Category: 4. Technology

  • Gear News of the Week: Apple’s iPhone Event Gets a Date, and Plaud Upgrades Its AI Note-Taker

    Gear News of the Week: Apple’s iPhone Event Gets a Date, and Plaud Upgrades Its AI Note-Taker

    Apple has officially set a date for its iPhone September event, which is due to take place on September 9. This year’s launch will be held at the Steve Jobs Theater on Apple’s campus in Cupertino, California. The company is expected to unveil the iPhone 17 range, which for the first time will include the iPhone 17 Air—though that name could change—Apple’s thinnest and lightest iPhone to date. We’re also expecting the Apple Watch Series 11, Apple Watch Ultra 3, and the AirPods Pro 3.

    The invitations included the tagline “Awe dropping,” along with the Apple logo in shades of blue and green. These are rumored to be color choices for the iPhone 17 Pro devices. The logo also moves like a heat map on Apple’s website, which could allude to potential thermal improvements in the upcoming devices, or the rumored switch back to aluminum instead of titanium on the iPhone Pro models (which would also improve thermals, anyway).

    WIRED will be on the ground live-blogging the latest from Apple’s presentation. In the meantime, you can brush up on all the features coming to your iPhone, iPad, Mac, and Watch, as Apple usually drops the next operating system version right after the event.

    The Oura Ring.

    Photograph: Simon Hill

    Oura Is Building a Manufacturing Facility in Texas

    Oura, the leading global manufacturer of smart rings, announced this week that it has plans to build a manufacturing facility in Fort Worth, Texas. Oura’s largest enterprise customer is the Department of Defense, and US-based manufacturing operations will support its needs. Oura has sent tens of thousands of rings to optimize performance across all branches of the US armed services. It notes that its rings are being used in four key research areas: stress management and resilience, fitness optimization, fatigue risk management, and early illness detection.

    This announcement comes at a time when the smart ring industry is going through lots of shake-ups. The US International Trade Commission recently ruled in favor of Oura in a patent infringement case against competitors Ultrahuman and Ringconn, which have had to pull their respective rings from the US market. This is particularly bad news for Ultrahuman, which has a facility in Plano, Texas, where the company was planning to manufacture rings in the US to get around tariffs. Ultrahuman is also countersuing. (It’s all very messy.)

    We’ll keep an eye on the situation as it evolves, but for now, US customers might only be able to buy an Oura ring. It’s a good thing it’s our favorite smart ring. —Adrienne So

    Gear News of the Week Apples iPhone Event Gets a Date and Plaud Upgrades Its AI NoteTaker

    Courtesy of Plaud

    Plaud Has a New Note Pin

    Plaud makes a credit card-sized AI note-taking device that listens to the world around you and then transcribes conversations, summarizing them into meeting notes with actionable insights. It began with the Plaud Note, then the Plaud NotePin, a wearable device, and this week the company unveiled the Plaud Note Pro ($179).

    It shares a similar card-shaped design with the original, but now it features two extra microphones to pick up audio at a wider range. There’s also now a 0.95-inch AMOLED screen that displays battery life, the current recording status, and the mode. Unlike the original, you don’t need to flip a switch to swap from recording calls to in-person meetings—the Pro will do it for you. Just long-press the button once to start recording. You can highlight key information during a meeting with a short press, and you can type in the phone app simultaneously to add your thoughts; they’ll be contextualized to the recording instantly. Plaud also lets you snap a photo with your phone to add additional context.

    Plaud’s Note Pro can identify and label individual speakers in its transcriptions, and it can transcribe 112 languages. You can also ask Plaud (via the app) a specific question from your notes, so there’s no need to hunt for key details. It employs large language models from OpenAI, Google, and Anthropic. The Note Pro is up for preorder now and ships in October. You get 300 transcription minutes per month, but you’ll have to cough up $100 per year to quadruple that and get access to new features faster. (There’s a plan that offers unlimited transcription minutes for $240 annually.)

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  • Lenovo leak reveals a laptop with a rotating display

    Lenovo leak reveals a laptop with a rotating display

    Lenovo is reportedly planning to unveil a laptop with a screen that rotates from horizontal to vertical, according to known leaker Evan Blass.

    The laptop, internally called Project Pivo, will reportedly be on display at the consumer tech trade show IFA in Berlin next week, Blass says.

    Lenovo’s no stranger to concept designs that stretch the limits of existing technology. Last year, Lenovo unveiled a laptop with a transparent screen at MWC in Barcelona. Another Lenovo concept, the rollable-screen laptop known as the ThinkBook Plus Gen 6, made an appearance at CES 2025 before going on sale for $3,499 a pop.

    Mashable Light Speed

    Blass also said Lenovo would be announcing the second generation of its handheld gaming device, the Legion Go. Based on the Legion Go 2’s specs and first impressions shared by Blass, the mobile console looks like a solid contender against competitors like Steam Deck. Blass also said there would be new Lenovo/Motorola phones, a handful of new tablets and laptops, and a laptop stand that uses laptop sensors to adjust its height and position debuting at IFA.

    Rotating laptops and auto-adjusting laptops stands? Sounds about right for a Lenovo trade show appearance.


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  • Validation of the art education in medical education questionnaire (AEMEQ): integrating medical sciences with the humanities | BMC Medical Education

    Validation of the art education in medical education questionnaire (AEMEQ): integrating medical sciences with the humanities | BMC Medical Education

    A literature review was performed to clarify art education as a tool of medical humanities integration into medical education. a literature search was conducted in databases such as Google Scholar, PubMed, Iran Medex, Elsevier, Springer, Embase, Scopus, PsycINFO, and ERIC using keywords medical humanities/humanities, medical education, teaching, integration, art, learning, medicine, and clinical skills. After determining the dimensions and items of the instrument, the interview and expert focus group were conducted to match the participants’/respondents’ conceptualization of the construct. Finally, the initial instrument of AEME was developed with 53 items and scored on a five-point Likert response. The corresponding author completed the item generation as part of the NASRME project No. 972,475. Certain steps should be taken to evaluate the questionnaire’s validity. This study used the AMEE Guide for designing high-quality questionnaires. Addressing each step systematically will improve the probability that the survey designed will accurately measure what it intends to measure [16]. According to the AMEE guide 87, the survey scale design process has 7 steps. After item development, which includes the first four steps, the next three steps are expert validation, cognitive interviews, and pilot testing, as expressed below.

    Participants

    This study was conducted on medical students at Birjand University of Medical Sciences. Based on Krejcie and Morgan’s table from 923 studying medical students in different stages, the sample size was determined to be 555. Then, three incomplete questionnaires were excluded. The sample size determination based on Krejcie and Morgan’s Table [17] was deemed sufficient for the psychometry of the tool according to previous studies [18]. Samples were allocated based on the number of students in basic medical sciences (n = 350), clinical preparations (n = 146), and internships (n = 427). The questionnaire was prepared in electronic format. At the beginning of the questionnaire, students were asked to provide their consent to participate, and upon informed acceptance, they were presented with the electronic form. Participants were informally invited to take part in the study through convenience sampling, and the questionnaire link was shared with university students (https://survey.porsline.ir/s/MIG2vGxJ).

    Expert validation-face and content validity

    Face validity is the lowest level of content validity, which is used after the tool preparation. Without considering specific statistical analysis, it quickly determines whether the tool is visually suitable for the desired variable [19].

    Content validity is related to an aspect of the questionnaire that indicates whether the stated questions cover all important and necessary domains of the variable of interest. Usually, the more items in the questionnaire, the better. Content validity better reflects the concept domain of the variable [20]. The criteria for an expert are often based on experience or knowledge of the survey field and, practically, dependent on the individual’s willingness and availability [21]. In this way, the 20 faculty members informed of artistic education with various specialists (medical education, biostatistics, and professors of basic and clinical sciences) were included. The criterion for the item acceptability should be determined in advance. The content validity ratio (CVR) and the content validity index (CVI) are common metrics used in decision-making for individual items. In addition to collecting quantitative data, the expert’s free-text comments were considered to elucidate existing items in which its construct is not well-represented. The Content Validity Ratio (CVR) was employed to quantify the perceived essentiality of individual items, as originally proposed by Lawshe [22]. Experts independently rated each item as “essential,” “useful but not essential,” or “not necessary.” CVR values were then calculated to reflect the proportion of experts identifying an item as essential. Items exceeding the critical threshold determined by the number of raters were considered to demonstrate acceptable content validity. To complement this assessment, the Content Validity Index (CVI) was calculated to evaluate the overall clarity and relevance of the items.

    Cognitive interview

    The interview (7 medical students) was performed with immediate retrospective verbal probe questions designed to elicit specific information [23]. The common verbal probes were (1) Restate the item in your language, and (2) What do you think this item means? (3) Could you provide an example?

    Information gathered from the cognitive interview was incorporated into the overall questionnaire, and each item was refined. The student’s responses were analyzed thematically and continued until data saturation was reached (no new codes emerged).

    Pilot testing

    The questionnaire pilot test collected valid evidence (members of the target population, namely medical students, n = 552) based on two main approaches: internal structure (factor analysis) and reliability analysis (internal consistency by Cronbach’s alpha coefficient). The details are described in Sect. 2.5-7.

    Exploratory factor analysis

    To validate the factor structure identified in the exploratory factor analysis (EFA), the remaining half of the dataset (n = 276) was used for confirmatory factor analysis (CFA). This method, using principal component analysis with Varimax rotation, considering eigenvalues above 1, and the scree plot, was employed. The quality of the dataset was evaluated using the Kaiser-Meyer-Olkin (KMO) measure and Bartlett’s test of sphericity. The KMO value exceeded 0.67, suggesting that the sample size was sufficient and that multicollinearity among items was within an acceptable range (values above 0.50–0.60 are generally considered adequate). Bartlett’s test produced a statistically significant result (p < 0.05), indicating that the correlation matrix was not an identity matrix and that meaningful shared variance existed among the items. Together, these results supported the suitability of the dataset for factor analysis and affirmed the robustness of the underlying factor structure [24, 25].

    Confirmatory factor analysis (CFA)

    CFA was performed using AMOS software, employing the maximum likelihood (ML) estimation method. This technique is widely adopted in cases where the data approximately satisfy the assumption of multivariate normality. The assumption of multivariate normality was examined using skewness and kurtosis statistics. Various statistics are available for assessing goodness-of-fit. Hu & Bentler [26] recommended multiple fit indices and their corresponding cut-off values for evaluating data: Tucker–Lewis Index (TLI) with a cut-off of TLI ≥ 0.90, Comparative Fit Index (CFI) with a cut-off of CFI ≥ 0.90, Root Mean Squared Error of Approximation (RMSEA) with a cut-off of less than 0.08 [27]. The parsimonious Normed Fit Index (PNFI) with a cut-off value of PNFI ≥ 0.5. Furthermore, some other indices, such as Goodness-of-Fit-Index (GFI) ≥ 0.9 and Parsimonious Comparative Fit Index (PCFI) ≥ 0.6, were suggested [28].

    Discriminant analysis validity was assessed using the Average Variance Extracted (AVE) index. The average variance extracted indicates the proportion of variance in the indicators explained by the latent constructs, providing a more cautious assessment of the measurement model’s validity. Typically, values above 0.5 for Average Variance Extracted (AVE) are accepted [29]. Also, acceptable CR values indicate that the measurement items exhibit high levels of internal reliability. CR values greater than 0.7 are required for confirmation [29]. Another approach to evaluating discriminant validity is by using the Heterotrait-Monotrait (HTMT) correlation ratio [30]. A value approaching 1 suggests insufficient discriminant validity. To assess this using the HTMT method, its value is compared against a set cut point. If the HTMT exceeds that cut point, it implies that discriminant validity may not be present. Gold et al. challenged this approach and recommended setting the threshold at 0.90 [31].

    Reliability assessment

    The internal consistency method using Cronbach’s alpha was utilized to assess reliability. A value greater than 0.70 indicates good reliability [32, 33]. Additionally, the test-retest method is employed to evaluate reliability over time, with a threshold of 0.75 considered acceptable [32].

    Statistical analysis

    Quantitative data were described using central tendency and dispersion criteria, while qualitative variables were described using counts and percentages. Given the normality of the quantitative variables, Pearson’s correlation coefficient was applied to assess the relationships among them.

    Exploratory factor analysis was conducted using SPSS 26 software, while confirmatory factor analysis was performed using AMOS software 4.5.0, with the semTools package for McDonald’s Omega was used.

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  • Can It Finally Be a True Daily Driver?

    Can It Finally Be a True Daily Driver?

    Foldable smartphones have been around for a while, but very few have managed to strike the perfect balance between design, performance, durability, and practicality. Many look impressive on paper, yet fail when put to daily use. With the launch of the Vivo X Fold 5, the question is whether this device can finally deliver the complete foldable experience.

    I used the Vivo X Fold 5 for nearly two weeks, testing every aspect from design and displays to cameras, battery life, and performance. Here’s an honest breakdown.

    Price and Added Benefits

    The Vivo X Fold 5 is priced at Rs. 569,000 in Pakistan. Buyers will also get Vivo Buds free of cost, along with exclusive X-Care service. The package includes a free replacement of the outer screen within the first 12 months, while the inner screen can be replaced with a 25% discount for up to 24 months.

    Design and Build Quality

    The device immediately stands out with its premium design. It features a glass back, an aluminum frame, and a bold camera bump. Despite being a foldable, it is surprisingly light at 217g and measures only 9.2 mm when folded and 4.3 mm when unfolded, making it slimmer than both the iPhone 15 Pro Max and even a standard pen.

    Durability has often been a weak point for foldables, but Vivo has addressed this with IP5X dust resistance and IPX8/IPX9 water resistance. The carbon fiber-supported hinge is rated for 600,000 folds, while the second-generation armor glass is said to be 30% stronger than competitors.

    The crease, often the most noticeable flaw in foldables, is barely visible here and far less distracting than on the Samsung Galaxy Z Fold 6.

    Displays: Inner and Outer

    Vivo has not compromised on screens. The inner display is an 8.03-inch flexible AMOLED panel with 2K+ resolution, 120Hz refresh rate, Dolby Vision, HDR10+ support, and an impressive peak brightness of 4500 nits. The outer display is a 6.53-inch LTPO AMOLED, also with 120Hz refresh rate and the same level of visual quality.

    Both screens provide an equally immersive experience, whether for streaming, gaming, reading, or multitasking. Typing and one-handed usage are smooth, and despite its large display size, the phone remains pocket-friendly.

    ZEISS Partnership and Camera System

    One of the most striking aspects of the Vivo X Fold 5 is its partnership with ZEISS a legendary name in the world of optics.

    Vivo and ZEISS entered into a strategic global partnership in December 2020. On 17 December 2020, both companies announced a long-term collaboration to push the boundaries of mobile photography. This agreement led to the establishment of the Vivo ZEISS Imaging Lab, a joint R&D center dedicated to developing next-generation imaging systems. The partnership also launched the “Vivo ZEISS Master Photography” program, which aimed to deliver professional-level photography experiences on smartphones.

    What ZEISS Brings to the Table

    ZEISS has over a century of expertise in optics and lens manufacturing. Their lenses are known for precision engineering, sharpness, true-to-life colors, and natural bokeh effects, qualities long admired in professional cameras and microscopes, and even applied in space exploration projects. In smartphones, ZEISS contributes advanced lens coatings (such as the T coating*) that reduce reflections and ghosting, improve clarity in low light, and enhance overall image quality.

    Vivo X Fold 5 Camera Performance

    The Vivo X Fold 5 benefits directly from this partnership with a triple 50MP ZEISS-tuned camera system featuring OIS:

    • Main sensor: Sony IMX921, 50MP
    • Telephoto periscope: Sony IMX882, 50MP with 3x optical zoom
    • Ultra-wide: 50MP

    On the front, the phone houses dual 20MP selfie cameras (one on each display).

    In real-world use, photos taken with the X Fold 5 consistently impressed. Daylight shots delivered natural tones and excellent dynamic range, while low-light photography produced clean, sharp images with minimal noise. Portrait mode, enhanced by ZEISS’ bokeh simulation, delivered a professional DSLR-like depth of field. Even food photography and landscapes appeared crisp and vivid.

    Compared with other foldables and even flagship devices like the iPhone 15 Pro Max, the X Fold 5 offered noticeably superior results in night photography and overall sharpness. This makes it not just a foldable with good cameras, but a serious mobile photography tool.

    Performance and Battery Life

    Under the hood, the phone runs on the Snapdragon 8 Gen 3 (4nm) with 16GB LPDDR5X RAM and 512GB UFS 4.1 storage. It posted benchmark scores around 2.2 million, reflecting its flagship-level power.

    Battery life is another area where foldables usually fall short. The Vivo X Fold 5 houses a 6000mAh battery, which comfortably lasts a day and a half on regular use. The 90W fast charger recharges it fully in about 45 minutes, solving one of the biggest challenges with foldable phones.

    On the software side, it runs Android 15 with OriginOS/Funtouch 15, offering smooth multitasking, split-screen support, and productivity-focused features.

    Verdict: A True Daily Driver?

    The Vivo X Fold 5 addresses nearly every problem that has held foldables back. It is slim, lightweight, durable, and practical. The displays are outstanding, the cameras perform at a flagship level, and the battery finally makes a foldable reliable for daily use.

    In short, the Vivo X Fold 5 is the first foldable device I can confidently recommend as a true daily driver. It’s powerful, stylish, and practical, and for the first time, a foldable doesn’t feel like a compromise.


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  • Best MacBook deal: MacBook Pro on sale for under $450

    Best MacBook deal: MacBook Pro on sale for under $450

    TL;DR: Get yourself a powerful and dependable Apple MacBook Pro for just $439.97 (reg. $1,580) now through Sept. 7 while supplies last.


    Looking for a laptop that won’t need constant upgrades? There’s a reason MacBook Pros have such a loyal following — and such a steep price tag. Normally priced at $1,580, this powerful and portable MacBook Pro is on sale right now for just $439.97 until Sept. 7.

    This feature-packed MacBook Pro is on sale for a fraction of the usual cost

    A MacBook Pro usually has a sky-high price tag because it’s packed with the bells and whistles we all know and love from Apple. This model comes with a 10th Gen Intel Core i5 processor with a 2GHz base speed and 16GB of RAM, so it’s ready to keep up with all your multitasking.

    Despite being able to handle your workload, the MacBook Pro is super lightweight and ready to tag along everywhere. It weighs in at just 3.1 pounds, with a 13.3-inch display equipped with Apple’s True Tone technology, which automatically adjusts to your lighting to reduce eye strain.

    SEE ALSO:

    The best MacBooks in 2025: Air or Pro?

    This model has an impressive 512GB SSD, so you can store files locally and download your favorite apps to the device. It also has four Thunderbolt 3 ports for convenient charging and connectivity — though an impressive 10-hour battery life means you won’t have to search for a power outlet all day.

    A Touch Bar offers serious customization and shortcuts to make life a little easier, and a Magic Keyboard offers comfortable typing all day long. And you’re getting it all for $1,140 off the usual price tag thanks to this model’s Grade A refurbished condition. That means it will arrive in near-mint condition with minimal signs of prior use.

    Mashable Deals

    Snag an Apple MacBook Pro for just $439.97 (reg. $1,580) now through Sept. 7 while supplies last.

    StackSocial prices subject to change.

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  • Apple’s ‘Awe Dropping’ event on September 9: Expected colours of iPhone 17, iPhone 17 Air, iPhone 17 Pro and iPhone 17 Pro Max

    Apple’s ‘Awe Dropping’ event on September 9: Expected colours of iPhone 17, iPhone 17 Air, iPhone 17 Pro and iPhone 17 Pro Max

    Apple is gearing up to announce its iPhone 17 series soon. The company has scheduled a launch event dubbed ‘Awe Dropping’ for 10:30pm IST on September 9, 2025. The 2025 iPhone lineup may offer four models — iPhone 17, iPhone 17 Pro, iPhone 17 Pro Max and new slim variants iPhone 17 Air. The new iPhones are rumoured to come with new design and features. Rumours also suggest that Apple may introduce new colour variants with iPhone 17 series. Here’s a look at expected colour options of upcoming four models under the iPhone 17 lineup

    Apple iPhone 17 colours (expected)

    The current iPhone 16 is offered in ultramarine, teal, pink, white, and black colours. Apple may introduce iPhone 17 in these colour options:

    • Black
    • White
    • Steel Gray
    • Green
    • Purple
    • Light Blue

    Apple iPhone 17 Air colours (expected)

    Apple is expected to bring a slim model which is rumoured to be named iPhone 17 Air. According to reports, iPhone 17 Air may come in following colour variants:

    • Black
    • White
    • Light Blue
    • Light Gold

    Apple iPhone 17 Pro and Pro Max colours (expected)

    This year, Pro models are said to be offered in following colour options:

    • Black
    • White
    • Gray
    • Dark Blue
    • Orange

    Apple iPhone 17 series features (expected)

    Apple’s upcoming iPhone 17 lineup, expected in 2025, could bring a mix of new designs, upgraded cameras, and more powerful hardware, according to early reports.The series is likely to feature four models — iPhone 17, iPhone 17 Air, iPhone 17 Pro and iPhone 17 Pro Max. Display sizes will stay close to the current lineup, with the Pro and Pro Max keeping their 6.3-inch and 6.9-inch screens. The iPhone 17 Air will sit between the two, while the regular iPhone 17 may grow to 6.3 inches, matching the Pro.The “Air” is expected to replace the Plus model. Instead of being a premium variant, it will likely be a mid-range phone — priced lower than the Pro models but higher than the standard iPhone 17.All four models may get ProMotion displays with a 120Hz refresh rate, supported by LTPO OLED panels. However, it is still unclear if the always-on display will be available across the lineup or remain exclusive to Pro models. Apple could also introduce a new horizontal pill-shaped camera bump across the series.On performance, the iPhone 17 series is expected to run on the A19 Pro chip, built on TSMC’s 3nm process, and could offer 12GB of RAM for the first time. This upgrade will enable smoother multitasking and support for Apple’s AI features.The camera system may see the biggest jump. The front camera is tipped to move from 12MP to 24MP, promising sharper selfies. The Pro Max could be the first iPhone with three 48MP rear cameras — Wide, Ultra Wide and a Tetraprism Telephoto lens — with support for 8K video. The Pro models may also get a mechanical aperture for better depth control and dual video recording, while the Air may feature a single 48MP rear camera.As for zoom, the 5x Telephoto lens will remain exclusive to the Pro models, while the iPhone 17 and 17 Air will stick with simpler setups.


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  • The relationship between social network addiction, online gaming addiction, and suicide ideation: mediating and moderating role of loneliness | BMC Psychology

    The relationship between social network addiction, online gaming addiction, and suicide ideation: mediating and moderating role of loneliness | BMC Psychology

    Suicide represents a serious public health issue, closely intertwined with feelings of hopelessness, helplessness, and existential questioning. Suicide, a major global public health concern, is often perceived as an escape from intense emotional, physical, or social distress. Suicidal ideation affects millions annually, with higher prevalence in low- and middle-income contexts likely due to reduced access to mental health support, greater loneliness, and heightened psychosocial stressors [48, 61]. These conditions create an environment where early intervention is often unavailable, and emotional suffering goes unaddressed. As a result, many individuals progress from ideation to action, contributing to the global scale of the issue. According to the World Health Organization [70], approximately 800,000 people die by suicide every year, with one person taking their life every 40 s [58]. Millions more struggle with suicidal ideation annually, a number that continues to rise.

    Based on these explanations, suicidal ideation is a globally prevalent phenomenon, and although rates vary by region, research shows that low- and middle-income societies report higher rates of suicidal ideation than those with higher socioeconomic status [27, 61]. These disparities suggest that economic, social, and psychological factors significantly shape suicide vulnerability. Given this, the present study controls for socioeconomic status while examining the psychological mechanisms linking social network addiction, online gaming addiction, and suicidal ideation. Prior studies have shown that lower socioeconomic status is correlated with greater loneliness, higher psychological distress, and reduced access to social support [39, 54], all of which are relevant to suicide risk.

    Besides these, loneliness has emerged as a key psychological mechanism linking behavioral addictions to suicidal ideation [25]. Defined as a subjective experience of social disconnection, loneliness is understood to be closely associated with emotional vulnerability and reduced mental well-being [7]. Because excessive engagement in digital environments such as social networking platforms and online games can displace real-world social interactions, intensifying feelings of loneliness [30]. In this context, loneliness may function both as a mediating factor, explaining how social network addiction and online gaming addiction contribute to suicidal ideation, and as a moderating factor, amplifying the psychological impact of these addictions. This dual role is grounded in the Interpersonal Theory of Suicide (ITS), which identifies thwarted belongingness, a conceptual cousin of loneliness, as a key driver of suicidal ideation. By disrupting individuals’ sense of connection and emotional security, loneliness may act both as a consequence of digital overuse and a vulnerability that magnifies its effects [4, 62]. These two domains—one socially oriented and feedback-driven, the other immersive and performance-based—represent distinct yet complementary digital behaviors, both of which are especially relevant to emotional detachment and mental health risks [6, 40]. In this context, loneliness may function both as a mediating factor, explaining how social network addiction and online gaming addiction contribute to suicidal ideation, and as a moderating factor, amplifying the psychological impact of these addictions.

    The role of loneliness may also be shaped by sociocultural context. Especially in Turkish society, collectivist values and family-centered norms emphasize social cohesion, mutual obligation, and relational interdependence. When individuals perceive a loss of connection or fail to meet relational expectations, the psychological burden of loneliness may be particularly acute [5, 63]. Moreover, when digital interactions substitute face-to-face relationships, this may further erode traditional support structures, making loneliness more salient and distressing [28]. Considering these dynamics, understanding how cultural dynamics affect the pathways of social network addiction to suicidal ideation and online gaming addiction to suicidal ideation is thought to be important in terms of contextualizing the findings and developing culturally sensitive interventions.

    At this point, suicidal ideation may be triggered by a range of psychological, relational, and behavioral factors, including mood disorders, social isolation, family stress, economic hardship, and addictive behaviors [17, 68]. While digital platforms offer convenience and connectivity, they may also foster perfectionism, unrealistic comparisons, and social withdrawal. Exposure to idealized content on social media, for example, can lead to feelings of inadequacy, low self-worth, and loneliness [14, 29], particularly in individuals prone to overuse. Similarly, competitive and immersive online gaming environments may disrupt real-world responsibilities and relationships, elevating suicidal ideation [8]. These risks highlight the need to evaluate the mental health impacts of digital behavior comprehensively. Indeed, also stigma surrounding mental health, loneliness, and suicide continues to be prevalent in Turkish society [24, 52]. In this context, individuals may use social networks or online games as emotional escape mechanisms. However, these platforms often lack the depth and authenticity of real-life social bonds, which can compound loneliness [28] and even increase suicidal ideation [50]. Identifying culturally specific drivers of digital overuse and understanding their psychological effects is essential for informing prevention strategies and public health initiatives targeting suicidal ideation among Turkish adults.

    Theoretical background

    As partially mentioned above, the ITS, which emphasizes that suicide arises from the interplay of personal and social factors, identifies two core psychological states as precursors to suicidal ideation: perceived burdensomeness and thwarted belongingness. Perceived burdensomeness refers to the belief that one is a burden to others and lacks value, while thwarted belongingness captures a subjective sense of alienation or lack of meaningful social connection. When both states co-occur, the risk of suicidal ideation increases significantly [22, 62].

    In this study, we focus on thwarted belongingness, which aligns conceptually with loneliness, the main construct in our proposed model. Loneliness is understood as a subjective experience of social disconnection, emotional isolation, or unfulfilled interpersonal needs [69]. While perceived burdensomeness is acknowledged in ITS, it is not directly modeled or assessed in our current research and is therefore not included in our structural model. We conceptualize loneliness as both a mediator and a moderator in the relationship between social network addiction, online gaming addiction, and suicidal ideation. Theoretically, this dual role is grounded in ITS: loneliness, reflecting thwarted belongingness, can emerge as a consequence of addictive digital engagement (mediation) or act as a psychological vulnerability that shapes the strength of the relationship between behavioral addictions and suicidal ideation (moderation).

    As a mediator, loneliness may develop due to excessive or compulsive use of social networks or online games, which replace real-life interactions and reduce emotional closeness [55]. Over time, this emotional disconnection may increase suicidal ideation. As a moderator, loneliness may intensify the impact of social network addiction or online gaming addiction on suicidal ideation by reducing coping resources and emotional resilience, making already vulnerable individuals more susceptible to suicide-related thoughts [43, 71]. Despite this theoretical justification, we recognize that assigning both roles to the same construct introduces complexity, especially within a cross-sectional design. Mediation assumes temporal sequencing i.e., that social network addiction/online gaming addiction leads to loneliness, which in turn leads to suicidal ideation. Moderation, on the other hand, assumes that loneliness is a pre-existing individual difference that influences the strength of the social network addiction–suicidal ideation or online gaming addiction—suicidal ideation relationship.

    To address these concerns, we interpret the model as a theoretically driven exploratory framework, not a definitive causal structure. We employed statistical safeguards to mitigate overlap such as centering interaction terms and checking variance inflation factors to reduce multicollinearity. By focusing explicitly on thwarted belongingness and situating loneliness as its empirical proxy, our model presents a focused and theory-consistent application of ITS. This perspective is further supported by recent findings that link digital behavioral addictions to social disconnection and increased suicide risk [16]. Understanding loneliness as both an outcome of and amplifier for problematic digital engagement allows for a richer conceptualization of suicide pathways in digital-age contexts.

    Digital behavioral addictions and suicidal ideation

    With the growing popularity of social networking platforms and online games, concerns about their mental health impacts have intensified. Recent studies show that excessive or problematic engagement with these digital platforms known as social network addiction and online gaming addiction is linked to increased risk of psychological distress and suicidal ideation [47, 67]. Individuals immersed in these platforms may experience heightened exposure to idealized representations of others’ lives, leading to feelings of inadequacy, diminished self-esteem, and emotional distress [64]. Both social network addiction and online gaming addiction may foster isolation from real-life relationships, thereby reducing protective social bonds and increasing vulnerability to suicidal ideation [8]. These relationships warrant serious consideration in light of ITS, which posits that disrupted belongingness is a proximal cause of suicidal thoughts. Understanding how addictive digital behaviors influence emotional well-being and suicide risk is vital for developing early intervention strategies, particularly among youth and emerging adults who represent the highest-risk groups for these behavioral patterns.

    Digital behavioral addictions and loneliness

    While digital tools can facilitate connection, excessive use, particularly through social networks and online games can paradoxically lead to greater loneliness. Research indicates that social network addiction and online gaming addiction are both associated with reduced real-life social interaction, lower emotional intimacy, and increased social isolation [21, 38]. Individuals who rely on virtual interactions may develop superficial or transient connections that do not fulfill deeper emotional needs. This may especially affect users who substitute digital platforms for in-person relationships, weakening their sense of social integration and increasing their vulnerability to loneliness [45]. Within the ITS framework, this dynamic reflects the experience of thwarted belongingness, which is directly tied to suicidal ideation. Our model posits that social network addiction and online gaming addiction can increase loneliness, which either mediates the relationship to suicidal ideation or exacerbates it as a moderator. This dual conceptualization highlights the emotional risks posed by problematic digital behavior in socially vulnerable populations.

    Loneliness and suicidal ideation

    Loneliness is a powerful predictor of psychological distress and is often implicated in the emergence of suicidal ideation. In a digitally connected world, individuals may find themselves physically surrounded but emotionally isolated, especially when online relationships fail to provide genuine support or belonging [53]. Emotional loneliness, in particular, contributes to feelings of worthlessness and meaninglessness two well-known cognitive precursors to suicidal ideation [41]. Moreover, loneliness can impair coping resources, trigger negative self-appraisals, and lead to depressive symptoms [19], all of which increase psychological vulnerability. We position loneliness as a consequence of digital overuse (via social network addiction and online gaming addiction) that contributes to the development of suicidal ideation. While loneliness is shaped by both internal and external factors [37], its role in suicide risk is magnified in contexts where social comparison, emotional isolation, and perceived disconnection prevail. Consistent with ITS, our study targets thwarted belongingness as the active mechanism through which loneliness may lead to suicidal thoughts. By focusing on this single, theory-consistent pathway, we offer a model that is both theoretically sound and empirically actionable.

    Current study

    This study aims to investigate how common digital behavioral addictions, particularly social network addiction and online gaming addiction, affect suicidal ideation. For this purpose, the model shown in Fig. 1 was designed to examine both the potential mediating and moderating roles of loneliness in the relationship between social network addiction and online gaming addiction on suicidal ideation. Specifically, this study explores the influence of social network addiction and online gaming addiction on suicidal ideation, focusing on the mediating and moderating roles of loneliness. While this dual-role approach may appear conceptually ambitious, it is grounded in the ITS, which positions loneliness as a manifestation of thwarted belongingness, a main factor influencing suicidal thoughts.

    Fig. 1

    Conceptual model of the research

    From a theoretical perspective, loneliness may function as a mediator when it is understood as an emotional consequence of excessive engagement in social networking platforms or online games, which may displace real-world social interactions and ultimately increase suicidal ideation. Conversely, loneliness may function as a moderator when considered a pre-existing vulnerability that magnifies the psychological impact of digital behavioral addiction on suicidal ideation. This moderating role is especially relevant for individuals whose heightened loneliness amplifies their sensitivity to the emotional disruptions caused by social network addiction and online gaming addiction. Mediation analysis assumes temporal ordering (i.e., social network addiction/online gaming addiction loneliness suicidal ideation), while moderation assumes that loneliness is a stable trait influencing the strength of the social network addiction/online gaming addiction-suicidal ideation relationship. By examining these correlations, the research seeks to clarify how digital behavioral addictions in the digital age may contribute to suicidal ideation, providing evidence for preventive mental health strategies. Past studies have consistently found that social network addiction and online gaming addiction are correlated with increased feelings of loneliness and, subsequently, with suicidal ideation [21, 36]. Based on this literature, the following hypotheses were developed:

    • H1. Both social networking addiction and online gaming addiction have positive direct effects on loneliness and suicidal ideation.

    • H2. Loneliness partially mediates the positive relationships between social networking addiction, online gaming addiction, and suicidal ideation.

    • H3. Loneliness moderates the associations between social networking addiction and suicidal ideation, as well as between online gaming addiction and suicidal ideation, such that these associations are stronger at higher levels of loneliness.

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  • Huawei ready to debut second tri-fold, while Samsung remains invisible in the race – Huawei Central

    1. Huawei ready to debut second tri-fold, while Samsung remains invisible in the race  Huawei Central
    2. Huawei Mate XTs to launch in new colors, pre-reservation goes live – GSMArena.com news  GSMArena.com
    3. We just got our best look yet at the next three-panel foldable, and it launches next week  Android Authority
    4. Huawei to unveil Mate XTs trifold with stylus on September 4, just before Samsung’s expected launch  India Today
    5. Huawei’s Tri-Fold Mate Xts Opens Pre-Orders In China  MenaFN

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  • Kilopixel creator flips off the livestream switch • The Register

    Kilopixel creator flips off the livestream switch • The Register

    All good things must come to an end, and so too must the blocky glory of the Kilopixel. As the wood and robotic marvel crested the 200,000-pixel mark, its creator pulled the metaphorical plug.

    Behold the wood-block wonder of the Kilopixel display

    READ MORE

    According to its creator, Ben Holmen, there had been 421 submissions to be drawn and 206,204 pixels flipped. The machine had also drawn no representations of male genitalia (“not for lack of trying,” Holmen noted.)

    There are no plans for a follow-up machine. Holmen told us, “Building one of these was enough of an effort, this is a one of a kind device!” but it will lurk in the background of his webcam during meetings with a private URL so coworkers can play with it. We’re confident that everything will be fine.

    Above: The complete woodblock display, and below: a close-up of the wooden blocks turning to create an image – Pictures (c) Ben Holmen

    Wooden blocks of the kilopixel device (pic: Ben Holmen)

    Holmen has also added a new mode where a random submission from the livestream will be redrawn. He said, “It’s like surprise art in my office every day!”

    We’re delighted that the project is not being dismantled and fully understand when Holmen says, “I knew I’d get tired of babysitting a 24/7 livestream. It’s a hassle!” As it turned out, the livestream lasted for eleven days before Holmen put up a “that’s all for Season One” message.

    The Kilopixel, which consisted of a robot arm and prodder flipping 19mm square wooden blocks to render a monochrome image, remains a gloriously ridiculous device. It might have taken Holmen six years and quite a bit of experimentation to construct, but we’re glad he did.

    The future might involve a monthly stream (“no more 24/7 stream”), and Holmen is open to suggestions. He said, “I’m excited to turn control over to someone with an interesting idea for a game or collaborative project.”

    Register reader Ball boy opened a comment with the title “Yeah but can it play….”

    We can see where this is going.

    “Be a *very* slow game of deathmatch but the resolution’s about right to bring back some memories ;-)”

    Another reader, David 132, said, “DOOM upside down spells “WOOD” (ok, give me the benefit of the doubt on the backwards D) so… ‘mind blown’ as the kids say.” ®

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  • Google Confirms Play Store Deletion—Remove Apps On Your Phone

    Google Confirms Play Store Deletion—Remove Apps On Your Phone

    Republished on August 30 with new deletion update for Play Store apps.

    Google has now confirmed the deletion of 77 malicious apps from Play Store. But this is just the tip of an alarming iceberg. In the last year, Google removed “nearly four million apps, equating to approximately 11,000 app removals per day.”

    The data comes courtesy of Surfshark and has been confirmed by Google through its Play Store “transparency reports and supplemental data files.” Surfshark says more than half of the removals were due to “data protection and privacy policy violations.”

    Last year, Google promised to clean up Play Store, a move which has led to the purge of millions of apps. In just the first few months of 2024, Play Store lost almost half its apps due to policy enforcement. And it turns out that in 2024 Google was just getting started.

    ForbesMicrosoft Tells All Windows Users—Save These Files On Your PC

    In addition to deleting apps, “Google reported terminating approximately 155,000 developer accounts in 2024.” And that was just on Play Store. The new mandate for developers to be verified is being extended to sideloading. That means only developers meeting Google’s criteria can release apps for certified Android phones.

    Google advises that “if you are looking for an app that is no longer available on Google Play,” it may be because the developer has withdrawn it, but it’s more likely that it has violated Google’s policies and was “removed or suspended from Google Play.”

    That’s where it gets interesting. Google warns that even “if an app is removed’ from Google Play “it will not be removed from your device.” This means “you can continue to use the app. However, you will not be able to update your app.”

    If the app is deemed dangerous, it may trigger a Play Protect warning and a prompt to delete it. But most apps removed from Play Store will still be on your phone. If you see that an app cannot update because it’s no longer on Play Store, remove it. Even if it’s not dangerous, it cannot be updated and so any security fixes cannot be applied.

    Similarly, you should purge your phone of apps you no longer use or need (or both). As Surfshark says, “the responsibility falls on users to practice safe downloading habits. This includes checking app permissions, reading reviews, and sticking to well-known developers.” If an app has been removed from the store, remove it from your phone.

    “This is a staggering digital purge that goes unnoticed by the public,” Surfshark told me. “While it may create the illusion that every app we download is safe, the reality is a bit more complex.” Don’t leave these apps on your phone.

    Meanwhile, removing apps is about to get easier, Per Android Authority, “Google is testing an ‘Uninstall’ button directly within individual app listings in Play Store. This button,” it says, “will make it easier to remotely uninstall apps from other devices.”

    ForbesIf You See This Number On Your Phone, Your Gmail Is Under Attack

    Currently you can remotely install apps on other devices. But when it comes to uninstalling apps, it’s more painful than it should be. You need to visit “Manage apps & devices” and then select the list of apps installed on one of your devices. The use the trash icon as required to remove them ones by one.

    The pre-release code suggests a dedicated Uninstall button on each app listing. But there’s a catch, Android Authority says. “If you want to remotely uninstall multiple apps, the currently existing method is still easier and straightforward.”

    As for the new set of deletions, Zscaler’s ThreatLabz team says “the latest variant of Anatsa targets over 831 financial institutions worldwide.” It has “identified and reported 77 malicious apps from various malware families to Google, collectively accounting for over 19 million installs.” These are the latest apps Google has confirmed removed.

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