Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

Listen to David Bowie's First Album in 10 Years for Free Online (Legally)











You don’t have to wait until March 12 to find out whether David Bowie’s first album in a decade is more Tin Machine than Low; the long-awaited The Next Day is already available, streaming in full on iTunes for a limited period pre-release.


The stream continues Bowie’s current interest in previewing content from the album for free online before release; videos for both “Where Are We Now?” and “The Stars (Are Out Tonight)” debuted on YouTube in the last month with little fanfare, like this stream. Although iTunes’ page for the stream lacks any information about the individual songs, The Next Day’s track listing is as follows:


01. The Next Day 3:51
02. Dirty Boys 2:58
03. The Stars (Are Out Tonight) 3:56
04. Love Is Lost 3:57
05. Where Are We Now? 4:08
06. Valentine’s Day 3:01
07. If You Can See Me 3:16
08. I’d Rather Be High 3:53
09. Boss Of Me 4:09
10. Dancing Out In Space 3:24
11. How Does The Grass Grow 4:33
12. (You Will) Set The World On Fire 3:30
13. You Feel So Lonely You Could Die 4:41
14. Heat 4:25


Deluxe version bonus tracks:
15. So She 2:31
16. Plan 2:34
17. I’ll Take You There 2:44


The stream will remain available until March 11.






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Exclusive Clip: Relive Napster's Big Break in the Documentary <em>Downloaded</em>



If the 1990s had a baby, it might look something like the documentary Downloaded. For one, it’s about the rise and fall of Napster, complete with plaid-heavy video of the young Sean Parker and Shawn Fanning. For another, it’s directed by Alex Winter, aka Bill S. Preston, Esq. from the Bill & Ted movies. Combined they’re the bookends of the decade that launched web culture.


And yet everything about the documentary is so relevant to today’s tech industry it’s unnerving.


“The movie is trying to say, ‘We’ve come really far and we’ve really gone backwards at the same time,’” Winter said in an interview with Wired. “Napster is a really good way in to that kind of examination of the culture, because of when it existed but also because both of the guys stayed in the game and are still relevant in the tech world.”


Relevant for a reason. In a way that makes it feel like ancient history yet entirely prescient, Downloaded chronicles how Parker, Fanning, and their fellow coders met online and started a digital revolution — and then got decimated in the legal morass Napster created. Yet, as Winter notes, the documentary comes at a time when everything that Napster stood for and enabled — connecting like-minded people through the web, easy access to data, listening to music through computers — has all become part of our daily lives, even if it confused the newscasters interviewing Fanning and Parker at the time. WikiLeaks, iPods and Megaupload didn’t exist when they were building their file-sharing network, and in retrospect it’s clear to see just how far ahead of the curve they were.



Downloaded, which will be premiering at the South By Southwest Film Festival, also provides an amazing amount of insight into how they got ahead of the curve — by coding their fingers off. A seminal moment, previewed exclusively above, came when they were able to scale Napster up so that everyone could use it. “It was all about making small, incremental wins with the code and with the technology,” Ali Aydar, Napster’s one-time senior director of technology, says in the clip. Once they did that they reached 20 million users in almost no time.


“That little moment really sums up for me why I wanted to make the movie,” Winter said of the clip, adding that watching it feels like witnessing history. “[It's like] if you could be a fly on the wall watching Edison crack [the problem of] the incandescent bulb — that’s the closest me as a geek will ever get to watching the actual birth of the digital revolution.”


Downloaded will premiere at the South By Southwest Film Festival on March 10.



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Good Eggs Aims to Be the Amazon of Local Food



Good Eggs, which launched last summer as the Etsy of local food, is expanding in a bid to become the Amazon of local food.


The San Francisco-based company launched a new web platform Thursday that lets users select items from local vendors and farmers and combine them in a single order ready for delivery or pickup. That’s transforming Good Eggs from a web stand for multiple vendors to a central hub for purchasing and delivering local food.


“We actually had the inventory for an awesome grocery store, but the missing piece was some kind of central distribution, some way for you place an order across all of these vendors and get a single pickup or delivery,” co-founder Rob Spiro told Wired. “We were experimenting with offices and pickup spots…. The model we found working well was very operational. You end up getting into the logistics game to provide a high quality of service.”


Unlike the traditional CSA (community-supported agriculture) deliveries, Good Eggs lets you customize what you want, to include specific amounts of fruits and veggies, fresh fish, prepared food, baked goods and more. You still pick from what’s in season, but if you hate potatoes, you don’t get potatoes.



To support its newfound operation, Good Eggs is moving into a giant warehouse where it can aggregate all of its vendors’ product and put together its made-to-order boxes of food. Spiro says that they’ve been running test routes throughout the San Francisco Bay Area to figure out which are most efficient, and naturally, the former Googler says that all routes are “optimized algorithmically.”


Delivery does, however, cost an extra $4, whereas pickups at various locations (there are seven in San Francisco) are free.


Unlike Farmigo, another online food startup, Good Eggs caters to the individual rather than the community. Farmigo CEO Benzi Ronen told Wired in December that his company opted out of home delivery because of high costs. Good Eggs’ Spiro says that isn’t so much a concern for him.


“We’re taking the challenge head on,” Spiro said. “We have all these producers already running their businesses through Good Eggs…. You place your orders, it goes directly to the producer, then it goes to this one warehouse…. The long-term goal is to build out hubs in hundreds of areas.”


Good Eggs is already in the process of signing vendors up in Brooklyn, New York City, and plans to expand to several other cities.


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Private Plan to Send Humans to Mars in 2018 Might Not Be So Crazy



An ambitious private manned mission to Mars aims to launch a two-person crew to fly around the Red Planet and return to Earth in 501 days, starting in January 2018.


This bold undertaking is planned by the Inspiration Mars Foundation, a non-profit company founded by millionaire and space tourist Dennis Tito that was officially unveiled on Feb. 27 after early details leaked. Though the spacecraft would not land humans on Mars or even put them in orbit, it would bring people within a few hundred kilometers of the Martian surface — roughly the same distance between the International Space Station and Earth — and represent a major milestone in human spaceflight. If successful, the mission would go down in history as the first time a private company accomplished something government agencies were unable to do in space.


The mission is extremely ambitious, well beyond anything previously accomplished by the private sector and it faces plenty of obstacles. The company has an aggressive schedule to keep if it wants to hit its 2018 mark and needs to make sure the necessary technology is developed and well-tested. Despite its deep-pocketed backer, the mission has nowhere near the funding it needs to launch and will require raising greater sums than have ever been done for a private space endeavor. Its designers also need to figure out exactly how to keep the crew healthy, both physically and psychologically, for the 501-day duration of the flight as they face dangers from radiation, bone and muscle loss, fatigue, and depression. Mission designers will have to ensure they can get the crew safely to the ground when the capsule returns to Earth at a screaming 30,000 mph.


Yet despite these hurdles, of all the bold announcements from private spaceflight companies in recent years, this one seems the most achievable.


“The reason this entire thing is possible is because it’s actually a very simple mission,” said Jane Poynter, president of the Paragon Space Development Corporation, which makes life-support systems and has partnered with Inspiration Mars. “We’re not trying to land, we’re going to fly by and we’re using extant technologies that NASA and the space industry have been developing for years.”


Inspiration Mars isn’t looking to sell a product in an unknown market, like the asteroid-mining Planetary Resources or the national-moon-ferrying Golden Spike Company, and doesn’t have incredibly aspirational aims, like the planet-colonizing Mars One. It hopes to undertake a straightforward mission that could spur innovation, inspire young scientists and engineers, and move human spaceflight forward.


“You have to have a reasonable degree of skepticism and realism,” said Taber MacCallum, who co-founded Paragon with Poynter (and is also her husband). “We might run into some insurmountable obstacle 18 months in. But with proper engineering, support, and a good mess of luck, we could see this done.”


Now all they have to do is actually fly to Mars.




As currently outlined, the Inspiration Mars mission would be departing on what’s known as a “fast free return trajectory,” which both minimizes the amount of time spent in space and the amount of fuel required. A spacecraft would fire its rockets for a single burn to set off to Mars, make a few course corrections on the way, circumnavigate the Red Planet, and then slingshot back home using Mars’ gravity, negating the need for another burn. Because of the positions of Earth and Mars, opportunities for such quick flybys happen only every 15 years and, if they miss the 2018 deadline, the next chance won’t come until 2031.


Paragon estimates that the mission would need to launch a 10-ton spacecraft with roughly 33 cubic meters of volume, equivalent to the space in the back of a large moving van. About half that volume would be taken up with water tanks, food, and life support, leaving a cramped living space with an area barely bigger than a parking space. That means putting two people in a room for 1.4 years that’s probably smaller than your bathroom.


The crew would process urine and flush water to recycle about 75 percent of it as drinkable water. They would carry the bare minimum of personal provisions, such as clothing and hygiene items. An initial feasibility study co-authored by Poynter, MacCallum, Dennis Tito, and others didn’t make allowances for privacy, separate sleeping quarters, or even showers (just sponge baths) in the habitat, but it remains to be seen how these ideas would evolve for a real mission.


No existing launch vehicle is large enough to get such a mass into space, though SpaceX plans to have its Falcon Heavy rocket ready within a few years. If SpaceX is unable to meet that deadline, the mission could use two smaller existing launch vehicles, one to bring the tank carrying the rocket engines and necessary fuel and another to launch the crew habitat, which complicates the mission and could make it more expensive.


The number one danger during the journey will be radiation. Whether charged particles streaming from the sun or galactic cosmic rays accelerated by distant sources, space is chock full of radiation. Humans on Earth are protected from this fallout by our magnetic field, which also shields astronauts on the ISS. But out in deep space, the crew of a 500-day trip would be exposed to total radiation roughly equal to the dose an astronaut that flew five or six times to the ISS would expect to receive over their career.


Among other things, radiation damages DNA thereby raising the risk of cancer, and lowers blood cell counts. The effect would be like smoking a pack of cigarettes a day during the whole mission, MacCallum said.


The most severe event to watch out for would be a solar flare or mass ejection, where the roiling surface of the sun produces a burst of charged particles and radiation. If exposed to such an occurrence, a crew might experience nausea, vomiting, blistering, and potentially death. Apollo astronauts were spared a potentially fatal flare in 1972 that occurred between Apollo 16 and 17 but the Inspiration Mars mission would be out in space for a long time, raising the odds of getting hit.


Solar particle events like these happen randomly, though in 2018 the sun will be closer to the minimum part of its activity cycle, lessening the chances of a large event. In the case of a major event, sun-observing satellites would provide some warning and the crew could retire to a storm shelter built from vehicle hardware. But a large event or even several smaller ones could weaken astronauts’ immune systems, said radiobiologist Ann Kennedy of the University of Pennsylvania, who works on the effects of radiation for the National Space Biomedical Research Institute.


With the sun at minimum the crew would be exposed to a higher rate of galactic cosmic rays than normal, and the chronic low-dose of ionizing radiation “can not be shielded against with current technology,” said radiation physicist Jeff Chancellor, also of the NSBRI.


Even surrounding the spacecraft with a huge, thick shield, something like five or six times what the ISS has, would not significantly lower galactic cosmic ray exposure, he added. In fact the more shielding you have, the worse, because the charged particles can interact with molecules in the material to produce further harmful radiation.


The crew can help counteract some of the radiation’s effects with drugs for nausea and vomiting and pills or supplements to provide the daily recommended doses of vitamins.


“My gut feeling is there’s a good chance they can do this mission, but there’s a lot left to be seen,” Chancellor said. Space travel is always risky, he added, though there is hope that further research can provide a crew with effective radiation countermeasures before 2018.


Beyond radiation, the main biomedical problem will be muscle and bone deterioration, which occurs to the human body during extended stays in microgravity. To counteract this, Poynter said it would be of the utmost importance for the crew to have an exercise machine that they use daily for several hours.


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Stuxnet Missing Link Found, Resolves Some Mysteries Around the Cyberweapon



As Iran met in Kazakhstan this week with members of the UN Security Council to discuss its nuclear program, researchers announced that a new variant of the sophisticated cyberweapon known as Stuxnet had been found, which predates other known versions of the malicious code that were reportedly unleashed by the U.S. and Israel several years ago in an attempt to sabotage Iran’s nuclear program.


The new variant was designed for a different kind of attack against centrifuges used in Iran’s uranium enrichment program than later versions that were released, according to Symantec, the U.S-based computer security firm that reverse-engineered Stuxnet in 2010 and also found the latest variant.


The new variant appears to have been released in 2007, two years earlier than other variants of the code were released, indicating that Stuxnet was active much earlier than previously known. A command-and-control server used with the malware was registered even earlier than this, on Nov. 3, 2005.


Like three later versions of Stuxnet that were released in the wild in 2009 and 2010, this one was designed to attack Siemens PLCs used in Iran’s uranium enrichment program in Natanz.


But instead of changing the speed of spinning centrifuges controlled by the PLCs, as those later versions did, this one focused on sabotaging the operation of valves controlling the flow of uranium hexaflouride gas into the centrifuges and cascades — the structure that connects multiple centrifuges together so that the gas can pass between them during the enrichment process. The malware’s goal was to manipulate the movement of gas in such a way that pressure inside the centrifuges and cascade increased five times the normal operating pressure.


“That would have very dire consequences in a facility,” says Liam O’Murchu, manager of security response operations for Symantec. “Because if pressure goes up, there’s a good chance the gas will turn into a solid state, and that will cause all sorts of damage and imbalances to the centrifuges.”


The new finding, described in a paper released by Symantec on Tuesday (.pdf), resolves a number of longstanding mysteries around a part of the attack code that appeared in the 2009 and 2010 variants of Stuxnet but was incomplete in those variants and had been disabled by the attackers.


The 2009 and 2010 versions of Stuxnet contained two attack sequences that each targeted different models of PLCs made by Siemens being used in Iran’s uranium enrichment plant — the Siemens S7-315 and S7-417 models of PLC.


In these later variants of Stuxnet, however, only the 315 attack code worked. The 417 attack code had been deliberately disabled by the attackers and was also missing important blocks of code that prevented researchers from determining definitively what it was designed to do. As a result, researchers have long guessed that it was used to sabotage valves, but couldn’t say for certain how it affected them. There were also mysteries around why the attack code was disabled — was it disabled because the attackers had failed to finish the code or had they disabled it for some other reason?


The 2007 variant resolves that mystery by making it clear that the 417 attack code had at one time been fully complete and enabled before the attackers disabled it in later versions of the weapon. And because the 2007 variant only contained the 417 attack code — with no code attacking the Siemens 315 PLC — it appears that the attackers disabled the 417 code in later versions because they wanted to change their tactics, dropping their focus on sabotaging the valves in order to focus instead on sabotaging the spinning centrifuges.



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Darpa Wants to Rethink the Helicopter to Make It Go <em>Way</em> Faster



Helicopters are great. They’re maneuverable in very tight spaces, they haul heavy things relative to their small sizes — and, very importantly, they take off and land vertically, removing the need for a big airstrip or aircraft-carrier deck. That function is so important to the military that the U.S. designed fixed-wing aircraft to do the same thing, like the Marines’ iconic Harrier jet or their weird tilt-rotor Osprey.

And they actually all suck, according to the Pentagon’s blue-sky researchers at Darpa, who are launching an effort to blow up and re-imagine helicopters, jump jets and tilt-rotors. It’s time to make these “VTOL” aircraft — the collective term for Vertical Take-Off and Landing — way, way faster, without sacrificing their ability to hover or other functionality.


Like any aircraft, VTOLs are most vulnerable to enemy attack when they’re taking off and landing. But unlike other aircraft, they’re slow to ascend and descend, a particular problem when an adversary lurking nearby knows exactly what pattern the VTOLs will use to get off the ground and back onto it. And when they’re flying, they’re not going nearly as fast as something with, say, a jet engine. It’s a problem the U.S. military has often encountered in warzones. Anyone who’s taken a ride on a Blackhawk or a Chinook in Afghanistan or Iraq has been very thankful for the guy with the .50-caliber gun hanging out the open back of the helo.


Hence Darpa’s newest aircraft program. It’s called the VTOL X-Plane and officially launches Monday. The idea is to rethink the designs of anything that takes off and lands vertically, to make it faster; hover and cruise more efficiently; and haul more stuff. By the time it’s done in 52 months, it just might result in an aircraft that doesn’t look at all like a helicopter, jump jet or tilt-rotor.



“What we’re interested in doing is flying much faster than we have been able to do with helicopters,” program manager Ashish Bagai told reporters on a conference call. Helos and other VTOL aircraft typically max out at 170 knots. Bagai wants the X-Plane to do 300. “We want to fly at improved efficiencies, both in hover and at forward flight,” he said, “and we want to demonstrate this is possible without sacrificing the ability to do useful work. And to do this concurrently is a very big challenge.”

It’s also not springing up from specific improvements in helicopter or other VTOL capability in the aerospace industry. Nor does it arise from any tech innovations Darpa sees on the horizon. “We have seen in the community a few isolated and novel approaches to addressing this problem but we’re in danger of suffering an attrition in our technology bases,” Bagai said. “This is an opportunity Darpa would like to put forth to advance the state of the art, well beyond where we are today.”


Good luck with that. Helicopters usually get faster by adding power and messing with the rotor placements. (See, for instance, Sikorsky’s funky ’70s-era designs.) But that typically compromises their ability to hover. Nor, Bagai conceded, have fixed-wing VTOLs cracked the speed/hover/power problem. And the V-22 Osprey tilt-rotor has endured more than its fair share of challenges.


All of which raises questions about the VTOL X-Plane’s ability to actually deliver on its promises. Bagai thinks there’s an opportunity for “hybridization” by mashing up the fixed-wing and helicopter design communities, but like many Darpa projects, the program will pulse those communities rather than take advantage of improvements on the cusp of maturity.


Darpa’s setting a “very aggressive” development schedule, Bagai said, that’s targeting a flight test in 42 months. Ten months later, when the program ends, “we want to have demonstrated all our key objectives and have a flying aircraft available,” he said. If it fails, helicopters, jump jets and tilt-rotors won’t be any worse off. If it succeeds, the VTOL X-Plane pretty much represents their next generation.


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Wired Space Photo of the Day: Glowing Gas in Omega Nebula


This image is a colour composite of the Omega Nebula (M 17) made from exposures from the Digitized Sky Survey 2 (DSS2). The field of view is approximatelly 4.7 x 3.7 degrees.


Image: ESO/Digitized Sky Survey 2. Acknowledgment: Davide De Martin. [high-resolution]


Caption: ESO

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That Syncing Feeling



“Smart, or stylish?” That’s the question facing casual watch aficionados looking for a new, high-tech addition to their collection.

On one hand (er, wrist), you’ve got the Pebble and other smartwatch upstarts, which come with built-in smartphone connectivity, customizable screens, and burgeoning developer communities eager to feed their app ecosystems. They also, by and large, look like uninspired pieces of mass-produced Chinese plastic, and that’s because they are.


On the “stylish” end of the spectrum is … not much. Except this: Citizen’s Eco-Drive Proximity.


The Citizen learns the current time from your phone, and the watch’s hands spin around to the correct positions.


By all outward appearances, the Proximity looks like any another chronograph in a sea of handsome mechanical watches. It has all the features you’d expect, including a 24-hour dial, day and date, perpetual calendar and second time zone. But housed within its slightly oversized 46mm case is a Bluetooth 4.0 radio, so it’s capable of passing data over the new low-energy connectivity standard appearing in newer smartphones, including the iPhone 5 and 4S. And for now, the Promixity is only compatible with those Apple devices.


Initial pairing is relatively easy. After downloading Citizen’s notably low-rent iOS app, you can link the watch to your phone with a few turns and clicks on the crown.


The gee-whiz feature is the automatic time sync that takes place whenever you land in a different time zone. Once connected, the Citizen learns the current time from your phone, and the watch’s hands spin around to the correct positions — a welcome bit of easy magic, considering the initial setup is a tedious finger dance.



The watch can also notify you of incoming communications. Once you’ve configured the mail client (it only supports IMAP accounts), you’ll get notified whenever you get a new e-mail — there’s a slight vibration and the second hand sweeps over to the “mail” tab at the 10-o’clock position. If a phone call comes in, the second hand moves to the 11-o’clock marker. If the Bluetooth connection gets lost because the watch or phone is outside the 30-foot range, you get another vibration and the second hand moves to the “LL” indicator. And really, that’s the extent of the functionality around notifications.


But notable in its absence is the notification I’d like the most: text message alerts. And it’s not something Citizen will soon be rectifying because the dials and hardware aren’t upgradable.


I also experienced frequent connection losses, particularly when attending a press conference with scads of Mi-Fis and tethered smartphones around me. This caused dozens of jarring vibrations both on my wrist and in my pocket, followed by a raft of push notifications on my phone informing me of the issue. Reconnecting is easy (and generally happens automatically), but the lack of stability in certain environments matched with the limited capabilities of the notifications had me forgetting to reconnect and not even worrying about it later on.



But actually, I’m OK with that. I still like the fact that it never needs charging. Even though there aren’t any solar cells visible on the dial, the watch does have them. They’re hidden away beneath the dial, and yet they still work perfectly. And even when its flagship connectivity features aren’t behaving, it’s still a damn handsome watch. It feels solid, and it looks good at the office, out to dinner, or on the weekend — something very few other “smart” watches on the market can claim.


However, those things can be said of almost all of Citizen’s EcoDrive watches. The big distinguishing feature here is the Bluetooth syncing and notifications, and they just don’t work that well.


WIRED A smart watch you won’t be embarrassed to wear. Charges using light. Combines classic styling with cutting-edge connectivity. Subtle notifications keep you informed without dominating your attention.


TIRED Loses Bluetooth connection with disturbing frequency. Limited notification abilities. No text message alerts. Janky iPhone app.


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Winter Is Coming to Facebook With <cite>Game of Thrones Ascent</cite>



Ready your enchanted browser tabs and equip your clicking hand with your sturdiest gauntlets. Westeros just got social.


Although Game of Thrones Ascent, recently released on Facebook, shares many of the familiar trappings of social games — click on lots of things, watch a timer go down, and then click more things — developer Disruptor Beam says its game’s value lies in the story, and is promising fans of George R.R. Martin’s Song of Ice and Fire books that its recently released Facebook game will flesh out the world of Westeros in an interesting way.


The events of the game run parallel with the storyline of the books, but from a separate perspective. There’s a lot of filler content and new characters, too, but for people absolutely in love with the series, keeping Ascent running in a background tab while at work might be a worthwhile way to squeeze a little more fun out of Martin’s world.


Martin has said that his relationship with Disruptor Beam predates the television show deal. Although the 64-year-old writer admits that he’s befuddled by the entire concept of social games, he’s worked closely with the team throughout the game’s development.


“I don’t have a Facebook or Twitter account,” Martin wrote on his blog in May 2012, “but I’ve been told a few people have them, and that some of those people like to play social media games.”


Martin joked that he was “told that the biggest social media game involves running a farm,” but promised that “no turnips will be involved” in Game of Thrones Ascent.


I spent some time in Disruptor Beam’s game, and it does a pretty charming job of letting you imagine what it’d be like to be a lord in Westeros: My self-created character, Lord Wilfred Hobnobber, has a pretty sweet house banner. There are also branching decision paths in the quests that definitely hold potential.


At present, however, Ascent does seem to have some glaring issues with lag. After performing almost any action in the game, there’s a massive delay before the client reacts. The game is technically in “open beta” at the moment, so that will probably be fixed in the future. But for now, for me, it’s pretty much unplayable in its current state.


Hopefully Disruptor Beam addresses technical issues more quickly than Martin writes books, or the fans might get impatient.


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White House Must Respond Publicly to Ban on Mobile-Phone Unlocking











The President Barack Obama administration must enter the mobile-phone-unlocking fray.


Thanks to a whitehouse.gov petition reaching 100,000 signatures Thursday, the administration must respond publicly about a recent decision by copyright regulators making it illegal to unlock mobile phones purchased after January 26.


What’s this all about?


Unlocking enables a phone to operate on a compatible carrier of a consumer’s choosing.


Four months ago, the U.S. Copyright Office ended the practice of granting an unlocking exemption to the Digital Millennium Copyright Act. The DMCA makes it illegal to “circumvent a technological measure that effectively controls access” to copyrighted material, in this case software embedded in phones that controls carrier access.


The petition demanded that the White House “champion a bill that makes unlocking permanently legal” or, in the alternative, require the administration to ask copyright regulators to reverse course.


Under the latest White House policy, the administration will publicly respond, at undisclosed times, to whitehouse.gov petitions reaching 100,000 signatures in a month.


For more background on the topic and DMCA rule making, see this story.




David Kravets is a senior staff writer for Wired.com and founder of the fake news site TheYellowDailyNews.com. He's a dad of two boys and has been a reporter since the manual typewriter days.

Read more by David Kravets

Follow @dmkravets and @ThreatLevel on Twitter.



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Navy Tweets How Budget Cuts Will Sink Its Fleet, Ground Its Planes



If automatic Pentagon budget cuts go through as scheduled next week, the Navy is going to grind its major operations practically to a halt. Or at least that’s the message it’s sending on social media.


The Navy’s top public-affairs officer, Rear Adm. John Kirby, tweeted out an updated plan Tuesday for how the Navy absorbs billions of dollars in budget cuts scheduled to take effect on March 1. The deployments of 10 destroyers will be cancelled, including seven tasked with missile defense. Four aircraft-carrier air wings will be “shut down.” The Navy will “Reduce Investment in ships, aircraft, weapons, R&D” by $7.75 billion. Should a crisis break out somewhere in the world in 2013, only one aircraft carrier strike group will be available for deployment.


Others in the Navy public-affairs shop took to their own social-media accounts to spread the word. The Navy’s official Twitter account retweeted the planning document to its 114,000-plus followers. Consider it a form of public pressure.


Tweeting the expected impact for what’s called “sequestration” inside the Beltway fits a recent Navy pattern. The seafaring service has been vocal in advertising how budget cuts will hobble it. Earlier this month, it publicly cancelled the deployment of the USS Harry Truman to the Middle East, leaving the region with only one U.S. aircraft carrier near Iran for the first time in two years, right before a new round of nuclear negotiations with the Iranians. Days later, it said it would delay the years-long refueling and retrofitting of another aircraft carrier, the USS Abraham Lincoln, which saves money by putting additional strain on the other carriers. (And something also prominently tweeted by the Navy.) Air-show attendees will also have to do without the Blue Angels.



Turns out the aircraft carriers are just the beginning of the Navy’s expected woes. There will be “immediate coverage gaps” in multiple military commands worldwide, according to the Navy plan. No amphibious ready groups will be prepared to go into crisis zones. The Marines’ version of the F-35 stealth fighter won’t go into flight testing on the USS Wasp. There won’t be any Navy operations in South America. And all of this is on top of the Navy’s recent announcement that it expects to build fewer surface ships than it had planned for years.


It’s debatable how much this Navy planning is intended to pressure Congress and President Obama to work out a deal averting the cuts ahead of the March 1 deadline. At least one commentator thinks the Navy’s public cries of impending penury are inappropriate. “The Navy could have cut back other, less-sensitive deployments or acquisition programs,” Ralph Peters wrote in the New York Post last week. “But the Chief of Naval Operations, Adm. Jonathan Greenert, chose to embarrass the White House and pressure Congress. He should have been fired.”


As Sam LaGrone of the U.S. Naval Institute wrote for Danger Room last week, the Navy’s making a specific gamble with its deployment cuts and their impact on short-term naval readiness. It’s sacrificing what it does in the near-term in order to preserve its long-term, high-budget shipbuilding plans, which take years to come to fruition.


But the Navy’s social-media plan already is. It took the unusual step of tweeting its budget documents shortly after sending it to Congress. Congress is out of session this week — indicating that Navy is diving into the blue waters of public opinion to save its money.


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Barstool Ski Racing Is the Art of Not Spiffing It


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Pondering the Point of Snow Bikes While Riding With Wolves


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<cite>Halo</cite> Creator Unveils Its Next Masterpiece, a Persistent Online World



BELLEVUE, Washington — Destiny, the new game from the creator of Halo, isn’t just another shooter. It’s a persistent online multiplayer adventure, designed on a galactic scale, that wants to become your new life.


“It isn’t a game,” went the oft-heard tagline at a preview event on Wednesday. “It’s a world where the most important stories are told by the players, not written by the developers.”


This week, Bungie Studios invited the press into its Seattle-area studio to get the first look at Destiny. Although the event was a little short on details — Bungie and Activision didn’t reveal the launch date, handed out concept art instead of screenshots, and dodged most of my questions — it gave an intriguing glimpse at what the creator of Halo believes is the future of shooters.


Bungie was acquired by Microsoft in 2000, and its insanely popular shooter was the killer app that put the original Xbox on the map. Bungie split off from its corporate parent in 2007, and Microsoft produced Halo 4 on its own last year. The development studio partnered up with mega-publisher Activision for its latest project, which was kept mostly secret until now.


Destiny, slated for release on PlayStation 3 and Xbox 360, isn’t exactly an MMO. Activision CEO Eric Hirshberg called it a “shared-world shooter” — multiplayer and online, but something less than massive.


“We’re not doing this just because we have the tech,” Hirshberg said. “We have a great idea, and we’re letting the concept lead the tech.”



Built with new development software created specifically for Destiny, this new game is set in Earth’s solar system and takes place after a mysterious cataclysm wipes out most of humanity. The remaining survivors create a “safe zone” underneath a mysterious alien sphere called “The Traveler.”


The enigmatic sphere imparts players with potent weapons, magic-like powers and defensive technology. Thanks to these gifts, people have begun reclaiming the solar system from alien invaders that moved in while humanity was down.


Bungie fired off a list of design principles that guide Destiny’s creation: Create a world players want to be in. Make it enjoyable by players of all skill levels. Make it enjoyable by people who are “tired, impatient and distracted.” In other words, you don’t have to be loaded for bear and pumped for the firefight of your life every time you log on to Destiny.


After this brief overview, writer/director Joseph Staten used concept art and narration to outline an example of what a typical Destiny player’s experience might be.


Beginning in the “safe zone,” a player would start out from their in-game home and walk into a large common area. From here, the player would be able to explore their surroundings and meet up with friends. Then, they might board their starships and fly to another planet, let’s say Mars, in order to raid territory held by aliens.


During this raid, other real players who traveled to the same zone (like visiting a particular server on an MMO) would be free to come and go as they please. For example, a random participant could simply walk on by. They could stop and observe. Or they could get involved in the fight. In this instance, Staten suggested that a passerby would join the raid and then break off from the group after the spoils were divvied up without any user interface elements to fuss with. Walk away, and it’s done.


Bungie made a point of saying several times over that Destiny will not have any “lobby”-type interfaces, or menus from which to choose from a list of quests. Instead, players will simply immerse themselves in the world and organically choose to participate in whatever activities they stumble upon. Bungie promised solo content, cooperative content, and competitive content, though it provided no further examples of these.


The developer said that by employing very specialized artificial intelligence working entirely behind the scenes, players will encounter other real players who are best suited for them to interact with, based on their experience levels and other factors.


Staten didn’t say how many players would be able to exist in the world at the same time, but said that characters will be placed in proximity to each other based on very specific criteria, not simply to “fill the world up.”







Bungie showed off three distinct character classes throughout the day’s presentations: Hunter, Titan and Warlock. Although no differences were outlined between them apart from the Warlock being able to use a kind of techno-magic, the developer was keen to emphasize the idea that each character in Destiny would be highly customized and unique, and will grow with the player over an extended period of time.


While many games make the same promise, Destiny’s vision of “an extended period of time” isn’t 100 hours. It’s more like 10 years.


Bungie’s plan is for the Destiny story to unfold gradually over the course of 10 “books,” each with a beginning, middle and end. Through this will run an overarching story intended to span the entire decade’s worth of games, although like many other topics covered during the day, Bungie gave little detail about how this will work.


The developer spent a lot of time emphasizing its claim that no game has been made at this scale before. Bungie says it has a whopping 350 in-house developers working on Destiny.


Senior graphics architect Hao Chen gave examples of the sort of impenetrable mathematics formulas that allow Bungie to craft environments and worlds at a speed that it claims was previously impossible.


Bungie’s malleable team system was also said to increase its output. With the ability to co-locate designers, artists, and engineers at any time, Bungie says it can go through exceptionally rapid on-the-spot iteration and improvement for each facet of the game.


Apart from highly improved technology and the basic concept of humanity taking back the solar system, there’s just not a lot of hard information on Destiny at the moment. One thing that was made quite clear is that the game will not be subscription-based. Every presenter was clear in stating that players will not pay a monthly fee to participate in this persistent world.


While fees may not be required, a constant connection to the Internet will be. Since the core concept of Destiny is exploring a world that exists outside of the player’s console and is populated by real people at all times, it “will need to be connected in order for someone to play,” said Bungie chief operating officer Pete Parsons.


Representatives from both Bungie and Activision gave vague answers when Wired pressed for further details, often stating that they “were not ready” to discuss specifics. Whether that means those things are still being kept from the press, or whether they have not yet been determined by the development team, was unclear.


Questions currently unanswered: How will players communicate? How will players interact with each other outside of combat? What content exists in the non-combat “safe zones”? Subscriptions may be out, but what about in-app purchases? Will player versus player combat be available? Will the game ship on a disc or be download only? Will its persistent world allow Xbox and PlayStation gamers to play together? What content and interactions will be possible via smartphones and tablets (which Bungie alluded to)? Will the fancy new tools be licensed to other developers?


And so on.


For now, Bungie is asking us to take it for granted that it will execute on a bold 10-year plan for a very different sort of shooter. In the history of the always-changing gaming industry, no one’s ever been able to pull off a 10-year plan for anything. Can Bungie do it?


Hey… they made Halo, right?


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The Quirky World of Competitive Snow Carving Comes to California



The weekend at Northstar ski resort in Truckee, California, is beautiful, sunny, and in the 30s. For eight teams of snow carvers from around the world, though, it’s terrible — the melty snow is sloppy, hard to carve, and even dangerous.

Teams of three from Finland, Japan, Germany, Canada, and the U.S. were selected from more than 40 applicants for the inaugural Carve Tahoe, a five-day competition to hew works of art from 14-foot-high, 20-ton blocks of snow. But despite the bad snow, the teams rely on decades of experience, handcrafted tools, and creative techniques to fashion their massive sculptures. The team members are sculptors and artists and designers, but also doctors and lawyers. Though they spend weeks each year carving, nobody makes a living doing it.


“Everyone seems to have their own method of doing things,” says Team Wisconsin’s Mark Hargarten. “It’s amazing how different they are.”


The Wisconsin team uses a grid system for their carving — a Native American wearing an eagle costume, its feathers turning to flames, called “Dance of the Firebird.” The polyurethane model they built is scaled so 1/2 inch equals one foot on the finished snow sculpture. They cut a copy of the model in four, and covered each section with clay, sectioned in 1/2 inch increments. They etch corresponding lines in the snow, one foot to a side, and they peel off one piece of clay, carve the part of the sculpture they can see, and move on to the next.


“You never get lost using the method,” says Dan Ingebrigtson, a professional sculptor from Milwaukee. “Three or four guys can work from different angles, and meet in the middle.”


Wisconsin’s got several other strategies behind their carving as well. From the south, it looks like they haven’t even started; they left the southern side of the block intact to protect the rest of it from the sun, and the wall has been decimated by the heat. More than 20 percent of its thickness has melted by Sunday night, three days in. After the sun goes down, the team is hollowing out the interior of the structure, so it will freeze faster overnight.


Other teams are relying on nighttime freezing as well. A team partly from the U.S. and partly from Canada carves spires from blocks they removed from the sculpture, and plans to attach them to the top of their sculpture, “The Stand,” which incorporates four interwoven trees. They’ll use melty snow pulled from the middle of the block right when the sun goes down to cement the tops onto the trees, says team member Bob Fulks from the top of a stepladder as he cuts away at the sculpture with an ice chisel.


Fulks’ team is leaving Tahoe after the competition to go straight to Whitehorse, in the Yukon, for another competition, where he anticipates no problems with warm weather.


“It’s a good gig, you can travel all over the world doing it,” he says. “You go around and see the same people.”


Many of the carvers know each other from previous competitions.


“We’ve sculpted with almost everybody here before,” says Team Idaho-Dunham’s Mariah Dunham, who is working on “Sweet House (of Madness)” with her mother, Barb. The creation is a beehive, with the south side as the exterior, and the north side (intentionally placed out of the sun) as a representation of the comb, including hexagonal holds that perforate all the way to the hollow interior.


Though Carve Tahoe is new, snow carving is not. Many of the sculptors have been at it for more than 20 years, traveling around the world and meeting and competing against many of the same people — though each competition demands unique new designs from all the sculptors. Kathryn Keown discovered snow carving while Googling something completely different, and decided she wanted to host an international event.


“First we fell in love with the sculptures, then we fell in love with the sculptors,” says Keown, who founded the competition with Hub Strategy, the ad agency where she works.


Keown contacted several ski areas before Northstar, but the resort was on board right away; its owner, Vail Resorts also owns Breckenridge, where one of the biggest and most prestigious snow carving competitions is held.


But Keown wanted to commit to the design of the competition, not just the sculptures. Applicants submitted their designs last summer, and Keown enlisted Lawrence Noble, chair of the School of Fine Art at the Academy of Art University to help choose modern, complex, realist designs. She wanted no artsy, kitschy snowmen.


Then she chose a design-friendly logo and judges. In addition to Noble, the panel of judges features a sushi chef from Northstar, two interior designers, a photographer from nearby Squaw Valley, and Bryan Hyneck, vice president of design at Speck, which makes cases for mobile devices and was one of the event’s sponsors.


“The level of complexity and sophistication in this type of sculpture is just amazing,” says Hyneck, who has judged industrial and graphic design competitions, but never snow carving. “It’s amazing how organic some of the shapes can be.”


As a judge, Hyneck says he’ll focus on the craft and the execution of the sculptures, and how the sculptors use particular techniques to take advantage of the snow’s properties. But he adds that subject matter, point of view, message, and relationship to a theme are all important points as well.


“Anybody that is really going to push the limits of the capabilities of the media is going to get a lot of my attention,” he says.


For some, like the Germans, that means suspending massive structures made completely of snow. Their sculpture, titled “Four Elements”, features four large spires encircled by a tilted disc. Despite a trickle of melted snow dripping off the bottom edge, one — or even two — of the German carvers frequently stand atop the sculpture, using saws or chisels to shape the towers.


Sunday evening, after the sun has gone down and the temperature dropped, Josh Knaggs, bearded, with a cigarette in his mouth, is sitting in the curve made by the largest bear from the Team Idaho-Bonner’s Ferry sculpture, “Endangered Bears.” Wearing a blue event-issued jacket, he’s brushing out the hollow loop made by mama and papa bear.


Three days later, the judges award Knaggs and his team third prize, with Japan’s modern work, “Heart to Heart” coming in second and Germany’s gravity-defying “Four Elements” taking first. The teams disperse, and after a few more sunny days, Northstar tears down the structures before they get too soft and fall — all except the German piece, which can’t bear its own weight and collapses after judging is complete. But the ephemeral nature of the snow is part of what attracts the competitors.


“It’s for the moment, and it’s a beauty all in itself, creating something that’s gonna be disappearing, you know, it’s okay that it disappears,” says Team Truckee’s Ira Kessler. “We are making it for the moment.”


All Photos: Bryan Thayer/Speck


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Preparing for War, Valve Launches Steam for Linux











Valve’s gaming service Steam is now available for Linux users, the company said this week.


To celebrate the launch, Valve is selling 57 Linux-compatible games at bargain prices, with prices slashed by 50 or 75 percent. Games on sale include classic Valve titles like Half-Life and Counter-Strike: Source, as well as newer games including Bastion and FTL: Faster Than Light.


The release lays the groundwork for a coming battle over the way people play games in their living rooms.


Valve CEO Gabe Newell has been publicly promoting his company’s plan for pushing PC gaming, and the Steam client, into the living room using Valve-branded PC hardware with a living-room form factor, as well as Steam-ready hardware produced by other vendors.


Speaking at the DICE gaming industry conference earlier this month, Newell stressed the importance of open platforms, calling a potential Apple TV game console “threatening” to the idea of PCs moving into the living room.


“Our company wouldn’t exist if it weren’t for the openness of the PC. Steam wouldn’t exist if not for the openness of the Internet,” Newell said. He then called Linux a “get out of jail free pass for our industry, if we need it.”


Last July, Newell called Microsoft’s Windows 8 “a catastrophe for everybody in the PC space” while speaking to VentureBeat.






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Think One Fewer Browser Means Less Work? Think Again








Opera software is abandoning its homegrown rendering engine in favor of the open source WebKit rendering engine. Many developers seem to think this means one fewer browser to test in, but unfortunately, that’s not the case.


The problem with the dream of less testing because there’s more WebKit is that “WebKit” can mean many things. The WebKit in Safari does not have all the features you’ll find in the WebKit that powers Google Chrome. The situation gets even more complicated with mobile where there are about as many different versions of WebKit as there are browsers.


As Mozilla’s Rob Hawkes and Robert Nyman point out in the post WebKit: An Objective View, that means “each browser will still have its own quirks, performance differences, design, and functionality. These should all be tested for.”


Worse, individual WebKit browsers can pick and choose which APIs to include in their final builds, which means just because something is available in WebKit, does not mean it’s available in, for example, both Chrome and Safari. Couple this with Safari’s relatively slow release schedule and just the two major desktop WebKit variants are going to require testing to make sure everything works.


Throwing a WebKit-based Opera in the mix just means another WebKit browser that needs to be part of your testing.


There’s nothing wrong with this state of affairs, nor will it change all that much when Opera is on WebKit as well, but it won’t mean less testing, nor is it going to make web developers’ lives any easier (especially since most of them weren’t testing in Opera anyway).


Testing will always be a necessary part of web development, but the danger that Hawkes and Nyman foresee is that developers will test less because they assume that if something works in one version of WebKit it will work in all of them. While that hasn’t happened yet, the CSS prefix debacle certainly doesn’t bode well for the WebKit-heavy future.








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Navy: No New Weapons System on Our Future Carrier-Based Drone



The admiral in charge of the Navy’s drone development says there will be “no new weapons development program” for the drone the Navy wants to operate on an aircraft carrier.


Rear Adm. Matthias Winter told a drone-industry conference on Wednesday that the Navy isn’t going to design any new weapons for its future Unmanned Carrier Launched Airborne Surveillance and Strike System, or UCLASS. The futuristic drone, which the Navy wants to take off and land from an aircraft carrier at the click of a mouse, will use weapons already in the magazines of aircraft carriers.


In other words, even though the UCLASS will likely be the most advanced drone in the U.S. fleet, its weapons — most likely missiles — are going to be familiar.


Very little has been public about the weapons that the UCLASS will carry. Winter, a senior official with the Navy’s aviation branch, indicated that’s because little has been decided about them. The demonstration model built for UCLASS, the batwing-shaped X-47B, will “never carry a weapon,” Winter said in response to a Danger Room question about UCLASS’ weapons systems.


The Navy intends to issue a solicitation to defense companies as early as this year for industry to compete for what UCLASS should actually look like. Winter said the Navy plans on a “dialog” with defense companies about the weapons systems aboard the carrier drone, and how it integrates into the other systems on the drone, rather than a set Navy dictate. “There will be strike capability as part of this solicitation,” Winter said, without elaboration. “The specifics will be in the trade space.”



Ruling out weapons aboard the X-47B demonstrator raises an issue for UCLASS. Since the demonstrator’s tests, currently occurring at Patuxent River, Maryland, are supposed to inform the specifications for UCLASS, how can the Navy learn anything about operating UCLASS’ weapons systems and integrating them with the other systems on the drone?


Winter said that the Navy staff is talking with fleet commanders to understand the “best strike capability that the UCLASS should carry.”


“I will tell you that it will be something that, from a munitions perspective, it will be something that’s already been certified … that is carried in our magazines on our aircraft carriers,” Winter continued. “There is no new weapons development program associated with UCLASS, and that strike capability will be organic to the UCLASS system.”


The point of the program is hardly just lethality. UCLASS is supposed to provide persistent surveillance, intelligence and reconnaissance for an aircraft carrier battle group as well. Testing is underway with the X-47B to understand how the futuristic drone will operate alongside a deck crew used to shepherding human pilots, and alongside manned Navy jets in the air. The Navy also wants a common operating architecture that will allow it to control its multiple drones and robots — including UCLASS and, Winter said, also its Tomahawk missiles that are already kind of drone-like — and seamlessly share data.


By the spring, the Navy intends to launch the X-47B from an aircraft carrier out at sea for the first time. That’s meant to keep the Navy on track to getting its follow-on, the UCLASS, onto a carrier and into the fleet by 2019.


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Here's How Geology Shows North Korea's Nukes Are Getting Bigger



You don’t want to be woken up by a magnitude 5.1 earthquake under any circumstances. But you really don’t want to be woken up by one that indicates North Korea’s just tested a nuclear weapon. Especially this one, since it means North Korea’s nukes are getting larger.


North Korea’s third nuclear test, conducted overnight while much of the United States slept, follows a pattern set by its first atomic detonations in 2006 and 2009. It doesn’t occur outside, where satellite imagery might spot it and where radioactive fallout could block back on the testers. That means understanding the detonation requires understanding the geology of it. (Just a bit.)


For one thing, the earthquake in North Korea is unlikely to be a routine geological event. Check out this chart on seismic patterns in northeast Asia since 2005, offered by the Vienna-based organization that oversees the international ban on nuclear testing, known as CTBTO: North Korea is typically spared. (Though seven years may be an insufficient period of time to for geological data.) CTBTO terms the North Korean earthquake a “seismic event with explosion-like characteristics.”



More saliently, according to Robert Avagyan, a research analyst with the Institute for Science and International Security, international seismic monitoring stations around North Korea pick up seismic waves emanating from the center of the blast, believed to be at Punggye-ri. Seismic waves don’t travel uniformly through the earth, but the size and speed of their travel — as well as their wave patterns — enable an extrapolation that indicates the yield of a nuclear device. If you want to get really technical, here’s the raw data from the seismic event, compiled by the United States Geological Survey.


That seismic data may be difficult for laymen to interpret, but there’s a clear conclusion from it. The North Koreans “have a bigger yield than previous [nuclear] devices,” Avagyan says. “They’re getting better at doing this.”


In 2006, the North’s first nuclear test led to a seismic blast of magnitude 4.3. That allowed nuclear experts to estimate that its device yielded a blast of less than 1 kiloton. The 2009 nuclear test was around magnitude 4.7, leading scientists to estimate the North had reached a much higher yield, of between 4 and 7 kilotons. (The estimated relationship between earthquake magnitude and blast yield isn’t linear.)


The overnight seismic event, according to the U.S. Geological Survey, was magnitude 5.1. Avagyan estimates the device the North detonated was 10 kilotons. The Director of National Intelligence hedges and estimates only a “several kiloton” yield.


There are caveats to all of this. The world now has more and better monitoring stations closer to North Korea than in previous tests, Avagyan says, which might mean that the 2006 or 2009 detections of Pyongyang’s nuclear tests might have been inexact. And North Korea might have used “boosters, specialized materials,” he adds, for bigger explosive yields unrelated to the nuclear device itself to make a bigger boom.


There’s another big unknown in the North Korean nuclear test: what nuclear material Pyongyang used. North Korean bombs often rely on plutonium, but in 2010, a former Los Alamos National Laboratories director revealed that North Korean officials had showed him an advanced and heretofore unknown plant for enriching uranium. The plant appeared configured for a crash program. Since bombs reliant on high-enriched uranium are considered more powerful than plutonium ones, a switch in nuclear material might indicate — and, perhaps, account for — a decision to go for more powerful bombs.


Avagyan says it’ll take another day or two for atmospheric readings to indicate if the third North Korean nuclear test used highly enriched uranium or plutonium. Until then, the geologic record from the detonation says plenty, and none of it welcome in Washington.


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Catch a Nostalgic Glimpse of Geocities on Tumblr







The digital remnants of the long since deleted world of Geocities are slowly being reborn, page by page, on Tumblr.

One Terabyte of Kilobyte Age may be the best Tumblr blog we’ve seen, posting screenshots of old Geocities pages for a nostalgic look at the early web, back when everything was “Under Construction.”


For a brief time in the early ’90s Geocities was the web. And, for all its shortcomings, Geocities did nevertheless usher in much of what makes the web great — that anyone can create nearly anything.


The One Terabyte of Kilobyte Age Tumblr project is part of a Geocities research blog by Olia Lialina and Dragan Espenschied. The Tumblr portion consists of automatically generated screenshots from the massive torrent of old Geocities homepages rescued by the Archive Team back in 2009. For posterity’s sake each post also carries the original URL (which obviously goes to a 404 page) and the date the page was last modified.


With Geocities long since deleted from Yahoo’s servers, browsing through One Terabyte of Kilobyte Age is as close as you’re likely to get to a trip down Geocities memory lane.








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