• Tuesday, Dec. 6, 2022
Amazon Studios debuts AWS-powered virtual production stage
At the ribbon-cutting ceremony for the virtual production stage are (l-r) are Tim Clawson, worldwide head of production & post, Amazon Studios; Ken Nakada, head of virtual production operations, Amazon Studios; Albert Cheng, VP, Prime Video U.S.; “Candy Cane Lane” director Reginald “Reggie” Hudlin; Dan Scharf, VP, head of business affairs, Amazon Studios; and Chris del Conte (“cdc”), worldwide head of visual effects, Amazon Studios.
CULVER CITY, Calif. -- 

Amazon Studios has announced the opening of Stage 15, its new virtual production stage, and formation of the new Amazon Studios Virtual Production (ASVP) department.  The stage on Amazon’s Culver City lot combines two former stages to accommodate an LED wall that is 80 feet in diameter and 26 feet tall. The first feature film to shoot on the new Stage 15 will be family holiday comedy Candy Cane Lane, directed by Reginald “Reggie” Hudlin and starring Eddie Murphy.

The ASVP department will shepherd each project on Stage 15, transferring institutional knowledge along with an optimized workflow developed in partnership with--and powered by--Amazon Web Services (AWS). The division has a full-time executive, engineering, and creative team of 20 that has been operating in stealth mode since 2020 on the design, pipeline, and build-out of Stage 15. Working with the volume wall, production creatives can interact with digital assets and processes in a manner that mirrors live-action to enable digital world capture, visualization, performance capture, simulcam, and in-camera visual effects.

Stage 15 is fully connected into the AWS cloud, and is an integrated part of the production-in-the-cloud ecosystem. The facility provides a camera-to-cloud workflow, with direct connection from Stage 15 to AWS S3 storage to make dailies instantly available to creative teams from any location. Every shot taken on Stage 15 ends up in the AWS cloud in real time, with the ability to safely and securely distribute assets around the globe.

The ASVP team is also developing a VFX and virtual production asset management system that lives on the AWS cloud, allowing production teams to catalogue, search, preview and repurpose production assets. This powerful backend system will reduce the lag time that productions typically experience when transferring files and assets from set to editorial, VFX, and postproduction vendors and facilities.

“With the combination of AWS and Amazon Studios innovation is inevitable,” said Chris del Conte, global head of VFX, Amazon Studios. “When you mix the worlds of entertainment and technology, it allows us to take everything to the next level.”

“The ASVP team are terrific collaborators and I am delighted to utilize this new technology for Candy Cane Lane. Advances in production and our industry continue to astound me and the volume wall is an impressive innovation for our business. For a production like this, with such a large scope, it’s an invaluable storytelling tool,” said Candy Cane Lane director Hudlin.

Here are some related specs, facts and features:

  • Stage 15 is a 34,000-square-foot structure including the LED volume, a “Sandbox” lab, and 17,000 square feet of space dedicated to set construction and production support.
  • The ASVP LED volume contains 130,700 cubic feet of interactive space.
  • Amazon filmmakers may access ASVP as a consultation resource for all phases of a production, from concept planning through post.
  • The ASVP volume wall is composed of over 3,000 LED panels and 100 motion capture cameras.
  • The volume includes a full LED ceiling with drop-out panels, so that productions can rig up to 350,000 pounds of lights and production gear to its truss.
  • Stage 15 was originally built in 1940 and was home to productions that included It’s a Wonderful Life, Star Trek (TV show), Batman (TV show), RoboCop, Airplane, The Three Amigos, and Armageddon.
  • In addition to the LED volume wall, the massive new stage will include a 2-story building within its walls, dubbed “The Sandbox at Stage 15.” This structure will include a virtual location-scouting volume, a performance-capture volume, a tech-scouting volume, a green screen simulcam stage, and a client-facing VIP viewing area for visiting executives, filmmakers, and guests. This space will also feature a second, smaller LED stage, with a completely mobile LED wall, camera-tracking system, and control cart, along with an engineering workshop, scanning, 3D-printing, production workspace, and equipment storage.
  • Thursday, Nov. 10, 2022
DaVinci Resolve for iPad to launch In Q4
DaVinci Resolve for iPad
FREMONT, Calif. -- 

Blackmagic Design will bring DaVinci Resolve for iPad to the market so creators can extend video workflows in new ways and new places. Optimized for MultiTouch technology and Apple Pencil, DaVinci Resolve for iPad features support for cut and color pages providing access to DaVinci’s image technology, color finishing tools and latest HDR workflows. And Blackmagic Cloud support allows creators to collaborate with multiple users worldwide. DaVinci Resolve for iPad will be available in Q4 2022 from the Apple App Store as a free download, with an upgrade to DaVinci Resolve Studio for iPad also available as an in-app purchase.

With optimized performance for Apple Silicon, DaVinci Resolve delivers 4x faster Ultra HD ProRes render performance on the new iPad Pro with M2. HDR is also supported for customers using an 12.9-inch iPad Pro with the M1 chip. Creators can send a clean feed grading monitor output to an Apple Studio Display, Pro Display XDR or an AirPlay compatible display. This lets customers use the external display to quickly create grades on set or color correct clips in post production directly from their iPad.

The new DaVinci Resolve for iPad will open and create standard DaVinci Resolve project files which are compatible with the desktop version of DaVinci Resolve 18. Supported file formats include H.264, H.265, Apple ProRes and Blackmagic RAW, with clips able to be imported from the iPad Pro internal storage and Photos library, or externally connected iCloud and USB-C media disks.

  • Thursday, Nov. 10, 2022
Cooke Optics launches 2 facilities
Tim Pugh
LEICESTER, UK -- 

Cooke Optics has made a major investment in two facilities. Crest Rise, a nearly 6,500 square foot production facility located near the existing factory in Leicester, U.K., was specifically commissioned to facilitate a fast introduction of the new S8/i FF T1.4 range, with the aim of achieving annual outputs significantly in excess of any previous Cooke product range. The S8/i FF spherical lenses, at T1.4, are among the fastest lenses available for full frame capture, providing cinematographers with excellent low light performance as well as great control over depth of field for full frame production. In response to customer feedback, they are also smaller and lighter than contemporary Cooke lenses, while producing optimal image quality and pleasing images that convey the sought-after Cooke Look.

This product range requires a different methodology to produce than other Cooke lenses, as it has been specially designed for the digital camera environment. The facility has adopted a three-tier level approach to environmental control, with all areas positively pressured to minimize contamination during the assembly processes. It features specific modulation transfer function, projection and camera tests, all employed to ensure that the lenses are finely tuned to exact parameters, but without losing hand-built craftsmanship. The facility has been designed with expansion in mind, ready for the implementation of the remaining focal lengths that will make up the complete S8/i FF range of 16 lenses, and Cooke has recruited an additional 12 staff into the assembly process, with a further six staff into the glass production group.

Cooke is also opening a new Creative Centre located at Chaowai SOHO, in the Chaoyang district of Beijing, headed by technical sales manager Anson Gil Mercado. It incorporates an in-house studio where customers can test a wide variety of Cooke lenses, as well as meeting rooms and a lounge area for events. This is the second regional Cooke facility to open in recent months, following the launch of the Burbank, Calif. facility in July.

Cooke Optics CEO Tim Pugh said, “Facilities that improve production and regional outreach are the cornerstone to better supporting our customers worldwide. The S8/i FF production facility will allow us to get premium lenses into the hands of our customers far quicker than has been achieved previously, while our new Creative Centre in Beijing allows local filmmakers to try out our different lens ranges in a relaxed environment, with experts on hand.”

  • Thursday, Nov. 3, 2022
Academy's Science and Technology Council adds members Paul Cameron, Paul Debevec, Tom Duffield and Marlon West 
Paul Cameron
LOS ANGELES -- 

Paul Cameron, Paul Debevec, Tom Duffield and Marlon West have accepted invitations to join the Science and Technology Council of the Academy of Motion Picture Arts and Sciences.

The Academy’s Science and Technology Council focuses on the science and technology of motion pictures--preserving its history, developing educational programs, driving industry standards, and providing forums for the exchange of information and ideas.

Cameron’s cinematography credits include “Reminiscence,” “21 Bridges,” “Pirates of the Caribbean: Dead Men Tell No Tales,” “Collateral,” “Man on Fire,” “Swordfish” and “Gone in Sixty Seconds.”  An Academy member since 2006, he currently serves as a Cinematographers Branch governor.

Debevec returns to the Council as co-chair after serving from 2012-2018, with three of those years as co-chair.  He is the director of research for production innovation at Netflix, where he oversees R&D in new technologies in computer vision, computer graphics and machine learning with applications in visual effects, virtual production and animation.  An Academy member since 2010, Debevec currently serves as a Visual Effects Branch governor.

Duffield’s production design credits include “Patriots Day,” “Hell or High Water,” “Lone Survivor” and “Ed Wood”; his credits as art director include “Men in Black,” “The Birdcage” and “Batman Returns.”  He has lectured at AFI, Chapman and Loyola universities and various other educational institutions around the United States.  Duffield, an Academy member since 1989, currently serves as a governor of the Production Design Branch. 

West is head of effects animation and a visual effects supervisor at Walt Disney Feature Animation Studios.  He has worked on hand-drawn and computer-generated projects.  West’s credits include “Encanto,” “Frozen II,” “Moana,” “Frozen,” “Winnie the Pooh,” “The Princess and the Frog,” “Atlantis: The Lost Empire,” “Fantasia 2000,” “Tarzan,” “Hercules,” “The Hunchback of Notre Dame,” “Pocahontas” and “The Lion King.”  He is currently serving as VFX supervisor of “Iwájú” for Disney+.  An Academy member since 2015, West currently serves as a Short Films and Feature Animation Branch governor.

The Council co-chairs for 2022–2023 are Lois Burwell and Debevec. 

The Council’s other returning members are Bill Baggelaar, Linda Borgeson, Visual Effects Branch governor Brooke Breton, Makeup Artists and Hairstylists Branch governor Bill Corso, Sound Branch governor Teri E. Dorman, Theo Gluck, Buzz Hays, Greg Hedgepath, Leslie Iwerks, Andrea Kalas, Colette Mullenhoff, Ujwal Nirgudkar, Helena Packer, David Pierce, David Schnuelle, Andy Serkis, Leon Silverman, Amy Vincent and Jeffrey White.

  • Friday, Oct. 28, 2022
Apple's revenue and profit edge up despite slowing economy
In this Jan. 3, 2019, file photo the Apple logo is displayed at the Apple store in the Brooklyn borough of New York. Apple Inc. reports quarterly financial results after the market close, Thursday, Oct. 27, 2022.(AP Photo/Mary Altaffer, File)

Apple managed to boost both its sales and profit during a summertime quarter that depressed the fortunes of most other major tech companies, but that doesn't necessarily mean the iPhone maker will be immune to a potential recession.

Even though Apple fared reasonably well, the July-September results released Thursday signaled that the world's most valuable company is facing some of the same economic headwinds that hammered the profits of Microsoft and the corporate parents of both Google and Facebook.

Apple's fiscal fourth quarter revenue rose 8% from the same time last year to $90.1 billion. That was an improvement from the scant 2% uptick in revenue during its April-June quarter when supply problems caused by pandemic-related factory shutdowns dinged its sales.

The Cupertino, California, company's profit for the most recent quarter totaled $20.72 billion, or $1.29 per share, up by less than 1% from the same time last year.

Both the revenue and earnings per share were slightly above analyst estimates. But on the downside, sales of Apple's most popular product, the iPhone, and another big moneymaker, and the services division, were both lower than analysts had been anticipating — a sign consumers may be cutting back amid the highest inflation in 40 years.

Apple is facing "increasingly difficult economic conditions," CEO Tim Cook acknowledged during a Thursday conference call with analysts. "A lot of people in a lot of places are struggling."

Those challenges are one of the reasons Apple expects its revenue growth to decelerate during the current October-December period, even though this year's quarter will include one more week than last year's, Apple's Chief Financial Officer Luca Maestri warned during conference call. The strong U.S. dollar, which has lowered Apple's reported sales internationally, is also contributing to the anticipated slowdown.

Investors initially reacted negatively after Maestri's made that forecast, driving down Apple's shares by about 3% in extended trading, but seemed to be feeling more optimistic about the company's prospects by the time management concluded the conference call. Apple's shares were up by more than 1% late Thursday. Mirroring other once high-flying stocks in tech, Apple's stock still has dropped almost 20% so far in 2022.

The iPhone — still Apple's marquee product 15 years after its debut – accounted for most of its success during the past quarter, even though the company didn't sell quite as many of the devices as analysts had hoped. Boosted by the release of four new models in late September, iPhones sales climbed 10% from the same time last year to $42.63 billion.

But industry analysts are starting to fret over how much longer consumers will splurge on new phones as they feel the pinch of the past year's stubbornly high inflation rates. If those financial pressures persist, it could cause more households to curtail their spending during the holiday shopping season, especially on the kind of pricey gadgets that are Apple's cornerstone.

That's one of the primary reasons the research firm International Data Corp. is now expecting worldwide smartphone shipments this year to fall 6.5% from 2021, a downward revision of three full percentage points — translating into about 150 million fewer devices being sold — from an earlier forecast made in May.

Apple won't suffer as much as the makers of phones running on Google's Android operating system, IDC predicted, but it still will result in a significant slowdown. IDC projects iPhone shipments will edge up by less 0.5%, with the average selling price of the device hovering around $950. Through the first nine months of this year, iPhone sales are up 6% from last year.

"We knew Apple's iPhone business was slowing down, but we're also starting to see that trickle into their services segment which will be one cause for concern," said Investing.com analyst Jesse Cohen.

Maestri told analysts that weaker sales of advertising and gaming were the biggest drag on the services division during the most recent quarter.

Michael Liedtke is an AP technology writer

  • Monday, Oct. 17, 2022
Elon Musk has a "super app" plan for Twitter. It's super vague
Tesla and SpaceX CEO Elon Musk arrives on the red carpet for the Axel Springer media award in Berlin on Dec. 1, 2020. For months, the Tesla and SpaceX CEO has expressed interest in creating his own version of China’s WeChat — a “super app” that does video chats, messaging, streaming and payments — for the rest of the world.. At least, that is, once he's done buying Twitter after months of legal infighting over the $44 billion purchase agreement he signed in April 2022. (Hannibal Hanschke/Pool Photo via AP, File)

Elon Musk has a penchant for the letter "X." He calls his son with the singer Grimes, whose actual name is a collection of letters and symbols, "X." He named the company he created to buy Twitter "X Holdings." His rocket company is, naturally, SpaceX.

Now he also apparently intends to morph Twitter into an "everything app" he calls X.

For months, the Tesla and SpaceX CEO has expressed interest in creating his own version of China's WeChat — a "super app" that does video chats, messaging, streaming and payments — for the rest of the world. At least, that is, once he's done buying Twitter after months of legal infighting over the $44 billion purchase agreement he signed in April.

There are just a few obstacles. First is that a Musk-owned Twitter wouldn't be the only global company in pursuit of this goal, and in fact would probably be playing catch-up with its rivals. Next is the question of whether anyone really wants a Twitter-based everything app— or any other super app — to begin with.

Start with the competition and consumer demand. Facebook parent Meta has spent years trying to make its flagship platform a destination for everything online, adding payments, games, shopping and even dating features to its social network. So far, it's had little success; nearly all of its revenue still comes from advertising.

Google, Snap, TikTok, Uber and others have also tried to jump on the super app bandwagon, expanding their offerings in an effort to become indispensable to people as they go about their day. None have set the world on fire so far, not least because people already have a number of apps at their disposal to handle shopping, communicating and payments.

"Old habits are hard to break, and people in the U.S. are used to using different apps for different activities," said Jasmine Enberg, principal analyst at Insider Intelligence. Enberg also notes that super apps would likely suck up more personal data at a time when trust in social platforms has deteriorated significantly.

Musk kicked off the latest round of speculation on Oct. 4, the day he reversed his attempts to get out of the deal and announced that he wanted to acquire Twitter after all. "Buying Twitter is an accelerant to creating X, the everything app," he tweeted without further explanation.

But he's provided at least a little more detail in the past. During Tesla's annual shareholder meeting in August, Musk told the crowd at a factory near Austin, Texas, that he thinks he's "got a good sense of where to point the engineering team with Twitter to make it radically better."

And he's dropped some strong hints that handling payments for goods and services would be a key part of the app. Musk said he has a "grander vision" for what X.com, an online bank he started early in his career that eventually became part of PayPal, could have been.

"Obviously that could be started from scratch, but I think Twitter would help accelerate that by three to five years," Musk said in August. "So it's kind of something that I thought would be quite useful for a long time. I know what to do."

But it's not clear that WeChat's success in China means the same idea would translate for a U.S. or global audience. WeChat usage is almost universal in China, where most people never had a computer at home and skipped straight to going online by mobile phone.

Operated by tech giant Tencent Holding Ltd., the platform has made itself a one-stop shop for payments and other services and is starting to compete in entertainment. It is also a platform for health code apps the public is required to use prevent the spread of the coronavirus.

China has 1 billion internet users, and nearly all of them go online by mobile phone, according to the government-sanctioned China Internet Network Information Center. Only 33% use desktop computers at all — and mostly in addition to mobile phones. Tencent says WeChat had 1.3 billion users worldwide as of the end of June.

Tencent and its main Chinese competitor, e-commerce giant Alibaba Group, aim to make apps that offer so many services that users can't easily switch to another app. They're not the only ones.

WeChat has added video calls and other message features as well as shopping, entertainment and other features. Government agencies use it to send out health, traffic and other announcements. WeChat's payment function, meanwhile, is so widely used that coffee shops, museums and some other businesses refuse cash and will take payment only through WeChat or the rival Ant app.

There is no comparable app in the U.S., despite tech companies' efforts.

It's worth remembering that Musk's grand visions don't always work out the way he appears to expect. Humans are nowhere near colonizing Mars and his promised fleet of robotaxis remains about as far from reality as the metaverse.

Twitter's user base is also tiny relative to those at its social-platform competitors. While Facebook, Instagram and TikTok all passed the 1 billion mark long ago, Twitter has about 240 million daily users.

"Musk would not only have to overcome the hurdle of convincing consumers to change how they behave online, but also that Twitter is the place to do it," Enberg said.

Barbara Ortutay is an AP technology writer. AP writer Joe McDonald contributed to this story.

  • Thursday, Oct. 13, 2022
Why Meta's virtual-reality avatars are finally getting legs
Facebook CEO Mark Zuckerberg smiles as he shakes hands with European Commissioner for Values and Transparency Vera Jourova prior to a meeting at EU headquarters in Brussels, Monday, Feb. 17, 2020. Zuckerberg, unveiled new new avatar legs at a virtual-reality event Tuesday, Oct. 11, 2022. (AP Photo/Francisco Seco, File)
MENLO PARK, Calif. (AP) -- 

Why is it so hard to build a metaverse avatar — a visual representation of ourselves in the digital world — that walks on two legs?

"I think everyone has been waiting for this," said a cartoonish digital version of Meta CEO Mark Zuckerberg, unveiling his new avatar legs and jumping up and down at a virtual-reality event Tuesday. "But seriously, legs are hard. Which is why other virtual reality systems don't have them either."

Early avatar models introduced by Meta, as well as Microsoft, have been ridiculed for appearing as legless, waist-up bodies floating around their virtual worlds.

That's in part because tech companies have been eager to show off their progress in building out virtual-reality environments while still working on the technical challenges of making avatars more human-like and realistic. Meta renamed itself from Facebook last year in hopes of jumpstarting its corporate transformation into a provider of metaverse experiences for work and play.

Zuckerberg described legs as "probably the most requested feature on our roadmap" and said they will be available soon on Meta's Horizon virtual-reality platform. He said the challenge is perceptual, involving how the brain — taking in images seen though a virtual-reality headset — accepts a rendering based on how accurately it is positioned.

Legs are harder to render accurately because they're often hidden from view.

"If your legs are under a desk or if your arms block your view of them, then your headset can't see them directly," he said.

Zuckerberg said the company has been working to improve how its artificial intelligence systems track and predict where legs and other body parts should be moving.

 

  • Tuesday, Oct. 11, 2022
Facebook owner Meta unveils $1,500 VR headset: Will it sell?
A car passes Facebook's new Meta logo on a sign at the company headquarters on Oct. 28, 2021, in Menlo Park, Calif. Facebook parent Meta unveiled a high-end virtual reality headset Tuesday, Oct. 12, 2022, with the hope that people will soon be using it to work and play in the still-elusive place called the “metaverse." (AP Photo/Tony Avelar, File)

Facebook parent Meta unveiled a high-end virtual reality headset Tuesday with the hope that people will soon be using it to work and play in the still-elusive place called the "metaverse."

The $1,500 Meta Quest Pro headset sports high-resolution sensors that let people see mixed virtual and augmented reality in full color, as well as eye tracking and so-called "natural facial expressions" that mimic the wearer's facial movements so their avatars appear natural when interacting with other avatars in virtual-reality environments.

Formerly known as Facebook, Meta is in the midst of a corporate transformation that it says will take years to complete. It wants to evolve from a provider of social platforms to a dominant power in a nascent virtual-reality construct called the metaverse — sort of like the internet brought to life, or at least rendered in 3D.

CEO Mark Zuckerberg has described the metaverse as an immersive virtual environment, a place people can virtually "enter" rather than just staring at it on a screen. The company is investing billions in its metaverse plans that will likely take years to pay off.

VR headsets are already popular with some gamers, but Meta knows that won't be enough to make the metaverse mainstream. As such, it's setting office — and home office — workers in its sights.

"Meta is positioning the new Meta Quest Pro headset as an alternative to using a laptop," said to Rolf Illenberger, founder and managing director of VRdirect, which builds VR environments for businesses. But he added that for businesses, operating in the virtual worlds of the metaverse is still "quite a stretch."

Meta also announced that its metaverse avatars will soon have legs — an important detail that's been missing since the avatars made their debut last year.

Barbara Ortutay is an AP technology writer

 

  • Friday, Oct. 7, 2022
Sony Pictures Entertainment unveils its 1st LED virtual production stage
CULVER CITY, Calif. -- 

Sony Pictures Entertainment (SPE) has unveiled its first LED virtual production stage located at Sony Innovation Studios (SIS), a division of SPE, on the Sony Pictures Studios lot in Culver City. The new stage is the world’s largest using Sony’s high brightness and wide color gamut Crystal LED display panels, which were created in collaboration with top engineers at SPE for use in virtual production.

The establishment of this LED stage allows SIS to expand its virtual production workflow across various entertainment platforms and to seamlessly merge the real and virtual worlds with its award-winning Atom View technology and proprietary stage-integration software.

Masaki Nakayama, SVP and head of SIS, commented, “We have been developing our virtual production technology since its inception in 2018. Our new LED stage is a milestone to further enhance our technology. The combination of photo-realistic visuals and intuitive virtual production workflows enables creators to focus on telling impactful stories in radically new ways.”

“Virtual production is revolutionizing the way we create film and TV. By harnessing virtual production technology within SPE, we are giving content creators essential tools to more fully realize their vision,” said Tony Vinciquerra, SPE chairman and CEO.

Kenichiro Yoshida, president and CEO of Sony Group Corporation, added, “Sony is a creative entertainment company with a solid foundation of technology. Virtual production is one of the key areas where we can provide new value and support creators to unleash their creativity through the power of technology.”  

  • Wednesday, Oct. 5, 2022
White House unveils artificial intelligence "Bill of Rights"
Alondra Nelson speaks during an event at The Queen theater, Jan. 16, 2021, in Wilmington, Del. On Tuesday, Oct. 4, 2022, the Biden administration unveiled a set of far-reaching goals to align artificial intelligence-powered tools with what it called the values of Democracy and equity, including guidelines for how to protect people’s personal data and limit surveillance. “We can and should expect better and demand better from our technologies,” said Nelson, Deputy Director for Science and Society at the Office of White House Science and Technology Policy. (AP Photo/Matt Slocum, File)

The Biden administration unveiled a set of far-reaching goals Tuesday aimed at averting harms caused by the rise of artificial intelligence systems, including guidelines for how to protect people's personal data and limit surveillance.

The Blueprint for an AI Bill of Rights notably does not set out specific enforcement actions, but instead is intended as a White House call to action for the U.S. government to safeguard digital and civil rights in an AI-fueled world, officials said.

"This is the Biden-Harris administration really saying that we need to work together, not only just across government, but across all sectors, to really put equity at the center and civil rights at the center of the ways that we make and use and govern technologies," said Alondra Nelson, deputy director for science and society at the White House Office of Science and Technology Policy. "We can and should expect better and demand better from our technologies."

The office said the white paper represents a major advance in the administration's agenda to hold technology companies accountable, and highlighted various federal agencies' commitments to weighing new rules and studying the specific impacts of AI technologies. The document emerged after a year-long consultation with more than two dozen different departments, and also incorporates feedback from civil society groups, technologists, industry researchers and tech companies including Palantir and Microsoft.

It puts forward five core principles that the White House says should be built into AI systems to limit the impacts of algorithmic bias, give users control over their data and ensure that automated systems are used safely and transparently.

The non-binding principles cite academic research, agency studies and news reports that have documented real-world harms from AI-powered tools, including facial recognition tools that contributed to wrongful arrests and an automated system that discriminated against loan seekers who attended a Historically Black College or University.

The white paper also said parents and social workers alike could benefit from knowing if child welfare agencies were using algorithms to help decide when families should be investigated for maltreatment.

Earlier this year, after the publication of an AP review of an algorithmic tool used in a Pennsylvania child welfare system, OSTP staffers reached out to sources quoted in the article to learn more, according to multiple people who participated in the call. AP's investigation found that the Allegheny County tool in its first years of operation showed a pattern of flagging a disproportionate number of Black children for a "mandatory" neglect investigation, when compared with white children.

In May, sources said Carnegie Mellon University researchers and staffers from the American Civil Liberties Union spoke with OSTP officials about child welfare agencies' use of algorithms. Nelson said protecting children from technology harms remains an area of concern.

"If a tool or an automated system is disproportionately harming a vulnerable community, there should be, one would hope, that there would be levers and opportunities to address that through some of the specific applications and prescriptive suggestions," said Nelson, who also serves as deputy assistant to President Joe Biden.

OSTP did not provide additional comment about the May meeting.

Still, because many AI-powered tools are developed, adopted or funded at the state and local level, the federal government has limited oversight regarding their use. The white paper makes no specific mention of how the Biden administration could influence specific policies at state or local levels, but a senior administration official said the administration was exploring how to align federal grants with AI guidance.

The white paper does not have power over tech companies that develop the tools nor does it include any new legislative proposals. Nelson said agencies would continue to use existing rules to prevent automated systems from unfairly disadvantaging people.

The white paper also did not specifically address AI-powered technologies funded through the Department of Justice, whose civil rights division separately has been examining algorithmic harms, bias and discrimination, Nelson said.

Tucked between the calls for greater oversight, the white paper also said when appropriately implemented, AI systems have the power to bring about lasting benefits to society, such as helping farmers grow food more efficiently or identifying diseases.

"Fueled by the power of American innovation, these tools hold the potential to redefine every part of our society and make life better for everyone. This important progress must not come at the price of civil rights or democratic values," the document said.

Garance Burke is an AP writer

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