Tech
‘Roblox’ game to impose age controls this year
The publisher of “Roblox” has promised to set up age verification mechanisms, after allegations the video game massively popular with children and teens worldwide has fallen short on safety.
Roblox will “expand age estimation to all Roblox users who access our on-platform communication features by the end of this year,” the American company’s head of safety Matt Kaufman wrote in a blog post.
The company would combine estimates of users’ ages, checks on official IDs and parental consent to “launch new systems designed to limit communication between adults and minors unless they know each other in the real world,” he added in the Wednesday post.
Around 100 million people use Roblox every day, with under-13s accounting for around 40% of 2024 users, according to the company.
But the game has repeatedly been accused of failing to protect its youngest players in recent years.
The US state of Louisiana filed a lawsuit in August accusing Roblox of facilitating child exploitation and distribution of child sexual abuse material.
And last year, activist short-selling investment firm Hindenburg Research accused the platform of inflating its monthly active player count and not sufficiently protecting users from sexual predators.
While Roblox rejected the allegations, it has announced multiple steps in recent months to step up parental controls and better label user-created content.
Roblox has a massive online platform with a distinctive toylike look where players can create their own game-within-a-game and share it with others, with experiences ranging from driving or sports to live concerts or shooting games.
The company’s announcement comes as several governments around the world step up age controls online.
Websites, social networks and video-sharing platforms must now impose strict age controls in Britain under London’s Online Safety Act, while France and other EU countries plan to test a new age-verification tool for adult content in the coming months.
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Tech
Get Ready for More Brain-Scanning Consumer Gadgets
The next gadget you put on your head could scan your brain. Neurable, a Boston-based company that embeds its noninvasive brain-scanning technology into hardware to monitor a person’s focus levels, announced on Tuesday that it is transitioning to a licensing platform model. By certifying third parties, Neurable expects its tech to be in a “flood” of consumer gadgets this year and next.
Neurable has until now focused its efforts on a pair of consumer-grade headphones—made in partnership with audio brand Master & Dynamic. It also has a contract with the US Department of Defense to see how its technology can monitor blast overpressure and potentially help diagnose mild traumatic brain injuries in soldiers. With the licensing model, we could see more of Neurable’s tech in everyday head-based wearables.
The headphones use built-in electroencephalography (EEG) sensors to monitor brain waves. That information is sent to a companion app and lets wearers know when they need a “brain break,” nudging them to take a breather before they feel burnt out to maximize productivity. The app also lets users discover their cognitive readiness for the day, their brain age, and other metrics, such as mental recovery, cognitive strain, and anxiety resilience. WIRED staff writer Emily Mullin tested the original headphones in 2024, though she found it difficult to verify the accuracy of Neurable’s algorithms.
Now, HP-owned gaming brand HyperX is releasing a gaming headset with Neurable’s technology, and it’s all about improving human performance while esports gaming. The headphones are purported to help wearers ease into the right state of mind for the best performance. Ramses Alcaide, Neurable cofounder and CEO, tells WIRED that the company has published a white paper showing improved performance among gamers using Neurable’s tech, with reduced response times in first-person shooter games and a small increase in accuracy.
The improvements may sound minor, but milliseconds are precious in the fast-paced world of esports gaming. And Alcaide says it could translate similarly to other fields: It could help a student reduce anxiety before an exam, while athletes could condition their nerves ahead of a race or game. Neurable is hardware-agnostic; Alcaide says it can be embedded in headphones, smart glasses, hats, or helmets. “There’s a whole landscape of technology that touches your head that’s yet to be embedded with our platform,” he says.
He likens it to when Fitbit made the idea of a wrist-worn heart-rate tracker popular. In the beginning, no one knew how fitness wearables would be received, but now no one blinks an eye at one on a wrist. Soon, no one will think twice about brain-scanning tech in headphones—or, at least, that’s the idea. Neurable’s tech is “invisible” in these types of gadgets.
Companies licensing Neurable’s tech can integrate it into existing hardware, Alcaide says, and will control the entire experience from product design to the software experience; these products will be advertised as “Powered by Neurable AI.” The user data still flows to Neurable’s servers for processing, but Neurable sets the data privacy protections. User identifiers are separated from the data, and while partner companies host the user-facing layer, Neurable says it keeps control of the underlying system and data handling. Neurable has previously said its business model is not to sell user data.
“Any time there’s a new transition to technology, there’s always going to be some anxiety,” Alcaide says. “We’ve been very careful when it comes to that transition. We’re protecting the data, being as ethical as possible.”
Neurable is one of many brain-computer interface (BCI) companies in the growing category. Elemind uses EEGs to improve sleep quality, and Sabi wants to turn thoughts into text. Even Apple filed a patent for EEG-sensing AirPods, though they’re not yet available.
Tech
This Ambitious Laptop Doesn’t Leave Much Room for Your Hands
The two USB-C ports are on the left side, alongside HDMI and a USB-A port. The second USB-A port, a microSD card slot, and a headphone jack are on the right. It’s not a nice assortment of ports overall, and I just wish Acer had split the USB-C ports up so the laptop could have a charging port on either side.
Acer is using a top-notch 16-inch OLED touchscreen display on the Swift 16 AI. It has a resolution of 2880 x 1800, a refresh rate of 120 Hz, and color saturation as close to perfect as I’ve seen. Like most OLED laptops, it has a glossy, highly reflective display that maxes out at 315 nits of brightness, according to my testing. It’s nowhere near as bright as IPS or mini-LED displays, but the trade-off in brightness is to achieve that unbeatable contrast that only OLED can deliver.
A Risky Touchpad
Photograph: Luke Larsen
The full-size keyboard and oversized touchpad are definitely the most notable elements of this laptop. The first thing you notice is the touchpad, which is certainly the largest I’ve ever seen. You might think it looks a bit silly, but I always like it when companies leave as little wasted space on a product as possible. I really wanted to like this touchpad, but unfortunately, it could deter most people from buying this product.
On large laptops like the Swift 16 AI, which have a number pad to the right of the keyboard, the touchpad is typically below the keyboard, making it visually off-center. While it’s functional, this arrangement looks odd, and some 16-inch laptops get around this by omitting the number pad entirely. That’s what you see on the MacBook Pro, the Dell XPS 16, and most gaming laptops these days, too.
Rather than removing the number pad, Acer expanded the touchpad and centered it. This makes good use of the space below the keyboard, preserves the number pad, and solves the aesthetic annoyance that typically plagues full-size laptops.
Tech
Robotically assembled building blocks could make construction more efficient and sustainable
Robotically assembled building blocks could be a more environmentally friendly method for erecting large-scale structures than some existing construction techniques, according to a new study by MIT researchers.
The team conducted a feasibility study to evaluate the efficiency of constructing a simple building using “voxels,” which are modular 3D subunits that assemble into complex, durable structures.
After studying the performance of multiple voxels, the researchers developed three new designs intended to streamline building construction. They also produced a robotic assembler and a user-friendly interface for generating voxel-based building layouts and feeding instructions to the robots.
Their results indicate this voxel-based robotic assembly system could reduce embodied carbon — all of the carbon emitted during the lifecycle of building materials — by as much as 82 percent, compared with popular techniques like 3D concrete printing, precast modular concrete, and steel framing. The system would also be competitive in terms of cost and construction time. However, the choice of materials used to manufacture the voxels does play a major role in their carbon footprint and cost.
While scalability, durability, long-term robustness, and important considerations like fire resistance remain to be explored before such a system could be widely deployed, the researchers say these initial results highlight the potential of this approach for automated, on-site construction.
“I’m particularly excited about how the robotic assembly of discrete lattices can enable a practical way to apply digital fabrication to the built environment in a way that can let us build much more efficiently and sustainably,” says Miana Smith, a graduate student in the Center for Bits and Atoms (CBA) at MIT and lead author the study.
She is joined on the paper by Paul Richard, a graduate student at École Polytechnique Fédérale de Lausanne in Switzerland and former visiting researcher at MIT; Alfonso Parra Rubio, a CBA graduate student; and senior author Neil Gershenfeld, an MIT professor and the director of the CBA. The research appears in Automation in Construction.
Designing better building blocks
Over the past several years, researchers in the Center for Bits and Atoms have been developing voxels, which are lattice-structured building blocks that can be assembled into objects with high strength and stiffness, like airplane wings, wind turbine blades, and space structures.
“Here, we are taking aerospace principles and applying them to buildings. Why don’t we make buildings as efficiently as we make airplanes?” Gershenfeld says, based on prior work his lab has done on voxel assembly with NASA, Airbus, and Boeing.
To explore the feasibility of voxel-based assembly strategies for buildings, the researchers first evaluated the mechanical performance and sustainability of eight existing voxel designs, including a cuboctahedron made from glass-reinforced nylon and a Kelvin lattice made from steel.
Based on those evaluations, they developed a set of three voxels using a new geometry that could be more easily assembled robotically into a larger structure. The new design, based on a high-strength and high-stiffness octet lattice, mechanically self-aligns into rigid structures.
“The interlocking nature of these voxels means we can get nice mechanical properties without needing to have a lot of connectors in the system, so the construction process can run a lot faster,” Smith says.
To accelerate construction, they designed a robotic assembly system based on inchworm-like robots that crawl across a voxel structure by anchoring and extending their bodies. These Modular Inchworm Lattice Assembler robots, or MILAbots, use grippers on each end to place voxel building blocks and engage the snap-fit connections.
“The robots can assemble the voxels by dropping them into place and then stepping on them to have the pieces interlock. We can do precise maneuvers based on the mechanical relationship between the robots and the voxels,” Smith explains.
The team studied the embodied carbon needed to fabricate their new voxel designs using three materials: plastic, plywood, and steel. Then they evaluated the throughput and cost of using the robotic assembly system to build a simple, one-story building. The researchers compared these estimates with the performance of other construction methods.
Potential environmental benefits
They found that most existing voxels, and especially those made from plastics, performed poorly compared to existing methods in terms of sustainability, but the steel and wood voxels they designed offered significant environmental benefits.
For instance, utilizing their steel voxels would generate only 36 percent of the embodied carbon required for 3D concrete printing and 52 percent of the embodied carbon of precast concrete. The plywood voxels had the lowest carbon footprint, requiring about 17 percent and 24 percent of the embodied carbon needed, respectively.
“There is still a potential viable option for a plastics-based voxel approach, we just have to be a bit more strategic about which types of plastics, infills, and geometries we use,” Smith says.
In addition, projected on-site assembly time for the steel and wood voxel approaches averaged 99 hours, whereas existing construction methods averaged 155 hours.
These speed benefits rely on the distributed nature of voxel-based assembly. While one MILAbot working alone is far slower than existing techniques, with a team of 20 robots working in parallel, the system catches up to or surpasses existing automation methods at a lower cost.
“One benefit of this method is how incremental it is. You can start building, and if it turns out you need a new room, you can just add onto the structure. It is also reversible, so if your use changes, you can dissemble the voxels and change the structure,” Gershenfeld says.
The researchers also developed an interface that enables users to input or hand-design a voxelized structure. The automatic system determines the paths the MILAbots should follow for construction and sends commands to the assemblers.
The next step in this project will be a larger testbed in Bhutan, using the “super fab lab” that CBA helped set up there to replicate the robots to test construction for a planned sustainable city, Gershenfeld says.
Additional areas of future work include studying the stability of voxel structures under lateral loads, improving the design tool to account for the physics of the system, enhancing the MILAbots, and evaluating voxels that have integrated sheeting, insulation, or electrical and plumbing routing.
“Our work helps support why doing this type of distributed robot assembly might be a practical way to bring digital fabrication into building construction,” Smith says.
This work was funded, in part, by the MIT Center for Bits and Atoms Consortia.
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