UK scraps digital ID requirement for workers

The UK government has backtracked on a plan to require all workers to have a digital ID following a backlash. It will no longer be mandatory to register with the digital ID program to prove one has the right to work in the country, as the BBC reports.

The government announced the now-scrapped digital ID requirement in September. “You will not be able to work in the United Kingdom if you do not have digital ID,” Prime Minister Sir Keir Starmer said at the time. “It’s as simple as that.” 

The government still plans to fully transition to digital right-to-work checks by 2029, using the likes of biometric passports, as it seeks to do away with paper-based systems. Those are “open to fraud and abuse,” a government spokesperson said. 

Officials have still not explained exactly how the digital ID program will work. The government originally framed digital IDs as a way to make it easier to identify immigrants who are working in the country without having the legal right to do so. It is now said to be focusing more on pressing home the message that digital IDs will help people access public services. 

A service called One Login will be part of the digital ID system — this currently can be used for things like applying for a veteran card and canceling a lost passport. More than 12 million people have signed up so far. Another service called Wallet will let people store their digital ID on their phone. This would contain their name, date of birth, nationality, residence status and a photo.

Almost 3 million people signed an official parliamentary petition to protest the introduction of digital IDs. “We think this would be a step towards mass surveillance and digital control, and that no one should be forced to register with a state-controlled ID system,” the petition states. “We oppose the creation of any national ID system.”

This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/uk-scraps-digital-id-requirement-for-workers-105740207.html?src=rss

NASA, Department of Energy To Develop Lunar Surface Reactor By 2030

NASA and the U.S. Department of Energy plan to deploy a nuclear fission reactor on the Moon by 2030 to provide continuous, long-duration power for lunar bases, science missions, and future Mars exploration. space & defense reports: NASA said fission surface power will provide a critical capability for long-duration missions by delivering continuous, reliable electrical power independent of sunlight, lunar night cycles or extreme temperature conditions. Unlike solar-based systems, a nuclear reactor could operate for years without refuelling, supporting habitats, science payloads, resource utilisation systems and surface mobility.

NASA Administrator Jared Isaacman said achieving long-term human presence on the Moon and future missions to Mars will require new approaches to power generation. He said closer collaboration with the Department of Energy is essential to delivering the capabilities needed to support sustained exploration and infrastructure development beyond Earth orbit. The fission surface power system is expected to produce safe, efficient and scalable electrical power, forming a foundational element of NASA’s Moon-to-Mars architecture. Continuous power availability is seen as a key enabler for permanent lunar bases, in-situ resource utilisation and expanded scientific operations in permanently shadowed regions. Further reading: You Can Now Reserve a Hotel Room On the Moon For $250,000


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Iran Shuts Down Musk’s Starlink For First Time

Thelasko shares a report from Forbes: We have not seen this before. Iran’s digital blackout has now deployed military jammers, reportedly supplied by Russia, to shut down access to Starlink Internet. This is a game-changer for the Plan-B connectivity frequently used by protesters and anti-regime activists when ordinary access to the internet is stopped. “Despite reports that tens of thousands of Starlink units are operating inside Iran,” says Iran Wire, “the blackout has also reached satellite connections.” It is reported that about 30 percent of Starlink’s uplink and downlink traffic was (initially) disrupted,” quickly rising “to more than 80 percent” within hours. The Times of Israel reports “the deployment of (Starlink) receivers is now far greater in Iran” than during previous blackouts. “That’s despite the government never authorizing Starlink to function, making the service illegal to possess and use.” “While it’s not clear how Starlink’s service was being disrupted in Iran,” The Times says, “some specialists say it could be the result of jamming of Starlink terminals that would overpower their ability to receive signals from the satellites.”

Multiple reports suggest Russia’s military technology may be responsible. Channel 4 News describes Russia’s activities as a “technological race with Starlink,” which it says “is known to deploy trucks which deploy radio noise to disrupt satellite signals.”

Simon Migliano, Head of Research at Top10VPN.com, said “Iran’s current nationwide blackout is a blunt instrument intended to crush dissent,” and this comes at a stark cost to the country, underpinning the regime’s desperation. “This ‘kill switch’ approach comes at a staggering price, draining $1.56 million from Iran’s economy every single hour the internet is down.” He added: “Iranian authorities have proven they are prepared to weaponize connectivity, even at a tremendous domestic cost. We are looking at losses already exceeding $130 million. If the 2019 shutdown is any indicator, the regime could maintain this digital siege for days, prioritizing control over their own economic stability.”


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Doubt Cast On Discovery of Microplastics Throughout Human Body

An anonymous reader quotes a report from the Guardian: High-profile studies reporting the presence of microplastics throughout the human body have been thrown into doubt by scientists who say the discoveries are probably the result of contamination and false positives. One chemist called the concerns “a bombshell.” Studies claiming to have revealed micro and nanoplastics in the brain, testes, placentas, arteries and elsewhere were reported by media across the world, including the Guardian.

There is no doubt that plastic pollution of the natural world is ubiquitous, and present in the food and drink we consume and the air we breathe. But the health damage potentially caused by microplastics and the chemicals they contain is unclear, and an explosion of research has taken off in this area in recent years. However, micro- and nanoplastic particles are tiny and at the limit of today’s analytical techniques, especially in human tissue. There is no suggestion of malpractice, but researchers told the Guardian of their concern that the race to publish results, in some cases by groups with limited analytical expertise, has led to rushed results and routine scientific checks sometimes being overlooked.

The Guardian has identified seven studies that have been challenged by researchers publishing criticism in the respective journals, while a recent analysis listed 18 studies that it said had not considered that some human tissue can produce measurements easily confused with the signal given by common plastics. There is an increasing international focus on the need to control plastic pollution but faulty evidence on the level of microplastics in humans could lead to misguided regulations and policies, which is dangerous, researchers say. It could also help lobbyists for the plastics industry to dismiss real concerns by claiming they are unfounded. While researchers say analytical techniques are improving rapidly, the doubts over recent high-profile studies also raise the questions of what is really known today and how concerned people should be about microplastics in their bodies.


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Supernatural Coaches Face Same Fate As Oculus Home & Echo Arena

In 2023, Meta evicted some of their most engaged users from their highly customized Oculus Homes in PC VR systems.

Overnight, users found themselves losing years of effort and love they poured into those places in VR. That same year Meta shut down beloved zero-g sport Echo VR and closed the studio behind the game, Ready At Dawn.

Players flew a plane over the offices at Meta with the message “Don’t Kill VR Esports” but they still found themselves booted from the place on Meta’s servers where they made friends and weathered the early days of the pandemic.

While we reported Armature, Twisted Pixel and Sanzaru Games joining the list of studios shut down by Meta, another product acquired by Mark Zuckerberg’s team “will no longer receive new content or feature updates”, according to a note posted to the official Supernatural group on Facebook.

That’s a very corporate way of saying that the coaches who defined the fitness service Supernatural – humans like Leanne Pedante credited by some of the service’s users for saving their lives – are now also no longer welcome on Meta’s servers.

Supernatural users can still log in and interact with the ghosts of their fitness coaches, like the laugh track on an old TV show, but the coaches that helped so many will not be making new appearances in headset.

“What the fuck,” wrote one user on the official Supernatural Community group with 60 upvotes. “I am so sorry for all the amazing coaches who are losing jobs and the people in the background. And so upset that the only thing I’ve consistently loved for exercise is ending. What happens when song license is over?”

Another comment with more than 600 upvotes: “If you’re no longer updating the content, there should no longer be a yearly fee. If content is and will remain static, there should be a one time charge.”

“As a user since the beginning, I feel like my heart’s been ripped out!” wrote another.

Meta directed subscribers with questions to email support.

Pentagon Device Linked To Havana Syndrome

“Since the United States reopened its embassy in Cuba in 2015, a number of personnel have reported a series of debilitating medical ailments which include dizziness, fatigue, problems with memory, and impaired vision,” writes longtime Slashdot reader smooth wombat. “For ten years, these sudden and unexplained onsets have been studied with no conclusive evidence one way or the other. Now comes word that a device, purchased by the Pentagon, has been tested which may be linked to what is known as Havana Syndrome.” From a report: A division of the Department of Homeland Security, Homeland Security Investigations, purchased the device for millions of dollars in the waning days of the Biden administration, using funding provided by the Defense Department, according to two of the sources. Officials paid âoeeight figuresâ for the device, these people said, declining to offer a more specific number. […]

The device acquired by HSI produces pulsed radio waves, one of the sources said, which some officials and academics have speculated for years could be the cause of the incidents. Although the device is not entirely Russian in origin, it contains Russian components, this person added. Officials have long struggled to understand how a device powerful enough to cause the kind of damage some victims have reported could be made portable; that remains a core question, according to one of the sources briefed on the device. The device could fit in a backpack, this person said.

[…] One key concern now for some officials is that if the technology proves viable it may have proliferated, several of the sources said, meaning that more than one country could now have access to a device that may be capable of causing career-ending injuries to US officials. Further reading: ‘Havana Syndrome’ Debate Rises Again in US Government


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Meta Closes Three VR Studios As Part of Its Metaverse Cuts

Meta is shutting down three acquired VR studios as part of Reality Labs layoffs and a strategic pivot away from VR content toward AI-powered smart glasses. UploadVR reports: Meta shut down Twisted Pixel Games (Deadpool VR), Sanzaru Games (Asgard’s Wrath), and Armature Studio (Resident Evil 4 VR). […] Twisted Pixel Games was founded in 2006 and mostly made Xbox games published by Microsoft for the first decade of its existence. In fact, Microsoft owned the studio from 2011 until 2015, when it became an independent company again. On contract from Facebook, between 2017 and 2019 Twisted Pixel released four VR games: Wilson’s Hearth (Rift); B-Team (Go/Quest); Defector (Rift); and Path of the Warrior (Rift/Quest). In 2022, Twisted Pixel Games was acquired by Meta. And just two months ago, it released what it had been working on since then: Deadpool VR, the latest Quest-exclusive VR game. […]

Sanzaru Games was also founded in 2006, and made a combination of its own games and contract titles for companies such as Sony, porting the original God of War series to PS Vita. Sanzaru Games was also contracted by Facebook to build VR games for the Oculus Rift and its Touch controllers, between 2016 and 2019: Ripcoil (2016); VR Sports Challenge (2016); Marvel Powers United VR (2018); and Asgard’s Wrath (2019). In 2020, Sanzaru Games was acquired by Facebook, and in 2023 released Asgard’s Wrath 2, taking the core essence of Asgard’s Wrath to Quest 2 and Quest 3 standalone, with a semi-open world and a campaign more than 60 hours long. Exactly one year ago, Sanzaru released the last major content update for Asgard’s Wrath 2, stating that it was now working on the “next big thing” with no detail released on what that would be before the studio closed.

Founded in 2008, Armature Studio was mainly a porting studio, bringing PC titles to consoles and console titles to PS Vita. Like Twisted Pixel and Sanzaru, Armature too was contracted by Facebook to build early consumer VR games: Fail Factory (2017); Sports Scramble (2019); and Resident Evil 4 VR (2021). Armature was acquired by Meta in 2022, and many VR gamers had been eagerly anticipating what it had been working on since. Whatever it was, Armature too is now shut down.


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Hangover 11.0 Released: Wine + FEX/Box64 Pairing For Windows x86 Apps On ARM64 Linux

Building off today’s release of Wine 11.0 for enabling countless Windows applications and games to run well under Linux and being the basis of Valve’s Proton for Steam Play, Hangover 11.0 is now available. Hangover is the open-source project that pairs Wine with either the FEX-Emu or Box64 emulators for enabling x86 32-bit and 64-bit Windows games/apps to run on native ARM64 Linux systems…

Printable List of Zwift Routes by Difficulty

As of January 13, 2026, there are 239 routes on Zwift that award a route completion badge. A few of these are event-only routes, but the vast majority are free-ridable.

Related: All About Route Achievement Badges for Cyclists and Runners On Zwift

We had many requests for a more printable version of our Master Routes List, specifically for riders looking to get all the route badges. So we created a printable list of badged routes, sorted by difficulty.

This printable list is current through January 13, 2026. You can find an always-up-to-date live list of badged routes here.

Routes are organized into 5 groups based on difficulty described as the number of water bottles (bidons) you may need to finish the route, assuming 1 Bidon per 40 minutes of riding at 2 W/kg.

  • 1 Bidon: 97 routes
  • 2 Bidon: 84 routes
  • 3 Bidon: 39 routes
  • 4 Bidon: 11 routes
  • 5+ Bidons: 8 routes

Questions or comments?

Post below!

Senate Passes a Bill That Would Let Nonconsensual Deepfake Victims Sue

The U.S. Senate unanimously passed the Disrupt Explicit Forged Images and Non-Consensual Edits Act (DEFIANCE Act), giving victims of sexually explicit AI deepfakes the right to sue the individuals who created them. The Verge reports: The bill passed with unanimous consent — meaning there was no roll-call vote, and no Senator objected to its passage on the floor Tuesday. It’s meant to build on the work of the Take It Down Act, a law that criminalizes the distribution of nonconsensual intimate images (NCII) and requires social media platforms to promptly remove them. […] Now the ball is again in the House leadership’s court; if they decide to bring the bill to the floor, it will have to pass in order to reach the president’s desk.


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Global Tech-Sector Layoffs Surpass 244,000 In 2025

An anonymous reader quotes a report from Network World: The global technology sector eliminated some 244,851 jobs in 2025, according to a report from RationalFX. The U.K.-based financial services company says the worldwide downsizing reflects how companies in 2025 restructured their operations to focus on efficiency, profitability, and AI-driven productivity. The RationalFX analysis, which examined layoffs reported by TrueUp, TechCrunch, and multiple state WARN databases, points to economic uncertainty, elevated interest rates, and accelerating AI and automation adoption as reasons that 2025 marked “another year of sustained downsizing following the post-pandemic correction that began in 2022.”

Companies indicated that AI and automation were among the most frequently cited drivers for layoffs in 2025. Some companies retrained employees when faced with the technology; many replaced roles entirely, RationalFX reports. “Tech sector layoffs in 2025 displaced hundreds of thousands of workers worldwide as companies accelerated structural resets rather than short-term cost corrections,” said Alan Cohen, analyst at RationalFX, in a statement. “While macroeconomic pressures such as high interest rates, trade restrictions, and geopolitical uncertainty continued to weigh on business confidence, the dominant force behind last year’s job cuts was the rapid adoption of automation and artificial intelligence.”

The analysis also uncovered that U.S.-headquartered technology companies were responsible for the majority of job losses, accounting for approximately 69.7% of all global tech layoffs. This resulted in more than 170,000 employees being cut across both domestic and offshore operations from U.S. tech companies. California spearheaded layoffs in the U.S. tech sector this year, with 73,499 job cuts accounting for roughly 43.08% of all tech layoffs in the country, according to the RationalFX report. The report also points out that Washington has seen 42,221 tech jobs cut since the start of the year, accounting for 24.74% of all U.S. tech layoffs. Intel contributed the single largest number of layoffs last year, reducing its headcount from 109,000 people at the end of 2024 to around 75,000 by the end of 2025. Other major U.S. tech companies with large-scale layoffs last year include Amazon (more than 20,000 jobs cut), Microsoft (approximately 19,215 layoffs), Verizon (15,000 employees), Accenture (11,000 employees), IBM (9,000 job cuts), and HP (6,000 roles).


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Wine 11.0 Released

BrianFagioli writes: Wine 11.0 has officially landed, wrapping up a year of development with more than 6,000 code changes and a broad set of upgrades that touch gaming, desktop behavior, and long-standing architectural work. The biggest milestone is the completion of the new WoW64 model, which is now considered fully supported and allows 32-bit and even 16-bit applications to run in a cleaner way inside 64-bit prefixes. Wine also gains support for the NTSYNC kernel module now bundled in Linux 6.14, which cuts overhead from thread synchronization and should deliver observable performance benefits in games and multi-threaded applications. A single unified wine binary now replaces the old wine64 launcher, and several system behaviors align more closely with modern Windows, including syscall numbering and NT reparse points.

Graphics and desktop integration received more polish, including deeper Vulkan support (up to API 1.4.335), hardware-accelerated H.264 decoding through Direct3D, and further improvements to Wine’s Wayland driver, which now supports clipboard operations, IMEs, and shaped windows. X11 users gain better window activation and fullscreen handling, and legacy DirectX features continue to expand under Wine’s Vulkan renderer. Device support also moves forward, with better joystick handling, improved Bluetooth visibility and pairing, and working TWAIN scanning on 64-bit apps. Broad multimedia updates, DirectMusic refinements, .NET/XNA improvements, and developer-facing tools round out a release that appears focused on smoothing sharp edges rather than introducing flashy experiments. As always, source is live now and distro packages are rolling out.


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BMW’s first electric M car is coming in 2027—with one motor per wheel

Late last year, we drove BMW’s new iX3. It’s the first of a series of electric BMWs to use a newly developed platform, known as the “Neue Klasse.” Later this year, we’ll see the first fully electric version of the 3 Series when the i3 sedan debuts. And next year, BMW enthusiasts will finally find out what the brand’s M division—which infuses motorsport into the vehicles like few others—can do with an EV.

There have been M-tuned EVs before now, more powerful variants of the i4, iX, and i7. And each time we’ve driven them, BMW has been at pains to point out that these weren’t true M cars, not like the M3 or M5. Honestly, they weren’t better than the cheaper, less powerful versions, something that won’t be allowed for next year’s performance EV, which might be called something like the iM3, assuming the naming convention remains logic-based.

“The next generation of models are set to establish a new benchmark in the high-performance vehicle segment,” says Franciscus van Meel, managing director of BMW M GmbH. “With the latest generation of Neue Klasse technology, we are taking the BMW M driving experience to a new level and will inspire our customers with outstanding, racetrack-ready driving dynamics for everyday use.”

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