1,135 tacks
‘An element of exploitation’: the world of TikTok child skincare influencers
A Guardian investigation found hundreds of TikTok videos featuring children under 13, including toddlers, showcasing skincare routines. This trend raises concerns about the beauty industry’s reach and the lack of safeguards for child influencers, as many videos resemble advertising and promote unnecessary skincare products for young skin. Dermatologists warn that children don’t need complex skincare routines and that this trend fuels anxiety about appearance.
Teacher v chatbot: my journey into the classroom in the age of AI – podcast
I was a newcomer, negotiating all of the usual classroom difficulties for the first time. Throwing AI into the mix felt like downing a coffee in the middle of a panic attack
Screenmaxxing: why Hollywood is supersizing the big screen experience
Theatrical exhibition is embracing “screenmaxxing,” offering premium large-format (PLF) auditoriums with enhanced picture and sound quality to attract moviegoers. Disney’s InfinityVision certification aims to reassure viewers of the quality of non-Imax PLF options. While HDR by Barco and other new technologies promise improved visuals, the true value lies in the perception of an upgraded experience, potentially driving audiences back to cinemas.
Desperate for social media ban to work, but parents say it’s 'impossible'
Australian parents are frustrated with the effectiveness of the social media ban for under-16s, as their children continue to access platforms like Snapchat and Instagram. The eSafety Commission is investigating potential noncompliance by social media companies and will move from monitoring to enforcement. While some parents report success with the ban, others find it difficult to enforce without adequate support.
‘Seeking connection’: the video game where players stopped shooting and started talking
In the video game Arc Raiders, set in a post-apocalyptic world, players are unexpectedly choosing to cooperate rather than engage in player-versus-player combat. This phenomenon, where players team up to fight AI enemies and even hold social events, has intrigued game developers and psychologists. The game’s design, with its emphasis on proximity chat and shared challenges, encourages cooperation and has led to unexpected player behaviour, prompting developers to adjust the game’s difficulty.
What is Claude Mythos and what risks does it pose?
Anthropic’s new AI model, Claude Mythos, has raised concerns due to its reported ability to outperform humans in hacking and cyber-security tasks. While Anthropic claims Mythos can locate and exploit vulnerabilities in software, some experts remain sceptical and emphasise the importance of basic cyber-security measures. The model’s capabilities have prompted discussions among regulators, legislators, and financial institutions about potential risks to digital services.
Your brain explained: Why it’s getting harder to pay attention
Attention is a complex brain function involving three networks: alerting, orienting, and executive control. Constant distractions, particularly from digital devices, impair our ability to focus and multitask, leaving us vulnerable to misinformation. The monetisation of attention by tech companies, coupled with the rise of AI-generated content, further complicates our ability to discern truth from fiction.
Student warns against 'shying away' from AI in schools
A NSW Office for Youth poll found 70% of young people use AI regularly for studies and personal life. While AI boosts productivity and creativity, concerns remain about over-reliance, job impact, and environmental concerns. The NSW Advocate for Children and Young People emphasises the need for government and education sector support to address these concerns.
Why I’m embracing the latest uncool thing in gaming
The term “unc” (short for uncle) is used by Gen Z to describe older gamers who prefer slower-paced shooters and narrative games. Keys MacDonald argues that the gaming industry should cater to all generations, including the wealthier, time-poor “unc” demographic. With the average gamer age increasing, the author suggests that it’s okay to create games specifically for older players.
Inside The Rage Machine
Whistleblowers from the social media giants reveal how their companies deliberately built a business model powered by outrage and division, paving the way for radicalisation, real-world violence and fractured societies.
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