Modded Steam Controller can automatically charge itself like a robot vacuum — enthusiast creates GitHub program that uses the vibration motor to walk it back to its docking station

https://www.tomshardware.com/peripherals/controllers-gamepads/modded-steam-controller-can-automatically-charge-itself-like-a-robot-vacuum-enthusiast-creates-github-program-that-uses-the-vibration-motor-to-walk-it-back-to-its-docking-station

An aerospace worker and programmer created a GitHub-hosted program that lets your Steam Controller automatically walk back towards its charging puck as soon as you place it down on your desk. The web app, called the Auto-Charge Vision Tracker, uses a camera and computer vision to determine where your controller is, then it uses its powerful built-in motors to make it creep towards its docking station to top itself up when you’re not using it. The great thing about this web app is that you don’t need to install anything on your PC to use it. Just go to the website, connect your Steam Controller, ensure your camera is directly overhead your desk, click the puck, the front, and the back of your controller, and you should be good to go.

This is an interesting use case for the Steam Controller’s haptic motors, which are primarily designed to give feedback to gamers. Although this app, which you can run in the background on your browser, is designed to make recharging your controller more comfortable, you do need a flat surface without any obstructions to ensure that the Steam Controller can reach the charging puck. Aside from that, the vibration and movement on the desk tends to cause abrasion on the controller’s surface, meaning you’ll soon find flat spots appearing on the surface that contact your desk. Ray Foss, the maker of the GitHub repo, said that adding rubber feet should help prevent this and might also give the controller better acceleration and handling.

Another programmer has created something similar before — a web app that uses the controller’s rumble motor to let it slip and slide on your desk. But what makes this project different is that instead of manually “driving” your Steam Controller, it uses computer vision to automatically guide the controller back towards the charging puck, making it look like a robot vacuum.

These apps have limited usability — after all, the Steam Controller would still be unable to hop from the coffee desk in your living room to the TV console where your charging puck and Steam Machine are likely sitting. Nevertheless, it shows Valve’s commitment to making it easy for gamers to use their devices the way they want to. The company even released the CAD files for the Steam Controller and Puck back in May 2026, just a few days after the controller became widely available. But if you want to give this curiosity a try, you can easily do so by going to the Auto-Charge Vision Tracker website. The program’s files are also readily available on GitHub if you want to play around with the program and make your own version.

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June 27, 2026 at 06:03AM

Meta releases version two of its brain-computer interface that can turn thoughts into keypresses — non-invasive magnetoencephalography scanner can measure changes in brain activity

https://www.tomshardware.com/peripherals/wearable-tech/meta-releases-version-two-of-its-brain-computer-interface-that-can-turn-thoughts-into-keypresses-non-invasive-magnetoencephalography-scanner-can-measure-changes-in-brain-activity

Elon Musk’s Neuralink, along with several other startups, have been experimenting with brain-computer interfaces (BCIs) for years now, allowing patients who have lost mobility to control computers using their minds alone. However, most of these require invasive surgery to install the sensor needed to detect brain signals. Meta is working to change this with its Brain2Qwerty non-invasive BCI. Instead of relying on implants, this system uses a non-invasive magnetoencephalography (MEG) scanner to read the faint changes in a brain’s magnetic fields due to brain activity and then correlate this to keypresses on a virtual keyboard.

The latest release is actually the second version of the non-invasive BCI, with the first one released last year as proof of concept. This second version has significantly increased accuracy after it was trained on ten times more data for each test subject. The company says that its average accuracy now hits 61%, with the best participant capable of hitting as much as 78% word accuracy. By comparison, the previous version only had an average of 40% accuracy, while the best user only achieved 48%.

While this sounds like a big improvement, Meta concedes that this is still not good enough for clinical testing. The 61% average accuracy still feels hit-and-miss and would be difficult to use in everyday conversation. Nevertheless, the company says that it plans to use more data for training the system, and that it’s continuously getting better results from it so far. Another issue it’s facing is the size of MEG sensors. Current MEG technology requires massive hardware — even larger than the user and the chair they’re sitting in. There are promising advancements in MEG sensors, though, which could result in smaller devices that are more manageable to use in clinical settings.

Meta’s non-invasive BCI alternative to Neuralink and other solutions that require brain surgery is still a long way off from allowing patients to control a webcam and play World of Warcraft. But it is still an important development in neuroprosthetics, and it could eventually result in medical devices that patients could use to restore or improve their quality of life. Meta isn’t the only one working on BCIs that don’t require major surgery — a team from Georgia Tech has also developed a tiny BCI that could be easily slid under the scalp, while Valve founder and superyacht enthusiast Gabe Newell also built a startup intent on creating a BCI that doesn’t require a battery.

via Tom’s Hardware https://ift.tt/8rNovzf

June 30, 2026 at 08:40AM

Your Android phone can play some Steam games. Here’s how

https://www.pcworld.com/article/3164479/your-android-phone-can-play-steam-games-now-sorta.html

Your phone can play games. You already know this if you’ve perused an app store in the last 15 years, or seen the absolute dregs of YouTube advertising. But did you know that your phone can play PC games?

And I don’t mean an emulated build of Age of Empires that looked old even running on Windows XP. I mean new Steam games, downloaded from your own Steam account, played right on your phone.

This is a super-cool development, using a lot of the same tech that makes the Linux-based Steam Deck play nice (ha!) with Windows games. But as you might expect, it’s also a bit janky.

Still, with both the Steam Machine and Steam Deck coming in at much higher prices, it might be a nice way to get some more fun out of the devices you already own. Let’s check it out.

Full access to local Steam games in an Android app

The tool in question is called GameHub, an app from accessory company GameSir, which has at least been around for a while. That means this isn’t some sketchy, fly-by-night operation. And sadly, it’s only for Android at the moment—sorry iPhone users, this is predictably a little more hackery than Apple is comfortable with.

GameSir

GameHub is an app that interfaces with Steam (and other game stores, including Epic Games Store), downloads full-fat PC games to your Android phone’s local storage, and plays them using a flavor of the Proton compatibility layer that allows Windows games to run on Android and Arm hardware. You launch the app, log into Steam, download games, then play them—it’s all fairly straightforward. You even get access to cloud saves, if they’re supported by said games.

That said, you probably won’t be surprised to learn that playing PC games locally on an Android device comes with lots of issues. The good news is that it works; the bad news is that it doesn’t work with everything. I loaded the app up on my Galaxy Z6 Fold—a fairly powerful phone, though a couple of years old now—to do some testing.

Testing out old and new games

Predictably, low-power 2D games work the best here. I was able to get my favorite short break game, 20 Minutes Till Dawn, downloaded and running without any hiccups. This is a minimal 2D game based on the Unity engine—it’d probably be pretty easy to get an Android port made, if the developer wanted one.

Flanne

Hades 2 is a bit of a midpoint for this test. Technically, the gameplay is all 2D, but there are up to a dozen or so polygonal models going over the 2D background at any given time, plus a lot of effects, some pretty serious high-res sprites, and voice acting.

The game eventually downloaded and played on my phone, but for some reason GameHub kept trying to download the demo version at first. It took several tries to get it up and running, and when I did, it could only go at about 30 to 45 frames per second once combat started. That’s certainly playable, but far from ideal.

SuperGiant

Then I tried Absolum, a wonderful 2D beat-em-up from last year. With all-2D gameplay, it should do at least as well as Hades 2. Maybe even better. Yet… it wouldn’t launch at all. Dang.

Alright, let’s go for some older titles then. Skyrim is an obvious choice, which has been re-released a dozen times and runs fine on the 10-year-old Arm-based Nintendo Switch. It downloads and launches, though getting through the pre-load screen requires you to use the phone screen as a touchpad. Once launched, I’m in the familiar interface and running at 60 frames per second. Nice!

Bethesda

Another classic 3D favorite of mine is Just Cause 2, and it has about the same technical requirements as Skyrim. So I downloaded it and… it won’t launch. Bummer.

Time to try the hardest test here: my favorite current obsession that’s also a visual treat, Dead as Disco. (Incidentally, this one works fine on handheld gaming PCs.) It’s a full-power Unreal Engine 5 game, but it only needs a few gigs of storage. I loaded it up… and it demanded a Visual C++ component—an Arm64 one, for a bit of additional insult.

Michael Crider / Foundry

So yeah, playing any particular game you want via GameHub is a bit of a crapshoot. Older games and 2D games are much more likely to work well, though a few more recent ones should also be playable.

It’s a bad time to be a PC gamer, but this is a passable solution for now

The GameHub app and interface itself is surprisingly good. You can browse all of Steam and Epic and see which games are in your personal library, and a “compatibility” rating for most games shows you how likely it is that it’ll actually run.

The app offers touchscreen controls, too, if you’re feeling masochistic. But it obviously works best with an attached controller. I connected an 8BitDo Bluetooth model that I’ve used and enjoyed for a couple of years, and had no issues—the games read it as a standard Xbox-style input.

GameSir

GameHub also offers a lot of tweaking if you want to invest some time and effort into trying to get games to work. For example, I tried three different GPU drivers to see if I could get Absolum to launch. (It still didn’t launch, but I appreciate the option to tinker, and the 1.7-star compatibility rating was verified.) You can even add Steam game shortcuts to your phone’s home screen, if you’re so inclined.

Is GameHub an alternative to a Steam Deck? Absolutely not. But GameHub is free, works with the phone and the games you already own, and gives you a portable option that doesn’t rely on cloud streaming. If you happen to own and enjoy at least one of the games that work well with the system—and I fully admit that that’s a big if—it’s a good way to play on the go without spending four figures on extra hardware.

via PCWorld https://www.pcworld.com

June 29, 2026 at 11:38AM

Now You See It: New Optical Device Uses Humidity to Uncover Hidden Images

https://www.techbriefs.com/component/content/article/55415-now-you-see-it-new-optical-device-uses-humidity-to-uncover-hidden-images?catid=1348&Itemid=690

Engineers at the University of California San Diego have developed an optical device that reveals hidden images and changes colors in response to different levels of humidity. The technology, published in Light: Science & Applications, could lead to the development of new anti-counterfeiting labels, secure data storage, interactive displays, and environmental sensors.

via NASA Tech Briefs https://ift.tt/ySeW93o

June 25, 2026 at 06:38AM

This flying solar-powered platform could deliver better internet from the air

https://www.technologyreview.com/2026/06/24/1138771/solar-powered-platform-delivers-better-internet/

As soon as August, a giant silver bullet will cut its way through the dry air of the southwestern US and cross the Pacific to reach the coast of Japan. 

Once there, the roughly 200-foot-long craft, built by the New Mexico–based company Sceye, will park some 18 kilometers above the ocean’s surface, in a wispy-thin layer known as the stratosphere. Then it will use a custom-built antenna to supplement Softbank’s 5G network, a test that will include beaming data straight to devices. 

Sceye (pronounced “sky”) is one of several firms building a class of airborne craft called HAPS, or high-altitude platform stations or systems. Such a platform can be a plane or a balloon or, yes, an oblong craft filled with helium and outfitted with solar panels. HAPS companies, including the Airbus subsidiary Aalto, envision them serving a variety of lofty purposes, such as delivering internet service to disaster sites and observing Earth’s surface. 

a silver blimp-like aircraft hovering over a field
Hovering over Roswell, the high-altitude system is sheathed in lightweight, reflective fabric.
COURTESY OF SCEYE

The stratosphere is a good place to be if you want to cover a large area. It’s also much closer to the ground than even the lowest-orbiting satellites, which means sending down a signal takes far less energy. “What we ultimately offer is space-like conditions, without the cost of going to space and without the complexity of being in orbit,” says Mikkel Vestergaard Frandsen, Sceye’s CEO and founder.

But it’s also not so easy to stay there. Sceye’s aircraft, Frandsen says, has to be light enough to stay aloft but also strong enough to carry the necessary systems. It must soak up and store enough solar energy during the day to provide around-the-clock power to an electric fan that can maneuver the HAPS back into place when winds knock it out of position—mettle it proved in a 2024 test flight.

Since then, Sceye has been preparing for its big Japan test. In the flight pictured here from this spring, for example, the craft stayed aloft for 12 days as it flew to the coast of Brazil and spent more than 88 hours “parked” in various locations. Eventually, the company expects its platform could help satellite operators better serve densely populated areas.

Someday, Frandsen says, spotting a HAPS may be as common as seeing ships at port or trains on the tracks.

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June 24, 2026 at 04:14AM

Cate Blanchett Launches ‘Human Consent Registry’ to Help Protect Your Likeness From AI Industry Scraping

https://gizmodo.com/cate-blanchett-launches-human-consent-registry-to-help-protect-your-likeness-from-ai-industry-scraping-2000776268

Is it a little ironic that someone who plays other people professionally is leading the charge in protecting people’s identities in the age of artificial intelligence? Sure, but it’s not like anyone else is doing anything about it.

On Tuesday, multi-time Academy Award winner Cate Blanchett announced the release of the Human Consent Registry, a new tool designed to help people control their likeness and how it can be used by AI systems.

The tool, which is being released by Blanchett’s non-profit RSL Media, allows people in the United States and the European Union to create a record of themselves that can be used to dictate how their identity can be interacted with by AI. “Your identity is your intellectual property, and every person should have a clear way to say what is, and is not, allowed to be used by AI systems,” the organization said in a press release.

How the registry works

Upon creating an account, users will be presented with a form that asks them for biographical information like name and profession, as well as ways to mark their identity like a website or social media account. They then choose an “AI use consent” level, which is set up like a stoplight: Prohibited (red light), Permitted with Terms (yellow), or Permitted (green). Once completed, the person will have a Human Consent ID, which AI systems are able to check before including any part of a person’s likeness in their training data.

“Your identity is your IP in the age of AI, and every person deserves the right to decide how AI can or cannot use it,” Blanchett said. “RSL Media’s free Human Consent Registry gives everyone a voice and a way to take action on AI permissions, helping to preserve and protect trust across the evolving AI landscape.”

According to RSL Media, this first tool will cover name, image, likeness, voice, movement and other signature or personal attributes for those who register through its platform. The organization plans to follow up the Human Consent Registry with similar simple registries for “Work,” “Characters,” and “Marks.”

Now, it should be noted that there does not appear to be any sort of enforcement method in place for making AI firms actually comply with this at this time, and you are turning over a lot of personal data to a third-party, so uploader beware. That said, it does build on the Really Simple Licensing (RSL) standard, which has become a popular open protocol that was designed to establish AI usage rights and licensing terms for content. RSL has become a popular option for digital publishers, and with this new effort, RSL Media aims to extend that approach to human likeness.

via Gizmodo https://gizmodo.com/

June 23, 2026 at 04:52PM

Rocket Lab launches US Space Force mission with less than 17 hours’ notice — a new record

https://www.space.com/space-exploration/launches-spacecraft/rocket-lab-launches-us-space-force-mission-with-less-than-17-hours-notice-a-new-record

Rocket Lab has successfully launched the second spacecraft for the U.S. Space Force’s Victus Haze Tactically Responsive Space (TacRS) mission, setting a new readiness record in the process.

Only 16 hours and 42 minutes passed between Rocket Lab receiving the Notice To Launch from the Space Force’s Space Safari Program Office and liftoff of the company’s Electron launch vehicle, beating the previous TacRS record set by Firefly Aerospace on the September 2023 Victus Nox mission by more than 10 hours.

Liftoff occurred on Friday (June 19) at 6:19 a.m. EDT (1019 GMT, 10:19 p.m., local time), from Rocket Lab’s Launch Complex-1, in New Zealand, beginning a rapid-response demonstration designed to simulate a real-world orbital threat scenario.

The top of a black rocket stands against a background of rich sea parted in the center by the horizon, and a cool, orange-hued sky.

Rocket Lab’s Electron rocket launched on Friday (June 19) at 6:19 a.m. EDT (1019 GMT, 10:19 p.m., local time), from Rocket Lab’s Launch Complex-1, in New Zealand. (Image credit: Rocket Lab)

Electron delivered a Rocket Lab-built Pioneer spacecraft to low Earth orbit (LEO), where it has begun pursuit of another Victus Haze spacecraft that was launched by SpaceX in May and serves as the target vehicle for the demonstration — True Anomaly’s Jackal satellite. According to a June 22 Rocket Lab statement, "[Pioneer] is now fully commissioned and conducting complex orbital maneuvers to chase down another spacecraft on orbit and conduct Rendezvous and Proximity Operations (RPO)."

Victus Haze is a TacRS mission managed by Space Systems Command’s Space Safari Program Office, with the objective of demonstrating the rapid acquisition, launch and operation of spacecraft in response to orbital threats and "non-compliant satellites," the Rocket Lab release said.

"Rendezvous and Proximity Operations on such short timelines are certainly not trivial, especially in a crisis or conflict scenario, but this demonstration of our ability to commission a complex and capable space vehicle within less than 72 hours, and immediately begin an RPO scenario thereafter, shows that we can field capability to deny adversaries first-mover advantage into novel orbits,” said Lt. Col. Lincoln Miller, Space Safari system program manager, in the statement.

Rocket Lab and True Anomaly teams are now managing their respective spacecraft in orbit. They will soon enter the RPO phase of Victus Haze, conducting space domain awareness (SDA) threat-response scenarios and "dynamic engagements with the other," according to a separate statement from the U.S. Space Force (USSF).

Space Force officials have increasingly looked to commercial providers to develop new capabilities and technologies to address potential conflicts in space. “Victus Haze is primed to further demonstrate our readiness to lean on our commercial partners to deny, disrupt, and counter any adversarial advantage — no matter where they try to operate in space,” acting Space Force portfolio acquisition executive Col. Bryon McClain said in the USSF statement.

With its Electron rocket and Pioneer spacecraft both vertically integrated into Rocket Lab’s manufacturing processes, this Victus Haze launch marks the first TacRS mission to be carried out by a single prime contractor, providing the spacecraft, launch vehicle and on-orbit operations.

"This is what modern space power looks like: the ability to reinforce and reimagine national security space architecture at will," said Rocket Lab CEO Peter Beck. "We’re proud to be providing the nation with those next-generation space capabilities, today.”

via Latest from Space.com https://ift.tt/5URm7TS

June 23, 2026 at 01:06PM