Geek Buys Exoskeleton to Wield a Giant Anime Sword [Video]

https://www.geeksaresexy.net/2021/03/11/geek-buys-exoskeleton-to-wield-a-giant-anime-sword-video/

Professional geek Allen Pan always wanted to wield one of those giant anime swords, so he decided to get himself an exoskeleton suit to help him lift the insanely heavy one a friend crafted for him. He then asked a legitimately strong guy (@chasegains250) to attempt to lift it without the suit. Watch!

[Allen Pan – Sufficiently Advanced]

The post Geek Buys Exoskeleton to Wield a Giant Anime Sword [Video] appeared first on Geeks are Sexy Technology News.

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March 11, 2021 at 11:18AM

Tom Cruise deepfake creator finally comes forward

https://geekologie.com/2021/03/tom-cruise-deepfake-creator-finally-come.php

tom_cruise_deepfake_before_after.jpg
There’s been a Deepfake Tom Cruise TikTok account that’s been going viral and the creator has finally come forward as Belgium VFX specialist Chris Ume.

"You can’t do it by just pressing a button," says Ume. "That’s important, that’s a message I want to tell people." Each clip took weeks of work, he says, using the open-source DeepFaceLab algorithm as well as established video editing tools. "By combining traditional CGI and VFX with deepfakes, it makes it better. I make sure you don’t see any of the glitches."

To get the effect he also hired Tom Cruise impersonator Miles Fisher, so this kind of thing probably wouldn’t work if you just used a random person off the street. I mean, unless you were trying to convince the world Tom Cruise had completely let himself go and was now just a guy eating leftover nachos out of the microwave. Keep going for the full video breakdown of his process as well as an episode of Sassy Justice, another deepfake video series that Chris works on.

And Sassy Justice:

via Geekologie – Gadgets, Gizmos, and Awesome https://geekologie.com/

March 10, 2021 at 01:45PM

The Dire Possibility of Cyberattacks on Weapons Systems

https://www.wired.com/story/dire-possibility-cyberattacks-weapons-systems/


We often hear about cyberattacks, cyber operations, and malware infections that target computer systems or smartphones. Attacks against civilian infrastructure facilities such as hospitals, water sanitation systems, and the energy sector similarly get a lot of airtime. But there is another type of high stakes system that gets much less attention: weapons systems. These include guided missiles, missile, and anti-missile systems, tanks, fighter jets, and more—all of which are computerized and possibly networked. We can imagine that weapons systems contain security vulnerabilities similar to most other information systems, including serious ones.

A malicious adversary taking over the control of deadly weapons capable of kinetic destruction may sound like a political fiction plot begging to be overhyped. But today, computerized weapons systems control the defense pillars of many countries. And though information on these systems is highly secretive, there is one thing we do know: While accessing such systems is not easy, they almost certainly contain vulnerabilities. My experience indicates that there is no reason to think otherwise. And such a possibility constitutes a potential risk to the world’s security and stability.

The consequences of such hacking operations could be dire. Control over these weapons systems is an integral state prerogative, and any external interference with them could be interpreted as interference in the internal state matters, leading to retaliation. No country would simply allow adversaries to peek inside the matters restricted to state control, such as the oversight of the army. Fortunately, actually pulling this off is far from simple.

Conducting a cyberattack of this kind would require not only hostile intentions, but also the existence of security vulnerabilities in the controlling systems. In order to exploit such bugs, the attacker would also need access to that system, which is not easy to obtain. But these obstacles are not impenetrable.

We should hope that such cyber risks remain low. In order to ensure that they do, the number and severity of these vulnerabilities must be controlled. The world’s militaries and governments must create a management process for the discovery of vulnerabilities—one that encourages finding them, establishes a system for fixing them, possibly even shares the information with allies, and generally works toward attaining stability. Similarly, the opportunity to exploit any weaknesses should be tightly guarded, typically by allowing access only from the internal networks, which malicious actors would be unable to reach.

Hopefully, the world’s militaries are already, in fact, looking for these vulnerabilities. But if they have found them in the past, the information about such findings has rarely been disclosed in the public. This sphere is permeated with silence. The public tidbits come from the rare reports or occasions of remarkable transparency. Such reports are a litmus test, confirming suspicions of vulnerable weapons systems. For example, the 2018 US Government Accountability Office report includes a remark about the routine identification of “mission-critical cyber vulnerabilities that adversaries could compromise,” including the ability to take full control over the tested systems, in some cases. It goes on to explain that these vulnerabilities pose unique threats to large, interdependent systems, also because updating or replacing just one part is far from simple. According to the report, a “patch or software enhancement that causes problems in an email system is inconvenient, whereas one that affects an aircraft or missile system could be catastrophic.”

Fortunately, awareness of this issue does seem to exist in certain communities. In a 2021 declassified briefing, the US Department of Defense disclosed that cybersecurity risks had been identified in multiple systems, including a missile warning system, a tactical radio system, a guided missile, and the B-2 Spirit Bomber. While the details of the identified and fixed cybersecurity issues remain classified, we can reasonably conclude that these and other weapons systems contain serious weaknesses.

The (classified) results of the audit of a 16-year-old B-2 Spirit bomber, capable of carrying nuclear munitions, raises similar concerns. Technical details of the report are not available to the public, but what we can see allows us to reasonably conclude that serious cybersecurity vulnerabilities exist in weapons systems, including those that would let the potential adversary take control over a system. This is likely because the maintenance of such old legacy systems is always a cybersecurity challenge, whether it’s obsolete systems used in hospitals, or weapons systems used by the world’s militaries. Fortunately, in the process of updating them, some issues are detected and corrected. But the phenomenon of cybersecurity risks in existing weapons systems is real. And this is true not only of the weapons systems employed by the US, but likely also of virtually every other weapons system employed by any other country.

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March 10, 2021 at 07:09AM

Expert Panel Calls for More Smokers to Get Tested for Lung Cancer Starting at 50 Years Old

https://gizmodo.com/expert-panel-calls-for-more-smokers-to-get-tested-for-l-1846442738


Photo: Cameron Spencer (Getty Images)

More people with a long history of smoking should be tested annually for lung cancer, even if they’ve quit in recent years, according to new guidance released Tuesday by a government-backed panel of health experts.

The U.S. Preventive Services Task Force routinely reviews and guides preventative health care services in the country. Though officially a government agency, their guidelines are crafted by relevant outside experts brought in on a volunteer basis. On Tuesday, the agency’s experts issued new guidelines for lung cancer screening, which were also published in the medical journal JAMA.

The recommendations call for people between the ages of 50 and 80 years old with at least 20 pack-years of smoking to be screened annually for lung cancer. A pack year is defined as having smoked the equivalent of a pack—which has 20 cigarettes—a day for a year. People who have smoked that much but since quit are still advised to be screened, so long as they had quit within the past 15 years. Those who had quit more than 15 years ago or who have conditions that would affect their life expectancy or willingness to undergo lung surgery are not recommended for screening.

The USPTF’s recommendations aren’t just polite advice; they greatly influence insurance coverage, meaning that more Americans should now be eligible for lung cancer screening through their current health plans.

The new guidelines are more expansive than the most recent set, which were released in 2013. The previous version called for the screening of people between the ages of 55 to 80 years old with 30 pack-years of smoking. According to the USPTF authors, new evidence since then has shown the likely benefits of earlier screening for people with a lighter smoking history. A modeling study also published in JAMA on Tuesday, for instance, found that this new criteria would prevent more lung cancer deaths over the long run compared to the previous guidance, with few added harms.

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The study modeled what would happen if everyone who was eligible and born in 1960 was screened for lung cancer via a low dose CT scan, the standard screening test. The new guidelines would be expected to prevent 503 deaths per every 100,000 people screened, compared to 381 preventable deaths per every 100,000 under the old criteria.

Importantly, the new guidelines might also help shorten certain gaps in cancer care. Although smoking remains the leading risk factor for lung cancer, the incidence of lung cancer is higher among Black Americans than other racial groups, and it’s thought that Black and Native Americans are more at risk from lung cancer at lower levels of smoking. Women also might get screened more now, since they generally smoke less on average than men.

“According to our analyses, the new recommendations will reduce disparities in lung cancer eligibility by sex and race, which hopefully will result in reductions in lung cancer disparities in the U.S.,” Rafael Meza, an associate professor of epidemiology at the University of Michigan School of Public Health who led the new modeling research published in JAMA, said in a statement released by the university.

Currently, lung cancer is the second-most common cancer in the U.S., accounting for more than 200,000 confirmed cases a year. And while the number of lung cancer deaths has steadily declined over the decades, it’s still the leading cause of cancer death in the U.S. This year, approximately 131,880 Americans are expected to die from it.

via Gizmodo https://gizmodo.com

March 9, 2021 at 05:00PM

The Evolution of Unreal Engine (1996-2021)

https://www.gamespot.com/videos/the-evolution-of-unreal-engine-1996-2021/2300-6454885/


Throughout its history, the Unreal Engine has maintained itself as one of the most popular development tools in the games industry. From its early days in the mid 90s, to its powerhouse performance as a games and film visual creation engine, the Unreal Engine has powered many of the most iconic video games over the course of nearly three decades–which includes Gears of War, BioShock, and Fortnite.

In this video, we’re taking a look at the evolution of Epic Games’ tech. Starting with 1996’s Unreal Engine 1 tech demo, we look at how Epic Games’ early tech revolutionized the rendering of 3D environments. Then after, we go over how Unreal Engine 2 took things further by adding improved lighting, detailed character animations, and a greater sense of depth in 3D spaces. From there, the video continues on, from Unreal Engine 3 all the way to the current day where we’re now still awaiting the upcoming release of Unreal Engine 5, which adds more realistic visuals and lighting.

Along with this look back at the advances to the Unreal Engine, we’ve also published an extensive video on the evolution of PlayStation consoles. For more information on what’s to come with the Unreal Engine 5, be sure to check back with GameSpot for more details.

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March 8, 2021 at 08:17PM

Report: New Nintendo Switch With 4K Output, OLED Screen Will Release Before Christmas

https://kotaku.com/report-new-switch-with-4k-output-oled-screen-will-rel-1846402776


Last year, Bloomberg reported that a new model of the Nintendo Switch would be out sometime in 2021. Today, they’re reporting some finer details on what this new model will be.

The original report was very light on details, saying only that Nintendo “has looked into including more computing power and 4K high-definition graphics”, but today’s story, but that has now been clarified to say that this new model will feature an OLED screen made by Samsung, which will be seven inches across (current Switch models are 6.2 and 5.5 inches for the regular and Lite respectively) and feature a 720p resolution.

It will also, perhaps even more importantly, output 4K visuals when connected to a TV, which will make for one hell of a resolution change when switching between docked and handheld mode.

Bloomberg’s report says production on the new screens will commence in June, with the “displays slated for shipment to assemblers around July”, meaning this new model would be ready “in time for the holidays”.

via Kotaku https://kotaku.com

March 3, 2021 at 07:19PM

Super Nintendo World Theme Park To Open Early 2025 In Florida, Mayor Says

https://www.gamespot.com/articles/super-nintendo-world-theme-park-to-open-early-2025-in-florida-mayor-says/1100-6488394/?ftag=CAD-01-10abi2f


Construction has started again on the “Epic Universe” at Universal Orlando Resort in Florida that will be home to the Super Nintendo World theme park. Now, the local mayor has provided an update for when the attraction may open: early 2025.

Jerry Demings shared the update with The Orlando Sentinel, saying that’s the projected opening date that he was told by Universal. The park was supposed to open earlier, in 2023, but construction was delayed due to COVID-19. Officially, Universal has not committed to an opening date for the theme park.

Crews are getting back to work “immediately,” Universal said in a news release. However, the company said it will take “several months” before construction ramps up to “full speed” as it needs to re-hire people to do the work.

“Restarting Epic Universe will result in hundreds of jobs within Universal and thousands of jobs across Central Florida,” Universal said. “These positions include highly skilled professional positions, all levels of construction jobs and beyond.”

The Epic Universe attraction will include a theme park itself that features Super Nintendo World, as well as a hotel, shops, an entertainment center, and restaurants.

Super Nintendo World attractions are also coming to Universal’s theme parks in Osaka, Japan and Hollywood, California, as well as Singapore. From what we’ve seen so far, there will be a Mario Kart ride and an augmented reality attraction where you fight Bowser Jr. There will also be a variety of themed food options, like a burger that looks like a mushroom.

While you may not be able to visit Super Nintendo World anytime soon, you can virtually visit the theme park via this interactive website.

In addition to this theme park, Nintendo is working with Universal’s parent company–Comcast–on an animated Mario movie from the makers of Minions.

Got a news tip or want to contact us directly? Email news@gamespot.com

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March 4, 2021 at 07:17AM