Adobe Bringing Full Version of Photoshop CC to iPad in 2019
At its annual Adobe Max conference, Adobe announced plans to bring a complete version of Photoshop to the iPad in 2019.
Photoshop CC for iPad will feature a revamped interface designed specifically for a touch experience, but it will bring the power and functionality people are accustomed to on the desktop.
Photoshop users will be able to open and edit native PSD files right on the iPad using standard Photoshop image editing tools, including support for layers. Photoshop on iPad will look similar to Photoshop on the desktop, with all of the same toolbar options.
The iPad version of the app will allow projects started on the iPad to be transitioned seamlessly to the desktop and vice versa. According to Adobe, Photoshop for iPad uses the same code base as its desktop counterpart with no compromises on power, performance, or editing results.
At Max, Adobe also unveiled Project Gemini, a new cross-platform drawing app that’s coming to the iPad in 2019. Project Gemini is designed to simplify drawing and painting workflows with simple cross-device support.

The new app combines raster, vector, and dynamic brushes into one single experience that’s ideal for drawing, and content created using Project Gemini will sync to Photoshop.
Project Gemini will be available first on iPad but Adobe plans to expand it to other devices in the future. Additional information on Photoshop CC for iPad and Project Gemini is available from Adobe’s website.
Tag: Adobe
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How do you like the idea of a robot dog as a work colleague?
Even if your particular job manages to evade the robot invasion, you might, at the very least, end up with a robot colleague or two before too long.
Huge strides have been made with robotic technology in recent years, with robots that once stumbled and fumbled now able to run and jump between tricky obstacles and even perform backflips. Boston Dynamics is a name that comes up again and again, and that’s because the SoftBank-owned technology company is at the top of its game when it comes to building some of these incredibly skillful robots.
Having hardly had a chance to grab our jaws from the floor after witnessing Boston Dynamics’ bipedal Atlas robot pull some extraordinary parkour moves, the company has now unveiled the latest version of its Spot robo-dog, and it wants to put it in the workplace.
Giving a rather more low-key (though no less impressive) performance than Atlas, a new video shows Spot apparently acting as a kind of robotic supervisor. Watch as it autonomously navigates a couple of construction sites while using a specialized payload for surveying work progress. A camera located at the end of its extendable arm enables Spot to do additional inspection work on site, the company said.
Spot, which sports a sleeker design than before and resembles more than ever the smaller SpotMini, comfortably handles a myriad of tight turns, staircases, and other obstacles as it proceeds through the different sites.
At one point, rather amusingly, the robo-dog suddenly stops, raises its extendable arm, and opens its mouth-like grabber in a way that suggests that it’s just seen something unspeakable happen across the way. But then, in a flash, Spot regains its focus and continues on its way.
It’s notable that Boston Dynamics has sent Spot into a construction site, a challenging environment that, due to its very nature, is constantly changing and full of physical obstacles. The message is clear: If Spot can navigate a place like this, it can handle anywhere.
As usual, Boston Dynamics hasn’t revealed a great deal about Spot’s specs, or what specific plans it has for incorporating the robot into the workplace, but it nevertheless feels ready to launch its remarkable creation into the big wide world with plans to commercialize it in 2019 “for a variety of applications.”
Be sure to check out this piece for a fascinating look at how BostonDynamics’ robo-dog technology has developed over the years, from the somewhat terrifying BigDog to the creepy LittleDog, all the way to the stunning SpotMini.
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With cameras that know dogs from Dodges, Honda is making intersections safer
Honda North America
The most challenging aspects of creating smarter, safer cities can be witnessed at any street corner. That’s where, to coin a phrase, the rubber meets the road, because that’s where, according to the National Highway Traffic Safety Administration, roughly 20 percent of accident fatalities occur every year. And if you want to create a smart city, the best way to start is by saving lives.

Cities across the globe are installing technology to gather data in the hopes of saving money, becoming cleaner, reducing traffic, and improving urban life. In Digital Trends’ Smart Cities series, we’ll examine how smart cities deal with everything from energy management, to disaster preparedness, to public safety, and what it all means for you.
Out in Marysville, Ohio, the town is working with the state’s department of transportation and Honda, which has manufacturing and research facilities in Marysville, to figure out exactly how to make intersections safer by making them smarter. The town of 23,912 just debuted its first smart intersection this month, and it involves more than just wiring a street corner for pictures and sound. Wireless communication systems, computer vision recognition systems, infrastructure control systems, and in-vehicle telematics and alert systems all have to be coordinated.
“Our vision of a smart intersection is one that can have non-connected road users — pedestrians, cyclists — work with those that are connected, like connected cars,” Ted Klaus, vice president of strategic research at Honda R&D Americas, explained in an interview with Digital Trends.
That means tracking those “non-connected” users and controlling the elements that can be controlled using technology — such as cars, traffic lights, and signaling systems — to save the things that can’t be controlled by technology — like people walking across the street.
From small-town Marysville to big-city Columbus
The Marysville project comprises just one intersection now, outfitted with four high-resolution video cameras taking in a 300-foot bird’s eye view and using Honda’s object-recognition software. The last element is perhaps the most sophisticated part of the system. Computer systems can easily detect objects but it takes more than detection for the system to work.
Each and every object moving in and around the intersection has to not only be seen but also recognized as, say, a pedestrian, dog, cyclist, or car. After such so-called classification, the system then has to be able to predict the object’s behavior: Is that a person who is about run across the street or a cyclist who is going to stop for the red light?
When, say, a car that is about to run a red light is detected, the intersection system transmits a warning to other drivers approaching the intersection, allowing them to virtually see around corners or other obstructions and brake to avoid a collision. The current system uses DSRC (dedicated short range communications) to communicate with the cars — so-called vehicle-to-everything or V2X communications. Each vehicle needs to be equipped with a special system to recognize DSRC messages and then display warnings in a car’s head-up display (HUD).
The idea behind these smart intersections is not to give out tickets but actually control the traffic.
Klaus said there were 20 vehicles initially outfitted with the systems, mainly Honda employees who work at nearby research and development facilities. He said up to 200 cars will eventually be part of the test, including municipal vehicles, especially those used by first responders.
“You need to control the lights for emergency vehicles,” Klaus said, and warn other drivers around of, say, an approaching ambulance. He pointed out that unlike red light camera systems, the idea behind these smart intersections is not to give out tickets but actually control the traffic.
The particular intersection in Marysville chosen for the pilot programs was selected because researchers were looking for a “a representative intersection where there were visual obstructions and enough chaos to distract drivers,” Klaus explained. You cannot see around the corners at the Marysville location, for example. By choosing such a challenging spot, the researchers hope to apply the lessons learned in the smaller town to bigger cities like nearby Columbus, which has an extensive smart city program underway.
DSRC or 5G V2X? It won’t matter
While there is some discussion about what wireless technology will eventually be used to support active safety systems and future autonomous cars, Honda chose to work with DSRC because it was more thoroughly tested and widespread, Klaus told Digital Trends. Initially, NHTSA indicated that DSRC would be the standard and brands like Cadillac and Audi began putting it in some models. However, the Trump administration has backtracked on the issue, creating some confusion in the marketplace with some vendors pushing 5G.
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The system visually detects when an emergency vehicle’s light bar is activated and broadcasts that status. Nearby connected vehicles can warn the driver before the driver may see or hear the emergency vehicle.

The system visually detects pedestrians that have entered a crosswalk area. A connected vehicle can warn the driver of a pedestrian crossing, even when they are not directly within line of sight.

The system sense the speed and direction of vehicles approaching the intersection from all directions. A connected vehicle can warn the driver of a potential collision if likely to occur, such as in a red-light-runner scenario.
The competing 5G V2X communications approach hasn’t been rolled out or tested to the same degree as DSRC, however. And DSRC is a close relative of Wi-Fi, while 5G is a new cellular standard that will eventually require more towers. Either way, the 5G V2X technology will have to be embedded in all sorts of infrastructure components in the future, from lamp posts to bridges. The whole issue may end up being moot: Qualcomm, for example, plans on introducing a single chipset that will handle both wireless protocols.
“It’s about quality and coverage,” Klaus said. “DSRC is proven, but for the next step we could simulate 5G. We’re agnostic.”
As for the test drivers, who are all volunteers, the researchers are focusing on warnings for three critical situations: red light runners that could cause a fatal T-bone accident, pedestrians in the intersection who could be injured, and emergency vehicles who require right of way. Warnings appear as flashing icons in the head-up display along with an audible alert.



The ultimate goal, of course, is to have active safety systems in cars that automatically brake when they receive a warning about, say, a jaywalker or car running a red light. But Klaus also noted that one wouldn’t necessarily have to buy a new car to take advantage of the smarter intersections; older cars and trucks could be retrofitted with compatible warning systems.
What kind of warnings work best in these smart intersections of the future is still a critical part of the research. Are yellow or red icons that pop up on the windshield more effective in getting a quick driver response, or are audible bells and alarms more effective?
“The timing of the warning is also important,” Klaus said. “Not every situation is highly dynamic like a red light runner. Sometimes it’s just a warning about traffic congestion ahead.”
He pointed out that there will be a lot to learn from drivers and the data generated, affecting everything from safety to traffic flow and potential infrastructure changes to help make cities smarter.
“We’re really just scratching the surface right now,” said Klaus.
Editors’ Recommendations
- Honda is giving cars the ability to see around corners to avoid accidents
- Ford imagines a future without traffic lights or stop signs
- Cars that talk to each other are coming soon, and could save thousands of lives
- For Columbus, a city is only smart if the public is behind it
- Georgia is paving the way for a high-tech, sustainable highway
OnePlus charges into U.K. carrier stores, leaving online-only start in the past
Andy Boxall/Digital Trends
OnePlus started life out as an online-only smartphone brand, and has since gone on to launch a string of desirable devices, which has impressed the press and buyers alike. This has led to a major new announcement. For the OnePlus 6T, its next big smartphone launch, OnePlus devices will be sold in more carriers and retail stores in the United Kingdom.
Network operators EE and Vodafone will both sell the OnePlus 6T, alongside Carphone Warehouse, and larger high street retailer John Lewis. Mobile device distributer DataSelect will also sell the OnePlus 6T. It’s not the first time a OnePlus phone will be available outside of OnePlus’ own online store, and the new partners, in fact, join the O2 network, which already sells the OnePlus 6, and has sold previous OnePlus phones too.
There are two major reasons why this is big news. The first is more attention for OnePlus. Buying phones online isn’t something most people do, and by physically having its phones alongside those from Apple, Samsung, Huawei, and others in a retail store means more attention. OnePlus makes compelling smartphones, and the more people who’re introduced to them, the more who will consider buying them.
The second reason is online sales can feel like a risk, even if there is a comprehensive returns program, because you can’t touch, hold, and try the phone out ahead of handing over your money. With three networks and two major high street names all stocking the OnePlus 6T, the trepidatious have plenty of opportunity to try the device out for size. Removing these barriers is a major step forward for OnePlus.
OnePlus has a strong reputation in the U.K. already, and according to the company itself, has been named as one of the top four premium smartphone brands. The OnePlus 6 sold a million devices in 22 days, and the company no doubt hopes to improve on those numbers with the OnePlus 6T, which will be announced on October 30 at an event in New York. It’s the second OnePlus phone of 2018, and is expected to provide performance improvements, with some smart new features including an in-display fingerprint sensor.
Read all the rumors about the OnePlus 6T here, and look forward to our in-depth coverage of the new device from October 30 onwards.
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Apple to Donate 1,000 Apple Watches to Eating Disorder Study
Apple is donating 1,000 Apple Watches to a new study that aims to track biological changes in people with eating disorders (via CNBC).
The University of North Carolina’s medical school will conduct the study, which is called BEGIN (or the Binge Eating Genetics Initiative), to better understand overeating disorders in which people eat large amounts of food uncontrollably in a small period of time.
People who purge or engage in excessive bouts of exercise following the binge are usually diagnosed with bulimia nervosa. The study will enroll 1,000 participants of ages 18 or older who have experience with either binge eating disorder or bulimia nervosa.
Each participant will be given a free Apple Watch, courtesy of Apple, so that researchers can monitor their heart rate to see if there are any spikes prior to binge eating episodes.
Enrolled participants will also sign up with a mobile app called Recovery Record, which they can use to log their thoughts and feelings, to be shared with a healthcare professional ahead of a session.
In addition, participants will receive tests to analyze their genetics and bodily bacteria that the researchers can better understand the root causes of the disease.
“We need to collect data from a whole lot of people to see what it looks like,” said Cynthia Bulik, founding director of the Center of Excellence for Eating Disorders and author of Binge Control: A Compact Recovery Guide. “We want to know if it has a biological and behavioral signature.”
Ultimately, researchers hope the collected data might help them to predict binge eating episodes before they happen. Ideally, this could result in a follow-up study in which participants received some kind of alert when they were at risk of binge eating.
According to the National Association of Anorexia Nervosa and Associated Disorders, at least 30 million people in the United States suffer from an eating disorder, yet the field of research remains underfunded.
Related Roundups: Apple Watch, watchOS 5Buyer’s Guide: Apple Watch (Buy Now)
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PlayStation Vue Now Supports Apple TV App
Live TV streaming service PlayStation Vue recently added support for Apple’s TV app on fourth and fifth-generation Apple TV devices, as well as on iOS. With this addition, PS Vue subscribers can now sync the on-demand movies and TV shows they watch within Sony’s app to the TV app, making it easier to jump directly into a PS Vue stream.
The update is evident when browsing for movies and TV shows in the TV app, with PlayStation Vue now listed as a location to stream content alongside previously supported apps like HBO GO, Prime Video, Showtime, Starz, Hulu, and others. If you subscribe to PS Vue and have the app installed, you can add PS Vue-compatible films and TV series to your Up Next list, and as you watch them in the PS Vue app, Apple’s TV app will update and keep track of your progress.
As some users on Reddit pointed out, live sports also appear to be supported, so you’ll be able to add games to your Up Next list, then jump directly into the game from the TV app to PS Vue and start watching. Apple hasn’t noted PS Vue as a supported app yet on its website, but numerous users have reported seeing a splash screen when opening PS Vue on Apple TV, asking them for permission to connect to the TV app.
While there are nearly 90 apps supported in the TV app now, including a few live news apps, PS Vue’s addition marks one of the first times an over-the-top live TV streaming service has been added. Rivals like DirecTV Now and YouTube TV lack this compatibility.
Related Roundups: Apple TV, tvOS 12Tags: PlayStation, PlayStation VueBuyer’s Guide: Apple TV (Caution)
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Lenovo ThinkPad X1 Extreme vs. Dell XPS 15
Rich Shibley/Digital Trends
Small laptops are great, but for a blend of productivity and portability, 15-inch models are perfect. Two of the best manufacturers for laptops of that size are Dell and Lenovo, so picking between two of their flagship devices in that range isn’t easy.
Shouldering that task though, we pitted the Lenovo ThinkPad X1 Extreme versus the Dell XPS 15 in a head to head on design, performance, and portability.
Design
Dan Baker/Digital Trends
Neither the Dell XPS 15 or the Lenovo ThinkPad X1 Extreme is a style icon compared to more form-focused laptops like the XPS 13 or MacBook Pro, but they’re hardly bad looking either. The ThinkPad X1 Extreme sports thinner bezels than its last-generation counterparts, but retains the boxy-look so classic of the range. It mounts its camera in the top bezel, which is a much more favorable position for flattering video calls than the XPS 15’s base mounted camera, but that does come hand in hand with a thicker top bezel in turn.
The Dell alternative does have thinner bezels and an altogether more modern looking design than its Lenovo counterpart. It’s a little thinner than the ThinkPad but does weigh in heavier with the larger battery option. It has a silver exterior paint job compared to the ThinkPad X1’s overall black coloring, which impacts personal preference more than anything tangible.
Both laptops feature great keyboards with crisp, responsive keys and comfortable layouts. The Lenovo keyboard is slightly more enjoyable to use long-term, although either would be good for day to day use. The main difference here is the ThinkPad’s TrackPoint, which some people still swear by.
The XPS 15 sports a number of port options on its flanks and rear, offering up a pair of USB-A 3.1 Gen 1 ports (fast, but not that fast), an HDMI 2.0 output, a single Thunderbolt 3 compatible USB-C connector, and a 3.5mm headphone jack. The ThinkPad sports a slightly more expansive port selection, with two Thunderbolt 3 compatible USB-C ports, a pair of USB-A 3.1 ports, an HDMI 2.0 output, a smart card reader, SD card reader, a 3.5mm headphone jack, and a network extension port that when combined with an adapter dongle can be used for ethernet connections.
Performance
Rich Shibley/Digital Trends
The ThinkPad X1 Extreme has a starting price of $1,860 and offers an 8th-gen Intel Core i5-8400H CPU, 8GB of DDR4 memory, an Nvidia GTX 1050 Ti graphics chip, and 256GB of M.2 SSD storage. All of that powers a 15.6-inch 1080p, IPS display that can hit a brightness of 300 nits. Due to some surprisingly favorable online sale prices at the time of writing, you can spend less than $100 more to get 16GB of RAM, 512GB of SSD space, and a Core i7-8750H CPU. Other update options include a more powerful CPU — Core i7-8850H — up to a terabyte of PCIexpress SSD storage, and a 4K display. The most expensive model costs $2,834.
The XPS 15 has a much more modest starting price of $1,000 for its entry-level model, though the hardware configuration is less impressive also. It has an 8th-gen Intel Core i5-8300H CPU, 8GB of DDR4 memory, on board Intel UHD 630 graphics, and a terabyte of hybrid HDD/SSD storage. For $1,400 you can upgrade to a much more capable Core i7-8750H CPU, with 256GB of SSD space, and a GTX 1050 Ti graphics chip. All models apart from the very top ones come with a 1080P display, with options for more storage space and memory throughout the range.
The best configuration is $2,900 and comes with an Intel Core i9-8950HK CPU, 32GB of DDR4 memory, a terabyte of PCIexpress solid-state storage, and a 4K display.
The XPS 15 certainly offers more value at the lower end, with comparable hardware to the entry-level ThinkPad for a few hundred dollars less. However, once you get up to around the $2,000 mark the specifications and costs even out and they are far more comparable in terms of bang for buck. Our review configurations both had the 8750H CPU, and the results favored the Lenovo laptop slightly. In addition, its storage write speeds were much more preferable.
The Dell laptop’s display has better contrast ratio — opting for the 4K panel nets better color accuracy too — but the ThinkPad has HDR support, which certainly gives it the edge in supporting media. Games like Battlefield 1 look stunning on the Lenovo notebook. That said, though neither of these laptops is really designed with gaming in mind, their combination of a powerful CPU with an entry-level dedicated gaming chip make them more than capable. Don’t expect to max out AAA games at 4K, but indies, and lower-detail settings are more than possible at decent frame rates.
Portability
Rich Shibley/Digital Trends
No 15-inch laptop is as portable as some of the smaller form-factor alternatives out there, but the two laptops in this head to head aren’t blocky workstations by any means. Indeed, Lenovo has gone out of its way to make the ThinkPad X1 Extreme much sleeker and streamlined than the other laptops in its professionally-targeted range. It measures 14.24 x 9.67 x 0.74-inches and weighs just 4.06 pounds with the 4K panel. If you opt for the 1080P version you can shave off another third of a pound and 0.02 of an inch in height.
The XPS 15 is definitely the trimmer device, at 14.06 x 9.27 x 0.66-inches (0.45-inches at its thinnest point) but not by a huge margin. It is a little heavier, though, weighing 4.5 pounds with the larger battery option.
That battery comes in at 97 watt-hours, with the option of a much smaller 56 watt-hours in some configurations. The version we tested came with the larger of the two and lasted just over 14.5 hours in our video loop test. The Surface Book 2 might beat such a figure, but the ThinkPad falls far behind with its 80 watt-hour charge delivering just five and half hours of video looping. That’s a respectable result, but the XPS 15 is just vastly more efficient.
Efficiency and style trump grunt
Dan Baker/Digital Trends
In our head to head testing of comparable hardware configurations, the Lenovo ThinkPad X1 Extreme certainly comes out on top, by a little. It also has a better selection of ports, but there’s no denying that it is the more costly of devices — especially at the lower end. It also has much weaker battery life — although few can compare with the XPS 15’s stellar efficiency.
The ThinkPad is certainly worth considering if you like its more professional look, feel, and gorgeous HDR display, but the XPS 15 remains our darling of the 15-inch form factor. It’s the complete package, offering great performance in general usage and gaming, long life on a single charge, and it looks good too.
Overall winner: Dell XPS 15
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Apple Has Reportedly Acquired Asaii, a Music Analytics Platform ‘Able to Find the Next Justin Bieber’
Apple has acquired San Francisco-based music analytics startup Asaii, according to unnamed sources cited by Axios. The deal, which has not been confirmed by Apple, was reportedly worth less than $100 million.
Asaii built tools that allowed music labels to discover, track, and manage artists using machine learning. The platform pulled data from social networks such as Facebook, Twitter, and Instagram, and streaming music services such as Apple Music, Spotify, YouTube, and SoundCloud, to find hidden talent.
Asaii offered two products specifically: a music management dashboard for A&R representatives to quickly scout and manage talent, and an API for music services to integrate a recommendation engine into their platforms.

“Our machine learning powered algorithms finds artists 10 weeks before they chart,” the startup’s website states. “Our algorithms are able to find the next Justin Bieber, before anyone else,” another page claimed.
The acquisition will enable Apple to bolster its content recommendations to users, and help it compete with Spotify’s efforts to work directly with smaller artists and music labels, according to the report. Apple Music and iTunes are likely to benefit from Asaii’s machine learning algorithms.
Asaii was founded in August 2016 by Sony Theakanath, Austin Chen, and Chris Zhang, who have collectively worked at Apple, Facebook, Uber, Salesforce, and Yelp previously. All three individuals now work on the Apple Music team at Apple, as of October 2018, according to their LinkedIn profiles.
In an email to customers shared by Music Ally last month, Asaii said it would be shutting down operations on October 14, 2018.
Last month, Apple announced that it completed its acquisition of Shazam, a popular music recognition service that can identify the names and lyrics of songs and music videos. Shazam could be more tightly integrated into Apple products and services as a result, ranging from Apple Music to Siri.
Tag: Apple acquisition
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Meet the deaf gamers raising awareness for games accessibility
There’s a mission early in the first Destiny game where you are plunged into darkness when fighting a group of enemies called ‘The Hive’. It’s about an hour in and requires players to listen closely for nearby enemies since the game’s torch and motion sensor are limited. This may seem like a simple challenge typical of a first-person-shooter but for those who are deaf and hard-of-hearing, it’s an incredibly difficult part to play through and creates a near insurmountable roadblock to the rest of the game.
“I died about 15 times before I realized I wouldn’t be able to do that part,” Susan, a deaf games critic, told me. “Being that it was maybe an hour into the game, I’d just wasted $60.”
Unable to find any information online that could’ve warned her in advance about how unfriendly Destiny was to the hard-of-hearing, Susan was inspired by her frustration to create a directory of her own. Working with her friend Courtney Craven, the two created OneOddGamerGirl.com, a games review site that specifically rates games on their accessibility.
An early mission in Destiny that can be especially challenging for deaf gamers. The hour long quest requires players to listen closely for enemies in lieu of a limited-range torchlight and the game’s motion sensor.
Their system is simple: Susan plays for about an hour, notes all the parts she found hard, and Courtney replays those same sections to see if the issues are related to deafness. The two then play together with Courtney relaying all the stuff Susan’s missing because she can’t hear.
Time to set a universal standard
Their reviews are concise, identifying the very specific ways a game fails and succeeds in being accessible. The amount of games that are readily accessible from launch is growing, but progress is uneven with the most basic issues still commonplace.
” … Studios need to start bringing in testers or talk to people with REAL disabilities.”
“Currently subtitles – and only subtitles, not full captions – are the only thing that’s standard in most games,” Susan said. “They’d be much better if there was a universal standard for size, resizable is preferred and offered an option of a text background. We’re seeing more and more games that do subtitles right, like the ones that released a patch after feedback that included the ability to scale subtitles.”
Captioning refers to using descriptive text for non-spoken sounds, such as gunfire or creatures growling. Games often build collectibles and mechanics around the sound of the environment – like the chiming nirnroot in the Elder Scrolls V: Skyrim — something that, without captioning, can effectively gate content from the deaf and hard-of-hearing.
Chris, a deaf streamer, names Mass Effect: Andromeda and Destiny as games that are terrible with subtitling, the former causing him eye-strain after an hour due to the small, unchangeable font sizes.
Chris streaming on Twitch as DeafGamersTV. DeafGamersTV
“To get accessibility in their games done right, studios need to start bringing in testers or talk to people with REAL disabilities,” He explains. “Then do your homework on how they can implement it in games.”
Under the title DeafGamersTV, Chris has been streaming on Twitch for several years, using the platform to spread deaf awareness and build a gaming community around the subject. His channel attracts deaf and non-deaf watchers alike, with his webcam and chat feed allowing him to communicate in sign and text to his viewers.
Chris gave a talk on accessibility at the Games Developers Conference in 2017. Ubisoft reached out to consult with him on improving their options for deaf and hard-of-hearing players. In general, his advice is to include more options across the board.
Chris/DeafGamersTV
“Let people access the options menu before starting anything,” He advises. “People should be able to set the brightness, button remapping, subtitles settings and other options for different accessibility. If this were to be a standard in gaming then I think maybe more gaming companies would become more inclusive.”
A call to listen and get involved
Although some companies have expressed an interest in making their games more accessible, many have turned a blind eye too. This isn’t the case for David Tisserand, UR Process Manager at Ubisoft, Kait Paschall, Project Manager at Epic, and Karen Stevens, Accessibility Lead at EA Sport. These three are all praised by Susan for their work in advocating for the needs of differently-abled players, each taking part in the Twitter hashtag #a11y to form a better understanding of these communities. But they are few in a big industry.
“The most attention I’ve seen deaf gamers … is when that deaf group did the Destiny raid.”
“[David, Kait, and Karen] have been amazing allies for bringing better accessibility to games and always listen to feedback and are always looking to move game accessibility forward,” Susan said. “Then there’s the studios I, and many others, have reached out to after a game’s release and continually are ignored.” She refused to disclose names but one can gather the list is shamefully long.
Wider games media isn’t any better. Chris has all but given up on most of the standard outlets because they seldom highlight these topics in their criticism or include subtitles in their video content. Nowadays, he prefers to read Susan’s site alongside GameCritics.com, both of which include coverage on accessibility options in all of their reviews.
The truth is coverage is rare and often tied to highlighting specific efforts or events. “The most attention I’ve seen deaf/hard-of-hearing gamers in general get is when that deaf group did the Destiny raid,” Caroline, OneOddGamerGirl co-founder, explained. This is in reference to the clan of deaf Destiny players who defeated the game’s Leviathan raid. While still an incredible moment worth celebrating, it’s clear that these issues and events and the voices behind them could and should be covered and amplified more often. That said, Caroline remains optimistic. “While that wasn’t specific to accessibility, it was a great opportunity to see that there are deaf gamers, which could help take accessibility more seriously.”
Susan as OneOddGamerGirl on Twitter, recently highlighted Shadow of the Tomb Raider’s accessibility settings, lauding the language settings as ‘the most expansive set’ of options she’s ever seen. @OneOddGamerGirl/Twitter
The hope is that when these needs are highlighted and noticed, creators will start making efforts to include them. Visibility is key, and the more we persist in having these discussions, the more they start to have a real impact.
Multiple teams have reached out to thank Susan after reading her reviews and gaining insight on how they can improve their games. The response to her work has been largely positive when it’s found, with the only dissent being the occasional “maybe games aren’t for you” comment, though this is typically left by someone upset that she gave one of their favorite games a low score.
Still more work to do
When it comes to games that have the right idea, Fortnite and Minecraft are noted as having a wide approachability. More recently, Spider-Man for the PlayStation 4 included size options for subtitling, as well as other mechanical features that make playing it more possible for the hard-of-hearing. When a major title like this is so inclusive, it tends to reverberate.
“Spider-Man’s inclusion of a choice of text size and background contrast is a really important step in driving it towards being a standard consideration,” Ian Hamilton, accessibility consultant and curator of the Games Accessibility Guidelines, told me. “Spider-Man himself has a nice in-built accommodation for deaf gamers too; his spidey sense, which can act as a visual cue to replicate information available through sound. When a game of Spider-Man’s popularity and critical acclaim does something [like that], others in the industry really do take notice.”
Ian Hamilton, accessibility consultant and curator of the Games Accessibility Guidelines. Ian Hamilton
Ian’s worked in this area for years, trying to improve and broaden perspective on an industry level. He spoke of a number of special interest and employee resource groups within big studios that help acknowledge these specific kinds of needs, and of more senior staff whose duties include researching accessibility. It’s not much, but it’s something he believes will increase with time.
For now, Susan, Caroline, Chris, and Ian are all in agreement that the most important thing any studio or creator can do is start — start listening, start researching, start trying.
“This is 2018 and technology continues to evolve and these companies need to take advantage of it,” Chris stated. “They just need to listen to know what’s wrong and what to improve.”
“The easiest thing would be for developers to spend some time talking with our community on Twitter,” Susan said. “There’s so many and we all have valuable input, but it seems like it’s the same people over and over that are interested in talking to us.”
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Police Told to Avoid Looking at iPhone Screens Locked With Face ID
Police in the United States are being advised not to look at iPhone screens secured with Face ID, because doing so could disable facial authentication and leave investigators needing a potentially harder-to-obtain passcode to gain access.
Face ID on iPhone X and iPhone XS attempts to authenticate a face up to five times before the feature is disabled and the user’s passcode is required to unlock the smartphone.
Elcomsoft presentation slide talking about Face ID (image via Motherboard)
Given the way the security system works, Motherboard reports that forensics company Elcomsoft is advising law enforcement, “don’t look at the sceen, or else… the same thing will occur as happened [at] Apple’s event.”
The note appears on a slide belonging to an Elcomsoft presentation on iOS forensics, and refers to Apple’s 2017 presentation of Face ID, in which Apple VP Craig Federighi tried and failed to unlock an iPhone X with his own face, before the device asked for a passcode instead.
Apple later explained that the iPhone locked after several people backstage interacted with it ahead of Federighi, causing it to require a passcode to unlock.
The advice follows a recent report of the first known case of law enforcement forcing a suspect to unlock an iPhone using Face ID. The action subsequently helped police uncover evidence that was later used to charge the suspect with receiving and possessing child pornography.
In the United States, forcing someone to give up a password is interpreted as self-incrimination, which is protected by the Fifth Amendment, but courts have ruled that there’s a difference between a biometric recognition system like Touch ID and a passcode that you type into your phone.
In some cases, police have gained access to digital data by forcing people to unlock mobile devices using their fingers. Indeed, before Face ID was in use, law enforcement was advised how it could avoid locking Touch ID fingerprint-based authentication on Apple’s iPhones.
- How to Quickly Disable Touch ID and Face ID on an iPhone
“With Touch ID, you have to press the button (or at least touch it),” Vladimir Katalov, CEO of Elcomsoft, told Motherboard. “That’s why we always recommend (on our trainings) to use the power button instead, e.g to see whether the phone is locked. But with Face ID, it is easier to use ‘accidentally’ by simply looking at the phone.”
Related Roundup: iPhone XSTags: Face ID, lawBuyer’s Guide: iPhone XS (Buy Now)
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