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Fitbit Sleep Profiles coming to Pixel Watch on November 22

Fitbit’s ‘Sleep Profile‘ system will make its way to the new Pixel Watch starting November 22nd.

Google announced the details in a blog post. Sleep Profiles, for those unfamiliar, assign users an animal that represents their sleep style based on insights and data gathered by Fitbit sleep tracking. Sleep Profiles are, unfortunately, only available to Fitbit Premium subscribers.

To get a Sleep Profile, users will need to wear their Pixel Watch to bed for at least 14 days each month. Fitbit assigns Sleep Profiles each month, and your Sleep Profile can change if your sleeping habits shift. Google notes that Pixel Watch owners who wore their watch to bed for 14 nights in October will get a Sleep Profile on November 22nd when the feature releases.

I spent time with Fitbit’s Sleep Profile features on the company’s Sense smartwatch earlier this year — you can learn more about Sleep Profiles here.

Since launch, Google says Fitbit Sleep Profile released 6.35 million profiles to users. Moreover, the company shared some trends from the first few months of Sleep Profiles:

“People who use Sleep Profile are most successful at hitting the ideal range of “Time Before Sound Sleep” (52%), REM sleep (49.7%) and deep sleep (49.5%). But they are the least successful at hitting the ideal range of “Nights with Long Awakenings” and “Sleep Schedule Variability” (14.6% and 23.2% respectively). The most common areas of improvement are Days with Naps (61.2%), Sleep Schedule Variability (52.7%) and Restorative Sleep (45.6%).”

Fitbit Premium costs $12.99/mo or $104.99/year in Canada.

Source: Google

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Mobile Syrup

The best square 4K monitor is on sale for Black Friday

I’ve been using Huawei’s excellent MateView monitor for the last few months, and it’s incredible. The only thing that holds it back is its price, which is remedied by this deal.

Canada Computers has dropped the price to $698, $200 off its usual $900 price tag.

This monitor is pricey, but it’s well worth it since it has a great 3:2 aspect ratio, rich colours and even an excellent speaker built into the stand. The base also houses a few USB passthrough ports and can provide up to 65 watts of power. That said, this stand isn’t removable, and you can’t mount it on a monitor arm.

However, the extra vertical and horizontal space has benefited all of my work, from gaming to content creation. Not to mention the all-metal design looks tremendous and sufficiently minimal next to a MacBook.

In terms of specs, it’s got a 4K resolution with 10-bit colour and a 60Hz refresh rate.

Source: Canada Computers

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Xbox Game Pass Ultimate offering free 3-month subs to Apple TV+, Apple Music

Xbox is offering free three-month subscriptions to Apple TV+ and Apple Music to Xbox Game Pass Ultimate members.

The promotion is available to worldwide Ultimate subscribers who don’t currently have a subscription to either Apple TV+ or Apple Music. The free trials are being offered as part of Xbox Game Pass Ultimate Perks, which provide subscribers with free bonuses like downloadable content packs for miscellaneous games and, on occasion, trials for services like Discord Nitro and Disney+.

Last month, the starting monthly costs of Apple TV+ and Apple Music were both increased $8.99 (previously $5.99) and $10.99 (previously $9.99), respectively. Normally, Apple only offers a free seven-day Apple TV+ trial and one-month Apple Music trial. Game Pass Ultimate members can claim and activate both free trials from now until March 31st, 2023.

Apple Music offers unlimited streaming of more than 100 million songs, while Apple TV+ features a slew of original TV shows and movies, including Ted LassoMythic QuestThe Morning ShowSeveranceCODA and the upcoming Ryan Reynolds movie, Spirited.

Meanwhile, Xbox Game Pass Ultimate costs $16.99/month and includes Game Pass for console and PC, EA Play, Xbox Live Gold and Xbox Cloud Gaming.

Image credit: Apple TV+

Source: Xbox

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Ubisoft and Riot Games discuss new research project to combat harmful game chats

Ubisoft and Riot Games have announced a new partnership on a research project that aims to help curb harmful player interactions in gaming.

The initiative, dubbed ‘Zero Harm in Comms,’ aims to collect in-game data that can be used to better train AI-based solutions to address toxic game chats. According to a 2021 study by game development platform Unity, 68 percent of players say they’ve experienced some form of toxic behaviour while gaming, which includes, but is not limited to, “sexual harassment, hate speech, threats of violence [and] doxing.”

Ubisoft, the French publisher behind franchises like Assassin’s Creed and Rainbow Six, and the U.S.’ Riot, best known for League of Legends and Valorant, are both members of the Fair Play Alliance, an international coalition of game companies aiming to improve in-game conduct for all players. As part of those efforts, Zero Harm in Comms intends to create a database that can be shared across the industry and implemented by companies into their respective games.

To learn more about Zero Harm in Comms, MobileSyrup sat down with the two guiding forces behind the project: Yves Jacquier, executive director at Ubisoft’s La Forge research division, and Wesley Kerr, head of technology research at Riot Games. The pair explained how the partnership started, how Zero Harm in Comms will work, their efforts to maintain privacy during data collection and more.

Question: How did the partnership between Ubisoft and Riot first come about?

A soldier rappels down in Rainbow Six Siege.

Rainbow Six Siege (Image credit: Ubisoft)

Yves Jacquier: It all started with discussions between Wesley and I. We’ve been working separately on such topics of trying to identify toxic contents in chats, in communications, in general. And basically, we had R&D discussions acknowledging that it’s a very complex problem, and that it’s a problem that we would be way more efficient to tackle together. But there is a lot of difficulties to goal — questions such as, how do you share data between two different companies while obviously preserving the privacy and confidentiality for our players? And being compliant with things such as GDPR [Europe’s General Data Protection Regulation], for example? And then, on top of that, how do you create efficient AI to really understand the intention of chat lines to be able to make a recommendation? So we thought that because it’s a complex problem, and it’s an industry-wide problem, we thought that our two R&D departments should partner into a common R&D project.

Q: Can you explain the research project a bit more? How does it work and how will it assist with AI-based moderation tools?

Jacquier: Let’s take a step back. Here is how the chat moderation interval works. You send some contents, a chat line, and then behind that, you have tools that are able to predict whether it’s natural, it’s positive, or it’s harmful content. The problem with the technologies that you can find from the shelf is that, most of the time, it’s based on dictionaries. So you have a long list of profanities that you don’t want to see in a chat. But the problem is that it’s very easy for players to bypass that. You can be very creative at spelling thousands of different ways of certain profanities. And on top of that, you can have new words, new slang, that come out of the communities.

So the idea here is twofold. First, try to find a way to gather enough examples of chats with labelled data. So being able to say that ‘this line is considered neutral,’ ‘that one is considered racist,’ for example, and with these data sets, be able to use that to train an AI with all those examples. So that when there is new content, the AI can make a prediction that this new content is either classified as neutral, racist, and so forth. So that’s really the idea.

Then the question is, ‘how will it have an impact on the player?’ This is way too early to tell, in reality. Because first, we need to make sure that we’re able to create these datasets, which is already very complex. If you want to do something [with] data, which is on the one hand valuable, while preserving privacy and confidentiality… And then it’s an extremely complex problem to try to get the general meaning of a sentence to make a prediction. So you have both a notion of reliability, which means what’s the percentage of harmful content you’re able to detect on the one hand — we want that to be very high. But by the same token, you want to have as few false positives that you that can have. You don’t want to tag an acceptable line as being a profanity, for example. So, before we are able to have clear ideas on that, it’s difficult to know exactly how it gonna directly work into our pipelines.

Q: What does the collaboration look like between Ubisoft and Riot? What’s the back-and-forth look like? Are you working with any external consultants to help bring the project together?

League of Legends

League of Legends (Image credit: Riot Games)

Wesley Kerr: So in this case, we’re starting just collaboration between the Ubisoft and [Riot]. There are at least two phases to the project — we’re in the first phase where we’re trying to identify what data we can share, how we can share it safely to preserve the privacy of our players, and then sort of work towards gathering those datasets that we can share between us and build that central dataset. So that process involves deciding how we want to label the datasets. And then we’re sort of following the framework provided by the Fair Play Alliance to discuss how we we label disruptive behaviours in comms. And then we take our labeled data, we scrub it of any PII [personal identifiable information] to make sure that we are compliant with the most stringent GDPR, etc, those legal risks, and then we take that label data, we put it into a shared place and then we move on to the next phase where we actually start building the models that [Jacquier] mentioned. And then once we start building the models, we see how well we can do. That will probably provide additional signals for what data we need to go gather, collect and iterate there to improve the models until we reach sort of the end of the project, which we scheduled to be around July, where we can talk more broadly about the results of what we’re able to achieve during this shared project.

Jacquier: I would simply add on that: let’s keep in mind that it’s R&D projects, so we take it like that. And we found that we have similar mindsets, in terms of our two teams, which helps a lot when you try to tackle this kind of issue. Which is why we’re not involving consultants — we’re trying to put the best people that we have in both our R&D teams to try to pave the way and create the first learnings that we’ll be able to share next July.

Q: You both touched on the idea of privacy, which is an important subject. Of course, this is still early phases and it’s an R&D project so things are in flux, but what steps will you be taking to ensure that players privacy is being maintained?

Kerr: We’re working to make sure that the only data that we share has all personal identifying information removed. And so we’re using different tools, internally built and off the shelf, to detect those sorts of things and remove them from our datasets. We are also only collecting the bare minimum that we need in order to make progress on that problem, which is sort of why I highlighted that iterative approach. So we’re starting with as little data that we can share as possible. And then we’ll add more if we think it’s needed to improve the models. We’re not just sharing everything carte blanche. And then we will only keep it for as long as necessary and protected each as if it were our own so to ensure that the privacy is there.

Jacquier: I think that covers anything. Also, we’re not specialists of GDPR, right? We’re data scientists, researchers, so we got support from the people who helped us to ensure our compliance as well in what we can do and what we can’t do. So we want to make sure that if we want to ensure player safety, it starts there. It starts by making sure that at the very inception of the project, we do not try to reinvent the wheel. But we try, conversely, to make sure that we are conservative in terms of data information about the player that we have to share, just like [Kerr] mentioned; we want to be to have the the lowest footprint as possible, while making sure we have a very efficient AI at the end of the project.

Q: A key reason you’re doing this it to crack down on toxicity in games, which unfortunately happens a lot. Some players just sort of accept that it’s something that happens, but obviously, we can still do more to try to fix that. As game makers, why is it important for you both to do something like Zero Harm in Comms?

Fair Play Alliance gaming toxicity

Data from the analytics firm Newzoo, cited by the Fair Play Alliance, that outlines the effects of harassment in games.

Jacquier: I think both Riot and Ubisoft are trying to create the best experience for players. So obviously, there are things that we do not control at all, which is what happens on public forums, for examples, external forums. There’s a thing that we somewhat control, which is the gameplay and the metagame, and whatever happens inside the game itself. And then there is what we want to improve, which is the flow of communication between players, and making sure that we have to acknowledge some players might not behave the way we want them to behave. There’s not much we can do directly on that, except, because we have zero tolerance on that, to try to make sure that we are first able to detect such harmful content, and then be able to create consequences, or to send a clear signal and educate all players in that. But it has to be fun for everybody and it cannot be fun if it’s not safe.

Kerr: I think the only thing we would add is we do aspire to be an industry leader in providing players with safe gaming environments in both client and game experience. We’ve taken lots of different approaches to this. It’s not just this one area. We’ve looked at names, we’ve looked at intentional feeding [when a player purposely dies to help the other team] and leaving…  We’ve looked at lots of different ways to try to improve that player experience. This is one more push at that and I think internally, we’ve also built out a dedicated player dynamics discipline that’s looking at the punishment side, as well as the positive side of play. So how do we reward positive play and punish negative disruptive behaviour? And so all of that goes into sort of why why this investment is being made up.

Q: As you said, this is an iterative process — the first step of an early research project. Once you share the findings next July, what are you hoping to achieve in the next step as you open this up to industry partners?

Jacquier: It will depend on the results in terms of blueprints first. If we are able to create these blueprints, then we can start working together in terms of AI, and then it will be easier to imagine what the next steps are. So it’s really what we’re focusing on right now. But because we acknowledge that it’s a complex problem — so complex that most of the time it’s difficult, industry-wide, to go beyond recommendations, to go beyond trying to share good intent on that — if you want to be practical, we need to provide with some sort of practical blueprint. It has to be easy to share data. It has to be safe to share data. And then we are confident that we have find a decent blueprint that assures both sides that it’s easy and it’s totally safe in terms of privacy and confidentiality, then, and only then, we will be able to add new new people to to help in this endeavour. So whatever we’ve learned, we will share that in July. And based on what we’ve learned, we’ll be able to decide on the next steps.

Q: Zero Harm in Comms is trying to handle people in the midst of communication. What sorts of other steps do you think should be taken by the industry at large, not just Ubisoft and Riot, to improve behaviour from gamers before they even start playing? Because Zero Harm in Comms aims to react to that, which is a good step, but what can be done on a larger scale to reduce those sorts of toxic mentalities?

Jacquier: I cannot speak for other companies. All I can say is that for Ubisoft and obviously Riot as well, it’s a very important topic. We’re definitely not claiming that we have the perfect solution to solving this problem. What we’re trying to do is, based on the type of games that we have, the different kinds of communities and games that we are operating, we’re trying to find a common practical solution to solve one key aspect. But in reality, once again, it will be one tool in our toolbox, and the toolbox at Ubisoft is different from the toolbox at Riot. However, the intention of Ubisoft seems to be extremely aligned with Riot’s intention to have zero tolerance on that. So the recipe might be different, but as an industry and even beyond the gaming industry, we need to do something to make sure that we keep the online space safe for anyone.

Kerr: The only thing I’d add to that is our ability to work with partners in and out of industry to share the knowledge and grow our solutions to the complex problems that [Jacquier] has alluded to is going to not only impact our players, but everyone online, because people can take those recipes of what we’ve learned and bring them to their own players in their own communities.

This interview has been edited for language and clarity.

Image credit: Ubisoft/Riot

It should be noted that both companies have been accused of fostering toxic work cultures. At Ubisoft, there were numerous reports of misconduct, especially towards women, that started coming out in 2020. Company CEO Yves Guillemot apologized and promised change, which so far has included terminating a number of accused employees, hosting awareness workshops and appointing a VP of diversity and inclusion. However, employee advocacy group A Better Ubisoft said in September that progress has been “painfully slow” and a number of the alleged abusers remain at the company. 

Riot, meanwhile, will pay $100 million to more than 1,000 women as part of a 2018 gender discrimination lawsuit. The lawsuit came about following an investigative piece by Kotaku in which many women accused male employees of grooming, sending explicit images and senior staff sharing a list of which women they wanted to sleep with, among other transgressions. In August, several employees told The Washington Post that significant cultural improvements have been made, although some criticism was levelled at mixed messaging regarding social media policies and diversity efforts.  

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Musk plans to relaunch paid verification on November 29th

Twitter’s new owner Elon Musk still plans to forge ahead with paid verification on the platform, apparently learning little from the recent fiasco.

In a recent tweet, Musk announced that Twitter Blue would launch again on November 29th “to make sure that it is rock solid.”

As a quick refresher, Twitter launched then quickly un-launched a revamped version of its Blue subscription service on November 9th. Customers who signed on for the $9.99 subscription got a blue checkmark next to their name. However, that checkmark was previously used as Twitter’s verification badge to denote authentic accounts, primarily a tool intended to prevent people from impersonating high-profile accounts like those of government officials, companies, celebrities, or journalists.

Basically, everyone with a modicum of foresight knew paid verification was a bad idea, including Twitter’s own trust and safety team, which detailed potential problems and solutions in a seven-page document served up to Musk and his cohort ahead of the November 9th launch. Naturally, Musk ignored most of the suggestions and, as predicted, paid verification resulted in a flood of impersonations on the platform. Accounts sporting the new paid badge impersonated brands, government officials, and more, leading some to lose significant amounts of money. One account even parodied Ontario Premier Doug Ford. Admittedly, it was fun to watch the chaos unfold.

Musk also tweeted his apparent plan for dealing with impersonations, which is just temporarily removing the blue checkmark from accounts when they change their name. Accounts will get the checkmark back once Twitter confirms the new name meets the company’s terms of service. It remains unclear who will be vetting all these name changes, given Musk laid off a significant chunk of Twitter’s staff, fired most of the company’s contract workers, and issued an ultimatum to those who remain to put in long hours or quit. It’s also unclear if Twitter will vet account names when they sign up for Blue.

Musk reiterated plans to remove unpaid legacy checkmarks “in a few months” as well and tweeted about ‘X’ again, calling it the “everything app.”

Aside from the Blue relaunch, Musk tweeted some other details about ongoing Twitter projects. Leaker Jane Manchun Wong tweeted evidence of Twitter working on end-to-end encrypted DMs, to which Musk replied simply, “😉.” Wong also tweeted that the source detail, which shows the app a person tweeted from, was gone in the app prototype she looked at. It’ll be sad to see tweet sources go, considering how much fun tech folks had spotting Android ads tweeted from iPhones.

You can follow along with the latest Twitter turmoil here.

Source: Elon Musk Via: The Verge

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Shoppers Drug Mart offers AirPods Pro with $100 gift card for Black Friday

Shoppers Drug Mart is getting ready for Black Friday with a few choice tech deals. However, the store’s deals start on Saturday, November 19th and continue through Sunday, so you can’t capitalize on them just yet.

The best deals include a 65-inch 4K TV starting at $499 and first-generation AirPods Pros being discounted to $279. To sweeten the deal, both items also come with a $100 Shoppers gift card.

Following that, the Xbox Series X is dropping down to $319 and comes with a $25 gift card. The 2nd generation AirPods are priced at $179 and come with a $75 gift card.

Other deals include discounts on Xbox Series X/S controllers ($59) and the new PlayStation DualSense controller ($64).

The “wait, there’s more” moment of this deal hasn’t happened yet, but savvy shoppers in the Red Flag Deals forums are predicting a bonus deal in the PC Optimum app. Ideally, it will net people another 20,000 points or so for spending over $75. That said, we won’t know if this is true until the weekend when the personalized offers are reported to arrive.

Last year on Black Friday, the brand also ran a bonus redemption event that offered nice discounts to people looking to buy items with points as well. It’s unclear if this will return in 2022.

You can view your full local Shoppers flyer here.

Source: Shoppers, Red Flag Deals 

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Image of unreleased MagSafe ‘Apple Magic Charger’ appear online

Photos of an unreleased Apple MagSafe accessory have appeared online.

Images of the ‘Apple Magic Charger’ shared by Apple collector @TheBlueMister show off a device featuring an aluminum base and a MagSafe-like magnetic adapter that can pivot forward and backward. According to TheBlueMister, the leaked accessory works, and when you plug it into a MacBook, it shows up as the “Apple Magic Charger” under USB devices.

Other notable features include a ‘Space Gray’ finish, a white rubberized base and a braided USB-C cable. Twitter user @DuanRui1205 shared additional images of the charger (seen below) shortly after @TheBlueMister.

Interestingly, @TheBlueMister says that the charger can only charge the iPhone from a horizontal position and that this could be the key reason it hasn’t yet seen the light of day.

Overall, the charger shares a lot of design language and features with Apple’s MagSafe Duo Charger. It’s unclear if Apple has cancelled the accessory outright or if the tech giant has plans to release it eventually.

It’s worth noting that the @TheBlueMister Twitter account has was suspended following posting the initial photos.

Image credit: @TheBlueMister

Source: @TheBlueMister, @duanrui1205 Via: MacRumors

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Musk to fire employees unwilling to sign contract to work ‘long hours at high intensity’

Two weeks after Elon Musk issued mass layoffs at Twitter, it seems like the company’s workforce will continue to shrink as Musk looks to build “Twitter 2.0.”

In a midnight email, Musk told employees to indicate their willingness to “work long hours at high intensity.” Employees who don’t sign on by 5pm on Thursday will be fired and receive three months’ severance.

“Going forward, to build a breakthrough Twitter 2.0 and succeed in an increasingly competitive world, we will need to be extremely hardcore,” the email, published by The Verge, states.

“This will mean working long hours at high intensity. Only exceptional performance will constitute a passing grade.”

The email comes after the chaotic launch and un-launch of Twitter Blue. The $10/month subscription gave people access to the blue verified checkmark, which quickly created an avenue for impersonated accounts. One of these accounts impersonated Ontario Premier Doug Ford. 

However, this is something Twitter’s trust and safety team warned Musk about, to no success. 

What Twitter 2.0 entirely consistents of isn’t clear at this point, but if Musk’s past actions are any indication, expect a chaotic experience.

More news on Musk x Twitter is available here.

Image credit: Shutterstock 

Via: The Verge 

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Vidéotron Black Friday deals include discounts on phones, TV and more

Quebecor-owned Vidéotron dropped its Black Friday deals with discounts on phones, home internet, and more.

Phones

Vidéotronis also offers a $120 “annual discount for life” when customers bundle mobile and internet services.

Internet

Speaking of internet, Vidéotron highlights the following ‘deals,’ although they don’t appear to be significantly different from usual offerings:

  • Hybrid Fibre 30 – $45/mo (save $20) for 30Mbps download speed and unlimited data
  • Helix 30 – $50/mo, 30Mbps download and 10Mbps upload with unlimited data
  • Helix 400 – $70/mo, 400Mbps download with unlimited data

TV

Vidéotron highlights two TV deals on its Black Friday page, both of which are internet and TV bundles. First is ‘Club illico’ and ‘Vrai’ with Hybrid Fibre internet for $72/mo. Vidéotron says the bundle saves customers $35/mo, but Club illico and Vrai are only bundled for 12 months.

The other deal is $84/mo for ‘Helix TV + Internet,’ which once again includes Club illico and Vrai for 12 months.

You can view all the Vidéotron deals here.

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Mobile Syrup

Samsung Galaxy smartphones, tablet and monitors discounted for Black Friday

With Black Friday tech deals upon us, Samsung is stepping up to the plate and discounted its tech. If you’re looking for smartphones, tablet, or monitors, check out all the deals below:

MobileSyrup utilizes affiliate partnerships. These partnerships do not influence our editorial content, though we may earn a commission on purchases made via these links that helps fund the journalism provided free on our website.

Source: Amazon Canada