Denmark, Greece, Spain, France, and Italy are the first to test the technical solution unveiled by the European Commission on July 14, 2025.
The announcement came less than two weeks before the UK enforced mandatory age verification checks on July 25. These have so far sparked concerns about the privacy and security of British users, fueling a spike in usage amongst the best VPN apps.
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The introduction of this technical solution is a key step in implementing children’s online safety rules under the Digital Services Act (DSA).
Lawmakers ensure that this solution seeks to set “a new benchmark for privacy protection” in age verification.
That’s because online services will only receive proof that the user is 18+, without any personal details attached.
Further work on the integration of zero-knowledge proofs is also ongoing, with the full implementation of mandatory checks in the EU expected to be enforced in 2026.
[…]
Starting from Friday, July 25, millions of Britons will need to be ready to prove their age before accessing certain websites or content.
Under the Online Safety Act, sites displaying adult-only content must prevent minors from accessing their services via robust age checks.
Social media, dating apps, and gaming platforms are also expected to verify their users’ age before showing them so-called harmful content.
[…]
The vagueness of what constitutes harmful content, as well as the privacy and security risks linked with some of these age verification methods, have attracted criticism among experts, politicians, and privacy-conscious citizens who fear a negative impact on people’s digital rights.
While the EU approach seems better on paper, it remains to be seen how the age verification scheme will ultimately be enforced.
And so comes the EU spying on our browsing habits, telling us what is and isn’t good for us to see. I can make my own mind up, thank you. How annoying that I will be rate limited to the VPN I get.
Half a billion years ago, nature evolved a remarkable trick: generating vibrant, shimmering colors via intricate, microscopic structures in feathers, wings and shells that reflect light in precise ways. Now, researchers from Trinity have taken a major step forward in harnessing it for advanced materials science.
A team led by Professor Colm Delaney from Trinity’s School of Chemistry and AMBER, the Research Ireland Center for Advanced Materials and BioEngineering Research, has developed a pioneering method, inspired by nature, to create and program structural colors using a cutting-edge microfabrication technique.
The work could have major implications for environmental sensing, biomedical diagnostics, and photonic materials. The research is published in the journal Advanced Materials.
At the heart of the breakthrough is the precise control of nanosphere self-assembly—a notoriously difficult challenge in materials science. Teodora Faraone, a Ph.D. Candidate at Trinity, used a specialized high-resolution 3D-printing technique to control the order and arrangement of nanospheres, allowing them to interact with light in ways that produce all the colors of the rainbow in a controlled manner.
“This was the central challenge of the ERC project,” said Prof. Delaney, who is en route to Purdue University to present the landmark findings at the MARSS conference on microscale and nanoscale manipulation. “We now have a way to fine-tune nanostructures to reflect brilliant, programmable colors.”
One of the most exciting aspects of the newly developed material is its extreme sensitivity: The structural colors shift in response to minute changes in their environment, which opens up new opportunities for chemical and biological sensing applications.
Microscopic pixels can be fabricated using direct laser writing, demonstrating the ability to achieve wide gamut structural colors, and these can be combined into microscopic works of art, such as in the tiny hummingbird art shown here. Credit: Prof. Colm Delaney
Dr. Jing Qian, a postdoctoral researcher and computational specialist on the team, helped confirm the experimental results through detailed simulations, providing deeper insights into how the nanospheres organize themselves.
The team is already combining the color-programming technique with responsive materials to develop tiny microsensors that change color in real time. These sensors are being developed as part of the IV-Lab Project, a European Innovation Council Pathfinder Challenge led by the Italian Institute of Technology, with a key goal being the development of implantable devices capable of tracking biochemical changes inside the human body.
Birds have a strong ability to learn and mimic sounds. So, Benn Jordan converted a PNG image into a spectrogram and then played the resulting sound to a starling, a bird known for its mimicking. The starling was able to copy the sound, thus demonstrating an ability to store data in its song.
Palo Alto Networks will buy Israeli security biz CyberArk in a $25 billion cash-and-stock deal confirmed today.
It’s Palo Alto Networks’ largest purchase to date, and one of the most expensive acquisitions this year coming in behind Google paying $32 billion for cloud security upstart Wiz in March.
CyberArk provides identity security and privileged access management tools, which have become increasingly important to enterprises who need to not only verify and secure human identities, but also machines and AIs.
“Today, the rise of AI and the explosion of machine identities have made it clear that the future of security must be built on the vision that every identity requires the right level of privilege controls,” Palo Alto Networks CEO Nikesh Arora said in a statement announcing the purchase.
Machine identities outnumber those of humans by 40 to one, according to CyberArk, and this number is expected to skyrocket as more companies use AI agents.
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Under the terms of the deal, CyberArk investors will receive $45 in cash and 2.2005 shares of Palo Alto Networks common stock for each CyberArk share they own. The transaction is expected to close in the second half of Palo Alto Networks’ fiscal 2026.
There’s been some trouble at home lately. Not your home, hopefully, but if you live in Google HQ, then maybe. Last week, people using the Google Home app flooded Reddit with complaints over smart home products that mysteriously stopped working—lights, cameras, smart plugs, you name it. Those complaints were so numerous, in fact, that Google even bothered to address them and do better. Things in the Googleverse were (or are) bad, to say the least. But just because they’re bad right now doesn’t mean they can’t get worse—and worse they may still get. For Google, that is.
As it turns out, Google’s overtures about fixing its smart home app and doing better may not be enough for people, and all of that pushback may actually result in a good, old-fashioned class-action lawsuit.
“Kaplan Gore has begun investigating a possible class action against Google LLC for failing to remedy increasing problems with its Google Home ‘smart home’ service,” the law firm Kaplan Gore said in a statement. “Unfortunately, many users have reported functionality issues with Google Home and associated Google and/or Nest devices, resulting in commands not being recognized or properly executed. Users are reporting that they are experiencing these issues despite their devices having previously functioned normally and despite having a stable internet connection.”
Kaplan Gore also has a form for any users experiencing those issues and is asking them to fill out some information and join a class action.
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According to loads of complaints on Reddit, Google Home has been so broken that some users have reported being unable to even turn their smart lights on and off properly. And it’s not just lights; all kinds of smart devices have been swept up, including other speakers and even (disconcertingly) cameras and smart doorbells. If you’re experiencing similar issues, by the way, you can try pulling open the Google Home app and tapping Settings in the bottom-right corner, then tap “Works with Google,” and a list of your synced apps should show up. If they’re no longer synced, re-sync the app by finding it under “Add new.” If they’re still synced and not working, unsync the app by tapping on the icon and then tapping “Unlink account.” After that, you can try syncing once more and hope that it works.
[…] Martinez is part of a growing backlash to Steam and Itch.io purging thousands of games from their databases at the behest of payment processing companies. Australia-based anti-porn group Collective Shout claimed credit for the new wave of censorship after inciting a write-in campaign against Visa and Mastercard, which it accused of profiting off “rape, incest, and child sexual abuse game sales.” Some fans of gaming are now mounting reverse campaigns in the hopes of nudging Visa and Mastercard in the opposite directions.
Screenshot: Bluesky / Kotaku
“Seeing the rise of censorship and claiming it’s to ‘protect kids,’ it sounds almost like the Satanic Panic, targeting people that have done nothing to anyone except having fun,” Martinez told Kotaku. “We’re already seeing the negative effect this has on people’s personal and financial lives because of such unnecessary restrictions. If parents are so concerned over protecting kids, then they should parent their own kids instead of forcing other people to meet their ridiculous demands.”
Indie horror game Vile: Exhumedis one of the titles that’s been banned from Steam by Valve. Released last year by Cara Cadaver of Final Girl Games, it has players rummage through a fictional ‘90s computer terminal to uncover a twisted man’s toxic obsession with an adult horror film actress, using this format to engage with themes of online misogyny and toxic parasocial relationships. “It was banned for ‘sexual content with depictions of real people,’ which, if you have played it, you know is all implied, making this all feel even worse,” Cadaver wrote on Bluesky on July 28.
Valve did not immediately respond to a request for comment.
Vile: Exhumed is a textbook example of what critics of the sex game purge always feared: that guidelines aimed at clamping down on pornographic games believed to be encouraging or glorifying sexual violence would inevitably ensnare serious works of art grappling with difficult and uncomfortable subject matter in important ways. Who gets to decide which is which? For a long time, it appeared to be Steam and Itch.io. Last week’s purges revealed it’s actually Visa and Mastercard, and whoever can frighten them the most with bad publicity.
VILE: Exhumed | Announcement Trailer
“Things are definitely changing as reports of responses to calls have gone from ‘Sorry what are you talking about?’ to then ‘Are you ALSO calling about itch/steam’ to now some [callers] receiving outright harassment,” a 2D artist who goes by Void and who has helped organize a Discord for a reverse call-in campaign told Kotaku. It’s hard to have any clear sense of the scope of these counter-initiatives or what ultimate impact they might have on the companies in question, but anecdotally the effort seems to be gaining traction. For instance, callers are now needing to spend less time explaining what Steam, Itch.io, or “NSFW” games are to the people on the other end of the line.
“For calls I was originally focusing on Mastercard, but I ended up getting a lot of time out of Visa,” Bluesky user RJAIN told Kotaku. “Two days ago I had a call with Visa that lasted over an hour, and a follow-up call later on that lasted over 2.5 hours. Those calls, I spoke with a supervisor and they seemed very calm and understanding. Yesterday, the calls were different. The reps seemed angry and exhausted. They refused to let me speak to a supervisor and kept insisting that it is now protocol for them to disconnect the call on anyone complaining about this issue.”
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Some industry trade groups have also weighed in. The International Game Developers Association (IGDA) released a statement stating that “censorship like this is materially harmful to game developers” and urging a dialogue between “platforms, payment processors, and industry leaders with developers and advocacy groups.” “We welcome collaboration and transparency,” it wrote. “This issue is not just about adult content. It is about developer rights, artistic freedom, and the sustainability of diverse creative work in games.”
For the time being, that dialogue appears to mostly be taking place at Visa’s and Mastercard’s call centers, at least when they allow it.
[…] It seems like a simple concept that everyone should be able to agree to: if I buy a product from you that does x, y, and z, you don’t get to remove x, y, or z remotely after I’ve made that purchase. How we’ve gotten to a place where companies can simply remove, or paywall, product features without recourse for the customer they essentially bait and switched is beyond me.
But it keeps happening. The most recent example of this is with Echelon exercise bikes. Those bikes previously shipped to paying customers with all kinds of features for ride metrics and connections to third-party apps and services without anything further needed from the user. That all changed recently when a firmware update suddenly forced an internet connection and a subscription to a paid app to make any of that work.
As explained in a Tuesday blog post by Roberto Viola, who develops the “QZ (qdomyos-zwift)” app that connects Echelon machines to third-party fitness platforms, like Peloton, Strava, and Apple HealthKit, the firmware update forces Echelon machines to connect to Echelon’s servers in order to work properly. A user online reported that as a result of updating his machine, it is no longer syncing with apps like QZ, and he is unable to view his machine’s exercise metrics in the Echelon app without an Internet connection.
Affected Echelon machines reportedly only have full functionality, including the ability to share real-time metrics, if a user has the Echelon app active and if the machine is able to reach Echelon’s servers.
Want to know how fast you’re going on the bike you’re sitting upon? That requires an internet connection. Want to get a sense of how you performed on your ride on the bike? That requires an internet connection. And if Echelon were to go out of business? Then your bike just no longer works beyond the basic function of pedaling it.
And the ability to use third-party apps is reportedly just, well, gone.
For some owners of Echelon equipment, QZ, which is currently rated as the No. 9 sports app on Apple’s App Store, has been central to their workouts. QZ connects the equipment to platforms like Zwift, which shows people virtual, scenic worlds while they’re exercising. It has also enabled new features for some machines, like automatic resistance adjustments. Because of this, Viola argued in his blog that QZ has “helped companies grow.”
“A large reason I got the [E]chelon was because of your app and I have put thousands of miles on the bike since 2021,” a Reddit user told the developer on the social media platform on Wednesday.
Instead of happily accepting that someone out there is making its product more attractive and valuable, Echelon is instead going for some combination of overt control and the desire for customer data. Data which will be used, of course, for marketing purposes.
There’s also value in customer data. Getting more customers to exercise with its app means Echelon may gather more data for things like feature development and marketing.
What you won’t hear anywhere, at least that I can find, is any discussion of the ability to return or get refunds for customers who bought these bikes when they did things that they no longer will do after the fact. That’s about as clear a bait and switch type of a scenario as you’re likely to find.
Unfortunately, with the FTC’s Bureau of Consumer Protection being run by just another Federalist Society imp, it’s unlikely that anything material will be done to stop this sort of thing.