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World Economy Mar 22, 2026

Palantir Secures Access to Sensitive UK Financial Data in FCA Deal

Palantir, a US AI company co-founded by Peter Thiel, has been awarded a contract by the Financial C…
Palantir, a Miami-based company backed by billionaire Peter Thiel, has secured a three-month trial contract with the Financial Conduct Authority (FCA) to analyze a vast amount of sensitive UK financial regulation data. The deal, worth over £30,000 per week, aims to help the FCA tackle financial crimes such as fraud, money laundering, and insider trading.The FCA has awarded Palantir the contract to investigate its internal intelligence data, which includes highly sensitive case intelligence files, information on problem firms, and reports from lenders about proven and suspected frauds. Palantir will apply its AI system, known as Foundry, to huge quantities of information held by the watchdog, including recordings of phone calls, emails, and social media posts.The contract has raised concerns about privacy and the company's ethical reliability. One source expressed concerns that Palantir may share the information it learns from the FCA with other parties. Palantir's technology is used by the Israeli military and in the US president's ICE immigration crackdown, leading to criticism from left-wing MPs.The FCA has stated that it has strict controls in place to ensure data is protected and that Palantir will only act on instruction from the regulator. The data will be hosted and stored solely in the UK, and Palantir will have to destroy the data after completion of the contract.Experts have highlighted the potential benefits of using AI to tackle financial crimes, but also emphasized the need for robust protocols to protect sensitive information. Prof Michael Levi, an expert in money laundering, noted that AI is a potentially valuable technology to tackle financial crimes, but also raised concerns about the ownership and control of the data.
#data #palantir #fca
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Technology Mar 22, 2026

Palantir Secures Lucrative UK Contract Amidst Growing Concerns Over Data Privacy and AI Ethics

Palantir, a Miami-based AI and data analytics company, has secured a significant contract with the …
Palantir, a leading AI and data analytics company, has secured a major contract with the UK's Financial Conduct Authority (FCA) to leverage its AI technology for detecting financial wrongdoing. This deal marks a significant expansion of Palantir's presence in the UK, where it has already embedded its technology in the NHS, police, and military. The contract, valued at over £500m, enables Palantir to access terabytes of data gathered by the FCA, providing it with an unparalleled view of the inner workings of British authorities and the City of London, a global financial hub. Campaign groups have expressed concerns over Palantir's work with public authorities, citing its previous involvement with controversial entities such as the US Department of Homeland Security and the Israel Defense Forces. However, the company continues to secure lucrative contracts in the UK. The FCA aims to utilize Palantir's AI technology to better detect signs of wrongdoing, such as money laundering and fraud, which account for approximately 40% of all crimes in the UK. The regulator's workplan for 2025-26 includes expanding the use of data and intelligence to identify and act on high-risk firms and individuals. However, experts warn that the use of AI in detecting financial wrongdoing may lead to new challenges, such as criminals adapting to evade detection by using techniques like invisible 'white text' in documents to instruct AI systems to ignore incriminating information. Prof Michael Levi, an expert in money laundering at Cardiff University, notes that while there are concerns about data privacy, the use of AI technology can also help target corporate holdings and shell companies used for illicit activities.
#palantir #data #use
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Entertainment Mar 20, 2026

Resident Evil's 30-Year Reign: How Capcom's Horror Franchise Continues to Dominate Gaming

Resident Evil celebrates its 30th anniversary as a gaming phenomenon that has sold over 180 million…
When Resident Evil emerged in the mid-1990s, it stood in stark contrast to the prevailing gaming landscape. The PlayStation and Saturn consoles were dominated by bright, arcade-style games like Daytona and Tekken, while Japanese publisher Capcom was primarily known for Street Fighter and Mega Man sequels. Scary games were rare at the time and mostly confined to the PC, making Capcom's horror title Biohazard (the Japanese name for the series) a radical departure that caught the attention of games journalists.Three decades later, the series has not only survived but flourished, becoming one of gaming's most successful franchises. Resident Evil has sold more than 180 million copies worldwide, with 11 core titles, numerous spinoffs and remakes, plus extensive film, television, and anime tie-ins. Its characters and monsters have become cultural icons, with its design tropes now embedded in gaming practice.The origins of Resident Evil can be traced back to 1989's Sweet Home, a Capcom role-playing game for the Famicom (Japanese NES). The game featured a group of filmmakers searching a haunted mansion for valuable artifacts, and while it was a modest domestic success, it never received an international release. However, senior producer Tokuro Fujiwara couldn't let go of his vision for horror as a distinct game genre."We have Tokuro Fujiwara to thank for the existence of Resident Evil," says Alex Aniel, author of acclaimed Resident Evil history book Itchy, Tasty. "He directed Sweet Home having believed that horror could become its own game genre, but wasn't satisfied with its rudimentary portrayal. He wanted to give horror another try once the technology was there to allow it – that opportunity finally arrived with the release of the original PlayStation."In 1993, young producer Shinji Mikami was brought in to oversee a horror game project inspired by Sweet Home. He expanded the haunted mansion concept, drawing influence from George A Romero's Dead trilogy and Alone in the Dark, creating a world haunted not by ghouls but by zombies, mutants, and monsters. The heroes were an experienced SWAT team investigating disappearances at a rural mansion owned by the sinister scientific organization: Umbrella Corp.The original vision for full real-time 3D visuals proved too ambitious for PlayStation hardware, leading Mikami and programmer Yasuhiro Anpo to develop a compromise: 3D characters combined with prerendered 2D backgrounds viewed from fixed camera angles. This restricted, expressionistic style emphasized the intense claustrophobia of the environment, with information always kept from the player by blind corners and shadowy doorways.This combination of tension, omission, and restriction is fundamental to Resident Evil's success as a horror franchise. Even as the camera evolved to over-the-shoulder views and first-person perspectives, characters remained vulnerable. Ammo, save points, and health items are jealously rationed, with extremely restricted inventories. This approach makes Resident Evil operate more like classic horror literature than a typical power fantasy video game.The series has also expertly referenced horror conventions while paying homage to its inspirations. "Kamiya's biggest source of inspiration came from Alien and especially its sequel, Aliens," says Aniel of Hideki Kamiya, who directed Resident Evil 2 and Resident Evil Zero. "For example, in Resident Evil 2, humans infected with the G-virus grow a parasite that eventually ruptures their host and emerges from within, growing into deadly creatures."Resident Evil has also demonstrated remarkable versatility in exploring different horror genres – gothic horror in its mansions and monstrous enemies, sci-fi horror in its biological experiments, and folk horror in its sinister villages and religious cults. This comprehensive approach allows it to mirror societal fears, a point underscored by the COVID-19 pandemic."The Covid pandemic reminded us just how real our fear of viruses should be," says Bernard Perron, professor of cinema and video games at the University of Montreal. "In that sense, the fear of a corrupt corporation like Umbrella, along with mad scientists who do not necessarily have humanity's best interests at heart, continues to resonate. These anxieties remain deeply embedded in our posthumanist societies."Throughout its evolution, Resident Evil has maintained a balance between familiarity and innovation. Characters like Jill Valentine, Claire Redfield, and Leon Kennedy provide continuity – relatable but cool figures who spout wry jokes like Hollywood heroes. Meanwhile, charismatic antagonists such as Albert Wesker, Lord Osmund Saddler, and Lady Dimitrescu ensure consistent engagement.The series also excels in pacing and structure, carefully delineating between exploration, puzzle-solving, and combat sections. Locations are filled with beautiful details – lavish furniture, eerie oil paintings, ornate gardens – making exploration pleasurable. After intense battles, players can retreat to safe spaces like Save Rooms, creating a rhythm that prevents fatigue."The series offers deep and entertaining gameplay experiences, but with a very low barrier to entry, even for newcomers," says Aniel. "The Resident Evil games are more accessible than ever: since they are often on sale, they are affordable even for customers in emerging global markets, available on every major game platform."Ultimately, Resident Evil's longevity stems from its ability to create uncertainty while maintaining familiarity. "You know what you will get, but you also don't know," the article concludes. "Around every corner there could be a shock or there could be nothing – it's the uncertainty that gets you. It allows us to write in our own fears and anxieties, or to discover new ones we hadn't considered or acknowledged. Like all great horror fiction, Resident Evil has survived because it looks us right in the eye and says, I know what scares you. Come and see."
#Resident Evil #Capcom #RE Engine
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Technology Mar 19, 2026

Alexander Whitley's Mirror and The Rite of Spring: A Dance of Technology and Tradition

Alexander Whitley's Mirror and The Rite of Spring showcase the intersection of technology and tradi…
Choreographer Alexander Whitley's latest works, Mirror and The Rite of Spring, are a thought-provoking exploration of the relationship between technology and human performance. In Mirror, dancers Gabriel Ciulli and Daisy Dancer move in tandem, their bodies studded with motion-capture markers, as they interact with digital doppelgangers that appear on stage.The use of technology in Mirror creates a sense of tension, as the dancers' movements are echoed and eventually upstaged by their digital counterparts. This tension raises questions about the role of technology in dance and whether it enhances or detracts from the human performance.In The Rite of Spring, Whitley reimagines Stravinsky's classic score with a glitched and layered version, accompanied by rudimentary choreography. The piece features five dancers and a makeshift maypole, but ultimately feels disjointed and lacking in energy.Whitley's use of technology in both pieces is a deliberate attempt to explore the boundaries between human and digital performance. While Mirror is a more successful exploration of this theme, The Rite of Spring feels like a missed opportunity to fully integrate technology and tradition.
#whitley #mirror #digital
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Technology Mar 18, 2026

AI-Powered Smart Glasses Win £1m Prize for Dementia Assistance Technology

AI software for smart glasses, called CrossSense, has won a £1m prize for its potential to help peo…
CrossSense, an innovative AI software, has been awarded a £1m prize for its groundbreaking technology designed to assist individuals with dementia. This cutting-edge system is integrated into smart glasses and features a user-friendly assistant named Wispy. The smart glasses, equipped with a camera, microphone, and speakers, provide wearers with real-time guidance and support through everyday tasks.Wispy offers verbal cues and text prompts that float in front of the wearer's eyes, enhancing their ability to navigate daily life. The AI assistant can also engage in light conversation, ask questions, and aid reminiscences, significantly improving the wearer's independence and quality of life.The Longitude Prize on Dementia, funded by Alzheimer's Society and Innovate UK, aims to encourage the development of technology that helps people with dementia stay independent for longer. About 150 million people are expected to be living with dementia by 2050, making such innovations crucial.The CrossSense technology is expected to cost around £50 a month per subscription, with the smart glasses potentially costing up to £1,000. However, the developers plan to make the technology more affordable over time. The team behind CrossSense plans to conduct a pilot study with smart glasses in people's homes later this year.Prof Julia Simner, who led the study, noted that participants with dementia could correctly identify 46% of household items without the glasses, increasing to 82% with the glasses. An hour after removing the glasses, the identification rate remained high at 78%.While experts praise the innovation, they also highlight the need for larger, more controlled studies to test the device's effectiveness and address ethical considerations regarding data collection and user consent.
#glasses #smart #people
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Technology Mar 16, 2026

Scientists Teach Human Brain Cells to Play Doom: A Leap in Biological Computing

Scientists have successfully taught a petri dish of 200,000 human brain cells to play the iconic vi…
Researchers at Cortical Labs in Melbourne have created a 'biological computer' using living human tissue, which can play the 1993 shooter game Doom. The team used 10ml of blood from CEO Hon Weng Chong to harvest 100 white blood cells, which were then reprogrammed into induced pluripotent stem cells (iPSCs). These cells were used to create a dish of 200,000 neurons that can interface with a computer system.The brain cells were taught to play Doom by encoding game state information, passing it through a neural network, and converting it into signals the neurons can understand. The neurons then fire an output, which the system decodes and converts back into actions in the game. This process is similar to how humans operate, with information going into the retina, being converted into electrical signals, processed in the brain, and resulting in an output.While the achievement has sparked concerns about sentience and consciousness, Chong believes the brain cells are not conscious, stating, 'At first it didn’t know how to move, aim or shoot. Then it would shoot two enemies and stop. So it’s definitely learning.' The next step could be integrating this technology with Neuralink, a brain-machine interface developed by Elon Musk.The application of biological computing lies not in gaming, but in medicine, such as disease modeling for conditions like epilepsy. This technology could allow for personalized drug testing and tailored treatments. Meanwhile, Eon Systems in San Francisco has created a virtual insect brain that can behave like a real fly, challenging the assumption that intelligence must be acquired.Biological systems like these could eventually power robots, drones, and other machines that need to navigate complex environments. As Chong notes, 'Abstract reasoning, mathematics and language are relatively recent in evolutionary terms... but motor control and probabilistic decision-making are things we’ve inherited through millions of years of evolution.' While we're far from uploading human consciousness into the internet, this technology marks a significant step in the development of biological computing.
#brain #fly #neurons
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