Outlook now displays coworkers’ availability on your phone
Sunrise is officially dead, but Microsoft just added a new feature to the Outlook iOS calendar that might help you forget it. In a trick borrowed from the desktop app, the iOS version of Outlook has a new scheduling assistant that makes it fairly easy to book a meeting. All you need to do is create an event and add coworkers in the “people” field, then choose the date picker.
From there, you can see times in white, yellow or red, indicating spaces where everyone is available (or not). Then, you can tap the time picker and drag it around until it turns green, giving you a slot that works for everyone. From there, you can fill in the rest of the information and save the event, which will automatically notify the other parties.
Many of Outlook’s calendar features come directly from Sunrise, so at least Microsoft is using the IP it paid for. Redmond integrated Sunrise’s “events” and “interesting calendars” feature last month, and added the time and date picker shortly afterwards. The scheduling assistant from Outlook desktop is icing on the cake, but whether it convinces diehard Sunrise fans to switch remains to be seen. The new feature is only on iOS, but is coming to Android and Windows 10 Mobile “shortly.”
Source: Microsoft
‘Battlefield 1’ reminded me that before war was a game, it was hell
The Battlefield games aren’t exactly known for having the best single-player modes. In fact, players ignore the series’ solo experiences so routinely that this was actually a reason we didn’t see a campaign mode in Star Wars: Battlefront last year. “Very few people actually play the single-player on these kinds of games,” EA’s Peter Moore said at the time. “That’s what the data points to.” So, naturally, when I picked up a copy of Battlefield 1 earlier this week, I planned to skip directly to online multiplayer — but the game didn’t let me. First, it had to teach me a history lesson. “Battlefield 1 is based upon events that unfolded over one hundred years ago,” the game told me immediately after booting up. “What follows is front line combat. You are not expected to survive.”
Normally, a game that automatically shoves me into its single-player campaign would have me scrambling for the skip button — but that lead-in text lingered in my mind. Why had the game bothered to tell me I wouldn’t survive? The Western Front appeared onscreen, along with a directive to defend my position against waves of German soldiers. I fought valiantly but, like the disclaimer said, I was doomed to fail.

As my fictional soldier fell to the ground, I expected the game to cut to the Battlefield 1 logo. Instead, the camera zoomed out to reveal an epitaph for the character I had just failed. A somber voiceover touched on the futility of war as my view settled behind the eyes of another soldier. Soon, he fell too. Then another, and another, each expiring under their own floating epitaph showing the character’s birth year and time of death. The narrative’s emotionally manipulative hook was obvious, but still effective. This wasn’t a game — it was a war. I left the experience feeling like a soldier myself. One who might not make it home.
This isn’t what I was expecting. Most first-person shooters border on power fantasies — walking the player through a series of overblown, high-adrenaline sequences designed to make them feel like action heros. Battlefield 1 shatters that illusion by putting the player through a carousel of death, complete with narration. “We came from all over the world, so many of us thinking this war would be our right of passage. Our great adventure,” the voiceover coldly explains. “Instead of adventure, we found fear.”
This helps players empathize with the soldiers in a way other war games often don’t and gently reminds them that this is more than a game — it’s history. Battlefield 1’s intro isn’t just hinting that its campaign is story driven; it’s asking you to respect the memory of the soldiers of the war it’s based on. “Behind every gunsight is a human being,” says the voice, driving the point home. That’s not a sentiment I’m used to hearing in my war simulators.

By contrast, Call of Duty, Medal of Honor and previous Battlefield titles are games first, offering great action experiences and more than enough danger to keep players on edge. That’s perfectly fine — and exactly what these games are supposed to be — but as a result, they almost never break free of the typical tropes. Namely, the player is the hero and the good guys always win. Real war isn’t like that, and neither is Battlefield 1’s prologue. Despite being scripted and even a bit preachy, it’s poignant too. That’s enough to get me to do something I’ve never done before: Play the campaign mode of a Battlefield game.
Unfortunately, the harsh realism of the game’s introduction doesn’t quite carry over to the rest of the game’s single-player experience. The five “war story” vignettes that make up Battlefield 1’s campaign mode take players to five different fronts of the Great War, following five soldiers through their respective adventures. Each story is unique and uses a distinct narrative to draw you in — but they all also fall back on the same heroism tropes used in other war games. It’s easy to forget the bleak prologue when you’re running across the bow of a German airship in a last-ditch effort to single-handedly take out the rest of the Zeppelin fleet.

Even so, Battlefield 1’s single-player stories are still worth playing. Clever writing goes a long way toward softening some of these war hero cliches. One story has you questioning if the over-the-top adventure you’re playing is reality or the exaggerations of a braggart. Another is framed as the somber reflections of a soldier struggling to cope with being his team’s only survivor. These stories didn’t hit me as hard as the game’s opening sequence, but they’re still strong, character-driven narratives deserving of your time. In fact, they’re good enough that they made me go back and see if I was missing anything in Battlefield 4’s single-player mode. I wasn’t, but I’m glad Dice tricked me into trying Battlefield 1’s campaign. Next time they release a game, maybe I won’t forsake the solo experience in favor of mulitplayer.
‘I Expect You To Die’ will come to PlayStation VR this year
Schell Games has announced that its forthcoming title I Expect You To Die will arrive on PlayStation VR in time for the holidays. Previously the game was announced for the Oculus Rift, and was designed to work with that platform’s touch controls. I Expect You To Die is a locked room mystery, wth a spy trying to escape capture by solving a series of puzzles and avoiding death-defying traps. The company hasn’t issued a specific launch date for PlayStation support, but given that the game launches for PCs on December 6th, it’s not hard to assume it’ll be around there.
Uber and Lyft aren’t immune to racial discrimination by drivers
For a while, ridesharing has been seen as a possible solution to the racial discrimination you sometimes see with taxis. If drivers can’t always see or hear you first, they’re less likely to reject your request, right? Unfortunately, the industry isn’t entirely color-blind. A newly published study reveals that there’s still some bias in the ridesharing world. Uber drivers in Boston were over twice as likely to cancel rides on people with black-sounding names, for example, while black men waiting for rides in Seattle faced tangibly longer wait times for both Lyft and Uber.
The nature of the services makes it difficult to quantify more passive forms of racism. Uber doesn’t show drivers your photo when you request a ride, but Lyft does — a bigoted Lyft driver could simply ignore your request instead of cancelling. The data shows signs of sexism, too. Women occasionally faced overly long rides with drivers who were either flirting or assumed that female passengers wouldn’t notice rip-off routes.
Both Lyft and Uber tell Bloomberg that they don’t tolerate discrimination, and contend that their services ultimately reduce racism. They’re right to a degree: ridesharing reduces the chances of drivers avoiding whole neighborhoods, and it’s much easier to punish drivers who frequently cancel on customers. Also, the semi-entrepreneurial nature of most ridesharing (you’re using a personal car and setting your own hours) means that nearby drivers are more likely to live in the area and feel at home picking up locals.
Much like Airbnb, though, these companies are facing a difficult balancing act between fighting discrimination and maintaining convenience. If you withheld all names and photos from ridesharing services, it’d be harder for drivers to know who they’re picking up. Likewise, harsher penalties for drivers who cancel would be tricky. You don’t always know whether a cancellation is fueled by racism or more innocuous reasons. There are steps that the companies can take without affecting innocents, though, such as reviewing driver behavior. And the ridesharing outfits aren’t necessarily opposed to the study — Uber even says the data is “helpful” in showing how it can improve. You might just see some policy changes that lead to a more egalitarian experience.
Source: Bloomberg
Apple Watch Series 1 and 2 Owners Noticing ‘Great’ Battery Improvements in watchOS 3.1
One week ago, Apple released watchOS 3.1 to the public, bringing various bug fixes and performances improvements to the first version update of watchOS 3. Over the past few days a hidden advantage of 3.1 has been discovered, with users on the MacRumors forums and Reddit mentioning that they have vastly improved battery life on their Apple Watch Series 1 and Series 2 following the new update.
In a thread that started last Wednesday, forum member tromboneaholic posted a topic about the “great battery life” found on their Series 1 Apple Watch after updating to 3.1. Sixteen hours after charging the device, it still had 75 percent battery, even “with everything turned on like location services and background app refresh.” Series 1 and Series 2 Apple Watch owners note the same beefed up battery life in 3.1, with one forum member saying that they “can now comfortably skip charging every other night” if they wanted.
I read reports that beta users were getting great battery life under 3.1. I wasn’t prepared for how big the improvement would be. I have a Series 1, and I had 75% battery left after 16 hours yesterday. After charging it over night, I have 97% battery after 6 hours. This is with everything turned on like location services and background app refresh. So far I haven’t had any strange reboots like I had under 3.0. I would say this is an amazing update for the watch.
My field test with watchOS 3.1 on my AW S2: took it off the charger Friday at 5:00 am and it lasted until Sunday 7:00 pm. Great! I think I’ll go for a charge every other night and see how that works. For once a great software update, Apple!
Some users have even managed to get a Series 2 Apple Watch on 3.1 to last all weekend. Most Apple Watch owners have known in the past that Apple’s recommended 18 hour battery life could get them through at least one day without a charge, but now it appears watchOS 3.1 has improved that to a point where users can easily get to the two day mark, as long as there aren’t many intensive tasks running on the wearable. Understandably, some apps — like Apple’s stock Workout app — increase battery loss when running in the background, which offsets the statistic for users working out heavily throughout the day.
Some owners of the original Apple Watch, known online as “Series 0,” appear to not have gotten the same battery boost, however. One forum member said their Series 0 “has actually gotten a little worse” on 3.1, with the end-of-day battery percentage down by 10 percent on average. Another user worried about their iPhone 7 potentially being the culprit behind major battery drainage issues, but 3.1 doesn’t seem to have helped their case. That forum member mentioned their battery “drops like a stone” after each workout, so it’s most likely a specific hardware issue and not a widespread bug.
My series 0 has actually gotten a little worse. I even unpaired/repaired. In WatchOS 2 I generally finished my day with roughly 25-35% left, with a 1-hour workout. Now i’m down to 10-15% with a 25-45 minute workout.
Sadly my 3.0 and 3.1 experience with original watch is very different. Have unpaired, repaired, reset, restarted but still battery drops life a stone after a workout has run. Have removed all but the one face, background refresh off, handoff off. Genius Bar went through diagnostics and reported all ok. Have a worry that it could be my iPhone 7 causing the problem as the few days with 3.0 on old iPhone 6 I didn’t notice the drain.
Still, the battery improvements for the newer Apple Watches appear to be one of the more notable changes to watchOS for most users. As one Redditor shared yesterday, on a 42mm Series 2 Apple Watch they managed to keep a battery of around 82 percent after 11 hours of standby and 1 hour of usage. That percentage was with prominent haptics, max brightness, and background app refresh all turned on, as well. Since posting, many have shared similar experiences.
Check out the full watchOS 3.1 battery improvement thread over in the MacRumors forums to see more stories related to the update.
Related Roundups: Apple Watch Series 2, watchOS 3
Buyer’s Guide: Apple Watch (Buy Now)
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New 13-Inch MacBook Pro Sans Touch Bar is Marginally Faster But More Efficient Than Last Year’s Base Model
Benchmarks for Apple’s new 13-inch MacBook Pro without the Touch Bar are beginning to collect on Geekbench, providing a closer look at the notebook’s performance improvements and energy efficiency.
The entry-level model, powered by a Skylake-based 2.0GHz dual-core Intel Core i5 processor, currently has an average multi-core score of 6,970, indicating the notebook is only up to 7% faster than the early 2015 base model 13-inch MacBook Pro. Last year’s comparable model, equipped with a Broadwell-based 2.7GHz dual-core Intel Core i5 processor, currently has an average multi-core score of 6,497.
The late 2016 model is also slightly faster than last year’s mid-range 13-inch MacBook Pro, while slightly outperformed by the higher-end model.

The notebooks are each calibrated against a baseline score of 4,000, which is the score of Intel’s high-end Core i7-6600U processor.
While the performance improvements are negligible, the new 13-inch MacBook Pro sans Touch Bar’s 15-watt chip is more energy efficient than the 28-watt chip in last year’s entry-level model. The lower power consumption gives the 2016 base model comparable battery life to last year’s model despite having a smaller 54.5-watt-hour battery versus the 74.9-watt-hour battery in last year’s comparable.
Given that the non-Touch Bar model’s 6360U chip would typically be appropriate for the MacBook Air, the new 13-inch MacBook Pro with Touch Bar should be a more accurate comparable to last year’s base 13-inch model. However, it is also $500 more expensive. Benchmarks for that model should be available next month when Apple begins shipping the Touch Bar notebooks to customers.
Related Roundup: MacBook Pro
Tags: Geekbench, benchmarks
Buyer’s Guide: Retina MacBook Pro (Buy Now)
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Apple Releases iOS 10.1.1 to Address Bugs Related to Missing Health Data
Apple today released iOS 10.1.1, the third official update to the iOS 10 operating system, one week after releasing iOS 10.1 with Portrait Mode and just over six weeks after providing the new iOS 10 operating system to the public.
Today’s update fixes bugs including an issue where Health data could not be viewed for some users. iOS 10.1.1 can be downloaded as a free over-the-air update on all iPhone, iPad, and iPod touch models compatible with iOS 10.
iOS 10 is a major update that includes features like a redesigned Lock screen experience, a revamped Messages app with a full App Store, a Siri SDK for developers, new looks and features for Maps and Apple Music, and tons more. Make sure to check out our iOS 10 roundup for details.
Related Roundup: iOS 10
Tag: iOS 10.1.1
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Sony A6500 preview: Compact, powerful and now with touch
Sony has made a quickstep through some of its Alpha models, with the A6500 following the A6300 that was announced at the beginning of 2016.
This new E-mount model offers much the same design of the A6300 and A6000 that came before and in many cases adopts much of the specification too, but in many cases makes a number of tweaks to boost the performance.
We got our hands on a prototype of the new model at Sony’s UK launch. Sadly, as this wasn’t a final device, we weren’t able to keep or share any of the photos we took with it.
Sony A6500 preview: Design
These E-mount models offer a compact APS-C interchangeable lens design, with a familiar look. Put the A6000, A6300 and the A6500 side-by-side and there’s very little difference.
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Over the past few years of this camera’s life, Sony hasn’t changed a huge amount. However, when we reviewed the A6000 in 2014, we instantly liked the compact nature and the high build quality in this camera that evolved out of the NEX line.
For the A6500, there’s little difference in size or weight from the former models, although Sony was keen to point out that there as a little more grip, so your fingers have a little more purchase, for better control. It’s a small detail, but should aid those who find this smaller body a bit difficult to manage, especially with a weighty lens on the front.
The A6500 retains that magnesium body, and water and dust resistant, pitched very much as a camera for those serious about their photography.
Sony A6500 preview: Getting touchy
One of the big omissions from the A6300 was touch. With a cracking new AF system, covering some 425 points, 84 per cent of the imaging area, there was no easy way of manually selecting the precise point of focus.
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Sony is being rather choosy with which models gets touch, as the new Sony RX100 V, its champion high-end compact, still doesn’t offer this handy feature which is something of a surprise given how useful it is on these compact models.
- Sony Cyber-shot RX100 V preview: Adding quality, speed and accuracy
With the same focusing system in the A6500 as the A6300, a hybrid AF system using phase and contrast detection that works at incredible speed, Sony has now added a touch panel to the 3-inch display on the rear.
As before, this is a display that you can move into a wide range of positions to give you composition options, but adding touch means you can do a whole lot more. Not only do you get direct interaction with menu options, but you get those tap focusing options too.
There’s some clever stuff going on here, as you can use the viewfinder, half press the button and see where the camera focuses, and then use your thumb on the screen to move that focal point where you want it.
It might sound fiddly, but it’s a natural movement as you’re already gripping the camera and that thumb falls into just about the right position to swipe across the screen and move the AF point.
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Those who are left-handed (or use your left eye) will know that your nose can trigger touchscreen devices when using the viewfinder because the camera is next to your face, your nose often against the back of the camera. Sure, you can, with practice, move the focal point with the tip of your nose – we tried it and it works – although we’re not confident that’s a long-term solution.
What you can do, however, is reduce the area of the touchscreen used for focus select. You can opt for half or a quarter of the screen and again, this is easy enough to find with a thumb and move focal point when using the viewfinder, while avoiding any nasal activation.
There are some other advantages too: touch can be used in playback, giving you instant zoom, so you can get into the details easily.
The viewfinder on the A6500 is the same OLED viewfinder we’ve seen before, which is bright, crisp and sharp, giving you loads of information. Some might prefer the natural look that you get from an optical viewfinder, but Sony is making it very difficult to not like the A6500 viewfinder.
Pocket-lint
Sony A6500 preview: Faster in capture
Not only does the A6500 offer fast focusing, but it also adopts one of the skills of the RX100 V and that’s the front-end LSI that been transported from the A99.
What this does is put more power up front, meaning that the A6500 can shoot faster and capture continuously, offering up to 269 shots in RAW, without slowing down.
That’s something that might appeal to those wanting to capture fast action, and rattling off 11 frames a second, it won’t take you long to fill a card. Of course, capturing is one thing, writing to the card is another and as we didn’t have final sample models of the camera, it’s difficult to judge exactly how this might work out in real life.
We also can’t judge how the performance is lifted by the new hardware. The sensor is the same 24.2-megapixel APS-C sensor as the A6300, paired with the Bionz X engine, and Sony is promising better performance at higher ISOs, thanks to having more power available.
First Impressions
This family of Sony cameras was a little slow to update from the A6000, now quicksteps through to a new model. There’s a lot on offer in the A6300 and the A6500 takes things up a step, but at the same time, you’re being asked to pay £1500 for it, a lift of about £300.
There’s lot on offer in the A6500. The have the in-body 5-axis stabilisation, meaning that you can use your E, A or any other lenses you have via adapters and still benefit from that stabilisation.
Touch means this is more fully-featured model than those it sits alongside, and should still offer those high quality images. We’re yet to see what the final performance of this camera will be, but first impressions are good.
We can’t wait to give it a thorough workout in a full review as soon as we can.
Volvo’s self-driving cars will hide from UK ‘bullies’
If you could see that the car in front of you was being driven autonomously and therefore navigating in an ultra-safe manner, how would you react? Would you treat it as you would any other road user or be more inclined to torment it, knowing it would yield to your advances? It’s a very real question that car makers and insurance companies are wrestling with and one that has prompted Swedish automotive giant Volvo to take preemptive action. The Guardian reports that it’s decided that when the first 100 self-driving 4x4s hit London’s streets in 2018, they’ll look no different to any other Volvo of the same model so that other road users aren’t tempted to “take them on.”
Those are the words of Erik Coelingh, senior technical leader at Volvo Cars: “From the outside you won’t see that it’s a self-driving car. From a purely scientific perspective it would be interesting to have some cars that are marked as self-driving cars and some that are not and see whether other road users react in a different way,” he told the newspaper. “I would expect they will, but I don’t know how and to what extent. So just to be on the safe side they will all be unmarked cars. I’m pretty sure that people will challenge them if they are marked by doing really harsh braking in front of a self-driving car or putting themselves in the way.”
Coelingh’s words echo sentiments from a recent London School of Economics study that polled European road users on their attitudes towards autonomous vehicles. The inquiry found that drivers would be tempted to drive aggressively around or “bully” driverless cars. One Brit went as far to say: “[The AVs are] going to stop. So you’re going to mug them right off. They’re going to stop and you’re just going to nip round.”
The UK government is already taking its first steps to modernize road laws, opening a consultation on whether it’s fair to blame drivers for improper use of autonomous driving features and ensuring that car makers are on the hook should their technology fail to operate in the desired manner. Some UK self-driving car projects are already navigating public roads, but the vehicles are covered with stickers and branding to identify the fact that they’re driving on their own.
Volvo is already taking to Transport for London (TfL) and Highways England to safely integrate its first SUVs, which will be deployed on certain UK roads, including the M4 motorway from Heathrow into London. Drivers will given the choice to deploy autonomous features on traffic-heavy routes, allowing Volvo to see how its vehicles operate in typical, if not stereotypical, conditions.
Source: The Guardian
MIT taught a machine to give you nightmares
Robots are learning to create zombie faces and apocalyptic landscapes, and with your help, they can make them even more terrifying. Researchers from MIT and Australia’s CSIRO have created the Nightmare Machine, an AI algorithm that can transform a normal face or landscape into nightmare fuel. The AI analyzed 200,000 normal human faces and was soon able to generate its own, but the team wanted to take it in another, freakier direction.
“We want to produce scary faces,” Dr. Manuel Cebrian told the Sydney Morning Herald. “So we take a zombie face –- a really scary one –- and feed it into the neural network.” From just a single heavily weighted image, the algorithm was able to produce scary images on its own. At least, sometimes — it also produced images that were more goofy than scary, and that’s where you come in.
The team asked humans to vote on which faces are scariest, then fed the data back into the AI. After 200,000 votes and counting, it was able to refine the algorithms and produce scarier images more consistently. (You can vote yourself on faces and landscapes in various styles, including “slaughterhouse,” “toxic city” and “alien invasion.”)
You might wonder why you would help create your own personal hell, but researchers from MIT and Australia’s CSIRO think their work could actually aid humanity. The idea is to teach machines what humans don’t like, then apply the opposite to help them. “The same technology we are using in this silly project could actually be used to comfort, to invite humans to co-operate with machines,” Dr. Cebrian says. Let’s hope like hell he’s right about that, because teaching machines exactly what we’re afraid of sounds like a … scary idea.
Via: Sidney Morning Herald
Source: CSIRO



