The Free Software Foundation’s ‘LibrePlanet’ Conference Happens Online This Weekend

LibrePlanet, the annual conference hosted by the Free Software Foundation, will be happening online this weekend. The event “provides an opportunity for community activists, domain experts, and people seeking solutions for themselves to come together in order to discuss current issues in technology and ethics,” according to its web page. This year’s LibrePlanet theme is “Living Liberation”.

And while you’re listening to the presentations, you can apparently also interact with the rest of the community:

Each LibrePlanet room has its own IRC channel on the Libera.Chat network… Want to interact with other conference-goers in a virtual space? Join us on LibreAdventure, where you’ll be able to video chat with fellow free software users, journey to the stars, and walk around a replica of the FSF office!

Our Minetest server is back by popular demand, and now running version 5.x of everyone’s favorite free software, voxel sandbox game. You can install Minetest through your GNU/Linux distro’s package manager, and point your client to minetest.libreplanet.org with the default port 30000.

Sunday’s presentations include “Living in freedom with GNU Emacs” and “Hacking my brain: Free virtual reality implementations and their potential for therapeutic use.”

And Sunday will also include a talk from Seth Schoen, the first staff technologist at the Electronic Frontier Foundation (who helped develop the Let’s Encrypt certificate authority) titled “Reducing Internet address waste: The IPv4 unicast extensions project.”

View the complete schedule here.

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GTA V is Back for a New Generation

Rockstar’s anarchic masterpiece has been freshened up for PlayStation 5 and Xbox Series X nine years after it was originally released. From a report: And so the boys are back in town. Michael, Trevor and Franklin, the sociopathic trio that lit up the gaming scene nine years ago, have been made over for the 2020s with this crisp new reworking of Grand Theft Auto V for PlayStation 5 and Xbox Series X. The game’s violent narrative of shifting loyalties and doomed machismo felt wild and edgy back in 2013, so how does it fare in the modern era? The good news is, the overhauled visuals definitely give the game new zest and freshness. You can play in either 4K at 30 frames-per-second or in a performance mode that lowers the resolution but bumps up the frame rate to 60, giving wonderful fluidity to car chases, swooping helicopter rides and mass shootouts. The DualSense controller features on PlayStation 5 are very good too: improved driving feedback via the analogue triggers makes the game’s cumbersome handling a little easier to, well, handle. It’s been quite a joy to rediscover this alternate-reality California; to see the sun drop behind the downtown skyscrapers, or to hit Senora as dawn splashes orange-yellow light across the burning desert.

What the vast upshift in resolution can’t hide is the fact that GTA V is a game originally designed for consoles that are now two generations out of date. The character models and facial details look positively archaic compared with, say, Horizon Forbidden West, and the building architecture too seems almost quaint in its stylised blockiness. Compare it with 2018’s Red Dead Redemption 2 and you can see just how far Rockstar has come in its building of intricate next-gen worlds. In many ways, however, the design of the world itself has not been been bettered in the decade since it arrived. The size of San Andreas, the sheer variety of landscapes and the diversity of actions and activities is still incredible — Cyberpunk 2077 may look better, but it doesn’t let you play golf or tennis, or go on day trips on a bike, or set up incredibly complex car or helicopter stunts. Los Santos is a vast playground, a gangster Fortnite — a factor underlined by the massive community that still gathers in GTA Online (which is where we find this new version’s only totally new content — Hao’s Special Works, which lets you unlock faster cars and new tasks).

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NYT Takes Down Third-Party Wordle Archive

The New York Times, which acquired Wordle in January, is putting an end to unofficial takes of the game. The latest casualty is Wordle Archive, a website that let users play through hundreds of previous daily five-letter Wordle puzzles. According to Ars Technica, the site “has been taken down at the request of Wordle owner The New York Times.” From the report: The archival site, which offered a backward-looking play feature that’s not available in the NYT’s official version of Wordle, had been up since early January. But it was taken down last week and replaced with a message saying, “Sadly, the New York Times has requested that the Wordle Archive be taken down.” A Twitter search shows dozens of daily Wordle Archive players who were willing to share their results on social media up through March 7. “The usage was unauthorized, and we were in touch with them,” a New York Times representative said in response to an Ars Technica comment request. “We don’t plan to comment beyond that.”

The Wordle Archive is still fully playable in its own archived form (as of March 5) at the Internet Archive, appropriately enough. Other sites that allow you to play archived Wordle puzzles are not hard to find, as are sites that let you play unlimited Wordle puzzles beyond the usual one-a-day limit. But some of those sites may be under threat, if the Times’ treatment of Wordle Archive is any indication.

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The Original Winamp Skin Is Selling As An NFT

Winamp will sell a non-fungible token (NFT) linked to its media player’s original 1997 graphical skin, becoming the latest company to blend nostalgia and crypto. The Verge reports: Winamp will put the NFT up for auction through OpenSea between May 16th and May 22nd, followed by a separate sale of 1997 total NFTs based on 20 artworks derived from the original skin. The proceeds will go to the Winamp Foundation, which promises to donate them to charity projects, starting with the Belgian nonprofit Music Fund.

The NFT sale appears to be a combination of a publicity move and a fundraising effort. Winamp is sourcing the derivative art NFTs by asking artists to submit Winamp-based works between now and April 15th, then giving selected artists 20 percent of the proceeds from each sale of their image as an NFT. Nineteen of the pieces will sell in editions of 100 copies, and the remaining one will have 97; they’ll all sell for 0.08 Ethereum — around $210 at current exchange rates. The artists will get 10 percent of any royalties on later sales, where the seller will set their own price.

Winamp’s head of business development Thierry Ascarez tells The Verge that buyers will get a blockchain token linked to an image of either the original skin seen above or one of its derivatives, which is a common setup for NFTs. Buyers will have the right to “copy, reproduce, and display” the image, but they won’t own the copyright. Likewise, selected artists will agree to transfer all intellectual property for their work to Winamp, according to a page of terms and conditions (PDF).

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Congressional Bills Would Ban Tech Mergers Over $5 Billion

Senator Elizabeth Warren and House Representative Mondaire Jones have introduced legislation in their respective congressional chambers that would effectively ban large technology mergers. Engadget reports: The Prohibiting Anticompetitive Mergers Act (PAMA) would make it illegal to pursue “prohibited mergers,” including those worth more than $5 billion or which provide market shares beyond 25 percent for employers and 33 percent for sellers. The bills would also give antitrust regulators more power to halt and review mergers. They would have authority to reject mergers outright, without requiring court orders. They would likewise bar mergers from companies with track records of antitrust violations or other instances of “corporate crime” in the past decade. Officials would have to gauge the impact of these acquisition on labor forces, and wouldn’t be allowed to negotiate with the companies to secure “remedies” for clearing mergers.

Crucially, PAMA would formalize procedures for reviewing past mergers and breaking up “harmful deals” that allegedly hurt competition. The Federal Trade Commission has signaled a willingness to split up tech giants like Meta despite approving mergers years earlier. PAMA might make it easier to unwind those acquisitions and force brands like Instagram and WhatsApp to operate as separate businesses.

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Brain-Imaging Studies Hampered by Small Data Sets, Study Finds

For two decades, researchers have used brain-imaging technology to try to identify how the structure and function of a person’s brain connects to a range of mental-health ailments, from anxiety and depression to suicidal tendencies. But a new paper, published Wednesday in Nature, calls into question whether much of this research is actually yielding valid findings. The New York Times reports: Many such studies, the paper’s authors found, tend to include fewer than two dozen participants, far shy of the number needed to generate reliable results. “You need thousands of individuals,” said Scott Marek, a psychiatric researcher at the Washington University School of Medicine in St. Louis and an author of the paper. He described the finding as a “gut punch” for the typical studies that use imaging to try to better understand mental health.

Studies that use magnetic-resonance imaging technology commonly temper their conclusions with a cautionary statement noting the small sample size. But enlisting participants can be time-consuming and expensive, ranging from $600 to $2,000 an hour, said Dr. Nico Dosenbach, a neurologist at Washington University School of Medicine and another author on the paper. The median number of subjects in mental-health-related studies that use brain imaging is around 23, he added. But the Nature paper demonstrates that the data drawn from just two dozen subjects is generally insufficient to be reliable and can in fact yield ‘massively inflated’ findings,” Dr. Dosenbach said. The findings from the Nature paper can “absolutely” be applied to other fields beyond mental health, said Marek. “My hunch this is much more about population science than it is about any one of those fields,” he said.

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Google Unveils Its B2B Cloud Gaming Platform Built With Stadia Tech

An anonymous reader quotes a report from Forbes: Google had plenty of news about Stadia, the consumer-facing aspect of its cloud gaming products, at its Google for Games Developer Summit. On the flip side of that is the white-label platform Google’s been working on: a way for other companies to license the game streaming tech that powers Stadia. Previously, that B2B offering was believed to be known as Google Stream. Google has now confirmed more details about the offering, including its name.

It’s now called Immersive Stream for Games (which doesn’t exactly roll off the tongue as smoothly as Google Stream). The Stadia team built it with the help of the folks at Google Cloud. The company says the service will allow companies to run their own game trials, let users play full games, offer subscription bundles or have full storefronts. In other words, publishers might be able to run their own versions of Stadia with their own libraries of games, branding and custom user interface.

We’ve seen a version of Immersive Stream for Games in action. Last year, Google teamed up with AT&T to offer people a way to play Batman: Arkham Knight for free via the cloud. Thousands of folks took advantage of the offer. AT&T plans to offer its customers access to another game soon with the help of Immersive Stream for Games. While that version of Batman: Arkham Knight was only available on desktop and laptop web browsers, the next game will run on mobile devices too. If all goes well, it could be a decent way for AT&T to show off what its 5G network can do. Immersive Stream for Games will include other features Google revealed for Stadia today, including a way to offer free trials of full games and a project aimed at making it easier to port games so they run on Stadia tech, as well as analytics. Developers and publishers can send Google an inquiry for more details.

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Nasty Linux Netfilter Firewall Security Hole Found

Sophos threat researcher Nick Gregory discovered a hole in Linux’s netfilter firewall program that’s “exploitable to achieve kernel code execution (via ROP [return-oriented programming]), giving full local privilege escalation, container escape, whatever you want.” ZDNet reports: Behind almost all Linux firewalls tools such as iptables; its newer version, nftables; firewalld; and ufw, is netfilter, which controls access to and from Linux’s network stack. It’s an essential Linux security program, so when a security hole is found in it, it’s a big deal. […] This problem exists because netfilter doesn’t handle its hardware offload feature correctly. A local, unprivileged attacker can use this to cause a denial-of-service (DoS), execute arbitrary code, and cause general mayhem. Adding insult to injury, this works even if the hardware being attacked doesn’t have offload functionality! That’s because, as Gregory wrote to a security list, “Despite being in code dealing with hardware offload, this is reachable when targeting network devices that don’t have offload functionality (e.g. lo) as the bug is triggered before the rule creation fails.”

This vulnerability is present in the Linux kernel versions 5.4 through 5.6.10. It’s listed as Common Vulnerabilities and Exposures (CVE-2022-25636), and with a Common Vulnerability Scoring System (CVSS) score of 7.8), this is a real badie. How bad? In its advisory, Red Hat said, “This flaw allows a local attacker with a user account on the system to gain access to out-of-bounds memory, leading to a system crash or a privilege escalation threat.” So, yes, this is bad. Worse still, it affects recent major distribution releases such as Red Hat Enterprise Linux (RHEL) 8.x; Debian Bullseye; Ubuntu Linux, and SUSE Linux Enterprise 15.3. While the Linux kernel netfilter patch has been made, the patch isn’t available yet in all distribution releases.

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