How NASA’s Planned Moon Presence Will Practice Living in Space

NASA’s plans for a presence on the moon “will allow the program to practice how to live in space sustainably,” writes the Washington Post. “It will allow scientists to tap into the moon’s considerable scientific value to learn more about how Earth was formed. And perhaps, it would also serve as a steppingstone to Mars and other deep-space destinations years in the future.”

First, unlike in the 1960s — we now know that the moon has water.

Water is not only key to sustaining human life, but its component parts — hydrogen and oxygen — can be used as rocket propellant, making the moon a gas station in space. That could be critical for long-duration missions, allowing spacecraft to refuel on the moon instead of lugging all the fuel from Earth. And since the moon’s gravity is one-sixth of Earth’s, it is a relatively easy springboard to other points of the solar system.

NASA is also considering building a nuclear reactor on the moon:

It’s one of several initiatives NASA has begun under its Artemis program, designed to help astronauts stay for extended periods when they’ll need power, transportation and the ability to use the moon’s resources…. The effort is still very much in its nascent stages, and the funding NASA would need for the long term has not materialized in full…. A sustainable presence, despite the rosy predictions coming from the top echelons of the agency, is still years away, and the technical challenges are immense.

But NASA has begun developing the technologies that would be needed to sustain astronauts on the surface for extended periods. In June of last year, the agency and the Energy Department awarded contracts, worth $5 million each, to three companies to develop nuclear power systems that could be ready to launch by the end of the decade for a test on the moon. The systems would generate 40 kilowatts of power, enough energy to power six or seven American households, and last about 10 years….

NASA is also looking to build solar farms, using arrays that point vertically and catch the angle of the sun over the horizon. And it’s exploring how best to exploit what are called “in situ resources” — meaning those that already exist, such as the regolith.

The article even broaches the idea of “a lunar economy that would help sustain a permanent presence.”

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Will Digital Signatures Replace Handwritten Ones?

The Toronto Star notes “the near-elimination of cursive from the school curriculum and a move to paperless commerce” over the past two decades. So where does that leave handwritten signatures?

Then the pandemic hit, and with it came an accelerated adoption of technology, including the electronic signature, which helped us through forcibly distant transactions. Overnight, companies like Docusign and Adobe became vital lifelines as people shifted to relying on e-signatures. Docusign, for example, went from 585,000 customers in 2020 to 1.1 million as of January 2022 and revenue over the same period grew from $974 million to $2.1 billion, according to the company’s most recent annual report. “We believe that once businesses have shifted to digital agreement processes, they will not return to manual ones,” noted Docusign.

So even as life has returned to a semblance of normal, the now near ubiquitous option to just tap an electronic device doesn’t bode well for the signature as we know it…. During the pandemic, jurisdictions round the world, including Ontario, amended legislation or relaxed rules around contract activity to mitigate the challenges social distancing posed….

Since 2006, the Ontario language curriculum lists cursive only as an option beginning in Grade 3. A plan by the Toronto Catholic District School Board in 2019 to reintroduce it as part of a pilot project was shuttered by the pandemic. And so you get stories of parents shocked to discover their child has to resort to block letters on a passport because they don’t know how to “sign” their name.

Digital signatures may be poised for even more growth. Market research firm P&S Intelligence estimates that just the U.S. digital signature market alone “stood at $921.3 million in 2021,” and “will propel at a mammoth compound annual growth rate of 31.2% in the years to come, reaching $10.6 billion by 2030.”

Of course, there’s always the question of whether or not handwritten signatures ever worked in the first place.

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D&D Publisher Addresses Backlash Over Controversial License

An anonymous reader quotes a report from TechCrunch: After a week of silence amid intense backlash, Dungeons & Dragons publisher Wizards of the Coast (WoTC) has finally addressed its community’s concerns about changes to the open gaming license. The open gaming license (OGL) has existed since 2000 and has made it possible for a diverse ecosystem of third-party creators to publish virtual tabletop software, expansion books and more. Many of these creators can make a living thanks to the OGL. But over the last week, a new version of the OGL leaked after WoTC sent it to some top creators. More than 66,000 Dungeons & Dragons fans signed an open letter under the name #OpenDnD ahead of an expected announcement, and waves of users deleted their subscriptions to D&D Beyond, WoTC’s online platform. Now, WoTC admitted that “it’s clear from the reaction that we rolled a 1.” Or, in non-Dungeons and Dragons speak, they screwed up.

“We wanted to ensure that the OGL is for the content creator, the homebrewer, the aspiring designer, our players, and the community — not major corporations to use for their own commercial and promotional purpose,” the company wrote in a statement. But fans have critiqued this language, since WoTC — a subsidiary of Hasbro — is a “major corporation” in itself. Hasbro earned $1.68 billion in revenue during the third quarter of 2022. TechCrunch spoke to content creators who had received the unpublished OGL update from WoTC. The terms of this updated OGL would force any creator making more than $50,000 to report earnings to WoTC. Creators earning over $750,000 in gross revenue would have to pay a 25% royalty. The latter creators are the closest thing that third-party Dungeons & Dragons content has to “major corporations” — but gross revenue is not a reflection of profit, so to refer to these companies in that way is a misnomer. […] The fan community also worried about whether WoTC would be allowed to publish and profit off of third-party work without credit to the original creator. Noah Downs, a partner at Premack Rogers and a Dungeons & Dragons livestreamer, told TechCrunch that there was a clause in the document that granted WoTC a perpetual, royalty-free sublicense to all third-party content created under the OGL.

Now, WoTC appears to be walking back both the royalty clause and the perpetual license. “What [the next OGL] will not contain is any royalty structure. It also will not include the license back provision that some people were afraid was a means for us to steal work. That thought never crossed our minds,” WoTC wrote in a statement. “Under any new OGL, you will own the content you create. We won’t.” WoTC claims that it included this language in the leaked version of the OGL to prevent creators from being able to “incorrectly allege” that WoTC stole their work. Throughout the document, WoTC refers to the document that certain creators received as a draft — however, creators who received the document told TechCrunch that it was sent to them with the intention of getting them to sign off on it. The backlash against these terms was so severe that other tabletop roleplaying game (TTRPG) publishers took action. Paizo is the publisher of Pathfinder, a popular game covered under WoTC’s original OGL. Paizo’s owner and presidents were leaders at Wizards of the Coast at the time that the OGL was originally published in 2000, and wrote in a statement yesterday that the company was prepared to go to court over the idea that WoTC could suddenly revoke the OGL license from existing projects. Along with other publishers like Kobold Press, Chaosium and Legendary Games, Paizo announced it would release its own Open RPG Creative License (ORC). “Ultimately, the collective action of the signatures on the open letter and unsubscribing from D&D Beyond made a difference. We have seen that all they care about is profit, and we are hitting their bottom line,” said Eric Silver, game master of Dungeons & Dragons podcast Join the Party. He told TechCrunch that WoTC’s response on Friday is “just a PR statement.”

“Until we see what they release in clear language, we can’t let our foot off the gas pedal,” Silver said. “The corporate playbook is wait it out until the people get bored; we can’t and we won’t.”

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Google’s Stadia Controller Is Getting Bluetooth Support

Google is launching its final Stadia game today and is promising to release a tool next week to enable Bluetooth connections on its Stadia Controller. The Verge reports: The last Stadia game to launch on the service is Worm Game, a test game that was technically available on Stadia before Stadia launched publicly in November 2019. Developers at Google have decided to release the game just before the streaming service disappears next week. […] Alongside the new game, Google is also committing to enabling Bluetooth on Stadia controllers. Google Stadia owners will be pleased to hear there’s a self-serve tool coming next week that will enable Bluetooth on the Stadia Controller. “We’ll share details next week on how to enable this feature,” says a Google Stadia community manager in a forum post.

Google originally launched the Stadia Controller as a device that connects directly to Stadia services and had the Bluetooth chip disabled. After news broke of the Stadia shutdown, fans have been finding ways to save the controller from an e-waste fate by using workarounds to connect it wirelessly to other devices. Workarounds like connecting to an Android device will no longer be required thanks to this new tool. It means that most Stadia players that purchased a Founders or Premiere edition will have been effectively gifted a free Bluetooth controller thanks to Google’s refunds.

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JP Morgan Says Startup Founder Used Millions Of Fake Customers To Dupe It Into An Acquisition

JPMorgan Chase is suing the 30-year-old founder of Frank, a buzzy fintech startup it acquired for $175 million, for allegedly lying about its scale and success by creating an enormous list of fake users to entice the financial giant to buy it. Forbes: Frank, founded by former CEO Charlie Javice in 2016, offers software aimed at improving the student loan application process for young Americans seeking financial aid. Her lofty goals to build the startup into “an Amazon for higher education” won support from billionaire Marc Rowan, Frank’s lead investor according to Crunchbase, and prominent venture backers including Aleph, Chegg, Reach Capital, Gingerbread Capital and SWAT Equity Partners. The lawsuit, which was filed late last year in U.S. District Court in Delaware, claims that Javice pitched JP Morgan in 2021 on the “lie” that more than 4 million users had signed up to use Frank’s tools to apply for federal aid.

When JP Morgan asked for proof during due diligence, Javice allegedly created an enormous roster of “fake customers — a list of names, addresses, dates of birth, and other personal information for 4.265 million ‘students’ who did not actually exist.” In reality, according to the suit, Frank had fewer than 300,000 customer accounts at that time. […] Frank’s chief growth officer Olivier Amar is also named in the JP Morgan complaint. It alleges that Javice and Amar first asked a top engineer at Frank to create the fake customer list; when he refused, Javice approached “a data science professor at a New York City area college” to help. Using data from some individuals who’d already started using Frank, he created 4.265 million fake customer accounts — for which Javice paid him $18,000 — and had it validated by a third-party vendor at her direction, JP Morgan alleges. Amar, meanwhile, spent $105,000 buying a separate data set of 4.5 million students from the firm ASL Marketing, per the complaint.

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Apple Watch Patent Infringement Confirmed, As Masimo Seeks Import Ban

An anonymous reader quotes a report from 9to5Mac: Apple has suffered a setback in its long-running Apple Watch patent infringement battle with medical technology company Masimo. A court has ruled that Apple has indeed infringed one of Masimo’s patents in the Apple Watch Series 6 and up. Masimi is seeking a US import on all current Apple Watches. If granted, this would effectively end Apple Watch sales in the US, as the company would not be allowed to bring in the devices from China.

The battle between the two companies has a long history. Back in 2013, Apple reportedly contacted Masimo to discuss a potential collaboration between the two companies. Instead, claims Masimo, Apple used the meetings to identify staff it wanted to poach. Masimo later called the meetings a “targeted effort to obtain information and expertise.” Apple did indeed hire a number of Masimo staff, including the company’s chief medical officer, ahead of the launch of the Apple Watch. Masimo CEO Joe Kiano later expressed concern that Apple may have been trying to steal the company’s blood oxygen sensor technology. The company describes itself as “the inventors of modern pulse oximeters,” and its tech is used in many hospitals.

In 2020, the company sued Apple for stealing trade secrets and infringing 10 Masimo patents. The lawsuit asked for an injunction on the sale of the Apple Watch. Apple has consistently denied the claims, and recently hit back with a counterclaim of its own, alleging that Masimo’s own W1 Advanced Health Tracking Watch infringes multiple Apple patents. Reuters reports that a US court has ruled against Apple on one of the patent claims.

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