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It's going to be much harder to view the full web in Russia before the year is out. President Putin has signed a law that, as of November 1st, bans technology which lets you access banned websites, including virtual private networks and proxies. Internet providers will have to block websites hosting these tools. The measure is ostensibly meant to curb extremist content, but that's just pretext -- this is really about preventing Russians from seeing content that might be critical of Putin, not to mention communicating in secret.
Accordingly, the President has signed another law requiring that chat apps identify users through their phone numbers after January 1st, 2018. Some messaging clients already encourage you to attach an account to a phone number, but this makes it mandatory -- Facebook and others can't reject the idea if they're prefer to give you some kind of anonymity. The measure also demands that operators limit users' access if they're spreading illegal material.
The timing likely isn't coincidental. Russia is holding a presidential election in March, and banning technology like VPNs will make it harder for voters to see news that questions Putin's authority. Likewise, you may be less likely to organize a protest if you know that the police can trace anonymous chats back to you through your phone number. As with China's VPN crackdown, Russian officials are trying to control the online conversation at a crucial moment to make sure the powers that be go unchallenged.
Via: RadioFreeEurope, Reuters
Source: Gov.ru (translated 1), (2)
Offline First, Security Tools, Learning Game Strategy, and Design Documentation
Continue reading Four short links: 21 July 2017.
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Updates are essential for security, but they can be difficult and expensive for device manufacturers. Project Treble is making updates easier by separating the underlying vendor implementation from the core Android framework. This modularization allows platform and vendor-provided components to be updated independently of each other. While easier and faster updates are awesome, Treble's increased modularity is also designed to improve security.
The traditional method of running HALs in-process means that the process needs all the permissions required by each in-process HAL, including direct access to kernel drivers. Likewise, all HALs in a process have access to the same set of permissions as the rest of the process, including permissions required by other in-process HALs. This results in over-privileged processes and HALs that have access to permissions and hardware that they shouldn't.
Moving HALs into their own processes better adheres to the principle of least privilege. This provides two distinct advantages:
Moving HALs into their own processes is great for security, but it comes at the cost of increased IPC overhead between the client process and the HAL. Improvements to the binder driver made IPC between HALs and clients practical. Introducing scatter-gather into binder improves the performance of each transaction by removing the need for the serialization/deserialization steps and reducing the number of copy operations performed on data from three down to one. Android O also introduces binder domains to provide separate communication streams for vendor and platform components. Apps and the Android frameworks continue to use /dev/binder, but vendor-provided components now use /dev/vndbinder. Communication between the platform and vendor components must use /dev/hwbinder. Other means of IPC between platform and vendor are disallowed.
Many of the services offered to apps by the core Android OS are provided by the system server. As Android has grown, so has system server's responsibilities and permissions, making it an attractive target for an attacker. As part of project Treble, approximately 20 HALs were moved out of system server, including the HALs for sensors, GPS, fingerprint, Wi-Fi, and more. Previously, a compromise in any of those HALs would gain privileged system permissions, but in Android O, permissions are restricted to the subset needed by the specific HAL.
Efforts to harden the media stack in Android Nougat continued in Android O. In Nougat, mediaserver was split into multiple components to better adhere to the principle of least privilege, with audio hardware access restricted to audioserver, camera hardware access restricted to cameraserver, and so on. In Android O, most direct hardware access has been entirely removed from the media frameworks. For example HALs for audio, camera, and DRM have been moved out of audioserver, cameraserver, and drmserver respectively.
De-privileging system server and the media frameworks is important because they interact directly with installed apps. Removing direct access to hardware drivers makes bugs difficult to reach and adds another layer of defense to Android's security model.
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Data breaches are bad enough by themselves, but they're made worse when companies don't bother to (or can't) encrypt all their info. It's tantamount to giving hackers the keys to the kingdom. But what to do? IBM thinks it has a simple solution: encrypt absolutely everything. Its latest Z mainframe system now has enough power to automatically encrypt all the data associated with an app or service, whether it's in transit or sitting idle in a database. According to IBM, conventional systems based on x86 processors only encrypt "limited slices" of information, while the new Z has enough power (18 times more, in fact) to lock everything down as a matter of course.
The new platform can also "self-destruct" encryption keys the moment there's any tampering, and quickly encrypts the programming interfaces that tie apps and services together. And the Z is faster overall, regardless of the task at hand: there's three times the memory (a hefty 32TB), three times faster input/output and much lower lag when talking to a storage area network. The hardware should juggle many more transactions (like purchases at an online store) even as it boosts their overall security.
Naturally, there are catches to this utopian vision of internet security. While IBM plays an important role in online commerce (its transaction engine handles 87 percent of credit card payments), many companies would likely have to upgrade before you'd see the benefit. Any mass migration would probably take years, if it happens at all. And of course, IBM's solution doesn't stop hackers from taking data -- it just prevents them from reading that data. There's a chance, however slim, that the most determined perpetrators will find a way to decrypt content once they have it.
Nonetheless, this technology could be a big step forward if it lives up to IBM's hype. If you can assume that your sensitive data is always encrypted, you won't have to worry quite so much that thieves might go on a shopping spree with your credit card. This might also deter crooks if they know that they're unlikely to hit the jackpot when they crack a company's security.
Source: IBM
Gran Turismo Sport, the seventh mainline entry in the franchise, is now scheduled to be released Oct. 17 on PlayStation 4, developer Polyphony Digital announced today.
That’s the timing in North America; the simulation racing game will debut Oct. 18 across Europe. The launch happens to be two weeks after the arrival of Gran Turismo Sport’s direct competition — Microsoft’s Forza Motorsport 7 is set to launch Oct. 3 on Windows 10 and Xbox One. Polyphony Digital’s announcement was accompanied by a new 30-second trailer, which you can watch above.
It’s been a long, winding road for Gran Turismo Sport to get this point. The new mid-October release date is more than 11 months after the game was originally scheduled to arrive — publisher Sony Interactive Entertainment said in May 2016 that it was going to launch the game on Nov. 15, 2016. Polyphony Digital then announced in August that it had decided to push the game back to 2017.
The developer had also planned to hold an open beta for Gran Turismo Sport in early 2016. However, the company canceled it in May of that year. Instead, the studio ran a closed beta, but not until this past March.
“We are now entering the final stages of polishing as we prepare for launch,” said series creator and Polyphony Digital president Kazunori Yamauchi in a PlayStation Blog post. He added that the studio is finally getting ready to provide details on Gran Turismo Sport’s features, including its campaign mode, vehicles and courses. As previously announced, the game will also support the PlayStation VR headset with a virtual reality mode.
For now, though, Sony is just saying that pre-orders are live at the PlayStation Store and European retailers. Gran Turismo Sport will be available in the usual $59.99 Standard Edition and a previously announced $69.99 Limited Edition, which comes with the following items:
Sony is also offering a Digital Deluxe Edition for $79.99. It beefs up the Starter Pack with four more cars, and doubles the in-game credit and the number of avatars.
Formula 1 and Snap Inc, the social media company which owns social media platform Snapchat, have announced a new partnership to cover grands prix.
Lewis Hamilton was criticised for using Snapchat – the mobile and tablet application which allows users to share photos and videos to their own ‘Story’ and view their contacts’ ‘Stories’ – during the 2016 Japanese GP Thursday press conference, for which he later apologised.
Companies, media outlets and major events also curate stories, which group those photos and videos over 24 hours, after which they are deleted.
F1 is focusing on the ‘Discover’ part of the app, which compiles photos and videos – ‘Snaps’ – submitted by users and collates them under a collective story during an event. A team of editors and producers at Snapchat will review the photos before they are viewable to F1’s audience on the app.
The deal is F1’s first commercial deal with a digital and mobile-orientated platform and it will begin at the British Grand Prix on Sunday, continuing in Singapore, Japan, the USA, Mexico, Brazil and Abu Dhabi. The collaboration with Snapchat is part of F1’s ongoing push to engage fans with social media and digital platforms, including its mobile (Official F1) app, its website with live timing.
Notably, Liberty has relaxed its rules for teams and drivers on sharing video content, with clips pre-season testing shared on Twitter and Facebook marking a change from the motorsport’s previous era of management.
Frank Arthofer, Head of Digital and New Business at F1, said: “This is the first step towards expanding our social media strategy.
“Right from the start, we have said we want to work with partners to bring fans closer to the amazing show that is Formula 1, an incredible mix of technology and individual talent – and Snap fits that bill.
“We need to continue to bring new fans to the sport – by reaching out to them on social media platforms with behind the scenes, fun and engaging content.
“Snap’s platform is one of the most popular among ‘millennials,’ a sector we are particularly keen on attracting, as it represents the future of our sport.”
The app has more than 166 million daily active users around the world and more than 3 billion Snaps are sent every day. The platform also supports advertisers and partners with other sports leagues, outlets and broadcasters such as Sky Sports, NASCAR, EA Sports, Fox Sports and MotoGP.
“We want to work with the most iconic sporting organizations in the world, that are beloved by our global community of passionate and highly engaged fans – and working with Formula 1 has been at the top of our wishlist for a long time.”, said Ben Schwerin, Snap Inc’s Vice President of Partnerships.
“Our goal is simple – we want to make being a fan more fun no matter where you are and Snapchat offers unique and creative ways to experience it with their closest friends.
“We are honoured to be the first platform they are partnering with, and are excited to start offer their teams, partners and advertisers an opportunity to reach millions of Snapchatters around the globe.”
Will you be using Snapchat to engage with the upcoming grands prix? Have your say in the comment section below.
What game gave you the feels?
Personally – Firewatch. Way, way too real.
Apache Guacamole consists of two main components, the Guacamole web application (known as the guacamole-client) and the Guacamole daemon (or guacd). An X windows application runs in an Xvnc environment with an in-memory only display.
itSeez3D Avatar SDK is an advanced smartphone-based 3D scanning technology that turns a single selfie photo into a photorealistic 3D avatar.
Using just a camera of a smartphone with no additional hardware, itSeez3D Avatar SDK allows to create a high quality 3D model of a face ready for gaming, virtual and augmented reality experience – all in a couple of minutes.
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Industry-leading companies including Autodesk, Inc. and Foundry have voiced support for MaterialX.
Autodesk is very pleased to be a contributor to the MaterialX project and we are looking forward to adding native support for MaterialX workflows to our digital content creation tools. As with other open formats, MaterialX is going to improve collaboration and help make production pipelines more efficient, so we are thankful that Lucasfilm have chosen to share their technology with the community through open source software.
Foundry is happy to see the MaterialX project reach this latest milestone. The possibilities for smoothing the transfer of look development information between our own applications is exciting. The broader principle of open source projects and multi-vendor data exchange are important for the industry as a whole. Thus we look forward to including MaterialX powered workflows in future releases of our applications.
Originated at Lucasfilm in 2012, MaterialX has been used by ILM in feature films such as Star Wars: The Force Awakens and Rogue One: A Star Wars Story, and real-time immersive experiences such as Trials On Tatooine. The MaterialX team will host a ‘Birds of a Feather’ meeting at the ACM SIGGRAPH Conference in Los Angeles, CA on Monday July 31 2017, 9:30-11:00am, in room 511BC of the Los Angeles Convention Center.
Workflows at Computer Graphics production studios require multiple software tools for different parts of the production pipeline, and shared and outsourced work requires companies to hand off fully look-developed models to other divisions or studios which may use different software packages and rendering systems. There are currently high-quality solutions (e.g. USD, Alembic) for exchanging scene hierarchies and geometric data between tools, but no effective solutions for exchanging rich material content. MaterialX addresses the current lack of a common, open standard for representing the data values and relationships required to transfer the complete look of a computer graphics model from one application or rendering platform to another, including shading networks, patterns and texturing, complex nested materials and geometric assignments. MaterialX provides a schema for describing material networks, shader parameters, texture and material assignments, and color-space associations in a precise, application-independent, and customizable way.
Lucasfilm is no stranger to open source projects having developed and released key projects over the years. The company has played a key role in developing Alembic, co- developed with Sony Imageworks and released in 2012, and OpenEXR, which was developed by ILM in 2000. Both have become industry standards and continue to be developed by the open source community.
MaterialX is an Open Source project released under a modified Apache license. For more information visit the MaterialX website: www.materialx.org and follow MaterialX on Twitter @MaterialXCG for the latest news.
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Post tags: gamedev, ILM, lucasfilms, MaterialX, Open Source
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