 by the U.K.’s intelligence agency, the Government Communications Headquarters (GCHQ), on Belgium’s state-owned telecoms operator Belgacom in 2013. Belgian investigators concluded in 2018 the Brits were behind the hack, according to a report seen by local press.
Despite mounting evidence that allied countries spy on each other, there’s no international law against this kind of spying for intelligence purposes, some lawmakers pointed out.
“Political espionage isn’t prohibited by international law. That’s the reality. It’s not nice, it’s not always decent — but there’s no problem with it when you consider international law,” said Bart Groothuis, a Dutch MEP in charge of shepherding the Commission’s new cybersecurity bill through Parliament.
The scandal comes at a time when the European Union is reviewing its data sharing relationship with the United States.
The European Commission is currently negotiating a new agreement to allow companies to transfer data from the EU to the U.S., while protecting privacy standards. The EU has tried to put pressure on the U.S. to review domestic intelligence legislation, including key instruments at the heart of Washington’s surveillance activities in Europe, but it is unclear what the U.S. will do to assuage European concerns, if anything at all.
It also comes as the EU is revamping rules to better protect its infrastructure, government IT and essential public services from cyberattacks and intrusion campaigns.
That bill is largely written to counteract state-backed hacking groups in Russia and China. But the media reports’ revelations again show the U.S. is engaged in snooping activities that go to the heart of EU politics too.
Nicholas Vinocur, Rym Momtaz and Mark Scott contributed reporting.
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We're roughly two months away from the HTC Vive’s launch and details are still distressingly scarce.
How much will the thing cost? How much space do I really need in order to set it up? Has Valve’s involvement and the SteamVR branding helped draw in developers? Does this thing have games ready for its debut? How many units will actually ship in November?
All valid questions, and ones I hope we learn the answer to soon. And yet—and yet—all those worries faded to the back of my mind recently when I got the chance to go hands-on with the Vive a second (and third) time. Why? Because there’s one thing I’m sure of, regardless of the above answers: The HTC Vive is still the most impressive virtual reality tech currently coming to market.
A caveat: I don’t necessarily mean it’s the best consumer product. That designation is still extremely dependent on some of the aforementioned questions—price being the number one issue facing virtual reality at the moment.
Set all that aside, though. Taken in pure isolation, the HTC Vive is incredible.
I’d begun to have doubts, to worry my memory was skewed. The last time I used the HTC Vive was back at GDC. That was in March, six months ago, and at the time the Vive was a hokey prototype that required me to belt a bunch of cables around my waist—although it was still enough for me to claim Oculus had been “dethroned” as the VR frontrunner.
This is the HTC Vive as it looks in September, 2015. It’s less of a prototype than before. Pardon the carpet.
Six months is a long time in a fledgling field like VR however, and a lot’s happened since that first Vive demo. Oculus unveiled its full consumer model Rift and even debuted Oculus Touch, two hand-tracking controllers similar to the Vive’s utilitarian wands. And both are great. The consumer Rift is a logical progression from the second dev kit and the Crescent Bay prototype, and I had a hell of a time with Oculus Touch at E3.
In short: The Oculus Rift will probably (barring catastrophe) be a great virtual reality headset, and all signs point to it coming in quite a bit cheaper than the HTC Vive—important if the technology is to reach critical mass with consumers.
But the HTC Vive is still better.
Six months ago, cordoned off in a blank white room with the HTC Vive, I got my first official taste of walking-around-VR. The system makes use of two base stations (designated “Lighthouse”) which tracks both your position and two controllers within a fifteen-by-fifteen foot area. Within that space you can do whatever you want.
The Oculus, by contrast, tracks your position in a much a smaller area—perfect for sitting in front of a computer (or, at best, standing relatively still in front of the same desk). People have cobbled together walking-around-VR for the Rift, primarily by hacking a Kinect into games, but it’s not officially supported as yet.
The Rift and its position-tracking sensor are designed for desk (short-range) use.
That’s a shame, because walking-around-VR makes for more interesting experiences. Not everything I’ve played on the Vive has been perfect—some of it has been downright gimmicky—and I know there will inevitably be people who either won’t or can’t play games standing up. Both are fair.
The things I’ve done, though.
Fantastic Contraption. You might recognize the name from both the popular Flash game and, later, the similarly-revered mobile game. It’s like a slightly-less-goofy version of The Incredible Machine. Using tubes and wheels you build a vehicle to convey a pink ball into a pink “Victory!” zone, with each level adding new obstacles.
Now imagine that game in virtual reality. Instead of pixels on a screen you’re building vehicles with rods the length of your arm, with wheels the size of a collie. Vehicles six-feet-tall that squeak and squeal as they trundle down the track because they’re seemingly made from balloons. And all your building materials are housed on the back of a floating cat that you can pick up and