eurogamer asked about the reputation Roblox has gained and the notion that it was exploitative of young developers, since it takes a cut from work sometimes produced by children. Here’s what he had to say: “I don’t know, you can say this for a lot of things, right?” Corazza said. “Like, you can say, ‘Okay, we are exploiting, you know, child labour,’ right? Or, you can say: we are offering people anywhere in the world the capability to get a job, and even like an income. So, I can be like 15 years old, in Indonesia, living in a slum, and then now, with just a laptop, I can create something, make money and then sustain my life. “There’s always the flip side of that, when you go broad and democratized – and in this case, also with a younger audience,” he continued. “I mean, our average game developer is in their 20s. But of course, there’s people that are teenagers — and we have hired some teenagers that had millions of players on the platform.

“For them, you know, hearing from their experience, they didn’t feel like they were exploited! They felt like, ‘Oh my god, this was the biggest gift, all of a sudden I could create something, I had millions of users, I made so much money I could retire.’ So I focus more on the amount of money that we distribute every year to creators, which is now getting close to like a billion dollars, which is phenomenal.”

At this point the PR present during the interview added that “the vast majority of people that are earning money on Roblox are over the age of 18.” “And imagine like, the millions of kids that learn how to code every month,” Corazza said. “We have millions of creators in Roblox Studio. They learn Lua scripting,” a programming language, “which is pretty close to Python – you can get a job in the tech industry in the future, and be like, ‘Hey, I’m a programmer,’ right? “I think that we are really focusing on the learning – the curriculum, if you want – and really bringing people on and empowering them to be professionals.”

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Rickroll Meme Immortalized In Custom ASIC That Includes 164 Hardcoded Programs

Matthew Connatser reports via The Register: An ASIC designed to display the infamous Rickroll meme is here, alongside 164 other assorted functions. The project is a product of Matthew Venn’s Zero to ASIC Course, which offers prospective chip engineers the chance to “learn to design your own ASIC and get it fabricated.” Since 2020, Zero to ASIC has accepted several designs that are incorporated into a single chip called a multi-project wafer (MPW), a cost-saving measure as making one chip for one design would be prohibitively expensive. Zero to ASIC has two series of chips: MPW and Tiny Tapeout. The MPW series usually includes just a handful of designs, such as the four on MPW8 submitted in January 2023. By contrast, the original Tiny Tapeout chip included 152 designs, and Tiny Tapeout 2 (which arrived last October) had 165, though could bumped up to 250. Of the 165 designs, one in particular may strike a chord: Design 145, or the Secret File, made by engineer and YouTuber Bitluni. His Secret File design for the Tiny Tapeout ASIC is designed to play a small part of Rick Astley’s music video for Never Gonna Give You Up, also known as the Rickroll meme.

Bitluni was a late inclusion on the Tiny Tapeout 2 project, having been invited just three days before the submission deadline. He initially just made a persistence-of-vision controller, which was revised twice for a total of three designs. “At the end, I still had a few hours left, and I thought maybe I should also upload a meme project,” Bitluni says in his video documenting his ASIC journey. His meme of choice was of course the Rickroll. One might even call it an Easter egg. However, given that there were 250 total plots for each design, there wasn’t a ton of room for both the graphics processor and the file it was supposed to render, a short GIF of the music video. Ultimately, this had to be shrunk from 217 kilobytes to less than half a kilobyte, making its output look similar to games on the Atari 2600 from 1977. Accessing the Rickroll rendering processor and other designs isn’t simple. Bitluni created a custom circuit board to mount the Tiny Tapeout 2 chip, creating a device that could then be plugged into a motherboard capable of selecting specific designs on the ASIC. Unfortunately for Bitluni, his first PCB had a design error on it that he had to correct, but the revised version worked and was able to display the Rickroll GIF in hardware via a VGA port.

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Plex Asks GitHub to Take Down ‘Reshare’ Repository Over Piracy Fears

Plex is a multi-functional streaming platform that allows users to watch, organize, and curate their favorite media entertainment. Sharing Plex libraries is also an option; one that comes with piracy concerns. In an effort to “avoid the growth of piracy,” Plex asked GitHub to remove a repository that allows people to reshare libraries that were not originally theirs. TorrentFreak reports: The Swiss company, which is headquartered in the U.S., asked GitHub to remove a “Plex Reshare” repository, alleging that it may contribute to its piracy problem. “Plex Reshare” doesn’t host any copyright-infringing material and, as far as we’ve seen, it doesn’t reference any either. Its main purpose is to allow Plex users to make shared Plex directories browsable on the web, which allows people to “reshare” them without being the original owner. “The reason behind this project is to make available your PLEX shares to other friends unrelated to the person who owns the original library,” Plex Reshare developer Peter explains.

While the repository doesn’t host or link to copyright-infringing material, Plex argues that it can be used to ‘grow’ piracy. “We have found infringing material in your website which indeed is OTHER ‘Plex Server’. The material that is claimed to be infringing is to be removed or access to which is to be disabled immediately and avoid the growth of piracy,” the takedown notice reads. The first part of the sentence is somewhat confusing. Plex-reshare is not a Plex server but the company may use “OTHER Plex Server” as an internal classification category. In any case, Plex alleges that the repository can contribute to the growth of piracy on its platform.

Citing the Online Copyright Infringement Liability Limitation Act, Plex urges GitHub to take immediate action, or else it may be held liable. It’s not clear what this liability claim rests on, as there are no actual copyright infringements mentioned in the takedown notice. Despite the broad nature of this claim, GitHub has indeed taken the repository offline, replacing it with a DMCA takedown reference. This likely wasn’t a straightforward decision as GitHub is known to put developers first with these types of issues. In this case, it took more than three weeks before GitHub took action, which is much longer than usual. This suggests that GitHub allowed the developer to respond and may have sought legal advice from in-house lawyers, to ensure that the rights of all parties are properly considered. The report notes that the Plex-reshare code is listed on Docker Hub as well, which means it may face a similar fate.

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Feds Finally Decide To Do Something About Years-Old SS7 Spy Holes In Phone Networks

Jessica Lyons reports via The Register: The FCC appears to finally be stepping up efforts to secure decades-old flaws in American telephone networks that are allegedly being used by foreign governments and surveillance outfits to remotely spy on and monitor wireless devices. At issue are the Signaling System Number 7 (SS7) and Diameter protocols, which are used by fixed and mobile network operators to enable interconnection between networks. They are part of the glue that holds today’s telecommunications together. According to the US watchdog and some lawmakers, both protocols include security weaknesses that leave folks vulnerable to unwanted snooping. SS7’s problems have been known about for years and years, as far back as at least 2008, and we wrote about them in 2010 and 2014, for instance. Little has been done to address these exploitable shortcomings.

SS7, which was developed in the mid-1970s, can be potentially abused to track people’s phones’ locations; redirect calls and text messages so that info can be intercepted; and spy on users. The Diameter protocol was developed in the late-1990s and includes support for network access and IP mobility in local and roaming calls and messages. It does not, however, encrypt originating IP addresses during transport, which makes it easier for miscreants to carry out network spoofing attacks. “As coverage expands, and more networks and participants are introduced, the opportunity for a bad actor to exploit SS7 and Diameter has increased,” according to the FCC [PDF].

On March 27 the commission asked telecommunications providers to weigh in and detail what they are doing to prevent SS7 and Diameter vulnerabilities from being misused to track consumers’ locations. The FCC has also asked carriers to detail any exploits of the protocols since 2018. The regulator wants to know the date(s) of the incident(s), what happened, which vulnerabilities were exploited and with which techniques, where the location tracking occurred, and — if known — the attacker’s identity. This time frame is significant because in 2018, the Communications Security, Reliability, and Interoperability Council (CSRIC), a federal advisory committee to the FCC, issued several security best practices to prevent network intrusions and unauthorized location tracking. Interested parties have until April 26 to submit comments, and then the FCC has a month to respond.

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Scientists Complete Construction of the Biggest Digital Camera Ever

Isaac Schultz reports via Gizmodo: Nine years and 3.2 billion pixels later, it is complete: the LSST Camera stands as the largest digital camera ever built for astronomy and will serve as the centerpiece of the Vera Rubin Observatory, poised to begin its exploration of the southern skies. The Rubin Observatory’s key goal is the 10-year Legacy Survey of Space and Time (LSST), a sweeping, near-constant observation of space. This endeavor will yield 60 petabytes of data on the composition of the universe, the nature and distribution of dark matter, dark energy and the expansion of the universe, the formation of our galaxy, our intimate little solar system, and more. The camera will use its 5.1-foot-wide optical lens to take a 15-second exposure of the sky every 20 seconds, automatically changing filters to view light in every wavelength from near-ultraviolet to the near-infrared. Its constant monitoring of the skies will eventually amount to a timelapse of the heavens; it will highlight fleeting events for other scientists to train their telescopes on, and monitor changes in the southern sky.

To do this, the team needed a Rolls Royce of a digital camera. Mind you, the camera actually cost many million times that of an actual Royce Royce, and at 6,200 pounds (2,812 kilograms), it weighs a lot more than a fancy car. Each of the 21 rafts that makes up the camera’s focal plane is the price of a Maserati, and are worth every penny if they collect the sort of data scientists expect them to. “I’m personally most excited to study the expansion of the Universe using gravitational lenses to better understand Dark Energy,” said Aaron Roodman, a physicist at SLAC and lead on the camera program, in an email to Gizmodo. “That means two things: 1) measuring the brightness in all six of our filters of literally billions of galaxies and very carefully measuring their shape, which has been subtly altered by the bending of light by matter, and 2) discovering and studying very special objects where a distant quasar is almost perfectly lined up with a more nearby galaxy.”

Speaking through a SLAC release, Rodman said the camera’s images could “resolve a golf ball from around 15 miles away, while covering a swath of the sky seven times wider than the full moon.” The first images from the Rubin Observatory are slated to be publicly released in March 2025, which feels like a long way away. But several important agenda items still need to happen. For one, the SLAC team has to ship the LSST camera safely to Chile from its current lodgings in northern California. (Don’t worry — they’ve made a test run of the journey.) Then, the observatory’s mirrors need to be readied for testing and the observatory’s dome has to be completed, among some other tasks. But whenever all that is complete, the legacy survey will launch into a decade’s worth of scientific discovery. Rubin Observatory estimates suggest that LSST could “increase the number of known objects by a factor of 10,” according to a SLAC release.

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Intel Discloses $7 Billion Operating Loss For Chip-Making Unit

Intel on Tuesday disclosed $7 billion in operating losses for its foundry business in 2023, “a steeper loss than the $5.2 billion in operating losses the year before,” reports Reuters. “The unit had revenue of $18.9 billion for 2023, down 31% from $63.05 billion the year before.” From the report: Intel shares were down 4.3% after the documents were filed with the U.S. Securities and Exchange Commission (SEC). During a presentation for investors, Chief Executive Pat Gelsinger said that 2024 would be the year of worst operating losses for the company’s chipmaking business and that it expects to break even on an operating basis by about 2027. Gelsinger said the foundry business was weighed down by bad decisions, including one years ago against using extreme ultraviolet (EUV) machines from Dutch firm ASML. While those machines can cost more than $150 million, they are more cost-effective than earlier chip making tools.

Partially as a result of the missteps, Intel has outsourced about 30% of the total number of wafers to external contract manufacturers such as TSMC, Gelsinger said. It aims to bring that number down to roughly 20%. Intel has now switched over to using EUV tools, which will cover more and more production needs as older machines are phased out. “In the post EUV era, we see that we’re very competitive now on price, performance (and) back to leadership,” Gelsinger said. “And in the pre-EUV era we carried a lot of costs and (were) uncompetitive.”

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