Wednesday, 28 March 2018

Mummy found in ’empty’ coffin could be Egyptian high priestess



For 150 years, an Australian university thought the coffin in its display case was empty.

The coffin, about 2,500 years old, had been bequeathed to the university by Sir Charles Nicholson, who had brought it from Egypt in the 1850s.

It was among hundreds of items he left to the University of Sydney.

But the university’s records said it was empty or, at best, full of debris.

So for many decades it sat in the Nicholson Museum’s education room, overshadowed by more famous coffins, never holding pride of place.

But a group of experts recently removed the coffin’s lid and changed all of that.

Inside were the remains of a mummy, a noblewoman identified by the ghosted hieroglyphs on the coffin lid as Mer-Neith-it-es.

Academics believe she was a high priestess in 600BC, and that she worked in the Temple of Sekhmet, the lion-headed goddess.

Dr Jamie Fraser, senior curator at the Nicholson Museum, wrote in university periodical Muse that the discovery was “extraordinary”.

He added: “Peering into the casket, we were astonished by what we saw: far from residual scraps, the coffin was filled with a miscellany of bones, bandages, beads and other materials.”

Dr Fraser said that coffins were usually bought in the 19th and early 20th centuries with complete mummies but the mummy was not always the coffin’s original occupant.

A CT scan was arranged to get a better picture of the coffin’s contents before they were excavated.

He said: “While the remains inside the Mer-Neith-it-es coffin were indeed mixed, the scanner detected two mummified ankles, feet and toes, consistent with a single person; the fused ends of some of the bones suggest the person was at least 30 years old.”

The mummy’s bones will help scientists answer questions about diet, diseases and the lifestyle of people during that time.

The university is in the process of building a new museum with a room for mummies and Egyptology.

It’s safe to say this mummy won’t be hidden away anymore.



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Facebook makes its privacy, data downloading and deletion settings easier to find – TechCrunch


With Facebook facing a wave of public backlash over how it has handled user data over the years — a backlash that was kicked off two weeks ago with the revelation that data analytics firm Cambridge Analytica had worked on targeted election campaigns using personal and private Facebook data — the company today announced a new set of changes to help users find and change their privacy settings, as well as download and delete whatever data has been collected through Facebook’s network of social media services.

To be clear, many of these settings and features already existed in Facebook, but now Facebook is making them significantly clearer for the average user to find and use. It’s possible that Facebook would have had to do a lot of this work anyway in light of the new GDPR requirements that are coming into place in Europe.

What today’s changes do not do is provide any indications that Facebook plans to do anything different in terms of what information it’s gathering and using to run its service, and its bigger, profitable business. (Indeed, even upcoming changes to its terms of service, which will include more clarity on Facebook’s data policy, will contain no changes in it, the company says: “These updates are about transparency – not about gaining new rights to collect, use, or share data,” writes Erin Egan, Facebook’s chief privacy officer.)

We’ve seen a lot of people already downloading their Facebook data in the last week or so (without today’s update), and the impression you get is that they are generally coming away shocked by the amount of information that had been amassed through Facebook’s various apps across web and mobile. That in itself — combined with more scrutiny from regulators over how data is collected, used, and shared, and bigger changes that Facebook is making in terms of how it works with third-party apps that link into the Facebook platform (which CEO Mark Zuckberg announced last week) — will hopefully lead to more meaningful changes on that front.

For the time being, however, the main idea here is that if you choose to stay and use Facebook, caveat emptor, and proceed armed with more control. Facebook highlights several areas where changes are being put in place:

  1. User controls. Facebook said that it has redesigned its settings menu for mobile, consolidating all of the primary controls on one screen. This is already a major change, given that previously they were spread across 20: a gating factor that would have meant it was hard to find what you were trying to change, or perhaps leading many to give up altogether. It’s also making it clear what can and cannot be shared with apps, specifically: “We’ve also cleaned up outdated settings so it’s clear what information can and can’t be shared with apps,” writes Egan. The fact that it seems there were some out of date elements in the menus highlights that this might not have been Facebook’s biggest priority up to now.
  2. Privacy shortcuts. For those who don’t want to dive into their settings, Facebook said it is also going to put in a new item into its menu, directly linking users to privacy settings. Privacy Shortcuts, Facebook said, will come by way of a few taps and will let people add in two-factor authentication; composite access to what you’ve shared via Facebook with the option of deleting if you choose; controls for your ad settings, which will also include an explanation of how ads work on Facebook for those who might want to know more; and a link to help you control what and how you share on the site — that is, the setting of “public, friends only, and friends of friends.” Again, that control has been in place for years already at Facebook, but many don’t know how to access it, or what it means. Putting it a little more front and center might change that.
  3. Downloading and deleting Facebook data. The aim here is to make it easier for people to do both if they want. Access Your Information will be a secure link that people can use to collect this, and it will make it easier for people to do both. Will the ease and openness make it less likely that users will decide to leave Facebook altogether? That remains to be seen.

The news comes in the wake of CEO Mark Zuckerberg last week posting an acknowledgement of Facebook’s role in the scandal, and a pledge to improve the company’s practices with regards to third-party apps and how Facebook works with them, and what data it will provide in the future, which he also followed up with a full-page apology printed in several newspapers. It has not been enough for some, and #deletefacebook has become a trending concept, with the company’s stock taking a nosedive in the last two weeks.



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Mobile gaming is having a moment, and Apple has the reins – TechCrunch


It’s moved beyond tradition and into the realm of meme that Apple manages to dominate the news cycle around major industry events, all while not actually participating in said events. CES rolls around and every story is about HomeKit or its competitors; another tech giant has a conference and the news is that Apple updated some random subsystem of its ever-larger ecosystem of devices and software.

This is, undoubtedly, planned by Apple in many instances. And why not? Why shouldn’t it own the cycle when it can — it’s only strategically sound.

This week, the 2018 Game Developers Conference is going on and there’s a bunch of news coverage about various aspects of the show. There are all of the pre-written embargo bits about big titles and high-profile indies, there are the trend pieces and, of course, there’s the traditional ennui-laden “who is this event even for” post that accompanies any industry event that achieves critical mass.

But the absolute biggest story of the event wasn’t even at the event. It was the launch of Fortnite and, shortly thereafter, PlayerUnknown’s Battlegrounds on mobile devices. Specifically, both were launched on iOS, and PUBG hit Android simultaneously.

The launch of Fortnite, especially, resonates across the larger gaming spectrum in several unique ways. It’s the full and complete game as present on consoles, it’s iOS-first and it supports cross-platform play with console and PC players.

This has, essentially, never happened before. There have been stabs at one or more of those conditions on experimental levels, but it really marks a watershed in the games industry that could serve to change the psychology around the platform discussion in major ways. 

For one, though the shape of GDC has changed over the years as it relates to mobile gaming, it’s only recently that the conference has become dominated by indie titles that are mobile centric. The big players and triple-A console titles still take up a lot of air, but the long tail is very long and mobile is not synonymous with “casual gamers” as it once was.

I remember the GDC before we launched Monument Valley,” says Dan Gray of Monument Valley 2 studio ustwo. “We were fortunate enough that Unity offered us a place on their stand. Nobody had heard of us or our game and we were begging journalists to come say hello, it’s crazy how things have changed in four years. We’ve now got three speakers at the conference this year, people stop you in the street (within a two-block radius) and we’re asked to be part of interviews like this about the future of mobile.”

Zach Gage, the creator of SpellTower, and my wife’s favorite game of all time, Flipflop Solitaire, says that things feel like they have calmed down a bit. “It seems like that might be boring, but actually I think it’s quite exciting, because a consequence of it is that playing games has become just a normal thing that everyone does… which frankly, is wild. Games have never had the cultural reach that they do now, and it’s largely because of the App Store and these magical devices that are in everyone’s pockets.”

Alto’s Odyssey is the followup to Snowman’s 2015 endless boarder Alto’s Adventure. If you look at these two titles, three years apart, you can see the encapsulation of the growth and maturity of gaming on iOS. The original game was fun, but the newer title is beyond fun and into a realm where you can see the form being elevated into art. And it’s happening blazingly fast.

“There’s a real and continually growing sense that mobile is a platform to launch compelling, artful experiences,” says Snowman’s Ryan Cash. “This has always been the sentiment among the really amazing community of developers we’ve been lucky enough to meet. What’s most exciting to me, now, though, is hearing this acknowledged by representatives of major console platforms. Having conversations with people about their favorite games from the past year, and seeing that many of them are titles tailor-made for mobile platforms, is really gratifying. I definitely don’t want to paint the picture that mobile gaming has ever been some sort of pariah, but there’s a definite sense that more people are realizing how unique an experience it is to play games on these deeply personal devices.”

Mobile gaming as a whole has fought since the beginning against the depiction that it was for wasting time only, not making “true art,” which was reserved for consoles or dedicated gaming platforms. Aside from the “casual” versus “hardcore” debate, which is more about mechanics, there was a general stigma that mobile gaming was a sidecar bet to the main functions of these devices, and that their depth would always reflect that. But the narratives and themes being tackled on the platform beyond just clever mechanics are really incredible.

Playing Monument Valley 2 together with my daughter really just blew my doors off, and I think it changed a lot of people’s minds in this regard. The interplay between the characters and environment and a surprisingly emotional undercurrent for a puzzle game made it a breakout that was also a breakthrough of sorts.

“There’s so many things about games that are so awesome that the average person on the street doesn’t even know about,” says Gray. “As small developers right now we have the chance to make somebody feel a range of emotions about a video game for the first time, it’s not often you’re in the right place at the right time for this and to do it with the most personal device that sits in your pocket is the perfect opportunity.”

The fact that so many of the highest-profile titles are launching on iOS first is a constant source of consternation for Android users, but it’s largely a function of addressable audience.

I spoke to Apple VP Greg Joswiak about Apple’s place in the industry. “Gaming has always been one of the most popular categories on the App Store,” he says. A recent relaunch of the App Store put gaming into its own section and introduced a Today tab that tells stories about the games and about their developers.

That redesign, he says, has been effective. “Traffic to the App Store is up significantly, and with higher traffic, of course, comes higher sales.”

“One thing I think smaller developers appreciate from this is the ability to show the people behind the games,” says ustwo’s Gray about the new gaming and Today sections in the App Store. “Previously customers would just see an icon and assume a corporation of 200 made the game, but now it’s great we can show this really is a labor of love for a small group of people who’re trying to make something special. Hopefully this leads to players seeing the value in paying up front for games in the future once they can see the craft that goes into something.”

Snowman’s Cash agrees. “It’s often hard to communicate the why behind the games you’re making — not just what your game is and does, but how much went into making it, and what it could mean to your players. The stories that now sit on the Today tab are a really exciting way to do this; as an example, when Alto’s Odyssey released for pre-order, we saw a really positive player response to the discussion of the game’s development. I think the variety that the new App Store encourages as well, through rotational stories and regularly refreshed sections, infuses a sense of variety that’s great for both players and developers. There’s a real sense I’m hearing that this setup is equipped to help apps and games surface, and stayed surfaced, in a longer term and more sustainable way.”

In addition, there are some technical advantages that keep Apple ahead of Android in this arena. Plenty of Android devices are very performant and capable in individual ways, but Apple has a deep holistic grasp of its hardware that allows it to push platform advantages in introducing new frameworks like ARKit. Google’s efforts in the area with ARCore are just getting started with the first batch of 1.0 apps coming online now, but Google will always be hamstrung by the platform fragmentation that forces developers to target a huge array of possible software and hardware limitations that their apps and games will run up against.

This makes shipping technically ambitious projects like Fortnite on Android as well as iOS a daunting task. “There’s a very wide range of Android devices that we want to support,” Epic Games’ Nick Chester told Forbes. “We want to make sure Android players have a great experience, so we’re taking more time to get it right.“

That wide range of devices includes an insane differential in GPU capability, processing power, Android version and update status.

“We bring a very homogenous customer base to developers where 90 percent of [devices] are on the current versions of iOS,” says Joswiak. Apple’s customers embrace those changes and updates quickly, he says, and this allows developers to target new features and the full capabilities of the devices more quickly.

Ryan Cash sees these launches on iOS of “full games” as they exist elsewhere as a touchstone of sorts that could legitimize the idea of mobile as a parity platform.

“We have a few die-hard Fortnite players on the team, and the mobile version has them extremely excited,” says Cash. “I think more than the completeness of these games (which is in and of itself a technical feat worth celebrating!), things like Epic’s dedication to cross-platform play are massive. Creating these linked ecosystems where players who prefer gaming on their iPhones can enjoy huge cultural touchstone titles like Fortnite alongside console players is massive. That brings us one step closer to an industry attitude which focuses more on accessibility, and less on siloing off experiences and separating them into tiers of perceived quality.”

“I think what is happening is people are starting to recognize that iOS devices are everywhere, and they are the primary computers of many people,” says Zach Gage. “When people watch a game on Twitch, they take their iPhone out of their pocket and download it. Not because they want to know if there’s a mobile version, but because they just want the game. It’s natural to assume that these games available for a computer or a PlayStation, and it’s now natural to assume that it would be available for your phone.”

Ustwo’s Gray says that it’s great that the big games are transitioning, but also cautions that there needs to be a sustainable environment for mid-priced games on iOS that specifically use the new capabilities of these devices.

“It’s great that such huge games are transitioning this way, but for me I’d really like to see more $30+ titles designed and developed specifically for iPhone and iPad as new IP, really taking advantage of how these devices are used,” he says. “It’s definitely going to benefit the App Store as a whole, but It does need to be acknowledged, however, that the way players interact with console/PC platforms and mobile are inherently different and should be designed accordingly. Session lengths and the interaction vocabulary of players are two of the main things to consider, but if a game manages to somehow satisfy the benefits of all those platforms then great, but I think it’s hard.”

Apple may not be an official sponsor of GDC, but it is hosting two sessions at the show, including an introduction to Metal 2, its rendering pipeline, and ARKit, its hope for the future of gaming on mobile. This presence is exciting for a number of reasons, as it shows a greater willingness by Apple to engage the community that has grown around its platforms, but also that the industry is becoming truly integrated, with mobile taking its rightful place alongside console and portable gaming as a viable target for the industry’s most capable and interesting talent.

“They’re bringing the current generation of console games to iOS,” Joswiak says, of launches like Fortnite and PUBG, and notes that he believes we’re at a tipping point when it comes to mobile gaming, because mobile platforms like the iPhone and iOS offer completely unique combinations of hardware and software features that are iterated on quickly.

“Every year we are able to amp up the tech that we bring to developers,” he says, comparing it to the 4-5 year cycle in console gaming hardware. “Before the industry knew it, we were blowing people away [with the tech]. The full gameplay of these titles has woken a lot of people up.”



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