Kategorie: Mobile

  • Introducing the Image Map widget: A smarter way to visualize your data

    Introducing the Image Map widget: A smarter way to visualize your data

    Reading Time: 4 minutes
    Visualize your data like never before with the Arduino Cloud Image Map Widget

    We’re excited to introduce the new Image Map Widget in Arduino Cloud! This powerful feature allows you to overlay live data onto an image, creating interactive and highly visual dashboards. Whether you’re managing a factory floor, an office space, or a piece of industrial equipment, this widget brings your data to life in a whole new way.

    In case you’re wondering how to use it, we’ve put together a few examples using some of our existing dashboards to help you understand how this feature can make your data easier to visualize.

    1. Create an interactive office floor plan

    Need a better way to monitor different areas of your office, home, or factory? With the Image Map Widget, you can upload a floor plan and place real-time data points directly on it.

    Example of an office map with real-time data 

    At our Arduino offices in Turin, we rely on Arduino Cloud and GIGA Displays to keep our meeting rooms organized and accessible. A few months ago, we shared a blog post about how our engineers developed a custom room booking system that integrates with Google Calendar APIs. 

    We used a traditional Arduino Cloud dashboard listing all meeting rooms, showing details like seating capacity and availability (see screenshot below). 

    Before: A standard Arduino Cloud dashboard listing all meeting rooms

    While functional, it lacked a spatial representation, making it harder to get an immediate overview of the office layout. Now, with the Image Map Widget, our meeting room dashboard has become a fully interactive floor map. Instead of scanning through a list, you can instantly see where each room is located and its real-time availability. Plus, thanks to embedded URLs, you can book a room directly from the dashboard!

    After: A smarter meeting room dashboard: real-time availability at a glance

    2. Generate a digital twin for machinery

    Monitoring industrial equipment has never been easier. Instead of manually checking machine status on-site, the Image Map Widget lets you create a digital twin, an interactive visual representation of your machine with real-time data overlays.

    Example 1: Air Compressor Monitoring

    Before: A static dashboard showing pressure levels, run hours, and power usage in separate widgets.

    After: A virtual air compressor with markers displaying key data directly on an image of the machine. Now, you can quickly assess its health and performance without being on-site.

    Example 2: Industry main control panel

    The new Image Map Widget also supports skeuomorphic data visualization, which means you can use real images or schematics of your physical environment — like the layout of your production lines, machinery, or control panels — and overlay them with live sensor data from Arduino-connected devices.

    The photo of an industrial control panel with live data markers placed on top providing operators with an intuitive view of what’s happening on the floor.

    3. Access status of production lines in an industry plan

    Imagine managing a plant with multiple production lines. With the Image Map Widget, you can upload a schematic of the factory layout or simply a clean visual split into 5 vertical columns, each representing a production line (Line 1 to Line 5). For each line, you can display:

    • Current phase (Development, testing, optimization, or completion)
    • Boolean states (e.g. “Ready,” “Maintenance needed,” “Paused”)
    • Throughput metrics

    Live status of five industrial production lines

    Why you’ll love the new Image Map Widget

    • Instant insights – No more scanning lists of data; see everything at a glance.
    • Customizable – Add images, pin multiple values, and embed links for deeper insights.
    • Exclusive to paid plans – Unlock this premium feature with the Maker plan and any plan for businesses to take your dashboards to the next level.

    Ready to transform your dashboards? Try the new Image Map Widget now on app.arduino.cc and make your data more visual, interactive, and actionable!

    Let us know how you’re using it — we’d love to feature your project!

    The post Introducing the Image Map widget: A smarter way to visualize your data appeared first on Arduino Blog.

    Website: LINK

  • A homemade launchpad for compressed air-powered rockets

    A homemade launchpad for compressed air-powered rockets

    Reading Time: 2 minutes

    A conventional model rocket engine is simple combustible solid fuel (black powder or more advanced composites) molded into a cylinder that uses expanding gas to produce thrust. Though it is minimal, there is some danger there. An alternative is compressed gas, which will also expand to produce thrust — just without the explosive chemical reaction. If that intrigues you, then take a look at this compressed air launchpad for paper rockets by Aiden Wyandt.

    Compressed air can be dangerous, too. But 80 PSI (the highest tested pressure for this project) doesn’t pose a huge risk with proper hardware. The downside is that all of the gas expansion is immediate and comes from the launcher. In that way, it is more like a cannon than a true rocket. This is perfect for cheap, handcrafted paper missiles and the launcher makes that both fun and safe.

    Inside the laser-cut plywood enclosure is an Arduino UNO R4 WiFi board. It receives power from a 20V DeWalt tool battery boosted to 24V. That also powers solenoid valves through relays and the Arduino controls those, along with the LED lighting. The Arduino hosts a web interface for arming and launching, so the kids can move to a safe distance. Once the countdown completes, the solenoid will open and compressed air will expand into the launch tube to send the rocket flying.

    That air comes from an external air compressor through a standard fitting. It goes into a pair of small tanks and the solenoids sit between those tanks and the launch tubes. Because there are two, this launcher can handle two rockets before needing to be reset.

    [youtube https://www.youtube.com/watch?v=8TJtClWpqHs?feature=oembed&w=500&h=375]

    The post A homemade launchpad for compressed air-powered rockets appeared first on Arduino Blog.

    Website: LINK

  • Hello World #26 out now: Digital Literacy

    Hello World #26 out now: Digital Literacy

    Reading Time: 4 minutes

    We often believe we understand the meaning of ‘digital literacy’, but it can be a misleading term. Do we mean digital skills? Online safety? Where does AI fit in? As computer science education evolves to meet the needs of our increasingly digital world, we believe that true digital literacy empowers young people to engage with technology thoughtfully, critically, and confidently.

    In this issue of Hello World, out today for free, we discuss what digital literacy means, how it is taught in different countries around the world, and how educators are rethinking digital literacy for their students and themselves.

    Digital image of Hello World, issue 26 'digital literacy' displayed at an angle.

    Digital literacy

    As the use of digital technology grows, a broader view of digital literacy is necessary. Digital literacy is more than knowing how to use software. It’s the ability to use digital technologies effectively, safely, and responsibly.

    In Issue 26 of Hello World, we explore this topic in detail and hear insights from educators across the world, including:

    • Becci Peters shares how Computing at School (CAS) in the UK is supporting digital literacy skills for students and educators
    • Sourav Pattanayak discusses how digital literacy is defined in India, and the formal and informal ways educators are teaching digital literacy
    • Sandra Hartman explores strategies for enhancing digital literacy in the US
    • Gavin Davenport asks what would happen if we considered digital literacy in the same way as we consider traditional literacy
    Photo of young people sitting at a desk, working on small computers.

    This issue also includes inspiring articles from the world of computer science education:

    • Leah Dungay tells us about a programme combining physics, video games, and the Large Hadron Collider to engage young people in particle physics 
    • Gina Fugate shares how digital accessibility enhances digital experiences for all
    • Halima Bhayat shares her inspiring journey in computer science

    And there is lots more for you to discover in issue 26.

    New podcast series in audio and video

    We’re also pleased to announce that the Hello World podcast has returned alongside the magazine with a miniseries also focused on digital literacy.

    We asked for your thoughts on the podcast in our previous annual survey, and you kindly sent us lots of helpful feedback. Based on that, we’re trialling new episode formats, welcoming additional hosts, and bringing in more expert voices from around the world.

    On Tuesday 15 April we’ll be releasing our first teacher tips episode, a shorter podcast with 3 teachers sharing practical, actionable tips for improving digital literacy in the classroom. 

    Image featuring Dr. Jessica Hamer, Becky Patel and Rachel Arthur after recording an episode of the Hello World podcast.

    The week after, Tuesday 22 April, you’ll be able to hear a brilliant conversation between the Raspberry Pi Foundation’s Chief Learning Officer, Rachel Arthur, and two special guests: Dr Jessica Hamer from King’s College London’s School of Education and Becky Patel from Tech She Can. They’ll be discussing the current state of girls’ engagement in computing — a wide-reaching and important conversation exploring how we can empower more girls in computing through school, university and their careers.

    Then on Tuesday 29 April the final episode in the miniseries will be a panel debate about “digital natives” where we’ll be asking, ‘Are young people who grew up with technology around them truly tech-savvy, or are they dependent on digital tools without understanding how they work?’ James Robinson — Senior Learning Manager here at the Raspberry Pi Foundation and regular host of the podcast — will lead this discussion as global educators debate the myth of the “digital native,” uncover how it could overlook complex issues of access, skills, and education, and consider what it really takes to be tech-smart in the modern world.

    More information and links to listen can be found inside the magazine.

    Share your thoughts & subscribe to Hello World

    We hope you enjoy this issue of Hello World, and please get in touch with your article ideas or what you would like to see in the magazine.

    • Share your thoughts and ideas about Hello World and the new issue with us via the Raspberry PI Foundation social media channels
    • Find out how you can write for the magazine

    Subscribe to Hello World for free to never miss an issue.

    Website: LINK

  • F/A-18C Right Console

    F/A-18C Right Console

    Reading Time: < 1 minute

    To many readers, ‘F/A-18C Right Console’ will look like a bunch of letters and numbers thrown together. To aviation enthusiasts, though, those letters and numbers clearly refer to the McDonnell Douglas F/A-18 Hornet, a fighter plane developed in the 1970s for the US Marines and US Navy. This replica control console by ValeNoxBona was apparently the maker’s first ever build using the Arduino microcontroller, which is used to control the addressable RGB LEDs that light this project. The build uses a 3D-printed enclosure with a laser-cut and engraved acrylic top, backlit with WS2812 addressable RGB LEDs mounted on a custom PCB and controlled by the Arduino.

    The lettering is engraved into the acrylic, which makes the material thin enough for the lights underneath to shine through. Apart from the time involved, the biggest cost in building this was the switches, made by NKK of Scottsdale, Arizona.

  • Supporting teachers to integrate AI in K–12 CS education

    Supporting teachers to integrate AI in K–12 CS education

    Reading Time: 5 minutes

    Teaching about artificial intelligence (AI) is a growing challenge for educators around the world. In our current seminar series, we are gaining insights from international computing education researchers on how to teach about AI and data science in the classroom. In our second seminar, Franz Jetzinger from the Technical University of Munich, Germany, presented his work on supporting teachers to integrate AI into their classrooms. Franz brings a wealth of relevant experience to his research as an accomplished textbook author and K–12 computer science teacher.

    A photo of Franz Jetzinger in a library.

    Franz started by demonstrating how widespread AI systems and technologies are becoming. He argued that embedding lessons about AI in the classroom presents three challenges: 

    1. What to teach (defining AI and learning content)
    2. How to teach (i.e. appropriate pedagogies)
    3. How to prepare teachers (i.e. effective professional development) 

    As various models and frameworks for teaching about AI already exist, Franz’s research aims to address the second and third challenges — there is a notable lack of empirical evidence integrating AI in K–12 settings or teacher professional development (PD) to support teachers.

    Using professional development to help prepare teachers

    In Bavaria, computer science (CS) has been a compulsory high school subject for over 20 years. However, a recent update has brought compulsory CS lessons (including AI) to Year 11 students (15–16 years old). Competencies targeted in the new curriculum include defining AI, explaining the functionality of different machine learning algorithms, and understanding how artificial neurons work.

    Two students are seated at a desk, collaborating on a computing task.

    To help prepare teachers to effectively teach this new curriculum and about AI, Franz and colleagues derived a set of core competencies to be used along with existing frameworks (e.g. the Five Big Ideas of AI) and the Bavarian curriculum. The PD programme Franz and colleagues developed was shaped by a set of key design principles:

    1. Blended learning: A blended format was chosen to address the need for scalability and limited resources and to enable self-directed and active learning 
    2. Dual-level pedagogy (or ‘pedagogical double-decker’): Teachers were taught with the same materials to be used in the classroom to aid familiarity
    3. Advanced organiser: A broad overview document was created to support teachers learning new topics 
    4. Moodle: An online learning platform was used to enable collaboration and communication via a MOOC (massive open online course)

    Analysing the effectiveness of the PD programme

    Over 300 teachers attended the MOOC, which had an introductory session beforehand and a follow-up workshop. The programme’s effectiveness was evaluated with a pre/post assessment where teachers completed a survey of 15 closed, multiple-choice questions on their AI competencies and knowledge. Pre/post comparisons showed teachers’ scores improved significantly having taken part in the PD. This is surprising as a large proportion of participants achieved high pre-scores, indicating a highly motivated cohort with notable prior experience teaching about AI.

    Additionally, a group of teachers (n=9) were invited to give feedback on which aspects of the PD programme they felt contributed to the success of implementing the curriculum in the classroom. They reported that the PD programme supported content knowledge and pedagogical content knowledge well, but they required additional support to design suitable learning assessments.

    The design of the professional development programme

    Using action research to aid AI teaching 

    A separate strand of Franz’s research focuses on the other key challenge of how to effectively teach about AI. Franz engaged teachers (n=14) in action research, a method whereby teachers engage in classroom-based research projects. The project explored what topic-specific difficulties students faced during the lessons and how teachers adapted their teaching to overcome these challenges.

    The AI curriculum in Bavaria

    Findings revealed that students struggled with determining whether AI would benefit certain tasks (e.g. object recognition, text-to-speech) or not (e.g. GPS positioning, sorting data). Franz and colleagues reasoned that students were largely not aware of how AI systems deal with uncertainty and overestimated their capabilities. Therefore, an important step in teaching students about AI is defining ‘what an AI problem is’. 

    A teenager learning computer science.

    Similarly, students struggled with distinguishing between rule-based and data-driven approaches, believing in some cases that a trained model becomes ‘rule-based’ or that all data models are data-driven. Students also struggled with certain data science concepts, such as hyperparameter, overfitting and underfitting, and information gain. Franz’s team argue that the chosen tool, Orange Data Mining, did not provide an appropriate scaffold for encountering these concepts. 

    Finally, teachers found challenges in bringing real-world examples into the classroom, including the use of reinforcement learning and neural networks. Franz and colleagues reasoned that focusing on the function of neural networks, as opposed to their structure, would aid student understanding. The use of high-quality (i.e. well-prepared) real-world data sets was also suggested as a strategy for bridging theoretical ideas with practical examples. 

    Addressing the challenges of teaching AI

    Franz’s research provides important insights into the discipline-specific challenges educators face when introducing AI into the classroom. It also underscores the importance of appropriate professional development and age-appropriate and research-informed materials and tools to support students engaging with ideas about AI, data science, and machine learning.

    Students sitting in a lecture at a university.

    Further reading and resources

    If you are interested in reading more about Franz’s work on teacher professional development, you can read his paper on a scalable professional development offer for computer science teachers or you can learn more about his research group here.

    Join our next seminar

    In our current seminar series, we are exploring teaching about AI and data science. Join us at our next seminar on Tuesday 8 April at 17:00–18:30 BST to hear David Weintrop, Rotem Israel-Fishelson, and Peter F. Moon from the University of Maryland introduce ‘API Can Code’, an interest-driven data science curriculum for high-school students.

    To sign up and take part in the seminar, click the button below; we will then send you information about joining. We hope to see you there.

    The schedule of our upcoming seminars is online. You can catch up on past seminars on our previous seminars and recordings page.

    Website: LINK

  • This student made his own odds with a DIY slot machine

    This student made his own odds with a DIY slot machine

    Reading Time: 2 minutes

    Today’s digital slot machines are anything but “fair,” in the way that most of us understand that word. There is tight regulation in most places, but the machines can still adjust their odds of payout in order to maintain a specific profit margin. If the machine thinks it has paid out too many wins recently, it will effectively prevent you from winning. That’s pretty infuriating when you think about it, so Hugo White built his own slot machine so he could control the odds.

    This is a very basic slot machine with three wheels. Each has 12 symbols and there aren’t any complicated second screens, payline variations, or any of the other nonsense you’ll find in a modern casino. It is, however, a digital experience and the machine operates under the control of an Arduino Nano board. That means that White can set the odds programmatically. But for now, he plans to keep the odds natural (so each wheel has a 1:12 chance of landing on any particular symbol). 

    Three NEMA 17 stepper motors turn those wheels, under the control of the Arduino through a CNC shield with stepper driver modules. There is a small speaker and strips of WS2812B individually addressable RGB LEDs for added flair. The enclosure and all of the mechanical parts, aside from basic hardware and fasteners, were 3D-printed.

    The highlight of this project is the coin-handling. It has custom mechanisms for accepting and dispensing coins. It will only take 50-cent coins (detected by a photo sensor) and, during a payout, it will push those coins out using a servo-actuated rack-and-pinion mechanism.

    Unfortunately, White reports that there are still bugs in the code that he’s struggling to sort out. He’d like some assistance with that, so get in touch with him if you’re willing to lend a hand. 

    The post This student made his own odds with a DIY slot machine appeared first on Arduino Blog.

    Website: LINK

  • Argon ONE V5 case review

    Argon ONE V5 case review

    Reading Time: 3 minutes

    The first thing that strikes you is the sheer size. This is not a small case, and that’s because it has a few tricks under its tough exterior. Argon is clearly intending this case to be your powerhouse server. Removing the solid aluminium lid, we find space for your Raspberry Pi 5 along with some impressive passive heatsinking and a mounted PWM 30 mm fan. On-board ports – including the GPIO header – are exposed within the housing for projects and there’s a few millimetres of clearance for adding your own bits and pieces. Argon’s signature daughterboard design is here too, with a PCB that plugs into the USB-C and HDMI ports of your Raspberry Pi, breaking them out to full-size HDMI and an additional two front-mounted USB-A connectors. Slotting it all together onto the plastic base creates a solid unit for your next project.

    All the usual rear ports plus full-size HDMI and antenna mount points

    Features and upgrade options

    There is a very good reason this case is so much larger than standard. Alongside the Raspberry Pi, there is space for two M.2 NVMe slots for up to full-sized 2280 solid-state drives. This case then becomes a NAS with SSD RAID capability. You can purchase the add-on PCBs for each M.2 separately or pre-mounted, offering flexibility on price and future upgrade options. Then, nestling next to the front-mounted USB ports, there’s an audio-out port. This case comes with a DAC built-in, which upgrades it further to a potential media server.

    Home automation enthusiasts may be tempted by the optional Zigbee add-on which plugs into the daughterboard and comes complete with an antenna which mounts to the case externally. If you’re using the case headless and want to see some info at a glance, the £9 OLED module adds a tiny screen to the top of the case for you to use as you wish. Finally, another option is to add a dedicated uninterruptible power supply (UPS), which sits neatly under the case. Argon has created an entire ecosystem around the simple concept of a case.

    We were supplied with a manual, thermal pads for the various Raspberry Pi chips, and additional thermal pads for protecting the M.2 SSDs. Assembly was easy and the result was formidable. It may not look as pretty as its predecessors on your living room cabinet, but you’ll probably be able to drop it from some height without causing it much damage.

    There is excellent heat dissipation and port access inside

    Verdict

    10/10

    If you are looking to build a home server for media, automation, or just data storage, this is a well-priced option that will keep your Raspberry Pi cool and protected with a wealth of upgrade options.

    Specs

    Ports: 6 × USB, USB-C, 2 × full-size HDMI, 3.5 mm audio

    Add-ons: Up to 2 × NMVe M.2 SSD (2230, 2242, 2260, 2280), Zigbee module with antenna, OLED screen, UPS

    Cooling: Passive aluminium, active 30 mm PWM fan

  • Empowering India’s digital future: Our computing curriculum’s impact

    Empowering India’s digital future: Our computing curriculum’s impact

    Reading Time: 3 minutes

    The Raspberry Pi Foundation has been working in India since 2018 to enable young people to realise their potential through the power of computing and digital technologies. 

    We’ve supported Code Clubs, partnered with government organisations, and designed and delivered a complete computing curriculum for students in grades 6 to 12 and at the undergraduate level. Our curriculum is tailored to the Indian context, and we provide extensive support to help teachers deliver it effectively.

    Three female students at the Coding Academy in Telangana.

    In another recent blog, we shared in detail how we’ve created an impactful curriculum for India. We’re now excited to share our new report evaluating how our curriculum is being taught in Telangana and Odisha. This report demonstrates the impact we’ve had so far, highlighting our successes and the key lessons we have learnt.

    Key findings from the evaluation

    Our evaluations of how the curriculum is being taught show that teachers are well-equipped to deliver the curriculum and provide high-quality and accessible learning experiences that develop students’ computing knowledge and skills.

    A group of students in a classroom.

    In Telangana, we partnered with the Telangana Social Welfare Residential Educational Institutions Society (TGSWREIS) to introduce our curriculum at the Coding Academy School and Coding Academy College. Our report found that all school and college teachers we trained agreed they felt confident teaching students using the resources provided. Students were very positive about the classes, and their assessment scores demonstrated strong learning outcomes: 77% of school students and 70% of college students achieved at least 60% of available marks.

    In Odisha, we worked with Learning Links Foundation and Quest Alliance, in partnership with Panchasakha Sikhya Setu (PSS) Abhiyan, to deliver the IT and Coding Curriculum (Kaushali) to students in grades 9 and 10. Our findings were also very positive:

    • 87% of teacher respondents agreed that the curriculum resources were high quality and useful for their teaching
    • 91% felt more confident about teaching IT and coding due to the curriculum resources
    • 93% of teachers agreed that the training helped them understand the curriculum’s structure, content, and objectives
    • 89% felt confident in teaching the curriculum after the training
    • Teachers also reported a positive impact on their students, with almost all agreeing that it improved students’ coding skills, digital literacy, and understanding of responsible digital citizenship

    The report also highlights how students better understood how computing and coding are used in the world and developed an increased interest in pursuing careers in these fields.

    Key factors for effective implementation

    Our evaluations show the importance of several factors when launching a computing curriculum:

    • Aligning content with students’ experience and interests: Content should be tailored to students’ existing knowledge, culturally relevant, and follow industry standards to prepare them for employment
    • Providing extensive support to teachers: This includes careful selection and training of master teachers, comprehensive training for teachers that considers their knowledge and experience, and ongoing support through webinars, calls, and classroom observations
    • Ensuring sufficient quantity and quality of infrastructure: Adequate equipment and internet access are crucial for effective teaching and learning

    We are committed to always improving our approach to ensure that all young people in India have the opportunity to learn about computing.

    Join us in shaping the future

    You can read our new report here. If you are interested in partnering with us or want to learn more about our mission, please contact india@raspberrypi.org.

    Website: LINK

  • Forgot your safe combination? This Arduino-controlled autodialer can crack it for you

    Forgot your safe combination? This Arduino-controlled autodialer can crack it for you

    Reading Time: 2 minutes

    Safes are designed specifically to be impenetrable — that’s kind of the whole point. That’s great when you need to protect something, but it is a real problem when you forget the combination to your safe or when a safe’s combination becomes lost to history. In such situations, Charles McNall’s safe-cracking autodialer device can help.

    This is a device, controlled by an Arduino UNO Rev3, that can attach to a traditional safe that has a dial combination lock and perform a brute-force procedure in order to find the combination. In simple terms, it tries every permutation of digits until it happens to stumble across the correct combination for that safe.

    The Arduino spins the dial using a stepper motor and there is an OLED screen for status information, with buttons for control. The device attaches to the safe using magnetic mounts and it grabs the dial with a 3D-printed chuck. There is also a magnetic clutch, which is important because it slips when the lock mechanism falls into place on a successful combination entry. That prevents the autodialer from continuing on after it finds the correct combination.

    This can attempt combinations at a very fast rate, but it could still take several days or even weeks to succeed if it has to try every single permutation. Luckily, it is possible to narrow down the possibilities quite a lot. That depends on the safe model, but design quirks tend to eliminate specific number ranges and can help the cracker find one or two dials through feel alone before moving to brute-forcing.

    McNall plans to live stream a cracking attempt soon, so stay tuned for that. Until then, you can check out McNail’s code on GitHub.

    [youtube https://www.youtube.com/watch?v=BcfdyP5HKWw?feature=oembed&w=500&h=281]

    The post Forgot your safe combination? This Arduino-controlled autodialer can crack it for you appeared first on Arduino Blog.

    Website: LINK

  • Chop saw tape dispenser

    Chop saw tape dispenser

    Reading Time: < 1 minute

    It’s in this spirit that Bunchowills has made the world’s smallest chop saw that is also a tape dispenser. Yes, the spinny 3D-printed blade won’t give you the same clean edge as a pair of scissors, but it looks considerably more awesome, and that’s the whole point.

    This mostly 3D-printed build runs on a pair of AA batteries, and can technically be used for woodworking projects as well as stationery management (its maker claims it can cut through toothpicks). Download the STL files, fire up your printer, and make one today for the woodworker with everything in your life.

    Warning! Moving parts

    Be careful when handling this project because it has moving parts. Children should be supervised.

  • Women take center stage this March: sports, tech, music and moreWomen take center stage this March: sports, tech, music and moreContent Programming Lead

    Women take center stage this March: sports, tech, music and moreWomen take center stage this March: sports, tech, music and moreContent Programming Lead

    Reading Time: 2 minutes

    Join us in going for three this March with March Madness, Women’s History Month and International Women’s Day. This year we’re recognizing women from various fields across our products — starting with Google TV and the NCAA Women’s Tournament.

    This year, all eyes are on the women’s tournament, and for good reason. Google Trends shows NCAA Division I Women’s Basketball hit an all-time high last year, a trend powered by stars like Caitlin Clark and Paige Bueckers — the all time, most searched women of U.S. college basketball.

    Starting March 16, when the women’s bracket will be revealed, you can catch every thrilling play on Google TV with live NCAA tournament games. And Google TV can also help you catch up with recaps and highlights whenever you want. You can also check out a ton of live women’s sports programming on the For You page — from National Women’s Soccer League (NWSL) live matches in the U.S. to Liga MX Femenil live matches in Mexico — available free with ads. Plus, keep an eye out for free WNBA games on the ION FAST channel when the season tips off later this year.

    Here are five additional ways we are celebrating International Women’s Day and Women’s History Month:

    1. Today’s Google Doodle celebrates International Women’s Day by highlighting historic breakthroughs and inventions by women in science, technology, engineering, and math.
    2. Google Play has launched its Women’s History Month Hub that features curated collections of apps, games, and books that celebrate women and inspire growth.
    3. YouTube Music is highlighting prominent female artists in the dance and electronic space, with an array playlists like Amapiano Essence, Dance Pop Bangers, Women of Electronic, and more. And when you visit YouTube’s accounts on social platforms, you’ll be able to see custom artwork by creator Emonee LaRussa throughout the month of March.
    4. Google Cloud and Google Workspace are putting a spotlight on the remarkable achievements of women in cloud computing and business with the Celebrating Women in Cloud Technology & Business 2025 video series. This video series recognizes and elevates the professional achievements of women, capturing their expertise and offering meaningful advice to the next generation.
    5. Google Meet partnered with our Women@Google Employee Resource Group to create a virtual background featuring the exquisite artwork of Manon Louart that embodies tranquility and wellbeing. Change your background by following these instructions.

    This International Women’s Day, join us in celebrating the remarkable achievements of women across sports, technology, business, and beyond.

  • Google’s legislative proposal for keeping kids safe onlineGoogle’s legislative proposal for keeping kids safe onlineDirector

    Google’s legislative proposal for keeping kids safe onlineGoogle’s legislative proposal for keeping kids safe onlineDirector

    Reading Time: 3 minutes

    Everyone wants to protect kids and teens online, and make sure they engage with age-appropriate content, but how it’s done matters. There are a variety of fast-moving legislative proposals being pushed by Meta and other companies in an effort to offload their own responsibilities to keep kids safe to app stores. These proposals introduce new risks to the privacy of minors, without actually addressing the harms that are inspiring lawmakers to act. Google is proposing a more comprehensive legislative framework that shares responsibility between app stores and developers, and protects children’s privacy and the decision rights of parents.

    Where current legislative proposals fall short

    One example of concerning legislation is Utah’s App Store Accountability Act. The bill requires app stores to share if a user is a kid or teenager with all app developers (effectively millions of individual companies) without parental consent or rules on how the information is used. That raises real privacy and safety risks, like the potential for bad actors to sell the data or use it for other nefarious purposes.

    This level of data sharing isn’t necessary — a weather app doesn’t need to know if a user is a kid. By contrast, a social media app does need to make significant decisions about age-appropriate content and features. As written, however, the bill helps social media companies avoid that responsibility despite the fact that apps are just one of many ways that kids can access these platforms. And by requiring app stores to obtain parental consent for every single app download, it dictates how parents supervise their kids and potentially cuts teens off from digital services like educational or navigation apps.

    A legislative framework that better protects kids

    By contrast, we are focused on solutions that require appropriate user consent and minimize data exposure. Our legislative framework, which we’ll share with lawmakers as we continue to engage on this issue, has app stores securely provide industry standard age assurances only to developers who actually need them — and ensures that information is used responsibly. Here are more details:

    • Privacy-preserving age signal shared only with consent: Some legislation, including the Utah bill, require app stores to send age information to all developers without permission from the user or their parents. In our proposal, only developers who create apps that may be risky for minors would request industry standard age signals from app stores, and the information is only shared with permission from a user (or their parent). By just sharing with developers who need the information to deliver age-appropriate experiences, and only sharing the minimum amount of data needed to provide an age signal, it reduces the risk of sensitive information being shared broadly.
    • Appropriate safety measures within apps: Under our proposal, an age signal helps a developer understand whether a user is an adult or a minor — the developer is then responsible for applying the appropriate safety and privacy protections. For example, an app developer might filter out certain types of content, introduce take a break reminders, or offer different privacy settings when they know a user might be a minor. Because developers know their apps best, they are best positioned to determine when and where an age-gate might be beneficial to their users, and that may evolve over time, which is another reason why a one-size-fits-all approach won’t adequately protect kids.
    • Responsible use of age signals: Some legislative proposals create new child safety risks because they establish no guardrails against developers misusing an age signal. Our proposal helps to ensure that any age signals are used responsibly, with clear consequences for developers who violate users’ trust. For example, it protects against a developer improperly accessing or sharing the age signal.
    • No ads personalization to minors: Alongside any age assurance proposal, we support banning personalized advertisements targeting users under 18 as an industry standard. At Google, this is a practice we’ve long disallowed. It’s time for other companies to follow suit.
    • Centralized parental controls: Recognizing that parents sometimes feel overwhelmed by parental controls across different apps, our proposal would provide for a centralized dashboard for parents to manage their children’s online activities across different apps in one place and for developers to easily integrate with.

    Google has demonstrated our commitment to doing our part to keep kids safe online. We’re ready to build on this work and will continue engaging with lawmakers and developers on how to move this legislative framework for age assurance forward.

  • Quickly digitize your Magic deck with this 3D-printable scanning rig

    Quickly digitize your Magic deck with this 3D-printable scanning rig

    Reading Time: 2 minutes

    We call them “deck builders” for a reason: because players end up with huge piles of trading cards. They can get difficult to manage, which is why the ManaBox app exists for Magic: The Gathering. It lets collectors scan and log their decks, which is handy for everything from finding market values to optimizing deck builds. To speed up the scanning process, Fraens designed this 3D-printable rig.

    The ManaBox app has a nice feature that lets users scan cards with their phone’s camera. The app recognizes the scanned card and then adds it to the library. But doing that manually, one card at a time, can be a labor-intensive process for large collections. This rig automates that by feeding cards from a deck to a scanning area. After the app logs a card, the machine moves on to the next card.

    That happens under the control of an Arduino Nano board. It turns the feed motor through a basic L298N H-bridge driver. A light dependent resistor triggers when a card is in position, so the Arduino knows when to stop the motor.

    But it is the motor starting process that is particularly clever. Fraens needed a way for the machine to determine when a scan finishes, so it can push the next card into place. The ManaBox app plays a sound after a successful scan and the Arduino listens for that through a microphone. When it hears the sound (or any sound — the room must be quiet), it knows to proceed.

    However, Fraens ran into an issue with scanning certain reflective cards. Too much glare would ruin a scan, so Fraens added a diffused LED ring light with adjustable brightness and hue. After putting a new card in place, the machine waits to hear the notification sound of a successful scan. If too much time passes without that sound, the Arduino will begin adjusting the lighting parameters until the scan succeeds.

    This is, of course, an awful lot of work if you only have a few dozen cards. But if you have hundreds or thousands in your collection, it could be worthwhile. 

    [youtube https://www.youtube.com/watch?v=dl2RyKrg4pI?feature=oembed&w=500&h=281]

    The post Quickly digitize your Magic deck with this 3D-printable scanning rig appeared first on Arduino Blog.

    Website: LINK

  • Experience CS: a new way to teach computer science

    Experience CS: a new way to teach computer science

    Reading Time: 4 minutes

    I am delighted to announce Experience CS, a free, integrated computer science curriculum for elementary and middle school students (8–14 years old) that will be available in June 2025. 

    Experience CS enables educators to teach computer science through a standards-aligned curriculum that integrates computer science concepts and knowledge into core subjects like maths, science, languages, and the arts. 

    An educator helps students with a coding task.

    This cross-curricular and integrated approach is one of the most effective ways to provide younger students with an introduction to computer science and is increasingly important as the impact of digital technology reaches every corner of our lives. We also know that embedding CS in real-world contexts helps make it meaningful and relevant for students, which is essential if we are going to inspire kids from different backgrounds to want to learn more about computer science and technology. 

    Built by educators, for educators 

    The team behind Experience CS includes educators with significant experience of teaching CS in elementary and middle school settings and everything we do is being informed by the world’s leading research into effective pedagogy as well as extensive testing and research in classrooms. This won’t stop when we launch. We will continue to develop and improve the curriculum and resources in response to feedback from teachers and students. 

    Two students use computers in a classroom.

    One of the most important design principles for Experience CS is that it can be used by any educator. You don’t need a CS qualification or any previous experience in teaching CS classes to deliver engaging and creative learning experiences for your students. 

    We will provide lesson plans, classroom resources, and an online platform that is designed to be easy and safe to use. We will also provide educators with professional development to help build their confidence, knowledge, and skills. You don’t need to adapt or amend the resources to use them, but you will be able to if you want to. We trust teachers to know what is best for their classrooms.

    A creative and safe learning experience 

    Crucially, Experience CS will be a creative learning experience. We’ve all seen those apps and platforms that purport to teach computer science by having young people direct their favourite pop culture character around a maze. While those types of games can be fun, we think that they fail to convey the creative potential of computer science and leave more students feeling “why bother” rather than being inspired to learn more. 

    That’s why Experience CS includes self-directed creative projects using the popular programming platform Scratch, with clear instructions and endless opportunities for young people to express themselves creatively. 

    Students use their laptops in a classroom, supervised by a teacher.

    We know that online safety is the most important consideration for schools, teachers, and parents, which is why we have built a version of Scratch that is safe for schools. That means it won’t have the community and sharing features that are so central to the full Scratch platform. It will come with simple and intuitive classroom management features that enable teachers to create accounts, set assignments, review progress, and provide feedback to students. 

    Free forever, for everyone

    Our promise is that Experience CS will be available for teachers and students anywhere in the world to use for free, for as long as you need it. 

    Initially, we are developing the curriculum and resources for the US and Canadian education systems and we will be mapping the lessons to national and local standards in both countries. The materials will all be available in English, French, and Spanish. We will also be focusing our professional development and support for schools in the US and Canada, including working with a fantastic network of educational partners. 

    Building on the legacy of CS First 

    We are delighted that Experience CS is supported by Google and that we are able to build on the fantastic work that they have done over many years to support educators and students through CS First. 

    Google has today announced that CS First will no longer be available from June 30, 2025 and that they are recommending that their users should move over to Experience CS for the next school year. That is a huge vote of confidence from a team that really knows what they are talking about. I want to pay tribute to everyone at Google who has worked so hard over the years to support teachers and inspire students through CS First. 

    We are looking forward to working with all of the CS First community to make sure that you are supported through the transition and set up ready to go for the start of the new school year. You can find out more about the support we will be offering by registering here.

    Website: LINK

  • Play Anywhere with the New Backbone One Xbox Edition Mobile Controller

    Play Anywhere with the New Backbone One Xbox Edition Mobile Controller

    Reading Time: 2 minutes

    The power of Xbox is now in your hands—anywhere, anytime. The new Designed for Xbox: Backbone One Xbox Edition transforms your phone into the ultimate companion for gaming on mobile.

    Enjoy your games with an enhanced D-pad for precise control and magnetic adapters that secure your phone in place, even with your phone case on. Quickly access your Xbox dashboard with a single press of the Xbox button and jump straight into games like Halo Infinite and Indiana Jones and the Great Circle. All this, with a look that captures the classic Xbox design, featuring a stunning translucent green inspired by the original Xbox.

    Stream with cloud gaming and Xbox Game Pass Ultimate, play natively, or use remote play from your Xbox console or PC—wherever you are. Designed for low-latency and responsive controls, Backbone One Xbox Edition keeps you in the game.

    The Backbone app unifies your gaming experience, connecting your favorite titles, streaming services, and social features into one intuitive hub. And to kickstart your adventure, each purchase includes one month of Xbox Game Pass Ultimate at no cost (for new members only), unlocking hundreds of games ready to play on the go.

    Backbone One Xbox Edition is available now for $109.99 USD through Backbone in the U.S. and coming to additional markets in April 2024. The device is compatible with iPhone models with USB-C (15 and up) and Android devices running Android 6.0+.

    Take control. Push limits. Play anywhere.

    Website: LINK

  • Practical AI in the Raspberry Pi Official Magazine

    Practical AI in the Raspberry Pi Official Magazine

    Reading Time: 2 minutes

    We’ve filled the magazine with tutorials and hands-on projects – as always, a lot of these come from the fantastic Raspberry Pi user community, without which we’d be nothing. Thank you to everyone who’s ever built a project with Raspberry Pi, and special thanks to the subscribers who make this magazine possible.

    Practical AI with Raspberry Pi

    Our biggest budget build this issue is the McLaren Car Play – Adam Bell has used a Raspberry Pi to fool a 90s super car into thinking that it’s an iPod, adding Apple’s in-car entertainment setup via a Raspberry Pi 5.

    McLaren CarPlay

    We have literally scoured the alphabet to bring you the A to Z of Raspberry Pi – from AI to Zero and every point in between, there’s a factoid ready for your next computing-themed pub quiz.

    The A to Z of Raspberry Pi

    Feeling a little fuzzy and light-headed? Best get that checked out. But if you want to check whether the air in your office if making you drowsy, PJ Evans has built a CO2 monitor using a sensor, a Pimoroni Badger 2040 W and a smattering of Python programming. It’s getting warmer in the UK now, so take this as a cue to open the window!

    Build a smart C02 sensor

    Then again, sometimes a fuzzy is good… like the way video games used to blur pixels to trick the mind into thinking that their graphics were more detailed than they actually were. KG Orphanides adds a CRT emulator to a modern setup to put more beauty back in retro games.

    Build a CRT emulation console

    You’ll find all this and much more in the latest edition of Raspberry Pi Official Magazine. Pick up your copy today from our store, or subscribe to get every issue delivered to your door.

  • Win one of three 26 TOPS AI HAT+

    Win one of three 26 TOPS AI HAT+

    Reading Time: < 1 minute

    Subscribe

  • Here’s how we’re helping developers build safer Android apps more efficientlyHere’s how we’re helping developers build safer Android apps more efficiently

    Here’s how we’re helping developers build safer Android apps more efficientlyHere’s how we’re helping developers build safer Android apps more efficiently

    Reading Time: < 1 minute

    On the Android Developers Blog, we’re sharing how we’re making it easier than ever for developers to build safe apps, while also continuing to strengthen our ecosystem’s protection in 2025 and beyond. Here are just a few highlights:

    • We’re expanding Play Console’s pre-review checks to make it easier for developers to build safer apps, right from the start.
    • We’re offering more policy support for developers and adding new features to help teams deal with emerging threats.
    • We’re making it harder for malicious actors to trick users into downloading harmful apps from Internet-sideloaded sources.

    You can read more on the Android Developers Blog.

    Website: LINK

  • This Arduino Nano Every-controlled machine automatically mixes acrylic paint of any color

    This Arduino Nano Every-controlled machine automatically mixes acrylic paint of any color

    Reading Time: 2 minutes

    When you want to paint the walls in your bedroom that very specific shade of Misty Irish Green, all you have to do is head to your local hardware store and have them scan the corresponding card. The paint-mixing machine will then add the pigment to a white base and, a few minutes later, you have that exact color. So, shouldn’t you be able to do the same thing with acrylic paint for hobby purposes? Now you can, thanks to the “Color By Code” machine designed by Frida Moreno and her team.

    Moreno and her partners built Color By Code for a class project and it is, essentially, a hobby version of those hardware store paint-mixers intended for acrylic paint. As is the standard across many industries that deal with pigments, paint, and printing, this works using CMYK (cyan, magenta, yellow, key) color mixing. Here, the key is black and the machine takes an input color value for each component, then dispenses the paint in those ratios to achieve the desired hue.

    That all happens under the control of an Arduino Nano Every board. That operates peristaltic pumps, via L298N motor drivers, that dispense each color. Afterwards, a flushing procedure clears the lines before the next mix. The pumps fit into a 3D-printed stand, with the hoses dropping below to a waiting container.

    At this time, the user must set the color values through serial commands. But the team hopes to create a Bluetooth app in the future. They also plan to add a weight sensor, which would improve the machine’s accuracy.

    The post This Arduino Nano Every-controlled machine automatically mixes acrylic paint of any color appeared first on Arduino Blog.

    Website: LINK

  • Three ways to help students learn about the impact of technology

    Three ways to help students learn about the impact of technology

    Reading Time: 5 minutes

    As adults, it’s easy for us to see the impact technology has had on society and on our lives. Yet when I tell pupils that, within my lifetime, it wasn’t always illegal to hold your mobile phone to your ear and have a call while driving, they are horrified. They are living in the now and don’t yet have the perspective to allow them to see the change that has happened. 

    With the greater understanding we now have of technology and its impact, we can better learn from previous mistakes, make decisions around ethical behaviour (such as whether to use a phone while driving), and critically engage in real-world issues. 

    As teachers, allocating some time to this topic throughout the year can seem challenging, but by implementing a few small changes, the benefits might be more than you imagine. Here are three ways you can help your students explore the impact of technology.

    1. Change the format of your lessons by stepping away from devices 

    As teachers know, some computing lessons work best when students don’t use devices, whether it’s a matter of students designing programs before starting to code them, drawing  maps of their school network, or discussing the implications of bias in AI training models. It’s important that learners recognise that computers are tools — sometimes they allow us to do and achieve great things, but sometimes there are other approaches that are more suitable. 

    A group of young people investigate computer hardware together.

    Spending time discussing the impact of technology can help learners decide for themselves when technology is an asset, and when it is a burden. Another advantage of changing the format of your computing lessons away from device usage is that they may appeal to a wider range of students. While some students may not be interested in using technology, they may enjoy debating ethics, discussing world events, or finding solutions to real-world problems — all of which can take centre stage in a more discussion-focused computing lesson.     

    This approach can also demonstrate to your class that lots of different skill sets are needed in the computing industry, and inspire your learners to consider career paths they might have otherwise dismissed. In addition, open, discussion-based lessons can give your learners food for thought, encouraging them to approach tasks in subsequent lessons with a greater appreciation of broader issues — whether they’re designing a program, deciding what features to build into a website, or how to structure a database. 

    2. Connect your lessons to real-world events

    Young people exist in an interesting space when it comes to world events. Even if they’re not engaged in current affairs, they’ll probably still encounter a lot of content about what’s happening in the world. They may see snippets of news footage on television, hear adults talking about a big event, or — with so much of their lives now happening online — stumble across trending stories and associated opinions while using social media, apps, and websites.  

    Close up of two young people working at a computer.

    Young people will often try to make sense of all these bits of information, filling in the blanks. The problem is that if we don’t talk to young people about what they’re hearing, they may fill in the blanks incorrectly. Before you know it, they might be anxious that artificial intelligence will take over the world, or that adults hate TikTok for no reason. 

    It’s important to equip young people with the skills to think about real-world events — and developments related to technology — critically and calmly. 

    Headlines such as “Why the USA is banning TikTok” or self-help articles with titles like “Why muting people on social media will change your life” could make brilliant focus points for a lesson or activity about the impact of technology. Discussing these kinds of headlines and articles can help your learners consider their own opinions, apply what they know about how technology works, and gain a sense of grounding in our often turbulent world. 

    By encouraging your learners to articulate what they know and apply it to real-world situations, you’ll enrich their computing education while also nurturing responsible digital citizens.  

    3. Encourage students to have difficult conversations

    The role of a computing teacher is often broad. Beyond curriculum and teaching responsibilities, it will usually involve providing tech support (changing ink in printers, for instance) and dealing with safeguarding incidents that have happened between pupils at the weekend. 

    Safeguarding is a key part of teaching. Effective safeguarding should include teaching your learners about what to do in difficult scenarios, like when a WhatsApp group goes awry, when an image is shared on social media when it shouldn’t have been, or when a game becomes popular that your learners aren’t old enough to play. 

    Computing teachers often have to be prepared with a lesson to deal with safeguarding incidents, such as a WhatsApp group gone awry.
    Computing teachers often have to be prepared with a lesson to deal with safeguarding incidents, such as a WhatsApp group gone awry.

    Each of these scenarios is an example of technology’s impact on our lives. It’s important that your learners know how to deal with these scenarios and can have different opinions while talking and listening to each other. Also, if your learners can do these things, it will make things easier in the future if you need to talk to a particular learner about something inappropriate they’ve done.  

    By encouraging your learners to have difficult conversations, you’ll practise how to navigate the tension between legality, rules from home, and best-practice advice from external sources. You’ll also have lessons that you can refer back to: “Remember when we were discussing the TikTok ban? How might some of those conversations relate to this situation? What about when we discussed when to block people on games or on social media? Would that be appropriate here?” 

    Raising awareness that the impact of technology can enrich lessons

    Technology is going to continue to impact the lives of the pupils we work with, whether they can recognise that or not. Increasing their awareness of the impact technology is having, in both positive and negative ways, will enrich your lessons, show that content is relevant to your learners, and help protect them when they have to make their own critical decisions. 

    There are suggestions in this article to use with learners of all ages, but if you want more support on how to teach the topic with older learners, we have an online course for educators (helloworld.cc/impactoftech) and a unit of work for 14-year-olds (helloworld.cc/ks4impact).

    A version of this article also appears in Hello World issue 24.

    Website: LINK

  • SeaPerch II introduces students to underwater ROV exploration

    SeaPerch II introduces students to underwater ROV exploration

    Reading Time: 2 minutes

    While professionals around the world take advantage of Arduino products and the extensive ecosystem, the core Arduino philosophy is to simplify complex technology. A bare microcontroller is intimidating to the uninitiated, but an Arduino development board is friendly and approachable. MIT’s Sea Grant is harnessing that in their new SeaPerch II underwater ROV (remotely operated vehicle) design that is perfect for students.

    The MIT Sea Grant program launched the original SeaPerch initiative way back in 2003 as a way to bring students into the underwater world of ROVs. That original SeaPerch was affordable to build with common parts, but technology has progressed a lot in the past couple of decades and the new SeaPerch II will make use of what the modern scene has to offer.

    In particular, SeaPerch II will take a new modular approach for sensors, manipulation, and data collection systems. Those modules are built around Arduino boards for maximum accessibility and flexibility.

    SeaPerch II is still in its infancy, but there are already a few modules available that are compatible with the new base ROV. 

    Module 1, for example, is a “robot whisker sensor” designed around the Arduino UNO family of boards. It is a flexible, waterproof sensor that relies on variable resistance to detect contact with physical objects.

    Module 2 is a pressure, depth, and temperature sensor. Once again, the core component is an Arduino board. That monitors an Adafruit LPS35HW pressure sensor sealed inside a balloon. As the depth increases, so does the water pressure outside the balloon. That, in turn, increases the air pressure inside the balloon and the sensor measures the change.

    Like the original SeaPerch, SeaPerch II will offer students the chance to become acquainted with underwater ROVs and gain valuable skills along the way.

    [youtube https://www.youtube.com/watch?v=iTNzBFul4C8?feature=oembed&w=500&h=281]

    The post SeaPerch II introduces students to underwater ROV exploration appeared first on Arduino Blog.

    Website: LINK

  • How Google and NVIDIA are teaming up to solve real-world problems with AIHow Google and NVIDIA are teaming up to solve real-world problems with AI

    How Google and NVIDIA are teaming up to solve real-world problems with AIHow Google and NVIDIA are teaming up to solve real-world problems with AI

    Reading Time: 3 minutes

    From Google DeepMind’s AI advancements, to Google Cloud’s AI-first infrastructure, to our Other Bets’ use of AI to tackle complex challenges in areas like healthcare, energy and robotics — every corner of our company is focused on pushing the frontier of AI and bringing its benefits to everyone.

    NVIDIA is a critical partner in this mission. As a world leader in AI and accelerated computing, NVIDIA has collaborated with Google and Alphabet for years on a wide variety of projects, including Android, advanced AI research, next-generation hardware and software optimizations, and beyond — all with the goal of making AI more accessible for developers.

    This week at the NVIDIA GTC global AI conference, we’re doubling down on our partnership with NVIDIA with announcements across Google and Alphabet:

    Google Cloud’s AI infrastructure will help transform businesses with NVIDIA’s latest GPUs

    Training large AI models requires serious computing power, and NVIDIA continues to raise the bar on GPU performance. We’re excited to announce our A4 VM is now generally available, based on NVIDIA HGX B200 GPU — and our A4X VMs based on NVIDIA GB200 NVL72 will be available soon, too. We’re committed to supporting the latest Blackwell GPUs, including the just-announced NVIDIA RTX PRO 6000 Blackwell and NVIDIA GB300. This means faster training times, smoother deployments and the ability to tackle even more complex AI challenges.

    Google DeepMind and NVIDIA will make the power of Gemini available to more people

    Google DeepMind’s Gemini is the result of decades of large language model research and is our most capable AI model. This week we’ll share how rapid advances in Gemini are designed to support more developers and end users — and how our collaboration with NVIDIA is helping to make that possible.

    The Google DeepMind team also released Gemma 3 last week, the latest in our collection of lightweight, state-of-the-art open models. NVIDIA played a key role in the development of these open models, working closely with our researchers to optimize Gemma to run on its vast accelerated computing ecosystem. This means developers can easily access the same technology that powers Gemini and implement it on any NVIDIA GPU available to them.

    Separately, NVIDIA also announced today that it has employed Google DeepMind’s SynthID watermarking tool on its Cosmos video generation platform. This marks our first external deployment of the technology, and we’re proud to help instill user trust in AI-generated content.

    Alphabet and NVIDIA will use AI to tackle the world’s most complex issues

    Our collaboration with NVIDIA isn’t just about building AI tools to help in daily life; it’s about fundamentally improving the quality of life for everyone. That means working together to apply AI to address some of the world’s most complex challenges. For starters, we’re teaming up to apply the most advanced frontier models to areas from energy to drug discovery.

    • Smarter energy grids. Tapestry, X’s moonshot for the electric grid, and NVIDIA are researching methods to increase the speed and accuracy of electric grid simulations.
    • Improved drug discovery. Isomorphic Labs and NVIDIA are advancing the development of new medicines using AI.
    • More capable robots. Intrinsic and NVIDIA are making robots more intelligent and capable, with the integration of NVIDIA’s Isaac foundation models for more adaptive grasp capabilities.
    • Advanced robotics simulation. Google DeepMind and NVIDIA are launching MuJoCo-Warp, a new open-source physics simulator that will accelerate robotics research.

    We’ve always believed that the value of technology lives in its capacity to benefit people everywhere. That’s been foundational to our mission and it’s what our growing collaboration with NVIDIA is built on. By combining Google’s expertise in AI research and infrastructure with NVIDIA’s leadership in accelerated computing, we’re committed to strengthening the foundation of AI, making AI more accessible and helpful to developers and users, and collaborating in ways that will drive innovation for years to come.

    If you’re attending GTC this week, swing by Google Cloud’s booth #914 and check out one of the many Google sessions to learn more about our work together.

    Website: LINK