use AI as a shortcut to no screen

“Probably sometime in the 2030s, when You will have your phone with you but it will stay in your pocket longer“. That prediction was made by Mark Zuckerberg in December 2024. His bet was clear: the Meta Ray-Ban family glasses would be so great that the mobile phone and, above all, its screen, would remain in the background. Both OpenAI and Apple seem to agree, and the latest rumors point to wearables with two things: a lot of AI and zero screens. Apple prepares its AI wearable. New data revealed in The Information indicate that Apple is developing a new device with AI. Specifically, they talk about a wearable that would be equipped with two cameras and three microphones. What it does not have is a screen, and there is talk of a format similar to that of the current ones AirTags. The company led by Cupertino intends to put it on sale in 2027, although yes, with a moderate launch of about 20 million units. OpenAI goes all out with its own “Airpods”. It’s been months since Sam Altman and Jony Ive they joined forces to create AI hardware, and now we know that the firm will present it before the end of the year, although it is not clear if it will be sold then. The rumors they point to headphones that could compete with AirPods and that would bring us a little closer to that future that the movie ‘Her’ already painted. As we know, the company already stole a controversial idea from the film. Apple knows a little about wearables. Above all, because he sells them like hotcakes. Its Apple Watch and AirPods generate sales close to $40 billion a year (2023 and 2024) alone. AirTags are also an important part of that equation, and the Atlas Project —his Ray-Ban Meta type glasses—enlivens this segment even more. But the screens dominate us. There are many who are looking for that product that can make us forget (a little) our cell phone, but no one has achieved it. Even though there are wearables that have succeeded in the market, all of them are basically accessories for our smartphones. In a world in which we do not stop consuming image and video content—TikTok, Instagram and YouTube demonstrate this—it will be difficult for a wearable without a screen to displace the mobile phone, laptop or PC. Remembering the Humane AI Pin and the Rabbit R1. It is true that AI has evolved and improved, but we have already experienced a first wave of promises with two AI wearables that failed miserably. He Humane AI Pin and the Rabbit R1 They wanted to take advantage of that fever and expectation to get ahead of the technology giants, but both showed that the hardware is extremely complex. Their products, even with interesting and original ideas, turned out to be very green and to have performance well below what was promised. Hello, ambient computing.. Those two products relied on voice as a great way to interact with technology, but AI was not prepared to shape this expectation. That is changing, and we are already seeing how AI agents are able to do more and more things and “connect” to other applications thanks to technologies such as MCPs. Ambient computing is that idea of ​​a technology that is present but invisible, and that responds to voice or context without the need for a physical interface. Thus, the idea is to go from before to after: Before: clicking on the screen to reserve a table at a restaurant. After: tell the wearable “reserve a table at the restaurant” and through the conversation the AI ​​agent completes the task. Glasses, headphones, pendants, pins? What seems clear is that there is no clear format that at the moment seems to be superior to another, and each one has its pros and cons. The glasses seem especially striking a priori because they open the door to projecting information on small screens, but both the headphones like the pendants or even a Humane AI Pin type device also aim to be very interesting for that theoretical future in which voice interaction will solve many more things than now. In Xataka | ChatGPT has been a tool. If you start remembering all our conversations, it’s going to be something else: a relationship.

How we learned to take care of what lives on a screen

Thirty years after its launch in Japan, the Tamagotchi is still recognizable at first glance. The egg shape, the three buttons, the screen that barely shows a few animated pixels. Everything seems taken straight from the nineties and yet, we are not facing an object frozen in time. Bandai has continued to push new versions and the product continues to find an audience, both among those who remember it from their childhood and among new generations who did not experience its original heyday. This journey, from global phenomenon to persistent cultural icon, cannot be explained only as a fashion that returns. The Tamagotchi installed a different relationship with a device: in its original version it was not used when you felt like it, but when you wanted it. Caring, feeding, cleaning and assuming consequences were part of the deal, with a radical element for an electronic toy of the time: there was no pause button to rescue you from neglect. What we interpret today as the “attention economy” did not yet have a name, but the mechanics were already there. A Japanese toy that taught how to coexist with digital Functionally, the Tamagotchi is a basic simulation of care and growth encapsulated in a pocket-sized object. The device executes a set of rules that determine the state of the digital creature, rules that the user can only partially modulate through specific actions repeated over time. There is no learning curve complex nor a clearly defined ending, and therein lies part of its uniqueness compared to other electronic toys of its time. The important thing is not to “win”, but to sustain the bond. The interest is not in dominating the system, but in living with him. That logic, deliberately open, allowed the Tamagotchi to transcend the usual framework of the electronic toy and integrate into the daily routine of those who used it. It was not about sitting down to play, but rather assuming a presence that could demand intervention throughout the day, regardless of the context. It’s a small distinction on paper, but huge in practice, because it moves the game from a “time” to an ongoing relationship. To understand why this product toIt seems in Japan in 1996it is convenient to look at the industrial context without turning it into a closed cultural explanation. Bandai operated in a mature market for toys and licenses, and in the mid-nineties it was looking for formats capable of connecting with a young audience that already lived with electronics. Japan, furthermore, was an environment especially accustomed to portable personal objects, from players to consoles, and to characters turned into everyday icons. All of that didn’t “cause” the Tamagotchi, but it did make it more readable. The key is that the Tamagotchi did not rely on a well-known franchise or a previous history. Its appeal was based on a simple, portable and easy-to-communicate idea, reinforced by an aesthetic close to the Japanese visual culture of the time, where the small and the expressive were already part of the landscape. That combination helped the concept be adopted quickly and, above all, shared naturally. Not as a rare device, but as a personal item that was carried around. Although the Tamagotchi is often spoken of as a singular invention, its origin is the result of a very specific collaboration. Akihiro Yokoipresident of WiZ, proposed the initial concept of a portable virtual pet and presented it to Bandai in the mid-nineties. There, Aki Maita, responsible for the project within the company, was the one who transformed that idea into a viable product from a technical and commercial point of view. This double authorship matters because it avoids the easy story of the solitary genius and better describes how many consumer phenomena are born. The initial concept was that of a portable virtual pet. The process included testing with real users before its launch, something unusual in the development of electronic toys at the time. These tests allowed us to adjust both the design and the focus of the product and revealed a key fact for Bandai: interest was strongly emerging among teenagers, especially girls, which influenced the final aesthetic and the way it was presented. It is not a minor detail, because it explains why the Tamagotchi became a social and visible object, not a device that was hidden. If we talk about the name, we can say that it was not a minor detail or an afterthought either. “Tamagotchi” born from a combination deliberate between tamago, the Japanese word for “egg”and watchreferring to an often consulted object, adapted phonetically in Japan. That choice reveals how the product was thought about from the beginning. Not as a toy that is used occasionally, but as something that is carried around and looked at frequently. As we say, in the original model, the device did not offer full control to the user. There was no way to freeze the system or protect the creature from the consequences of carelessness, and that harshness was built into the proposal. The asymmetry, in which the user responded more than he commanded, altered the traditional relationship between player and toy and increased the emotional cost of abandonment. Bandai assumed from the beginning that this lack of indulgence was part of the experience. The Tamagotchi was not designed to please, but to demand consistency and generate involvement. This logic, which today we associate with much more sophisticated digital dynamics, was key to making the bond with the creature feel less instrumental and closer to an everyday responsibility. When the Tamagotchi left Japan, it did so as difficult-to-anticipate phenomena often do: faster than the market could absorb. In May 1997 it arrived in the United States and, from there, spread to other markets, including European countries, in a very short period. Bandai went from managing a domestic launch to dealing with a global product, with supply problems, resale and a constant presence in media that did not always know how to fit that … Read more

The latest from Lenovo is a gaming laptop with a rollable screen. It makes more sense than it seems

Playing on a laptop has historically been synonymous with playing in 16:9 or, at most, in 4:3 in some more work-focused models. Play ultrawide It is something that, for the moment, is relegated to desktop monitors for a fairly simple issue: space. That, of course, is assuming that the panel cannot be rolled and unrolled, because if possible, concepts as curious and peculiar as the one that Lenovo has shown at CES 2026 could be achieved. Lenovo Legion Pro Rollable (Concept). That is the name given to the laptop with a roll-up screen that Lenovo showed at CES in Las Vegas. It is, as its name indicates, a concept, that is, it is not for sale, but its proposal is striking. Lenovo is betting big on this technology with folding laptops and the roll-up concept we tested a few weeks agobut with this device the firm goes a little further. Lenovo Legion Pro Rollable | Image: Lenovo How it works. The laptop features a Lenovo PureSight OLED panel that, by default, has a size of 16 inches. Lenovo calls this size the “Focus mode.” Under the panel is a dual voltage-based motor that allows the screen to expand and contract “with minimal vibration and noise,” according to the firm. Lenovo also claims to have used low-friction materials and that the system maintains constant tension throughout the panel, which should translate into less abrasion during the winding cycle. From 16 to 24. The panel can be expanded in two sizes: from 16 to 21.5 inches (“Tactic mode”) and from 21.5 to 24 inches in a more panoramic format that Lenovo has dubbed “Arena mode.” This, depending on the player profile, may make all the sense in the world since it allows you to have an ultrawide monitor available at all times. Lenovo Legion Pro Rollable | Image: Lenovo Develop. If we take them seriously, competitive games win a whole lot if we play on a 16:9 monitor. Titles like ‘Counter Strike’, ‘Valorant’ or ‘League of Legends’ are played in 16:9 because this format allows you to see the entire screen without having to move your head. In some shooters, like ‘Battlefield 6‘, an ultrawide monitor moves the minimap, game and weapon information away from the center, forcing us to take our eyes off the reticle even more. That is to say, in games in which everything happens in the center and surrounding areas, a 16:9 monitor is the most suitable, at least on paper. However, simulation games, open exploration worlds or more cinematic games (think of a ‘Clair Obscure: Expedition 33‘, a ‘Cyberpunk 2077‘ or a ‘god of war‘) appreciate the panoramic format and the immersion they provide. The same with editing and productivity apps, which win in ultrawide. This laptop offers us, in theory, the best of both worlds: a 16:9 panel for shooters and competitive games; and an ultrawide panel for when we want to relax and enjoy a good story. But that, in theory, because the Lenovo Legion Pro Rollable is a concept and, as such, has yet to prove itself. And inside? Lenovo hasn’t left anything out. The laptop is based on the Legion Pro 7i, so it has a New generation Intel Core Ultraa NVIDIA RTX 5090 and the Lenovo AI Engine+. This uses Lenovo LA1+LA3 cores to optimize resources based on the gaming scenario, which, on paper, should conceptually keep the FPS up to par. Images | Lenovo In Xataka | The new thing from NVIDIA is called DLSS 4.5 and it seems like witchcraft: it can multiply the performance of the GeForce RTX 50 by six

This Christmas I won’t go on a trip without my powerbank. It has a screen and can charge up to a computer

I never got around to using the portable battery that I bought many years ago because it took many hours to charge, but a few months ago I bought the Anker Prime Power Bankwhich usually hangs around 75 eurosand the truth is that I am using it a lot, especially for traveling. And for next Christmas I have it clear: it is one of the devices that I am going to use the most. The price could vary. We earn commission from these links A powerbank that I now carry almost everywhere The practical thing about the Anker Prime Power Bank is that it is a portable battery very powerful (up to 200W), so it can be used for a wide variety of devices, whether the mobilewhich is usually the most common, the tabletheadphones and even Compatible laptops like MacBook. Another point to highlight is that it comes with a 20,000 mAh capacitythus allowing devices to be recharged several times. It incorporates a total of three USB ports (one USB-A and two USB-C) and allows you to recharge up to three devices at the same time. At the design level, the most particular thing is that incorporates a screenwhich is quite useful both to see how much autonomy you have left and to check at what power each device is recharging. On the other hand, the portable battery also comes with a USB-C cable and a carrying bag. You may also be interested Anker Nano Power Bank 10,000 mAh Powerbank with Integrated USB-C Cable, PD 30W Maximum Power with 1 x USB-C & A, Compatible with iPhone 17/16/15/14 Series, MacBook, Galaxy, iPad, AirPods and more The price could vary. We earn commission from these links UGREEN Nexode Power Bank 20000mAh 130W, Portable Charger with 2 USB C and 1 Type A External Battery with Screen, Compatible with MacBook iPad, iPhone 17 Pro MAX Air 16 15, Galaxy S24 Ultra, Gray The price could vary. We earn commission from these links Some of the links in this article are affiliated and may provide a benefit to Xataka. In case of non-availability, offers may vary. Image | Anker In Xataka | 21 essential gifts for travelers: gadgets for train, plane or car trips In Xataka | The five essential accessories for traveling comfortably by plane (even if you fly with Ryanair)

We choose our vacations in the series. That is why 44% of our tourists have discovered us on the screen

Spain has a significant history as a movie settingsometimes with more glamorous glitz than our own national cinematography. The natural landscapes and the diversity of ecosystems create a western desert in Almería that, in the north, approaches the Nordic air landscapes (but without bad weather) of a sword and sorcery production. But with the arrival of streaming (and the international reach of the Spanish series), Spain is beginning to shape itself as a perfect destination for travelers with audiovisual culture. Booming phenomenon. 44% of foreign visitors discover and choose destinations in the country after seeing them in audiovisual productions. It is data provided by The Screen Tourism Observatorywhich speaks of this type of travel as one of the tourism segments with the greatest projection in 2025. This type of tourism moves 40 million international travelers each year worldwide, and Spain is benefiting from it. How it works. According to comments Carlos Rosado, president of the Spain Film Commission, where the public filming offices in Spain are grouped, a film or series acts on the viewer like a virtual brochure, with different advantages over traditional tourist advertising: it is longer in time, reaches more people and creates emotional ties. Spectators become potential tourists thanks to the places in the north of the peninsula that, for example, are seen in ‘Game of Thrones’. Perfect scenario. Spain became a relevant Hollywood set in the 1950s, when the major studios discovered its advantages for filming: diverse landscapes and costs up to 50% cheaper than in the United States. From that time come films such as ‘El Cid’, ‘Lawrence of Arabia’ and, without leaving Europe, the more than 300 films that the Eurowestern factotums filmed in the desert of Tabernasin Almeria. The difference with the present is that those super-productions did not generate tourist flows. But now yes: for example, from the fifth season of ‘Game of Thrones‘, when HBO filmed in the Alcázar of Seville, Girona and other Spanish locationstourism in Seville increased by 25% and in Osuna by 75%. And San Juan de Gaztelugatxe became the second tourist focus in the Basque Country after the Guggenheim. By countries. In the aforementioned study by the Screen Tourism Observatory, carried out with thousands of surveys and an exhaustive compilation of online opinions, we discovered that Germans lead this type of tourism, with 53% having visited Spain after seeing it in audiovisual productions. Italy follows with 46% and the United States with 45%. Among them, half opt for self-guided routes and not organized trips. He is “an autonomous, curious and digitally informed screen tourist, who prefers to design his own experience rather than contracting closed products.” Go to more. Along these lines, the Spain Film Commission itself has launched the Experiences programa project financed by the Secretary of State for Tourism, which wants to transform Spanish audiovisual heritage into sustainable tourist experiences. The proposal will have pilot experiences in Formentera, Seville, Galicia and Burgos that will serve as a model to develop a methodology that will be repeated in other areas of Spain. On the horizon, phenomena such as New Zealand, a benchmark after ‘The Lord of the Rings‘, and who experienced a 40% increase in tourism between 2000 and 2004. Very attractive figures that we will try to replicate with all these proposals. Header | Clementp.fr In Xataka | The reduction of the working day to 37.5 hours was going to sink the hospitality industry: a hotel chain in the Balearic Islands has proven the opposite

It looks like a painting, but it’s a Samsung TV with a 65-inch screen and it has one of its best prices to date

Samsung usually launches some TVs that stand out above all in their design. We have not seen it a few times and the smart TV Samsung The Frame It is ideal for those looking for a characteristic design that can be used to decorate the house. Its price is 1,999 euros, but right now Amazon has it for 999 euros in what is the new historical minimum price of the store to date. Samsung The Frame (65 inches) The price could vary. We earn commission from these links A QLED TV with Alexa that reaches 144 Hz The Samsung The Frame (LS03F) is a smart tv which stands out mainly for its design, since more than a TV it looks like a painting. It includes a support with a double base to place it on a piece of furniture, but it can also be placed on a wall thanks to its compatibility with VESA mounts (400 x 300mm). Incorporates a 65 inch QLED screen which offers both 4K resolution and a refresh rate of up to 144 Hz. It is compatible with the format HDR10+comes with Filmmaker mode and its speakers that offer a 40W audio power (RMS) They are also compatible with Dolby Atmosin addition to Q-Symphony. On the other hand, Samsung TV comes with Alexa integrated and its operating system is Tizen, the brand’s own. It has Multi-View technology to play two contents at the same time, comes with several video game-oriented technologies, such as VRR or FreeSync Premium, and incorporates four HDMI ports (one 4K at 144 Hz), a pair of USB (USB-A and USB-C) and Bluetooth, WiFi. You may also be interested Amazon Fire TV Stick 4K, Streaming device compatible with Wi-Fi 6, Dolby Vision, Dolby Atmos and HDR10+ The price could vary. We earn commission from these links Samsung Sound Bar HW-S700D/ZF 2024 – Ultra Slim Design, Wireless Dolby Atmos, Q-Symphony, 3.1 Channels and SpaceFit Sound The price could vary. We earn commission from these links Some of the links in this article are affiliated and may provide a benefit to Xataka. In case of non-availability, offers may vary. Images | Samsung In Xataka | Best home theater projectors. Which one to buy and five recommended models from 299 to 18,000 euros In Xataka | Mega-guide to set up a home theater: projector, screen, sound system and more

This Xiaomi mobile with a large screen and 108 MP camera costs less than 150 euros

If you are thinking of renewing your old smartphone and you don’t want to spend a lot, now, in the official Xiaomi store you can buy one of its mid-range flagships, the Xiaomi Redmi Note 14 5G. It is on sale and has gone from costing 279.99 euros to 149.99 euros. Xiaomi Redmi Note 14 5G 6+128 GB The price could vary. We earn commission from these links A mobile phone with a 108 MP camera and large screen For its price, there are many features that make this mobile stand out. Redmi Note 14 from Xiaomi. One of them is its screen, which is type 6.67 inch OLED with resolution of 2,400 x 1,080p. It reaches a maximum brightness of 2,100 nits and has a refresh rate of 120 Hz. This model on offer comes with 6 GB RAM and 128 GB internal storage. Furthermore, another of the great assets of this mobile is its touch control. This is very precise and will allow you to use your phone even if your fingers are stained with grease or wet. The photographic system is another of its star features. Comes with a 108+2+2 MP triple rear camera and the front one is 20 MP. Its design stands out for its ice-like texture and makes you fall in love with it at first glance. As for its battery, it has a capacity above average, of 5,500 mAh and admits fast charging at 33 W. Finally, it is worth mentioning that it has a wide connectivity section, since it comes with NFCdual WiFi, GPS and Bluetooth 5.3. Some accessories that may interest you for this mobile Tentoki 3 in 1 Case and Screen Protector for Xiaomi Redmi Note 14 5G The price could vary. We earn commission from these links Xiaomi Redmi Buds 6 – Wireless headphones The price could vary. We earn commission from these links Some of the links in this article are affiliated and may provide a benefit to Xataka. In case of non-availability, offers may vary. Images | Xiaomi In Xataka | The best mobile phones, we have tested them and here are their analyzes In Xataka | The best quality-price mobiles. Their analyzes and videos are here

A screen that only you see

Goal has just launched Ray-Ban Display And with them he has crossed a line that has no going back. They are the first device that allows perfect duplicity: seem completely present while you are completely absent. Until now, each technological revolution has been visible: The mobile forces you to look down. The headphones look. Using a laptop is evident. Even the Airpods They are detectable. Technology has always sent clear social signals: “I am connected, I am not at all available.” Goal has just taken the step to eliminate those signals forever. The possibilities are fascinating and disturbing in equal parts: You can read WhatsApp messages keeping perfect visual contact. Navigate on Instagram during a family dinner. Translate conversations in real time without your interlocutor know that you don’t speak their language. For people with hearing problems, real -time subtitles are revolutionary. For professionals who need constant access to information, it is a huge qualitative leap. This is how the world is seen with them: the screen that shows messages, maps, etc. It is not visible to our interlocutors. Image: Goal. The neural bracelet adds another sophistication layer: imperceptible gestures that allow the glasses to be controlled without anyone noticing. Pincar thumb and index under the table, slightly move the wrist. You don’t even need your hands to be visible. It is technology that touches magic, but also opens questions about the limits of digital discretion. Goal speaks of “augmented reality”, but this is closest to what we could call “augmented presence”: The ability to be completely connected while you appear to be completely present. It is not intrinsically bad or good, it is something new and we will see what happens. In the same way that the mobile changed the rules of availability, these glasses will change the rules of attention. The question is not whether this technology will work – will function. The question is how we are going to adapt our social codes when we never know with certainty if someone is paying us real attention Or he is sailing through his private digital world. Goal has not invented only some glasses. He has invented a new way of being present and absent at the same time. Outstanding image | Goal In Xataka | We have tried the Oakley Meta Vanguard: Meta has found in the extreme sport a new market niche for their glasses

Apple will launch a MacBook Pro with a touch screen in 2026, according to Ming Chi Kuo. We believe to know why they have changed their minds

After thirteen years, refusing flatly, Apple has begun to prepare its first MacBook with a touch screen, according to the leaks that arrive from two fronts: Ming-Chi Kuo He has announced now That the MacBook Pro with OLED screen will arrive at the end of 2026, and will do so with tactile capabilities. Mark Gurman had already anticipated this possibility in Bloomberg Two years ago, although lacking the level of detail that Kuo has given. Why is it important. This change involves the admission that users’ expectations have changed and that Apple is willing to abandon one of its most entrenched dogmas to stay competitive. And above all: for the generational advance. The figures. Kuo has spoken: the MacBook Pro with OLED screen will begin its mass production at the end of 2026, incorporating a tactile screen with technology ON-CELL. This technology integrates tactile sensors directly into the upper panel layer, without the need for a separate touch layer. Gurman had initially speculated with a launch in 2025, but everything indicates that this schedule has moved to 2026, coinciding with the arrival of the OLED screens. It is not clear if the commercialization will also be at the end of 2026, or if the production will begin on that date, so the commercial arrival would be in 2027. The context. The decision does not arise in a vacuum. Apple is at a particular moment in its history: The MAC now generates more income than the iPad, becoming a more profitable business than expected. Meanwhile, the competition has integrated touch screens for years, setting a market expectation that Apple has ignored again and again. Apple has also been preparing the technological land: Since 2018 it began to unify applications between iPad and Mac. In 2020 it allowed iPhone applications to work in their MAC. Also in 2020 it premiered a more appropriate interface for tactile panels with macOS Big Sur. And in 2025, Macos 26 even more uniform interfaces of operating systems. All this has highlighted how strange it is to use an application designed for touch screen on a device that does not admit it. The turn. Steve Jobs was categorical about touch screens on computers: “Tactile surfaces do not want to be vertical,” He said in 2010. “After a prolonged period, your arm wants to fall.” Tim Cook maintained this position for years, comparing in 2012 the combination of tablets and portables with “combine a toaster with a fridge“ Now Apple is about to do exactly that. Between the lines. Jobs’s ergonomic argument was foundation, but the solution is in the complementary use, not on the total prohibition. Tactile tactile screens are not designed to be the primary interaction method, but an occasional complement to trackpad and keyboard to make Scrollpinch or interact with specific elements. On the other hand, at this point there is an entire generation that has grown with touch screens everywhere. For them it is unnatural to meet a screen without that capacity. Yes, but. Apple will gain competitiveness by eliminating frequent criticism and improve coherence between its devices. But it will also lose that clear distinction between products that defended so much. The MAC will be less unique and more complex conceptually. Deepen. If the 2026 Macbook Pro includes touch screen, it is reasonable to expect Apple to update macos to optimize the experience. This could translate into larger interface elements, specific gestures and an even greater convergence with ipados. The question about compatibility with Apple Pencilwhich would be important for creative professionals. The MacBook with a 2026 touch screen will mark the end of an era of conceptual purity in Apple, but also the beginning of an era of greater flexibility. It is not necessarily better or worse, it is different. And after thirteen years of refusing, Apple finally admits that the user sometimes knows what he wants. In Xataka | Outstanding image | Joshua ng

How to obtain information from what appears on your iPhone screen with Apple Intelligence

Let’s tell you how to use Apple Intelligence To obtain information from what comes out on the screensomething you can do with the new functions of artificial intelligence of iOS 26. However, you will do the search with Chatgptthat from the previous version of iOS was already integrating into Apple Intelligence. This tries to be able to make a kind of screenshot at the time you want, but only and then ask the questions about anything that appears in it. You can ask you about some text, link or image, and even look for duplicate images. AI to ask for what you have on screen The first thing you have to do is Use the shortcut to get a screenshot When you want to ask a question related to something that appears on your mobile screen. For this, press at the same time the physical buttons to climb volume and ignition of your iPhone. This will take you to the new capture screen. In it, the controls for screen capture are above, to cancel it or save it. Below you have the functions of Apple Intelligencewhich will allow you to interact with the content. If a link appears, you will also have the option to enter the web that you see on the screen. If you click on the action to askyou are going to take Chatgpt within Apple Intelligence. The first time you do it, you will be asked to activate it. When you activate it, you will have a writing field. If you do nothing up an automatic action will appear, such as describing what appears on the screen. Here, You can ask any questions related to what appears to you On the screen. You can ask you from things related to the text to others that are related to some image, and even solve mathematical problems that appear to you. You also have a button Look for With the image iconwhat will do will be to perform an artificial intelligence search to find images similar to the one that appears on the screen at the time you have started the action. In Xataka Basics I want to buy the new iPhone: everything you should consider to choose the one that best suits you

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