Month: August 2024

iPhone 16 Lineup to Introduce Wave of Camera Improvements

The iPhone 16 lineup will feature a significant number of new camera features and capabilities, AppleInsider reports.

Both the ‌iPhone 16‌ and iPhone 16 Pro models are rumored to step up the iPhone’s photography and videography functions, including upgraded hardware such as 48-megapixel sensor on the Pro models’ ultra wide camera and software such as macro photography for the standard models and an all-new image format. Reiterating some previous rumors, the report claims that:

The ‌iPhone 16‌’s main camera will remain the same as that of the iPhone 15 with a 48-megapixel sensor and a f/1.6 aperture, and there are unlikely to be changes to the unit on subsequent generations through to 2026.
The ‌iPhone 16‌’s ultra wide camera will gain a f/2.2 aperture, up from the f/2.4 aperture on the previous generation, to improve low-light performance.
The ‌iPhone 16‌ and ‌iPhone 16‌ Plus may support macro photography for the first time. The feature is currently exclusive to the Pro models.
The ‌iPhone 16 Pro‌ and ‌iPhone 16 Pro‌ Max will continue to feature a 48-megapixel main camera with an f/1.78 aperture.
The ‌iPhone 16 Pro‌ will gain the 5x tetraprism telephoto camera introduced on the iPhone 15 Pro Max last year, replacing the current 3x telephoto camera.
The ‌iPhone 16 Pro‌ and ‌iPhone 16 Pro‌ Max will feature an upgraded ultra wide camera with a 48-megapixel sensor, with the same pixel-binning feature as the main camera. It will have an f/2.2 aperture, up from f/2.4, for significantly improved low-light performance and support 48-megapixel ProRaw photography.
Apple will introduce a new image format called “JPEG-XL,” sitting alongside HEIF, JPEG, HEIF Max, ProRaw, and ProRAW Max.
The ‌iPhone 16 Pro‌ and ‌iPhone 16 Pro‌ Max will support 3K video at 120 frames per second with Dolby Vision.
A new capacitive “Capture” button will be introduced on all four models, designed to be used exclusively by camera apps. Users will apparently be able to select which camera app the button opens, including third-party ones.
The Capture button offers a force-sensitive half-press tied to a developer API that could, for example, lock exposure and focus, before fully depressing the button to take a photo.
Sliding along the capacitive button will also perform different actions. This gesture will tout a developer API.

The ‌iPhone 16‌ lineup is expected to be announced in just a matter of weeks. The Pro models are expected to feature larger display sizes and a faster chip, while the standard models are set to offer the Action button and a redesigned rear camera array. See our comprehensive roundup for more information.Related Roundups: iPhone 16, iPhone 16 ProTag: AppleInsiderThis article, “iPhone 16 Lineup to Introduce Wave of Camera Improvements” first appeared on MacRumors.comDiscuss this article in our forums

The iPhone 16 lineup will feature a significant number of new camera features and capabilities, AppleInsider reports.

Both the ‌iPhone 16‌ and iPhone 16 Pro models are rumored to step up the iPhone‘s photography and videography functions, including upgraded hardware such as 48-megapixel sensor on the Pro models’ ultra wide camera and software such as macro photography for the standard models and an all-new image format. Reiterating some previous rumors, the report claims that:

The ‌iPhone 16‌’s main camera will remain the same as that of the iPhone 15 with a 48-megapixel sensor and a f/1.6 aperture, and there are unlikely to be changes to the unit on subsequent generations through to 2026.

The ‌iPhone 16‌’s ultra wide camera will gain a f/2.2 aperture, up from the f/2.4 aperture on the previous generation, to improve low-light performance.

The ‌iPhone 16‌ and ‌iPhone 16‌ Plus may support macro photography for the first time. The feature is currently exclusive to the Pro models.

The ‌iPhone 16 Pro‌ and ‌iPhone 16 Pro‌ Max will continue to feature a 48-megapixel main camera with an f/1.78 aperture.

The ‌iPhone 16 Pro‌ will gain the 5x tetraprism telephoto camera introduced on the iPhone 15 Pro Max last year, replacing the current 3x telephoto camera.

The ‌iPhone 16 Pro‌ and ‌iPhone 16 Pro‌ Max will feature an upgraded ultra wide camera with a 48-megapixel sensor, with the same pixel-binning feature as the main camera. It will have an f/2.2 aperture, up from f/2.4, for significantly improved low-light performance and support 48-megapixel ProRaw photography.

Apple will introduce a new image format called “JPEG-XL,” sitting alongside HEIF, JPEG, HEIF Max, ProRaw, and ProRAW Max.

The ‌iPhone 16 Pro‌ and ‌iPhone 16 Pro‌ Max will support 3K video at 120 frames per second with Dolby Vision.

A new capacitive “Capture” button will be introduced on all four models, designed to be used exclusively by camera apps. Users will apparently be able to select which camera app the button opens, including third-party ones.

The Capture button offers a force-sensitive half-press tied to a developer API that could, for example, lock exposure and focus, before fully depressing the button to take a photo.

Sliding along the capacitive button will also perform different actions. This gesture will tout a developer API.

The ‌iPhone 16‌ lineup is expected to be announced in just a matter of weeks. The Pro models are expected to feature larger display sizes and a faster chip, while the standard models are set to offer the Action button and a redesigned rear camera array. See our comprehensive roundup for more information.

Related Roundups: iPhone 16, iPhone 16 Pro

This article, “iPhone 16 Lineup to Introduce Wave of Camera Improvements” first appeared on MacRumors.com

Discuss this article in our forums

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Concord has been in development for 8 years, lead developer says Firewalk Studios is ‘strapped in and ready to push it for years to come’

Sony’s upcoming live-service multiplayer shooter Concord has been in development for eight years.

Sony‘s upcoming live-service multiplayer shooter Concord has been in development for eight years.

This comes from Concord‘s lead character designer, Jon Weisnewski, in a X / Twitter post celebrating the launch of the 5v5 first-person shooter, where he said he joined the project when Firewalk Studios was five years deep into working on the game (via IGN).

“The game has been in development for around 8 years and I’ve been there for almost 5 of them,” Weisnewski said. “We don’t get a lot of Launch Days in our careers so today is special for a ton of reasons. Oblige me some good vibes today.”

The hero shooter is available right now on PlayStation 5 and PC for those who purchased the Digital Deluxe Edition, but will be playable for all users when it officially releases tomorrow, August 30, 2024.

According to Weisnewski, it’s just the beginning for Firewalk Studios as it prepares for the “years to come”.

“Concord has so much humanity and depth to it,” the developer added. “I really hope people give it a shot. Insanely proud of the game and we’re strapped in and ready to push it for years to come.”

Despite being a live-service shooter, it’s been confirmed that Concord won’t have a Battle Pass, since Firewalk wanted to focus its attention on making the game a “rewarding and robust experience on day one, where just playing the game, leveling up your accounts and characters, and completing jobs yields meaningful rewards.”

The shooter will, however, feature microtransactions in the form of downloadable content (DLC) that will allow players to purchase optional cosmetics like character skins.

Concord will also receive free post-launch content that will bring additional Freegunners (playable characters) maps and more “regular post-launch seasons and updates”.

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Apple Promotes Final Cut Pro for Mac and iPad in New Ad

Apple today shared new ads focusing on Final Cut Pro 10.8, the latest version of the Apple-designed app for professional video editing. The first ad highlights Final Cut Pro for the Mac, while the second covers Final Cut Pro for iPad.

Both videos walk through the different features that are available in Final Cut Pro on the Mac and the ‌iPad‌. The Mac video walks through different tools for adding effects and organizing footage, while the ‌iPad‌ ad shows off the touch-based gestures and Apple Pencil integration.

With Final Cut Pro 10.8, which came out in June, Apple added Enhance Light and Color, an feature that improves color, color balance, contrast, and brightness in one step. Slo-Mo, another AI feature, blends the frames of video intelligently to provide higher-quality movement.

Apple also introduced Final Cut Camera, an app that can capture video from multiple iOS devices and feed it into Final Cut Pro for a multicam experience.

Final Cut Pro is priced at $300 for the Mac version, and $49 per year or $4.99 per month for the ‌iPad‌ version. Apple offers a free 90-day trial.Tags: Apple Ads, Final Cut ProThis article, “Apple Promotes Final Cut Pro for Mac and iPad in New Ad” first appeared on MacRumors.comDiscuss this article in our forums

Apple today shared new ads focusing on Final Cut Pro 10.8, the latest version of the Apple-designed app for professional video editing. The first ad highlights Final Cut Pro for the Mac, while the second covers Final Cut Pro for iPad.

Both videos walk through the different features that are available in Final Cut Pro on the Mac and the ‌iPad‌. The Mac video walks through different tools for adding effects and organizing footage, while the ‌iPad‌ ad shows off the touch-based gestures and Apple Pencil integration.

With Final Cut Pro 10.8, which came out in June, Apple added Enhance Light and Color, an feature that improves color, color balance, contrast, and brightness in one step. Slo-Mo, another AI feature, blends the frames of video intelligently to provide higher-quality movement.

Apple also introduced Final Cut Camera, an app that can capture video from multiple iOS devices and feed it into Final Cut Pro for a multicam experience.

Final Cut Pro is priced at $300 for the Mac version, and $49 per year or $4.99 per month for the ‌iPad‌ version. Apple offers a free 90-day trial.

This article, “Apple Promotes Final Cut Pro for Mac and iPad in New Ad” first appeared on MacRumors.com

Discuss this article in our forums

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Taylor Swift’s London Shows Set Records for Mobile Data Use Among Fans

Exclusive: The August and Champagne Problems moments saw mobile data use peak during Wembley Eras Tour Shows.

Exclusive: The August and Champagne Problems moments saw mobile data use peak during Wembley Eras Tour Shows.

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AGI is On Clients’ Radar But Far From Reality, Says Gartner

Gartner is warning that any prospect of Artificial General Intelligence (AGI) is at least 10 years away and perhaps not certain to ever arrive. It might not even be a worthwhile pursuit, the analyst says. From a report: AGI has become a controversial topic in the last couple of years as builders of large language models (LLMs), such as OpenAI, make bold claims that they’ve established a near-term path toward human-like intelligence. At the same time, others from the discipline of cognitive science have scorned the idea, arguing that the concept of AGI is poorly understood and the LLM approach is insufficient.

In its Hype Cycle for Emerging Technologies, 2024, Gartner says it distills “key insights” from more than 2,000 technologies and, using its framework, produces a succinct set of “must-know” emerging technologies that have the potential to deliver benefits over the next two to ten years. The consultancy notes that GenAI — the subject of volumes of industry hype and billions in investment — is about to enter the dreaded “trough of disillusionment.” Arun Chandrasekaran, Gartner distinguished VP analyst, told The Register: “The expectations and hype around GenAI are enormously high. So it’s not that the technology, per se, is bad, but it’s unable to keep up with the high expectations that I think enterprises have because of the enormous hype that’s been created in the market in the last 12 to 18 months.”

However, GenAI is likely to have a significant impact on investment in the longer term, Chandrasekaran said. “I truly still believe that the long-term impact of GenAI is going to be quite significant, but we may have overestimated, in some sense, what it can do in the near term.”

Read more of this story at Slashdot.

Gartner is warning that any prospect of Artificial General Intelligence (AGI) is at least 10 years away and perhaps not certain to ever arrive. It might not even be a worthwhile pursuit, the analyst says. From a report: AGI has become a controversial topic in the last couple of years as builders of large language models (LLMs), such as OpenAI, make bold claims that they’ve established a near-term path toward human-like intelligence. At the same time, others from the discipline of cognitive science have scorned the idea, arguing that the concept of AGI is poorly understood and the LLM approach is insufficient.

In its Hype Cycle for Emerging Technologies, 2024, Gartner says it distills “key insights” from more than 2,000 technologies and, using its framework, produces a succinct set of “must-know” emerging technologies that have the potential to deliver benefits over the next two to ten years. The consultancy notes that GenAI — the subject of volumes of industry hype and billions in investment — is about to enter the dreaded “trough of disillusionment.” Arun Chandrasekaran, Gartner distinguished VP analyst, told The Register: “The expectations and hype around GenAI are enormously high. So it’s not that the technology, per se, is bad, but it’s unable to keep up with the high expectations that I think enterprises have because of the enormous hype that’s been created in the market in the last 12 to 18 months.”

However, GenAI is likely to have a significant impact on investment in the longer term, Chandrasekaran said. “I truly still believe that the long-term impact of GenAI is going to be quite significant, but we may have overestimated, in some sense, what it can do in the near term.”

Read more of this story at Slashdot.

Read More 

Slack AI could be tricked into leaking login details and more

A carefully crafted prompt could force Slack AI to disclose secrets, including API keys and more.

Security researchers claim to have uncovered a way to trick Slack’s AI assistant into sharing sensitive information and other secrets with unauthorized users

Slack, which is used by more than 35 million people worldwide, introduced its own Artificial Intelligence (AI) tool in September 2023, allowing users to summarize multiple unread messages, answer different questions, search for files, and more.

But as we’ve seen with other chatbots in the past, with a carefully crafted prompt (a command given to the AI), a malicious actor could force the tool to disclose sensitive data from private Slack channels they’re not a part of.

“Intended behavior”

Security firm PromptArmor, which found the flaw and reported it to Salesforce, explained how crooks could steal API keys, for example:

“We demonstrate how this behavior will allow an attacker to exfiltrate API keys that a developer put in a private channel (that the attacker does not have access to).”

The attack revolves around creating a public Slack channel and inputting a malicious prompt, which the AI reads. It will then instruct the Large Language Model (LLM) to respond to queries for the API key by providing a clickable URL. Clicking on the URL will send the API key data to the attacker-controlled website, where they can pick it up.

Aside from API keys, the crooks could also abuse this vulnerability to grab files uploaded to Slack, as well, since the AI reads those, too.

Furthermore, because the AI reads files as well, the hackers don’t even need to be a part of the Slack workspace to be able to steal secrets. All they need to do is hide the malicious prompt in a document and get a workspace member to upload it (with social engineering, for example).

“If a user downloads a PDF that has one of these malicious instructions (e.g. hidden in white text) and subsequently uploads it to Slack, the same downstream effects of the attack chain can be achieved,” PromptArmor said.

Salesforce, which owns Slack, has apparently patched the bug for private channels. Public ones, on the other hand, seem to have remained vulnerable. PromptArmor says Salesforce told it that “messages posted to public channels can be searched for and viewed by all Members of the Workspace, regardless if they are joined to the channel or not. This is intended behavior.”

Via The Register

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How The Crush House turns procedural generation into social manipulation

This is a story about serendipity and probability.
Nicole He met Arnaud De Bock while waiting in line for the bathroom at a GDC developer party in 2019. She was giving a talk on voice technology in art and games based on her work as a creative technologist, her portfolio filled with interactive projects like the True Love Tinder Robot, Garden Friends, ENHANCE.COMPUTER and Soylent Dick. De Bock was working on the Reigns series and Card Shark for Nerial, and finishing up Pikuniku on the side.
Technically, He wasn’t invited to this particular party, but Ape Out co-creator Maxi Boch snuck her in.
“There in the bathroom line, I met Arnaud,” He told Engadget. “We started chatting, and we were sort of mutual fans of each other’s work, and we talked about potentially collaborating on something. A few months later, we were trying to work on this other idea that he had with his collaborator Rémi [Forcadell] from Pikuniku. That idea never really worked out into anything. But at the same time, Arnaud and I were both obsessed with this reality show called Terrace House.”
Devolver Digital
Terrace House was a Japanese reality series that aired from 2012 to 2020, featuring a rotating cast of six strangers, mainly young professionals, as they lived together for months at a time. Episodes followed the participants as they navigated work and relationships, and the entire thing had a soothing, quiet kind of vibe, even during explosive arguments about eating someone else’s steak. Though cast members often ended up dating each other, you could call Terrace House very demure and very mindful — especially in comparison to Western reality shows like Love Island or Too Hot to Handle, which are built around the themes of bikinis, lust, betrayal and neon-lit product placement.
Inspired by Terrace House and 1990s reality shows like The Real World and Room Raiders, He and De Bock started creating a game called The Crush House. Nerial jumped on board: The studio was finishing up Card Shark and co-founder Francois Alliot saw this reality TV project as an opportunity for his team to flex their narrative muscles.
“At some point, we made a major pivot as far as the writing goes, just ramping it up from this chill Terrace House style, slice-of-life relaxed thing, to be trashy, essentially,” He said. “Like, the dialogue needs to be a lot more engaging. It needs to be funnier and raunchier, more over the top.”
Devolver Digital
That’s when shows like Love Island and The Ultimatum entered the production conversation. In its final form, The Crush House falls in the space between Terrace House and Love Island. It’s set in a bright seaside mansion (with an infinity pool, of course) and it stars four characters at a time as they form strategic friendships, have fiery arguments and make out with each other between ad breaks. 
The Crush House is set in 1999, before smartphones enabled a call-and-response relationship with viewers, but the audience still plays a critical role. Players are the on-site producer and videographer, and they have to respond in real-time to demands from different categories of viewers, like drama queens, foodies, fish freaks, divorced dads and butt guys, while also appeasing advertisers and the mysterious network overlords. Capturing the correct footage, playing ads at the right time and placating the suits makes for a surprisingly intense gameplay loop. There’s a sprint button here for a reason.
One of the most intriguing aspects of The Crush House is its replayability. There are 12 cast members to choose from at the start of every run, and they have distinct personality traits that play off of each other in unique ways. There are classic reality-TV archetypes, like the himbo, the naive girl and the pretentious one, and their interactions are driven by procedural generation.
“Everything that you see on the screen, the dialogues, are generated,” Alliot said. “We have a system called rigmarole, which is a system that matches the traits of a character with what we call sagas, which are like models of stories. For example, if you got a love triangle, you have a number one, number two, number three, they will have different traits that we will match to the characters. If we have a match, we play that story and then it unfolds like that, with possible outcomes that may be different depending on the character that you picked. And this system allows us to have a very broad or very narrow type of narrative.”

He and the developers at Nerial wrote about 50,000 lines of dialogue for the Crush House rigmarole system. With 12 characters to choose from and four characters in each playthrough, there are 495 total possible cast combinations in the game. Essentially, The Crush House had to be procedurally generated.
“We have things that are logical, but it’s never 100 percent super structured,” Alliot said. “It’s a bit loose, a loose narrative that fits very well with reality TV. And so you can play the game basically forever, matching different characters, and it will still surprise you.”
The Crush House was a jumble of random dialogue and code for a long time before its procedural generation systems had enough information to produce a rational, powerful experience, He said. Alliot warned her this would be the case, and encouraged her to be patient and watch out for the moment when everything would snap into place. Eventually, that’s exactly what happened.
Devolver Digital
“It’s kind of a mess for a long time,” He said. “But when we reached the point where actually it all came together — we had enough writing, we had the technical stuff working out, and the animations playing and all this stuff happening. It’s like there’s something that clicks and it kind of becomes magical.”
The Crush House still surprises He, even after years of studying its code and iterating on its outputs.
“I had this experience even yesterday playing the game, where there was a very sweet, romantic scene between Veer and Alex, and then the next scene, Veer says something that’s really cruel to him,” He said. “And I was struck by that. I mean, I can see through the veil of it, I know how everything works, but it’s really awesome to have that effect.”
The Crush House is available on Steam for PC, developed by Nerial and published by Devolver Digital.
This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/how-the-crush-house-turns-procedural-generation-into-social-manipulation-160020111.html?src=rss

This is a story about serendipity and probability.

Nicole He met Arnaud De Bock while waiting in line for the bathroom at a GDC developer party in 2019. She was giving a talk on voice technology in art and games based on her work as a creative technologist, her portfolio filled with interactive projects like the True Love Tinder Robot, Garden Friends, ENHANCE.COMPUTER and Soylent Dick. De Bock was working on the Reigns series and Card Shark for Nerial, and finishing up Pikuniku on the side.

Technically, He wasn’t invited to this particular party, but Ape Out co-creator Maxi Boch snuck her in.

“There in the bathroom line, I met Arnaud,” He told Engadget. “We started chatting, and we were sort of mutual fans of each other’s work, and we talked about potentially collaborating on something. A few months later, we were trying to work on this other idea that he had with his collaborator Rémi [Forcadell] from Pikuniku. That idea never really worked out into anything. But at the same time, Arnaud and I were both obsessed with this reality show called Terrace House.”

Devolver Digital

Terrace House was a Japanese reality series that aired from 2012 to 2020, featuring a rotating cast of six strangers, mainly young professionals, as they lived together for months at a time. Episodes followed the participants as they navigated work and relationships, and the entire thing had a soothing, quiet kind of vibe, even during explosive arguments about eating someone else’s steak. Though cast members often ended up dating each other, you could call Terrace House very demure and very mindful — especially in comparison to Western reality shows like Love Island or Too Hot to Handle, which are built around the themes of bikinis, lust, betrayal and neon-lit product placement.

Inspired by Terrace House and 1990s reality shows like The Real World and Room Raiders, He and De Bock started creating a game called The Crush House. Nerial jumped on board: The studio was finishing up Card Shark and co-founder Francois Alliot saw this reality TV project as an opportunity for his team to flex their narrative muscles.

“At some point, we made a major pivot as far as the writing goes, just ramping it up from this chill Terrace House style, slice-of-life relaxed thing, to be trashy, essentially,” He said. “Like, the dialogue needs to be a lot more engaging. It needs to be funnier and raunchier, more over the top.”

Devolver Digital

That’s when shows like Love Island and The Ultimatum entered the production conversation. In its final form, The Crush House falls in the space between Terrace House and Love Island. It’s set in a bright seaside mansion (with an infinity pool, of course) and it stars four characters at a time as they form strategic friendships, have fiery arguments and make out with each other between ad breaks. 

The Crush House is set in 1999, before smartphones enabled a call-and-response relationship with viewers, but the audience still plays a critical role. Players are the on-site producer and videographer, and they have to respond in real-time to demands from different categories of viewers, like drama queens, foodies, fish freaks, divorced dads and butt guys, while also appeasing advertisers and the mysterious network overlords. Capturing the correct footage, playing ads at the right time and placating the suits makes for a surprisingly intense gameplay loop. There’s a sprint button here for a reason.

One of the most intriguing aspects of The Crush House is its replayability. There are 12 cast members to choose from at the start of every run, and they have distinct personality traits that play off of each other in unique ways. There are classic reality-TV archetypes, like the himbo, the naive girl and the pretentious one, and their interactions are driven by procedural generation.

“Everything that you see on the screen, the dialogues, are generated,” Alliot said. “We have a system called rigmarole, which is a system that matches the traits of a character with what we call sagas, which are like models of stories. For example, if you got a love triangle, you have a number one, number two, number three, they will have different traits that we will match to the characters. If we have a match, we play that story and then it unfolds like that, with possible outcomes that may be different depending on the character that you picked. And this system allows us to have a very broad or very narrow type of narrative.”

He and the developers at Nerial wrote about 50,000 lines of dialogue for the Crush House rigmarole system. With 12 characters to choose from and four characters in each playthrough, there are 495 total possible cast combinations in the game. Essentially, The Crush House had to be procedurally generated.

“We have things that are logical, but it’s never 100 percent super structured,” Alliot said. “It’s a bit loose, a loose narrative that fits very well with reality TV. And so you can play the game basically forever, matching different characters, and it will still surprise you.”

The Crush House was a jumble of random dialogue and code for a long time before its procedural generation systems had enough information to produce a rational, powerful experience, He said. Alliot warned her this would be the case, and encouraged her to be patient and watch out for the moment when everything would snap into place. Eventually, that’s exactly what happened.

Devolver Digital

“It’s kind of a mess for a long time,” He said. “But when we reached the point where actually it all came together — we had enough writing, we had the technical stuff working out, and the animations playing and all this stuff happening. It’s like there’s something that clicks and it kind of becomes magical.”

The Crush House still surprises He, even after years of studying its code and iterating on its outputs.

“I had this experience even yesterday playing the game, where there was a very sweet, romantic scene between Veer and Alex, and then the next scene, Veer says something that’s really cruel to him,” He said. “And I was struck by that. I mean, I can see through the veil of it, I know how everything works, but it’s really awesome to have that effect.”

The Crush House is available on Steam for PC, developed by Nerial and published by Devolver Digital.

This article originally appeared on Engadget at https://www.engadget.com/gaming/pc/how-the-crush-house-turns-procedural-generation-into-social-manipulation-160020111.html?src=rss

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