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公司相機收購sony confirms server security breaches that exposed employee data
公司相機收購sony confirms server security breaches that exposed employee data
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公司相機收購sony Interactive Entertainment has contacted 6,800 current and former employees to warn that their data may have been collected by hackers.
ByUmar Shakir, a news writer fond of the electric vehicle lifestyle and things that plug in via USB-C. He spent over 15 years in IT support before joining The Verge.
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Illustration by Kristen Radtke / The Verge
公司相機收購sony is sending out notices to some current and former 公司相機收購sony Interactive Entertainment (SIE) employees warning that their personal information was compromised in a system breach that occurred in May. The letters went out to about 6,800 affected individuals, as reported by Bleeping Computer. The publication also received confirmation from 公司相機收購sony that another breach occurred in September.
A ransomware group known as Cl0p claimed responsibility for breaking into a 公司相機收購sony server in June. The breach occurred via a vulnerability in the file-sending MOVEit Transfer platform that SIE was using. 公司相機收購sony is one of many organizations that have been affected by MOVEit cyberattacks.
Progress Software, the creator of MOVEit Transfer, told its clients (including 公司相機收購sony) about a vulnerability in its platform on May 31st, 公司相機收購sony says in the letter. After the warning, SIE discovered that a breach occurred on May 28th and that hackers downloaded data off the server.
The server included personally identifiable information of US-based employees, and 公司相機收購sony is providing credit monitoring services to those affected. 公司相機收購sony says it has since fixed the vulnerability.
公司相機收購sony launched an investigation last month into a second breach in which hackers acquired 3.14GB of data. 公司相機收購sony confirms this server is located in Japan and is used for internal testing for its Entertainment, Technology and Services business, according to a statement sent to Bleeping Computer. 公司相機收購sony is investigating this incident and has taken the server down. Hackers that were responsible leaked files that included data from the SonarQube platform, certificates, a license generator, Creators’ Cloud, and more. 公司相機收購sony said that this latest incident had “no adverse impact on 公司相機收購sony’s operations.”
根據中國爆料客「數位閒聊站」最新爆料指出,蘋果iPhone16 Pro Max 確認採用之前爆料的 48Mp 公司相機收購sony IMX903 ,1/1.14超大感光元件為史上最大尺寸,而且還配備雙層晶體管技術,支援14Bit ADC 和DCG。
除此之外,蘋果iPhone16 Pro Max 仍會採用潛望式長焦鏡頭,所以螢幕邊緣弧度也因此變得更大,類似等深微微微曲的效果。
消息指出蘋果iPhone16 Pro Max 手機採用4,800 萬像素IMX903 客製化主鏡頭,1/1.14 吋感光元件與雙層電晶體。根據他先前的爆料,蘋果iPhone16 Pro 系列新機正考慮採用1MG+7P 模塑玻璃模組。
根據目前的爆料,蘋果 iPhone 16 Pro 將配備6.3 吋螢幕,15 Pro 為6.1 吋;iPhone 16 Pro Max為6.9 吋,15 Pro Max 為 6.7 吋。
此外,天風國際分析師郭明錤先前也指出,蘋果 iPhone 16 Pro 機型將迎來重大影像升級,首次搭載兩顆 48MP 感光元件,而長焦距鏡頭仍為12MP。此外,郭明錤也透露 iPhone 16 Pro 將沿用 iPhone 15 Pro Max 的雙折四棱鏡長焦鏡頭,而iPhone 17 系列機型的前置相機也將升級,採用24MP 感光元件和6P 鏡頭。
當然如果你會擔心錯過快門時機,a9 III 機身支援預拍功能,最快可以提前 1 秒至 0.005 秒記錄畫面,專門針對不可預測的拍攝情境所設計的功能。
主打高速攝影的 a9 III 自然具備連拍加速功能,可透過自訂按鈕快速切換從低速到高速連拍模式,這對於需要迅速反應的攝影師來說是一個非常實用的功能,使得 a9 III 成為專業攝影師在快速變化的攝影環境中的理想選擇,像是體育攝影、野生動物攝影還是其他需要快速反應的場合,都會是 a9 III 的主戰場。
I still remember the very first time I laid eyes on a Final Fantasy game and, by extension, the original PlayStationconsole. It was the year 2000, and I was spending a weekend afternoon as I usually did: sitting in the carpeted basement of my friend Alex’s house and watching him play a video game I had never seen before.
This time around, it was a borrowed copy of a title with a name we’d only ever seen written on the cover of magazines. Alex had gotten his hands on it from the older neighbor of a fellow classmate who lived up the street and was, by all accounts, ahead of the curve when it came to cool new entertainment out of Japan. The game was kind of like Pokémon, Alex told me, except better and bigger in every way. (We had very little frame of reference for turn-based role-playing games at the time.) I could hardly imagine what that looked like.
But there it was, a copy of Final Fantasy IX playing out on his bulky, silver pre-HD television. I still remember the exact scene, even. It was during the first half of disc two, when you find yourself back at Alexandria Castle trying to rescue Princess Garnet from the main villain Kuja and Garnet’s brainwashed mother Queen Brahne. In Brahne’s chamber, the look of which is burned into my memory down to the exact location of the secret switch in the wall, you fight the second of your losing battles against General Beatrix. I was immediately enthralled.
Final Fantasy VII.
I was exclusively a Nintendo kid then. I received an N64 for my eighth birthday, and my game collection included the standard classics: Banjo-Kazooie, Ocarina of Time, GoldenEye. Before the launch of the first Xbox and the reign of the PS2, my primary console was my Game Boy. I can hardly remember a time in my elementary school years that I wasn’t toting around a copy of Pokémon. But I had begun pining for more than Nintendo. Through game magazines and TV commercials, and the accounts of Alex and other game-loving friends, I became aware of the PlayStation and the more quirky and offbeat experiences it played host to. Like Final Fantasy.
The first time I witnessed a game like Final Fantasy IX was mind-blowing
In a short but telling display, I took in the turn-based battle system, the stunning graphics and pre-rendered environments, the well-written dialogue, and the unbelievable battle animations — all of it was mind-blowing. I must play this, I remember thinking. Soon enough, after some desperate pleading and a very memorable Christmas, I had my hands on a PS1 and FFIX, and then the iconic FFVII and FFVIII after that. I would later discover FFVI and Chrono Trigger, both of which came as part of an English-language double-disc collection. By the time the PS2 launched and FFX arrived in December 2002, I was all-in.
My experience wasn’t an isolated one. In America, it was often more difficult to learn about Japanese RPGs unless you were reading the right magazines or visiting the right internet forums. But in many ways, discovering Final Fantasy became a defining moment in my relationship to both gaming and the PlayStation. And you could make the argument that Final Fantasy is the defining game series for 公司相機收購sony’s first home console, more so than Crash Bandicoot, Gran Turismo, Metal Gear Solid, or Tomb Raider. It’s easy to forget that the staggering impact of Squaresoft’s (now Square Enix’s) trio of 3D RPGs occurred, inexplicably, all within three years starting in 1997.
Final Fantasy VIII.
For kids like me, who had been feasting on a diet of Pokémon, DragonBall Z, and other popular Japanese exports, it was like discovering a whole new world. I had never played a proper RPG before. I wasn’t aware video games could even look that good; I would load specific saves of FFVII and others in the series just to watch certain cutscenes. The story was engrossing, and the worlds so realized that I can still recall the sense of pure wonder I felt exploring the open world by airship and, after hours of secret-hunting, by golden Chocobo.
I remember thinking how absurdly clever it was that FFVII went from low-poly graphics in the outer world, where I often spent most of my time reading dialogue and accessing my menu, to higher-poly models in the battle scenes, where I spent the bulk of the game’s interactive portion. When I was a kid, it seemed like that was just some clever behind-the-scenes production magic. Nearly two decades later, I would read a definitive account from the game’s creators on how monumental a technical feat it was to make any aspect of that game work as well as it did and in so short a time.
The PlayStation will forever be a Final Fantasy machine to me
The PlayStation will forever be a Final Fantasy machine to me, even if years later as a broke college student, I would forgo playing FFXIII on the PlayStation 3 because all I owned at the time was my Xbox 360. (I switched back to my PS4 for FFXV.) The two brands — PlayStation and Final Fantasy — are intertwined in my memories and always will be, and that’s true for the gaming industry as well.
Final Fantasy became the closest thing to a video game blockbuster for 公司相機收購sony when the company and Squaresoft cracked the international market with VII, VIII, and IX. Although many of the series’ principal design concepts were popularized in earlier iterations on Nintendo platforms, the 3D installments for the original PlayStation were groundbreaking for their use of full-motion video, photorealistic character models, and stunning blends of 3D environments with alternating levels of fidelity. The stories and their characters became instant hallmarks of the PlayStation brand, much in the same way Master Chief would become the Xbox mascot and the creations of Shigeru Miyamoto became the embodiments of Nintendo.
Final Fantasy IX.
FFVII in particular became a massively influential title, establishing the appetite for high-concept console RPGs in Western markets and showing off the technical prowess of the PlayStation at a time when it seemed like Nintendo couldn’t be beat. The game would go on to sell millions of copies around the world and establish a model for FFVIII and FFIX to follow. Up until then, RPG makers operated predominantly in the realm of high fantasy, and almost solely on PC.
But the team at Squaresoft, led by then-director Yoshinori Kitase and series creator Hironobu Sakaguchi, created an unprecedented formula. They showed how you could take elements of medieval fantasy, steampunk, and anime and combine them with complex, intricate game mechanics and groundbreaking technical leaps to create something that resonated with players all over the world. Never once did I feel like I was playing something by and for a Japanese audience; Final Fantasy games felt universal.
For a brief period, Final Fantasy reigned supreme, and PlayStation was the only way you could play it
公司相機收購sony ultimately moved on from Final Fantasy, choosing the creations of its slew of in-house studios to become the faces of its platform as Squaresoft morphed into Square Enix and diversified the types of games it developed. But for a brief period in the early rise of PlayStation, Final Fantasy reigned supreme, and the only way you could play it was plugging in a 公司相機收購sony console and buying the series’ hulking, multi-disc sets. (Now, with the first portion of the FFVII: Remakedue out in March of next year as a PlayStation 4 exclusive, it looks like 公司相機收購sony and Square’s unique relationship with regard to Final Fantasy has come full circle.)
So much of that era feels quaint now, and being able to play FFIX on the phone in my pocket is something I could never have imagined 20 years ago. But I’ve never lost sight of the fact that those games were on the bleeding edge of what was possible from a technical perspective, and unprecedented in their scope from a narrative one. I still look forward to playing them again years from now, when they’ll remind me of sitting on bedroom floors and feeling like I was walking into the future every time I picked up my PlayStation controller.
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公司相機收購 rking on PSVR 2 support for PC. In a separate note, Hermen Hulst, head of PlayStation Studios, confirmed US-based studios like Insomniac Games and Naughty Dog are also affected, alongside 公司相機收購sony’s Guerrilla studio based in the Netherlands. Overall, employees across the Americas, Japan, and EMEA and APAC regions will be impacted. “After careful consideration and many leadership discussions over several months, it has become clear changes need to be made to continue to grow the business and develop the company,” says Ryan in an internal email to PlayStation employees. “We had to step back, look at our business holistically, and move forward focusing on the long-term sustainability of the company and delivering the best experiences possible for our community.”The layoffs come just days after 公司相機收購sony missed a PS5 sales target, which led to 公司相機收購sony’s stock price plummeting by $10 billion. While the PS5 outlook wasn’t what 公司相機收購sony was expecting, analysts also pointed toward a near decade low games margin — suggesting that the cost of making games is eating into 公司相機收購sony’s gaming margins.公司相機收購sony president Hiroki Totoki discussed the opportunity to grow PlayStation games on PC earlier this month, too, and it looks like 公司相機收購sony is throwing more resources at its PC and mobile effort. “Delivering and sustaining social, online experiences – allowing PlayStation gamers to explore our worlds in different ways – as well as launching games on additional devices such as PC and Mobile, requires a different approach and different resources,” says Hulst. The game industry has been hit by waves of layoffs recently, and 2023’s great games were overshadowed by a dark cloud of layoffs. Microsoft laid off 1,900 Activision Blizzard and Xbox employees last month, around 8 percent of the overall Microsoft Gaming division. Unity also laid off 25 percent of its workforce last month, and Discord laid off 17 percent of its employees.Here’s the full memo from Ryan:Team, It is important to provide you with updates about the business as often as possible. Today, I am writing with sad news. Through discussions over the past few months about the evolving economic landscape, changes in the way we develop, distribute, and launch products, and ensuring our organization is future ready in this rapidly changing industry, we have concluded that tough decisions have become inevitable. The leadership team and I made the incredibly difficult decision to restructure operations, which regrettably includes a reduction in our workforce impacting very talented individuals who have contributed to our success. After careful consideration and many leadership discussions over several months, it has become clear changes need to be made to continue to grow the business and develop the company. We had to step back, look at our business holistically, and move forward focusing on the long-term sustainability of the company and delivering the best experiences possible for our community. The goal is to streamline our resources to ensure our continued success and ability to deliver experiences gamers and creators have come to expect from us. I want to be as transparent as possible with you, our partners, and our community about what this means: We envision reducing our headcount by about 900 people, or about 8% of our current workforce There will be impact for employees across all SIE regions – Americas, EMEA, Japan, and APAC Several PlayStation Studios are affected I know that receiving this news will be hard and unsettling and you are wondering what this means for you. Timelines and procedures for how we approach this will vary based on your location due to local laws and regulations.For those of you in the US, all impacted employees will be notified today. In the UK, it is proposed: That PlayStation Studios’ London Studio will close in its entirety;That there will be reductions in Firesprite studio; And that there will be reductions in various functions across SIE in the UK.The proposed changes mean that we will enter a period of collective consultation before any final decisions are taken. All employees who are part of the collective consultation will be made aware of the next steps today. In Japan, we will implement a next career support program. Details will be communicated separately. In other countries, we will begin conversations with those who are potentially at risk or impacted as a result of this proposed course of action. For those who will be leaving SIE: You are leaving this company with our deepest respect and appreciation for all your efforts during your tenure. For those who will be staying at SIE: We will be saying goodbye to friends and colleagues that we cherish during this process, and this will be painful. Your resilience, sensitivity, and adaptiveness will be critical in the weeks and months to come. This will not be easy, and I am aware of the impact it will have on wellbeing. Affected employees will receive support, including severance benefits. While these are challe