Bang & Olufsen brings Google Cast support to its Beoplay A6 and A9 speakers
Bang & Olufsen has announced that its internet-connected Beoplay speakers are now compatible with Google Cast. The Beoplay A6 and second-generation A9 speakers are now compatible with the technology, which allows you to send audio from your phone or tablet to these speakers using a number of compatible apps and services.

As Bang & Olufsen notes, current A6 and A9 owners will only need to download a software update to enable Google Cast. The company plans on including Cast technology in its future lineup of network-enabled speakers as well.
You can grab an A6 speaker for $999, while an A9 second-generation speaker will run you $2,699, both directly from Bang & Olufsen.
Project CARS picks up full support for the HTC Vive
Popular racing title Project CARS has seen its latest PC patch go live on Steam, adding support for the HTC Vive. As part of this full support for the Vive, Project CARS also supports SteamVR’s room customization option, which shows you the SteamVR room whenever you’re in a game menu. The game also now includes VR mouse support.

The 11.0 patch for Project CARS contains a number of other virtual reality-related updates:
- HTC Vive support
- Gaze control implemented, providing hands-free interaction with the User Interface
- Mouse pointer control in HMD view implemented
- Photo mode is now fully functional
- Depth of Field effects now work correctly
- The game will now retain controller focus when the player removes the HMD
- Improved rendering system for Crepuscular rays and Sun flares
- Improved rendering of dirt and rain drops on Helmet visor
- Improved the default seat position
- Improved the default HUD position
- Improved default camera settings to prevent the car tilting independently from the player at steep inclines
- Fixed a refresh issue on the UI when returning from a race to the main menu
There are also a number of other bug fixes and performance improvements with this update. In addition to the HTC Vive, Project CARS recently added support for the Oculus Rift.
Is endpoint protection right for you?
Are you taking every necessary measure to secure your corporate network?
With the number of devices on your corporate network ever growing, it’s never been more important to ensure its security. Anti-virus software can certainly help, but if you want total control of your network protection, then endpoint security may be best.
What is endpoint protection?
Endpoints are essentially devices and servers that are remotely connected to your network. They can be laptops, smartphones, tablets, servers in a datacenter, and more. endpoint protection manages the connections (sending email, browsing the internet, etc.) between all of these devices.
Remember in college when all the best websites were blocked on the school’s network? That’s endpoint protection at work.
An endpoint security/protection management system allows a security engineer to manage and control the security of all remote devices on the corporate network from a centralized server application, which receives all of the alerts and security logs from each device.
Each system is essentially a product that offers a wide array of security features that are much more in-depth than any antivirus software.
Why should I use endpoint protection?
Plain and simple, there are features of an endpoint security management system with which the average anti-malware software just can’t compete. Let’s take a deeper look at a few of the most important ones:
Endpoint anti-malware
Endpoint anti-malware is anti-malware on steroids. It provides layered protection against new and unknown threats – also know as zero-day threats – spyware, email inbox attacks, and more. It has a host-based firewall, aids in data loss prevention, provides warnings when accessing potentially harmful sites, and tons more. It’s anti-malware that ate its Wheaties this morning.
IPS/IDS sensors and warning systems
IPS and IDS are almost the same thing, but they can work in unison or alone to help prevent and/or eliminate threats to your network. IPS stands for Intrusion Prevention System and is a policy-based system that is kind of like a firewall.
Firewalls work based on rules; they search through packets of information looking for a rule that says to allow the packet to pass. If they get to the end of the list of rules and haven’t found anything that follows a “pass” rule, then the final rule says to deny access. So, in the absence of a rule that says “allow,” the firewall drops the traffic.
IPSes work the other way around. They operate on a “deny” rule basis that searches the traffic for a reason to deny access. If they get to the end of their list of rules and have found no reason to deny access, then the final rule says to allow it through. This makes an IPS a control tool. You have the ability to set the parameters of your IPS, so you decide what flows in and out of your network.
IDS stand for Intrusion Detection System. This would be considered a visibility tool because it sits outside the network and monitors traffic at multiple points to give you a picture of your overall security. An IDS can show a security engineer potential issues, information leakage caused by spyware, security policy violations, unauthorized clients and servers, and much, much more. Think of it like the mall security guard sitting in the room with a hundred TVs, watching every store and hallway for shoplifters.
Implementing an IPS and/or IDS with your Endpoint protection management system is an ideal way to control and monitor your corporate network, which is my many Endpoint protection systems come with one or both.
Data input/output (I/O) control
Whether or not you’re dealing with sensitive information is beside the point; you want to protect your corporate information. A powerful feature of an Endpoint security management system is the ability to control data input and output.
Input refers to the information received by a network device, like a laptop or a smartphone; output is the information sent from that device. Controlling data I/O allows you to manage what type of peripheral input devices can be added to your network, like external hard drives, thumb drives, and more. It also lets you control output devices, like computer monitors, printers, and so on.
Thus, you’ll have the ability to deny access to external hard drives that may be used to steal information; deny access to printers; control monitor output; even modems and network cards that act as go-betweens for devices. You control what’s downloaded and uploaded.
Application control and user management
You’ll want every computer with access to your network to require authentication and you’ll also want to be able to add and remove users at will, especially if certain applications are accessible outside of your network, like employee email.
This also allows you to deny access to unknown or unwanted applications, so that the devices on your network aren’t acting on their behalf without you realizing it. If you allow an unmanaged application access to the internet, this could open a large door for potential threats.
You can even limit which applications can be installed, so that no one is inadvertently dirtying your network with malware. If employees are bringing personal devices to work, application control will make sure that none of the potentially harmful apps on their devices are causing harm or syphoning data from your network.
How do I choose an endpoint protection management system?
Most endpoint protection management software offers similar features, relying more heavily on some than others. The best way to go about it is to take a look at what security features you value the most. Different endpoint security system providers will prioritize different security features above others, so it’s best to go with the one that matches your needs.
If all employees bring their own laptop to work and use all of their own equipment, then you’ll want a provider that emphasizes application control and user management. If you deal in very sensitive information and a leak could destroy you, you’ll want a provider that prioritizes data input/output above all.
You really can’t wrong with endpoint protection, since you’re far better off having less-than-ideal endpoint protection than basic antivirus software on every device.
Disney’s remote control robots move just like people
Imagine walking into a Disney theme park and being greeted by Mike from Monsters Inc. A life-size Mike, perfectly spherically-proportioned on those spindly legs. Fitting a human into a costume like that is impossible. That’s why Disney Research is building a new kind of haptic-feedback remote control system which will allow us to control robots as easily as we move ourselves.
The “Hybrid Hydrostatic Transmission” system uses both fluid- and air-filled lines to control the movements of a telepresence robot. By combining the stiffness of fluid lines with the springiness and responsiveness of air-filled lines, the robot is able to move in a lifelike manner while providing constant, high-quality haptic feedback. That way, the operator doesn’t go karate-chopping through every surface he touches.
“We have developed new rotary actuators using rolling-diaphragm cylinders which provide high torque density,” the Disney Research team wrote, “and allow the creation of a new high-performance 10-DOF humanoid robot.” While these new actuators are a bit bigger and heavier than conventional valve-based hydraulic systems, they do offer very low impedance. This means that the even bigger and heavier motor doesn’t need to be mounted on the limb it’s powering, which in turn reduces the amount of power needed to move it.
As you can see in the video above, the prototype has a pair of arms, each with four degrees of freedom, and a pair of electronic, Kinect eyes that provide a live video feed to a VR headset worn by the remote operator. The robot itself is designed specifically as a testbed for the haptic feedback system so don’t expect to see armies of remote-controlled Ewoks rolling through Disneyland in the immediate future. But soon, soon.
Source: Disney Research
Paris looks to Instagrammers to boost city museum visits
Maybe you’ve heard of the term ‘influencer.’ It’s the moniker marketers have given to the heavy hitters of social media with their considerable follower counts (often in the tens or hundreds of thousands). You know, the Kendall and Gigis currently dominating our modern world. Well, Paris Musées, the public institution that oversees 14 of the city’s municipal museums, has cottoned on to this new media wave and is turning to Instagram as a platform to raise awareness and boost museum attendance. To promote its recently launched site, which houses a searchable digital collection of all the museums’ works, Paris Musées has commissioned 10 Instagrammers from various art backgrounds to recreate or reinterpret some of these iconic works.
The campaign, created in a partnership with digital agency Kindai, has hard data on social media influence to back it up. In 2014, the agency published a study which found that cultural institutions in France benefitted the most from an associated Instagram post — accounting for about 53 percent of related Instagrammer visits. Philippe Rivière, the head of Digital Service at Paris Musées, said that while he hopes younger generations will be inspired by the campaign, the idea behind the collaborations was really “to reach a diverse audience while keeping the artistry and aesthetics” of the collections intact.
To do this, Paris Musées matched up its ten influential Instagrammers, culled from various artistic disciplines like fashion, humor, illustration, photography, with a notable work emblematic of a particular museum. This process, which Rivière said some museums found to be challenging, often resulted in several works being pulled for an artist’s consideration. “Some museums like Cernuschi do not have [an] easy piece of art to remake,” he says. “In this case, we had to find creative Instagrameurs, in this case Rafael Mantesso, to provide a completely different view.”
The resulting collection of Instagrammer reinterpretations will be on display from May 11th to July 31st at Paris’ Gare Saint-Lazare train station. And if you happen to swing by the exhibit, don’t hesitate to pull out your smartphone and add your own twist to the Instagram installation. Paris Musées is encouraging passersby to contribute their own takes on the city of light’s hallowed art and use the hashtag #ParallelesParisMusées.
“Paris is fortunate to be one of the cultural cities of the world,” says Rivière. “That said, everyone does not have the opportunity to go there, even living in France … This platform can be a way of preparing [for] the visit or even make you want to visit a particular museum.”
Source: Paris Musées Collections
New DIY wearable teaches kids to code and be active
The Mover Kit aims to combine the fun of wearable tech for kids with important programming tools that’ll help them later in life. It also has rainbow lights that you can program to flicker whenever you moonwalk. If either of those things sound palatable to you, there’s a Kickstarter out there with your name on it.
You can thank Technology Will Save Us for the idea, an organization founded to foster creativity in youth through hands-on technology. The kit is aimed at children 8 and up, offering a piece of buildable, wearable tech that can be programmed to perform a wide variety of tasks using an online tool called Move.
The Mover Kit can be assembled in about 15 minutes and is comprised of a Mover board, 8 RGB LEDs, accelerometer, magnetometer, USB connector, rechargeable battery, snap band bracelet, and a lanyard. The device went through several different prototypes in tests with over 300 children, and it offers several different options for kids to repurpose it every single day if they choose to.
So far the Kickstarter has raised over $29,000 of its $50,000 goal with 28 days left to go. It’s an interesting addition to the growing number of projects aimed at children with simple-to-understand code and assembly, and might even end up appealing to DIY beginners as well as kids if it hits production.
Evernote adds image previews and search for Google Drive files
For many, Evernote is a useful productivity tool for notes, lists and more. Today, the company announced integration with Google Drive that allows you to drop in files instead of simply linking to them. As part of the new feature, those Drive files will show up as linked thumbnails and any images will display a preview. What’s more, you can search Drive from Evernote and any changes made to documents or other files that are stored in the cloud will sync to your notes as well.
Google is making a habit of giving third-party apps access to Drive in the interest of productivity. Last month, the company announced that Yahoo Mail and WhatsApp users could drop in files from the cloud-based repository inside the respective iOS and Android apps. Right now, this latest Google Drive integration is available in beta on the web and Evernote’s Android app with other platforms coming soon.
Source: Google Drive, Evernote
IBM developed a ‘magic bullet’ to combat viral infections
IBM Research and the Institute of Bioengineering and Nanotechnology (IBN) in Singapore have created a new chemical “macromolecule” that could aid in the fight against a wide range of viral diseases like Ebola, Zika, dengue fever, herpes or even influenza. The new chemical was “designed from the ground up” to combat viruses in three ways: by preventing it from infecting healthy cells, stopping the virus’s replication and finally boosting the body’s immune system to help it fight the virus on its own.
So far, the new chemical has been effective against Ebola, dengue and herpes simplex when tested in a lab environment. But what makes this completely new molecule a so-called “magic bullet” is its ability to fight off the viruses regardless of any mutations they naturally make over time. Zika, for example, mutates rapidly, making it particularly difficult to develop a vaccine to combat it. While, IBM and IBN began their research before the Zika outbreak reached “alarming proportions,” they hope to partner with a pharmaceutical company soon to test the chemical’s effectiveness against the virus.
For now, however, the two groups are exploring ways to put their new chemical into consumer goods like anti-viral wipes or a vaporized version that could be used in hospitals to prevent further outbreaks.
It’s no surprise that Disney shut down its gaming division
No one should have been surprised by Disney’s announcement that it would cancel the Disney Infinity series and shut down its video game business. However, when the news went live, Twitter immediately lit up with shock. My phone buzzed with questions and incredulity from friends. Hell, even I gasped when I read the blog post.
The surprise was justified. Disney Infinity was a respectable and adored franchise in the toys-to-life category, and its developer, Avalanche Software, was held in high regard. Infinity entered the fray in 2013, two years after the original toys-to-life series, Skylanders, debuted. Financially, Infinity single-handedly turned around Disney’s gaming division, Disney Interactive.
Disney Infinity is such a strangely great game. I never expected it. Terrific figures and art. Very sad to see it canceled.
— Mitch Dyer (@MitchyD) May 10, 2016
Disney Infinity was the tenth-best selling game of 2013, hitting 3 million sales by January 2014. In the year after the original game’s release, Disney Interactive posted its first annual operating profit in recent memory. As more games and figurines hit the stores, Infinity carried the Interactive division to profitability, again and again. By December 2015, Infinity was estimated to be the number-one toys-to-life franchise, outselling both Skylanders and LEGO Dimensions. Sales started to waver by early 2016, though the franchise was far from failing.
And then it was over. In a blog post this week, Disney Interactive SVP John Blackburn announced that the series was canceled and Disney later clarified that it was done making video games, full stop. Avalanche, a studio of roughly 300 people, was shut down.
Again, our surprise was justified — but we really should have seen it coming. In fact, Disney set the stage for disappointment early on in Infinity’s life cycle.
Back in February 2013, just months before Infinity debuted on the world stage, Walt Disney CEO Robert Iger told Wall Street analysts that if the series didn’t perform well, he would likely tear down the company’s gaming division and switch to an all-licensing model. Between 2008 and 2013, Disney Interactive had accumulated losses of $1.41 billion.
Surprising, sad news here. I had thought for sure that those Disney Infinity figures were a goldmine. RIP Avalanche: https://t.co/0jZC4XJrYP
— Ryan McCaffrey (@DMC_Ryan) May 10, 2016
“If Infinity does well, it bodes very well for the bottom line of this unit,” Iger said at the time. “If it doesn’t do well, the opposite will be the case.”
Disney Infinity did do well, but not well enough. In a world where competitors are increasingly targeting digital releases, it’s incredibly expensive to manufacture retail games — let alone toys-to-life titles that require a lineup of action figures hitting stores throughout the year. For a mega-corporation like Disney, which has to manage its franchises for film, books, TV and various other formats, it’s more cost effective to license its games to the highest bidder with the best resources. Disney gets to pick the studio it wants, rather than run the one it has.
Besides, Infinity couldn’t touch the numbers brought in by Star Wars: Battlefront, a series that Disney licensed to a third-party studio (EA) for development and publishing.
Disney Interactive saw a decrease in operating revenue and income in the second quarter of 2016, and the company mentioned these retail and licensing factors in its earnings report: “Lower operating income was primarily due to… lower operating margins and comparable store sales at our retail business and lower results for Infinity. These decreases were partially offset by higher licensing revenues.”
Dear Avalanche Software and everyone who worked on @DisneyInfinity… pic.twitter.com/wzYva05tQh
— Greg Miller (@GameOverGreggy) May 11, 2016
Even without the tremendous amount of pressure placed on Disney Infinity to succeed, and without the exit strategy that executives laid out before the game even launched, Avalanche was on shaky ground. Not because of its own performance — but simply because it was a video game studio.
The video game industry is volatile. Across the globe, studios come and go seemingly on the whims of a cruel god; even successful or beloved companies are regularly hit with layoffs and closures. The 2015 IGDA Developer Satisfaction Survey found that 65 percent of developers held permanent jobs, but that over the past five years, they reported having an average of 2.7 employers. “This indicates that employees are often hired and let go,” the IGDA concluded.
Volatility is basically a running joke in the industry — even though it’s a life-shattering reality for many developers. Avalanche was headquartered in Salt Lake City, Utah, a region that now boasts an extra 300 unemployed, experienced video game developers. There are a handful of other studios in the state, including Epic Games subsidiary cHair — but the industry doesn’t exist in Utah the same way it does in Los Angeles, San Francisco or Montreal. If they want to stay in gaming, a lot of these folks will have to move.
Disney Infinity brings a lot of joy to my house. Saddened as a gamer about the Avalanche closure and the employees affected. ❤
— Mike Futter (@Futterish) May 11, 2016
Or, they’ll risk it all to start independent studios. Plenty of laid-off developers have gone indie and found success, though in most cases it’s a grueling and uncertain road.
Avalanche and Disney Interactive as a whole are the latest losses in an extremely expensive, challenging and unpredictable industry — one that Disney doesn’t need to stress over quite as much anymore. We shouldn’t be surprised when good studios go under, but we will be because from the outside, it just doesn’t make sense.
It’s not a surprise that Disney shut down its gaming division. It’s just business.
British young offenders who brag online could see tougher sentences
The Sentencing Council for England and Wales today proposed an expanded set of guidelines that courts would have to follow when sentencing young offenders aged 10 to 17. Importantly, for the first time, the instructions explicitly mention video, images and other details of the incident deliberately shared through social media and elsewhere online as an “aggravating factor,” which could increase the seriousness of an offence and lead to tougher sentences.
While the existence of this kind of media and its gravity hasn’t been ignored before now, the new guidelines clarify their importance to courts faced with relevant cases — though it’s just one consideration among many, including the nature of the offence and age of offender. The potential aggravating factor is described as:
“Deliberate humiliation of victim, including but not limited to filming of the offence, deliberately committing the offence before a group of peers with the intent of causing additional distress or circulating details/photos/videos etc of the offence on social media or within peer groups.”
It has been added to the non-exhaustive list of factors that should be considered when sentencing youths for both general and sexual offences, with guidelines for the latter class now also including a mention of online grooming, where that has played a role. Sentencing guidelines for adults in England and Wales don’t cite social media specifically yet — though there are similar aggravating factors to do with capturing and disseminated media related to offences — but it’s understandable why the Sentencing Council would make it a priority in more comprehensive guidelines for young offenders.
The sad fact is: online bragging of this kind, particularly on social networks, is all too common. In a recent, serious case, two 15-year old girls were given life sentences for beating and ultimately murdering a woman in her home. They documented the attack on Snapchat. An woman in the US was also accused last month of broadcasting her friend’s rape live, over Periscope.
Slowly but surely, law enforcement agencies are exploring the role the internet and social networks play in both minor offences and serious crimes. A couple of months ago, for example, The UK’s Crown Prosecution service updated its Social Media Guidelines to give criminal prosecutors a better understanding of what constitutes online abuse.
The new sentencing guidelines announced today are still subject to change after a 12-week open consultation period — and it’s important to note that their expansion isn’t at all limited to the inclusion of tech-specific aggravating factors — but there’s no reason the social media mentions won’t be incorporated when the proposals become official advice.
Via: The Law Society Gazette, BBC
Source: Sentencing Council



