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Podcast: Hearing in 3D with Dr. Ivan Tashev

Ivan Tashev podcast

Partner Software Architect, Dr. Ivan Tashev

Episode 50, November 14, 2018

After decades of research in processing audio signals, we’ve reached the point of so-called performance saturation. But recent advances in machine learning and signal processing algorithms have paved the way for a revolution in speech recognition technology and audio signal processing. Dr. Ivan Tashev, a Partner Software Architect in the Audio and Acoustics Group at Microsoft Research, is no small part of the revolution, having both published papers and shipped products at the forefront of the science of sound.

On today’s podcast, Dr. Tashev gives us an overview of the quest for better sound processing and speech enhancement, tells us about the latest innovations in 3D audio, and explains why the research behind audio processing technology is, thanks to variations in human perception, equal parts science, art and craft.

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Episode Transcript

Ivan Tashev: You know, humans, they don’t care about mean square error solution or maximum likelihood solution, they just want the sound to sound better. For them. And it’s about human perception. That’s one of the very tricky parts in audio signal processing.

Host: You’re listening to the Microsoft Research Podcast, a show that brings you closer to the cutting-edge of technology research and the scientists behind it. I’m your host, Gretchen Huizinga.

Host: After decades of research in processing audio signals, we’ve reached the point of so-called performance saturation. But recent advances in machine learning and signal processing algorithms have paved the way for a revolution in speech recognition technology and audio signal processing. Dr. Ivan Tashev, a Partner Software Architect in the Audio and Acoustics Group at Microsoft Research, is no small part of the revolution, having both published papers and shipped products at the forefront of the science of sound.

On today’s podcast, Dr. Tashev gives us an overview of the quest for better sound processing and speech enhancement, tells us about the latest innovations in 3D audio, and explains why the research behind audio processing technology is, thanks to variations in human perception, equal parts science, art and craft. That and much more on this episode of the Microsoft Research Podcast.

Host: Ivan Tashev, welcome to the podcast.

Ivan Tashev: Thank you.

Host: Great to have you here. You’re a Partner Software Architect in the Audio and Acoustics groups at Microsoft Research, so, in broad strokes, tell us about your work. What gets you up in the morning, what questions are you asking, what big problems are you trying to solve?

Ivan Tashev: So, in general, in Audio and Acoustics Research Group, we do audio signal processing. That includes enhancing of a captured sound by our microphones, better sound reproduction using binaural audio, so-called spatial audio. We do a lot of work in audio analytics, recognition of audio objects, recognition of the audio background. We design a lot of interesting audio devices. Our research ranges from applied research related to Microsoft products to a blue-sky research far from what is Microsoft business today.

Host: So, what’s the ultimate goal? Perfect sound?

Ivan Tashev: Hhhh… Perfect sound is a very tricky thing, because it is about human perception. And this is very difficult to be modeled using mathematical equations. So, the classic statistical signal processing was established in 1947 with a paper published by Norbert Wiener defining what we call, today, the Wiener Filtering. The approach is simple: you have a process, you make a statistical model, you define optimality criterion, make the first derivative, make it zero, voila! You have the analytical solution of the problem. The problem is that, you either have an approximate model, and find the solution analytically, or you have precise model which you cannot solve analytically. The other thing is the optimality criterion. You know, humans, they don’t care about mean square error solution or maximum likelihood solution, they just want the sound to sound better. For them. And it’s about human perception. That’s one of the very tricky parts in audio signal processing.

Host: So, where are we heading in audio signal processing, in the era of machine learning and neural networks?

Ivan Tashev: The machine learning and neural networks are capable to find the solution from the data without us making an approximate model. And this is the beauty of this whole application of machine learning in signal processing, and the reason why we achieve significantly better results than using statistical signal processing. Even more, we train the neural network using certain cost function and we can make the cost function to be even another neural network, trained on human perception for better audio which allows us to achieve better perception of a higher quality of the speech enhancement we do using neural network. I’m not saying that we should go in every single audio processing block using machine learning and neural networks. We have processing blocks which have a nice and clean analytical solution, and this runs fast and efficient, and they will remain the same. But in many cases, we operate with approximate models with not very natural optimality criteria. And then, this is where the machine learning shines. This is where we can achieve much better results and provide a higher quality of our output signal.

Host: One interesting area of research that you are doing is noise robust speech recognition. And this is where researchers are working to improve automatic speech recognition systems. So, what’s the science behind this and how are algorithms helping to clean up the signal?

Ivan Tashev: We are witnessing a revolution in speech recognition. The classic speech recognizer was based on so-called Hidden Markov Models or HMM’s. And they served us quite well, but the revolution came when neural networks were implemented and trained to do speech recognition. My colleagues in the speech research group were the first to design a neural network-based speech recognition algorithm which instantly showed better results than the existing production HMM-based speech recognizer. The speech recognition engine has one channel input, while in audio processing, we can deal with multiple channels, so-called microphone arrays, and they give us a sense of spatiality. We can detect the direction where the sounds came from. We can enhance that sound. We can suppress sounds coming from other directions. And then provide this cleaner sound to the speech recognition engine. The microphone reprocessing technologies combined together with techniques like sound source localization and tracking and sound source separation allow us to even separate two simultaneously speaking humans in the conference room and feed two separate instances of the speech recognizer for meeting transcription.

Host: Are you serious?

Ivan Tashev: Yes, we can do that. Even more, the audio processing engine has more prior information. For example, the signal we send to the loudspeakers. And the goal of this engine is to remove the sound which is interfering for our sound. And this is also one of the oldest signal processing algorithms and every single speaker phone has it. But, in all instances, it has been implemented as a mono acoustic echo cancellation. In Microsoft, we were the first to design a stereo and surround sound echo canceller despite a paper written by the inventor of the acoustic echo cancellation himself, stating that stereo acoustic cancellation is not possible. And it’s relatively simple to understand: you have two channels between the left and the right speaker coming to one microphone, so you have one equation and two unknowns. And Microsoft released, as part of Kinect for Xbox, a surround sound echo cancellation engine. Not that we solved five unknowns from one equation, but we just found a workaround which was good enough for any practical purposes and allowed us to clean the surround sound coming from the Xbox to provide a cleaner sound to the speech recognition engine.

Host: So, did you write a paper and say, “Yes, it is possible, thank you very much!”?

Ivan Tashev: I did write a paper.

Host: Oh, you did!

Ivan Tashev: And it was rejected with the most crucial feedback from the reviewers I have ever seen in my career. It is the same to go to the French Academy of Sciences and to propose eternal engine. They have decided, since 18th century, not to discuss papers about that. When I received the rejection notice, I went downstairs in my lab, started the demo, listened to the output. Okay, it works! So, we should be fine!

(music plays)

Host: One thing that’s fascinated me about your work is the infamous anechoic chamber – or chambers, as I came to find out – at Microsoft, and one’s right here in Building 99, but there are others. And so, phrases like “the quietest place on earth” and “where sound goes to die” are kind of sensational, but these are really interesting structures and have really specific purposes which I was interested to find out about. So, tell us about these anechoic, or echo-free, chambers. How many are there here, how are they different from one another and what are they used for?

Ivan Tashev: So, the anechoic chamber is just a room insulated from the sounds outside. In our case, it’s a concrete cube which does not touch the building and sits on around half a meter of rubber to prevent vibrations from the street to come into the room. And internally, the walls, the ceiling and the floor are covered with sound absorption panels. This is pretty much it. What happens is that the sound from the source reaches the microphone, or the human ear, only using the direct path. There is no reflection from the walls and there is no other noise in the chamber. Pretty much that anechoic chamber simulates absence of a room. And it’s just an instrument for making acoustical measurements. What we do in the chamber is we measure the directivity patterns of microphones or radiation patterns of loudspeakers as they are installed in the devices we design. Initially, the anechoic chamber here, in Microsoft Building 99, the headquarters of Microsoft Research, was the only one in Microsoft. But with our engagement with product teams, it became overcrowded, and our business partners decided to build their own anechoic chambers. And there are, today, five in Microsoft Corporation. They all can perform the standard set of measurements, but all of them are a little bit different from each other. For example, the “Quietest Place in the Earth,” as recorded in the Guinness Book of Records, is the anechoic chamber in Building 88. And the largest anechoic chamber is in Studio B which allows making measurements with lower frequencies than in the rest of the chambers. In our chamber, in Building 99, it’s the only one in Microsoft which can allow human beings to stay prolonged amount of time in the chamber because we have air-conditioning connected to the chamber. It’s a different story how much effort it cost us to make the rumbling noise from the air conditioner not to enter the anechoic chamber. But this allowed us to do a lot of research on human spatial hearing in that chamber.

Host: So, drill in on that a little bit because, coming from a video production background, the air conditioner in a building is always the annoying part for the sound people. But you’ve got that figured out in the way that you situated the air conditioning unit and so on?

Ivan Tashev: To remove this rumbling sound from the air conditioner, we installed a gigantic filter which is under the floor of the entire equipment room. So, think about six by four meters floor and this is how we were able to reduce the sound from the air conditioning. Still, if you do a very precise acoustical measurement, we have the ability to switch it off.

Host: Okay. So, back to what you had said about having humans in this room for prolonged periods of time. I’ve heard that your brain starts to play tricks on you when you are in that quiet of a place for a prolonged period of time. What’s the deal there?

Ivan Tashev: OK. This is the human perception of the anechoic chamber. Humans, in general, are, I would say two and a half dimensional creatures. When we walk on the ground, we don’t have very good spatial hearing, vertically. We do much better horizontally. But also, we count on the first reflection from the ground to use it as a distance cue. When you enter the anechoic chamber, you subconsciously swallow, and this is a reaction because your brain thinks that there is a difference in the pressure between your inner ear and the atmosphere which presses the ear drums and you cannot hear anything.

Host: So that swallowing reaction is what you do when you’re in an airplane and the pressure actually changes. And you get the same perception in this room, but the pressure didn’t change.

Ivan Tashev: Exactly. But the problem in the room is that you cannot hear anything just because there is no sound in the chamber. And the other thing what happens is you cannot hear that reflection from the floor which is basically very hard-wired in our brains. We can distinguish two separate sounds when the distance between them is a couple of milliseconds. And when the sound source is far away, this difference between the direct path and the reflection from the ground is less than that. We hear this as one sound. We start to perceive those two as separate sounds when the sound source is closer than a couple of meters away… means two jumps. Then subconsciously alarm bells start to ring in our brain that, hey, there is a sound source less than two jumps away, watch out not to become the dinner! Or maybe this is the dinner!

Host: So, the progress, though, of what your brain does and what your hearing does inside the chamber for one minute, for ten minutes, what happens?

Ivan Tashev: So, there is no sound. And, the brain tries to acquire as much information as possible. And the situation when you don’t get information is called information deprival. You, first after a minute or so, start to hear a shhhhhh, which is actually the blood in the vessels of your ear. Then, after a couple of minutes, you start to hear your body sounds, your heartbeat, your breathing. And, under no other senses, eyes closed, no sound coming, literally you reach, after ten, fifteen minutes the stage of audio hallucinations. Our brains are pattern-matching machines, so sooner or later, the brain will start to recognize sounds you have heard somewhere in different places. We – people from my team – we have not reached that stage, simply because when you work there, the door is open, the tools are clanking, we have conversations, etcetera, etcetera. But maybe someday I will have to lay there and close my eyes and see, can I reach the hallucination stage?

(music plays)

Host: Well, let’s talk about the research behind Microsoft Kinect. And that’s been a huge driver of innovations in this field. Tell us how the legacy of research and hardware for Kinect led to progress in other areas of Microsoft.

Ivan Tashev: Kinect introduced us to new modalities in human-machine interfaces: voice and gesture. And it was a wildly successful product. Kinect entered the Guinness Book of Records for the fastest-selling electronic device in the history of mankind. Microsoft sold eight million devices in the first three months of the beginning of the production. Since then, most of the technologies in Kinect have been further developed. But even during the first year of Kinect, Microsoft released Kinect for Windows which allowed researchers from all over the globe to do things we even didn’t thought of. This is so-called Kinect Effect. We had more than fifty start-ups building their products using technologies from Microsoft Kinect. Today, most of them are further developed, enhanced, and are part of our products. I’ll give just two examples. The first is HoloLens. The device does not have a mouse or keyboard and the human-machine interface is built on three input modalities: gaze, gesture and voice. In HoloLens, we have a depth camera, quite similar to the one in Kinect, and we do gesture recognition using super-refined and improved algorithms, but they originate from the ones we had in Kinect. The second example is also HoloLens. HoloLens has four microphones, the same number as Kinect, and I would say that the audio enhancement pipeline for getting the voice of the person wearing the device is the granddaughter of the audio pipeline released in Kinect in 2010.

Host: Now let’s talk about one of the coolest projects you are working on. It’s the spatial audio or 3D audio. What’s your team doing to make the 3D audio experience a reality?

Ivan Tashev: In general, spatial audio or 3D audio is a technology that allows us to project audio sources in any desired position to be perceived by the human being wearing headphones. This technology is not something new. Actually, we have instances of it in mid-19th century, when two microphones and two rented telephone lines were used for stereo broadcasting of a theatrical play. Later, in the 20th century, there have been vinyl records marked to be listened with headphones because they were stereo recorded using a dummy head with two microphones in the ears. This technology did not fly because of two major deficiencies. The first is, you move your head left and right and the entire audio scene rotates with you. The second is that your brain may not exactly like the spatial cues coming from the microphones in the ear of the dummy head. And this is where we reach the topic of head-related transfer functions. Literally, if you have a sound source somewhere in the space, the sound from it reaches your left and right ear in a slightly different way. It can be modeled as two filters. And if you filter it through those two filters and play it through headphones, your brain will perceive the sound coming from that direction. If we know those pairs of filters for all directions around you, this is called head-related transfer functions. The problem is that they are highly individual. Head-related transfer functions are formed by the size and the dimensions of the head, the position of the ears, the fine structure of the pinna, the reflections from the shoulders. And we did a lot of research to find the way to quickly generate personalized head-related transfer functions. We put, in our anechoic chamber, more than four hundred subjects. We measured their HRTFs. We did a submillimeter precision scan of their head and torso, and we did measurement of certain anthropometric dimensions of those subjects. Today, we can just measure several dimensions of your head and generate your personalized head-related transfer function. We can do this even from a depth picture. Literally, you can tell how you hear from the way you look. And we polished this technology to extend that in HoloLens, you have your spatial audio personalized without even knowing it. You put the device on and you hear through your own personalized spatial hearing.

Host: How does that do that automatically?

Ivan Tashev: Silently, we measure certain anthropometrics of your head. Our engineering teams, our partners, decided that there should not be anything visible for generation of those personalized spatial hearing.

Host: So, if I put this on, say the HoloLens headset, it’s going to measure me on the fly?

Ivan Tashev: Mmm hmmm.

Host: And then the 3D audio will happen for me. Both of us could have the headset on and hear a noise in one of our ears that supposedly is coming from behind us, but really isn’t. It’s virtual.

Ivan Tashev: That’s absolutely correct. With the two loudspeakers in HoloLens or in your headphones, we can make you perceive the sound coming from above, from below, from behind. And this is actually the main difference between surround sound and 3D audio for headphones. Surround sound has five or seven loudspeakers, but they are all in one plane. So, surround audio world is actually flat. While with this spatial audio engine, we can actually render audio above and below which opens pretty much a new frontier in expressiveness of the audio, what we can do.

Host: Listen, as you talk, I have a vision of a bat in my head sending out signals and getting signals and echolocations and…

Ivan Tashev: We did that.

Host: What?

Ivan Tashev: We did that!

Host: Okay, tell.

Ivan Tashev: So, one of our projects – this is one of those more blue-sky research projects – is exactly about that. What we wanted to explore is using audio as echolocation in the same way the bats see in complete darkness. And we built a spherical loudspeaker array of eight transducers which sent ultrasound pulses towards given direction, and near it, an eight-element microphone array which, through the technology called beam forming, listens towards the same direction. With this, we utilized the energy of the loudspeakers well, and reduced the amount of sounds coming from other directions and this allows us to measure the energy reflected by the object in that direction. When you do the scanning of the space, you can create an image which is exactly the same as created from a depth camera using infrared light but with a fraction of the energy. The ultimate goal, eventually, will be to get the same gesture recognition with one tenth or one hundredth of the power necessary. This is important for all portable battery-operated devices.

Host: Yeah. Speaking of that, accessibility is a huge area of interest for Microsoft right now, especially here in Microsoft Research with the AI for Accessibility initiative. And it’s really revolutionizing access to technology for people with disabilities. Tell us how the research you’re doing is finding its way into the projects and products in the arena of accessibility.

Ivan Tashev: You know, accessibility finds a resonance among Microsoft employees. The first application of our spatial audio technology was actually not HoloLens. It was a project which was a kind of a grass roots project when Microsoft employees worked with a charity organization called Guide Dogs in United Kingdom. And from the name you can basically guess that they train guiding dogs for people with blindness. The idea was to use the spatial audio to help the visually impaired. Multiple teams in Microsoft Research, actually, have been involved to overcome a lot of problems, including my team, and this whole story ended up with releasing a product called Soundscape, which is a phone application which allows people with blindness to navigate easier where the spatial audio acts like a finger-pointer. When the system says, “And on the left is the department store,” actually that voice-prompt came from the direction where the department store is, and this is additional spatial cue which helps the orientation of the visually impaired people. Another interesting project we have been involved, also is a grass roots project. It was driven by a girl which was hearing-impaired. She initiated a project during one of the yearly hackathons. And the project was triggered by the fact that she was told by her neighbor that your CO2 alarm is beeping already a week. You have to replace the battery. So, we created a phone application which was able to recognize numerous sounds like CO2 alarm, fire alarm, door knock, phone ring, baby crying, etcetera, etcetera, and to signal the hearing-impaired person using vibration, or the display. And this is to help to navigate and to live a better life in our environment.

(music plays)

Host: You have an interesting personal story. Tell us a bit about your background. Where did you grow up, what got you interested in the work you are doing and how did you end up at Microsoft Research?

Ivan Tashev: I’m born in a small country in Southeast Europe called Bulgaria. I took my diploma in electronic engineering, and PhD in computer science from the Technical University of Sofia, and immediately after my graduation, started to work as a researcher there. In 1998, I was Assistant Professor in the Department of Electronic Engineering when Microsoft hired me, and I moved to Washington State. Spent to two full shipping cycles in Microsoft engineering teams before, in 2001, to move in Microsoft Research. And what I have learned during those two shipping cycles actually helped me a lot to talk better with the engineers during the technology transfers I have done with Microsoft engineering teams.

Host: Yeah, and there’s quite a bit of tech transfer that’s coming out of your group. What are some examples of the things that have been “blue sky research” at the beginning that are now finding their way into millions of users’ desks and homes?

Ivan Tashev: I have been lucky enough to be a part of very strong research groups and to learn from masters like Anoop Gupta or Rico Malvar. My first project in Microsoft Research was called Distributed Meetings and we used that device to record meetings, to store them and to process them. Later, this device became a roundtable device which is part of many conference rooms worldwide. Then, I decided to generalize the microphone array support I designed for round table device and this became the microphone array support in Windows Vista. Next challenge was to make this speech enhancement pipeline to work even in more harsh conditions like the noisy car. And, I designed the algorithms and transferred them to the first speech-driven entertainment system in a mass-production car. And then, the story continues with Kinect, with HoloLens, many other products, and this is another difference between industrial research and academia. The satisfaction from your work is measurable. You know to how many homes your technology has been released, to how many people you changed the way they live, entertain or work.

Host: As we close, Ivan, perhaps you can give some parting advice to those of our listeners that might be interested in the science of sound, so to speak. What are the exciting challenges out there in audio and acoustics research, and what guidance would you offer would-be researchers in this area?

Ivan Tashev: So, audio processing is a very interesting area of research because it is a mixture between art, craft and science. It is science because we work with mathematical models and we have repetitive results. But it is an art because it’s about human perception. Humans have their own preferences and tastes, and this makes it very difficult to model with mathematical models. And it’s also a craft. There are always some small tricks and secret sauce which are not mathematical models but make the algorithms from one lab work much better than the algorithms from another lab. Into the mixture, we have to add the powerful innovation of machine learning technologies, neural networks and artificial intelligence which allow us to solve problems we thought were unsolvable and to produce algorithms which work much better than the classic ones. So, the advice is, learn signal processing and machine learning. This combination is very powerful!

Host: Ivan Tashev, thank you for joining us today.

Ivan Tashev: Thank you.

To learn more about Dr. Ivan Tashev and how Microsoft Research is working to make sound sound better, visit Microsoft.com/research.

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‘Fallout 76’ now available on Xbox one

The online prequel to the epic Fallout series, Fallout 76 throws you into a multiplayer-filled wasteland where you all must work together (or not) to survive the constant threat of nuclear annihilation, all the while experiencing the largest, most dynamic open world ever created in the legendary Fallout universe. Brought to you by the award-winning creators of Skyrim and Fallout 4, Fallout 76 is now available on Xbox One.

Fallout 76 Screenshot

Fallout 76 Screenshot

A Player-Filled Wasteland

Forge your own path in a wild wasteland with tons of new and unique locations to discover. With a refined S.P.E.C.I.A.L. system that lets you craft your own personality in this new world, you will have the option to journey alone or with friends.

Fallout 76 Screenshot

Fallout 76 Screenshot

Almost Heaven

With all-new graphics, lighting, and landscape tech, six distinct West Virginia regions will be brought to life in Fallout 76. From the thick, green forests of Appalachia to the toxic expanse of the Cranberry Bog, each unique region will offer its own risks and rewards — post-nuclear America has never looked so good.

Fallout 76 Screenshot

Fallout 76 Screenshot

Go C.A.M.P.ing

Introducing the all-new Construction and Assembly Mobile Platform (C.A.M.P.). With the C.A.M.P. you can build and craft anywhere in the world of Fallout 76. Use it to create much-needed shelter, safety, and supplies to survive the West Virginia wasteland. You can also use the C.A.M.P. to trade with other survivors (players). Just keep a close eye on neighbors who might be a little too friendly…

Fallout 76 Screenshot

Fallout 76 Screenshot

Get Contaminated

Part of your adventure may lead you to uncover the ultimate weapon in Fallout 76: Nuclear Missiles. Now you can be part of the destruction of humanity when the bombs fall, where the destruction will leave behind a high-level zone with rare and valuable resources. It’ll be up to you to unleash or protect the power of the atom.

Fallout 76 Screenshot

Fallout 76 Screenshot

Fallout 76 is available now on the Microsoft Store for the Xbox One family of devices and is an Xbox One X Enhanced title. You can also pick up the Fallout 76: Tricentennial Edition that includes bonus in-game digital items like Tricentennial Power Armor, a Vault Boy Mascot Head, Patriotic Uncle Sam Outfit, and more. Stay tuned to Xbox Wire for all of the latest news on your favorite Xbox One games as well as the latest news and updates on Fallout 76.

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Microsoft and Nielsen accelerate retail innovation through data and AI; announce strategic alliance

NEW YORK, N.Y. and REDMOND, Wash. – Nov. 13, 2018 – Nielsen (NYSE: NLSN) and Microsoft (Nasdaq: MSFT) today released details around a newly developed enterprise data solution that democratizes one of the largest consumer data sets in the world.  This strategic alliance has been brought to life through Nielsen Connect, powered by Microsoft Azure, the trusted and global-scale intelligent cloud platform.

John Tavolieri and Judson Althoff

John Tavolieri, President, U.S. FMCG and Retail and Chief Technology and Operations Officer at Nielsen, and Judson Althoff, Executive Vice President of Microsoft’s Worldwide Commercial Business, on stage at Nielsen’s Data Drives Growth event.

In today’s rapidly changing marketplace, Microsoft and Nielsen are together focused on helping Fast Moving Consumer Goods (FMCG) and retail companies find growth and accelerate innovation within an open data environment.

Already, Nielsen Connect is inspiring companies to glean more value from their data and sparking a movement for the industry to reimagine its approach to data strategy.  Through advanced analytics and artificial intelligence services built on Azure, Nielsen Connect is helping companies integrate data assets to more easily spot emerging trends, diagnose performance gaps, and act faster on opportunities to grow. Most notably, this platform enables clients to use their data as an enterprise asset across all parts of their organization.

“Nielsen’s powerful data is as much of an enterprise asset as people and products,” said John Tavolieri, President, U.S. FMCG and Retail and Chief Technology and Operations Officer at Nielsen. “It’s our priority to make sure clients are maximizing their data assets, so Nielsen and Microsoft are breaking down the silos of the status quo. We are helping the retail industry reimagine its approach to data by creating a truly open and global environment of collaboration, encouraging companies to evolve beyond mere data management. Adopting a holistic data strategy will be the only way to win in FMCG and retail.”

“The first critical step toward digital transformation, especially among retailers, is breaking down the barriers between customer and operational data to fuel insights for the business,” said Judson Althoff, executive vice president of Microsoft’s Worldwide Commercial Business. “Because retail happens wherever customers are and whenever they choose, Nielsen Connect provides high reliability at a global scale 24/7. Microsoft is a natural partner for Nielsen, trusted by global enterprises to protect their data and power their critical business solutions.”

Grounded by the richest data available in the fast-moving consumer goods space, Nielsen Connect brings clarity to what’s happening in the market from every angle.  Nielsen’s deep media and consumer measurement (including retail point-of-sale data, consumer panel, e-commerce, fresh food and cross-platform media data), is integrated with a robust variety of data sources, including  data provided directly from clients as well as from Nielsen Connect Partners. Nielsen’s reference data, which provides structure to the world’s most robust retail and shopper information, powers this system to make integration across data sources and countries simple. Within this open and agile platform running on Microsoft Azure, customers can easily access data sets via APIs and connectors, allowing them to extract the data they need to fit their own technology strategy.

The joint Microsoft and Nielsen solution is live today and will serve as a one-stop-shop in creating scalable, high-performance data environments that enable greater real-time collaboration for faster results. Through this strategic alliance, the two companies will continue to work toward a mutual vision of an open and connected data universe, empowering a new generation of solutions for the FMCG retail marketplace.

About Microsoft
Microsoft (Nasdaq “MSFT” @microsoft) enables digital transformation for the era of an intelligent cloud and an intelligent edge. Its mission is to empower every person and every organization on the planet to achieve more.

About Nielson
Nielsen Holdings plc (NYSE: NLSN) is a global measurement and data analytics company that provides the most complete and trusted view available of consumers and markets worldwide. Our approach marries proprietary Nielsen data with other data sources to help clients around the world understand what’s happening now, what’s happening next, and how to best act on this knowledge. For more than 90 years Nielsen has provided data and analytics based on scientific rigor and innovation, continually developing new ways to answer the most important questions facing the media, advertising, retail and fast-moving consumer goods industries. An S&P 500 company, Nielsen has operations in over 100 countries, covering more than 90 percent of the world’s population. For more information, visit www.nielsen.com.

Media contact

Genevieve Aronson, VP Communications, Nielsen Genevieve.Aronson@nielsen.com, (646) 654-5742

Microsoft Media Relations, WE Communications for Microsoft, (425) 638-7777,

rrt@we-worldwide.com

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Microsoft driving intelligent, connected smart cities

Barcelona may be one of the world’s major global centers for tourism, the economy, trade and culture but, starting today, it’s the apex for smart cities. Our Microsoft CityNext team and partners are excited to join government and civic leaders as well as experts at the Smart City Expo World Congress (SCEWC2018) to address key issues facing cities, including:

  • Enhancing urban mobility
  • Building smarter infrastructure
  • Improving citizen and social care
  • Strengthening public safety.

Innovations for smart cities

While the Internet of Things (IoT) has been part of smart cities strategy from the early days, we are now reaching a tipping point where these solutions can be created at scale and securely, using sophisticated models and artificial intelligence capabilities to improve our work and personal lives across these scenarios. Microsoft is bringing its leading capabilities from the intelligent cloud to the intelligent edge into these solutions.

This approach for creating intelligent, connected smart cities results in digital transformations and services that address priorities, better serve citizens, and enable more sustainable, prosperous and inclusive communities. For example, the convergence of the cloud, AI and IoT is behind our new Azure Digital Twins service, which allows cities and other customers to model the relationships and interactions among people, places and devices before connecting devices to that model. Learn more about Digital Twins here.

During the recent IoT Solutions World Congress, we announced that IoT has the potential to create more efficient and vibrant cities by providing new insights and approaches to transportation and traffic, energy reduction, construction, utilities, parking and much more. Learn how our IoT solutions are enabling transformations here.

In another indication that the Azure cloud continues gaining momentum, Moovit, the world’s largest urban mobility data and analytics company and No. 1 transit app, announced last week that it will integrate its sophisticated API data into Azure Maps. This partnership provides a comprehensive mapping solution that brings together location awareness with public transit data, enabling developers to build richer apps requiring public transportation routing services—such as city planning around public transit, multi-modal routing and HOV or toll-road avoidance route optimization—helping cities harness intelligence to minimize urban congestion and reduce their carbon footprint.

Cities transforming with the cloud, AI and IoT

During SCEWC2018, Microsoft will join city leaders, solution experts and partners to showcase modern solutions built on our cloud, AI and IoT. These powerful technologies are enabling “intelligent cities” across the U.S. and around the world, for example:

  • Antwerp, Belgium, chose Microsoft Azure-based Be-Mobile technology to build its SlimNaarAntwerp platform, which is providing citizens with a mobility-as-a-service solution to identify an optimum trip, combining different means of transportation—car, train, shared bikes and on foot. The plan is to avoid 20,000 car movements to Antwerp’s city center during rush hours while improving satisfaction.
  • Denver is aggressively embracing and testing new and better ways to deploy technology and using data to improve services for residents, businesses and visitors. Building on Azure and other Microsoft technologies, the Mile-High City is in the middle of a four-year, $12 million smart city program to reduce traffic congestion, improve pedestrian safety and enhance quality of life, particularly in underserved communities.
  • Espoo, Finland, is a hub of technology and business innovation, and the city wants to deliver public services that are just as innovative. To better understand the service needs of its 282,000 citizens, Espoo together with software and services company Tieto built an experimental City-as-a-Service platform that combines Tieto’s AI and advanced analytics know-how with cloud services from Microsoft Azure. A challenge is how to offer the right services in the right time for the right customers in predictive ways. To do that, Espoo needed a platform that could process more than 500 million rows of data—from social and healthcare, daycare services and other agency records—at any one time. The successful experiment demonstrated that the city can use the platform to predict which citizens may need social welfare services, provide services proactively—and deliver far better outcomes.
  • Houston is partnering with Microsoft to drive the city forward with technology innovations that address key priorities, including disaster recovery and response, building and school safety, and more efficient, capable transportation, as shown in this video. For example, using our cloud-powered IoT hub, AI and Cognitive Services, Houston is deploying a connected buses solution to provide internet access to riders and increase safety by: installing a driver panic button to get help with onboard medical emergencies or altercations, a fleet management system to confirm buses are being driven safely and an alert to identify near-term maintenance requirements that help prevent breakdowns.

Partners joining us at SCEWC2018

These 12 CityNext partners are joining us in Barcelona to showcase solutions built on our platform to support smart city initiatives and modernization projects around the world:

Connect with us—at SCEWC2018 or your city

Microsoft CityNext looks forward to connecting with city leaders attending SCEWC2018 this week. We invite you to join us at the Intelligent Cities Forum at Smart City Expo, hosted in the East Agora from 4 to 7 p.m., Tuesday, Nov. 13. During this fast-paced agenda, city leaders, solution experts and Microsoft executives will showcase​ industry-leading, modern technology to enable intelligent cities. We’ll highlight areas such as smart infrastructure, urban mobility, social care and public safety in the context of two critical scenarios. This forum will focus on the “how” of building an intelligent city and provide you with real examples to ​implement today. Tapas and refreshments provided.

We also welcome the opportunity to help your city find its path to digital transformation with our cloud, AI and IoT solutions. To get started, please utilize these additional resources:

Learn how AI is transforming industries around the world by reading the Intelligent Economies: AI’s Transformation of Industries and Societies Report by the Economist Intelligence Unit.

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These teachers are taking their students around the world with Skype

Inspiring students to look beyond themselves

Disale is not alone. Shiva Kumar, who teaches in the sweltering farmlands of southern India, is Asia’s first Skype Master Teacher, a designation for volunteers who use Skype often in their lessons and are willing to train other teachers in how to use it to connect their classrooms.

Through Skype sessions, his students have traveled millions of miles around the world, virtually. Living in a flat, hot region, Kumar’s students were amazed when they experienced a Skype call with an Arctic research team. “It was eye-opening for them to discover that such a cold region exists in the world,” he says.

After more than a thousand interactions with classrooms or experts in dozens of countries since 2015, he’s still amazed by the surprising lessons learned.

Take the time his class of 8- to 10-year-olds had a Skype call with kids in a Kenyan refugee camp. “We found out that six kids were sharing one textbook there, and my students were shocked to learn of the difficulties they have and yet see the empathy flowing among them despite it all,” Kumar recalls. “My students realized there are a lot of poor people in the world, and it inspired them to start sharing more amongst themselves. Even small things like lunch, or a pencil or eraser, or sports equipment — they began sharing everything.”

“We’ve had sessions with 78 different countries,” says Kumar. “But in spite of all that diversity, the sense of commonality is what comes through to the kids. When they laugh and share things, that’s what they identify: oneness within diversity.”

For this year’s Skype-a-Thon the students in Kumar’s 10 STEM classes will bring their sleeping bags to school so they can do eight-hour shifts of 30-minute Skype sessions. The two-day marathon of virtual travel has become a staple for Kumar’s classes ever since they did the first one four years ago, when the students’ connections with classrooms around the world spanned more than a million miles. The kids decorate their school with lights and showcase their Indian culture through traditional dances and musical instruments, as well as modern STEM projects.

Disale will also be participating in the Skype-a-Thon, where he will be connecting 30 classrooms across 17 countries. Last year, almost half-a-million students from more than 90 countries participated, traveling 14.5 million miles. The goal is to meet or exceed those figures this year. For every 400 miles virtually traveled in the Skype-a-Thon, Microsoft will donate the resources for a student to attend school in one of the nine WE Villages in Asia, Africa, and Latin America, with a goal of helping 35,000 kids.

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People’s online social circles are becoming riskier, new Microsoft research shows

Bullying, unwanted contact and receiving unwelcome sexual images and messages were the most prominent risks in our latest digital civility research and, while strangers still pose the majority of online threats, data show a distinct rise in risk-exposure from people’s own social circles.

According to preliminary results from our latest study, 63 percent of online risks were sourced from strangers and people whom respondents knew only online – largely unchanged from the previous year. Meanwhile, 28 percent of online risks came from family and friends, up 11 points. In addition, findings revealed a relationship between risk-exposure and familiarity with the perpetrator: respondents who had met their abuser in real life were almost twice as likely to experience an online risk. More disheartening were indications that people were targeted because of their personal characteristics, namely gender, age and physical appearance.

These are some early findings from Microsoft’s latest study, “Civility, Safety and Interactions Online – 2018,” which measured attitudes and perceptions of teens and adults in 22 countries[1] about the online risks they face[2] and how their interactions impact their lives. As with previous years’ surveys, full and final results will be made available on international Safer Internet Day on Feb. 5. We chose to make these results available today in conjunction with World Kindness Day to emphasize the need for more civil and respectful interactions both online and off.

Examining the risk categories: Reputational, behavioral, sexual and personal/intrusive  

In 2017, results showed that people’s digital interactions and responses to online risks appeared to be improving, but what was surprising was that many of those targeted for abuse said their offenders came from their immediate families and social circles. We decided to take a closer look at some of these findings this year and we found that unsettling trend was continuing. Indeed, negative experiences from family, friends and acquaintances were up 4 percent, 7 percent and 2 percent, respectively, while a new classification of perpetrators – colleagues and coworkers – accounted for 9 percent of people’s unpleasant interactions online.

As for the nature of online risks across and within the four risk categories – reputational, behavioral, sexual and personal/intrusive – 40 percent of respondents experienced behavioral risks and unwanted contact (a personal and intrusive risk); just over one-third (34 percent) reported negative experiences of a sexual nature, and 28 percent said they fell victim to hoaxes, scams or fraud, another personal and intrusive risk. Interestingly, 60 percent of those who experienced a behavioral risk also experienced unwanted contact and, coincidentally, 60 percent of those who experienced unwanted contact also experienced a behavioral risk.

Perpetrators of risk graphBullying seemed to define the behavioral category. Nearly all respondents who reported experiencing a behavioral risk was a target of name-calling, purposeful embarrassment or some other form of bullying. Unwanted contact was characterized by repeated attempts to contact the target, with more than four in 10 respondents reporting at least one form of repeated unwanted contact. Receipt of unwelcome sexual imagery and messages dominated the sexual risk category, with another nearly four in 10 experiencing repeated attempts to start a romantic relationship. Finally, the commonly experienced hoaxes, scams and fraud risk was led by false and misleading information. Fake news and internet hoaxes were the most common type, far outpacing fake anti-virus scams. More detailed findings across all of these individual risks and risk categories will be released on Safer Internet Day 2019.

Get ready for Safer Internet Day 2019: Pledge to be more respectful online

On World Kindness Day and in gearing up for Safer Internet Day, we’re again encouraging global internet users to pledge to engage responsibly online. Follow the example of the 15 impressive teens that served on our inaugural Council for Digital Good, and take our Digital Civility Challenge:

  1. Live the Golden Rule by acting with empathy, compassion and kindness in every interaction, and treating everyone you connect with online with dignity and respect.
  2. Respect differences, honor diverse perspectives and when disagreements surface, engage thoughtfully, and avoid name-calling and personal attacks.
  3. Pause before replying to things you disagree with, and don’t post or send anything that could hurt someone, damage reputations or threaten someone’s safety.
  4. Stand up for yourself and others by supporting those who are targets of online abuse or cruelty, reporting threatening activity and preserving evidence of inappropriate or unsafe behavior.

Find more great advice from our council members here, and visit our website and resources page for help in handling almost any online safety situation. For more regular news and information, you can connect with us on Facebook and Twitter. However you choose to learn and get involved, make this World Kindness Day count when it comes to safer and healthier online interactions.

[1] Countries surveyed:  Argentina, Belgium, Brazil, Canada*, Chile, Colombia, France, Germany, Hungary, India, Ireland, Italy, Malaysia, Mexico, Peru, Russia, Singapore*, South Africa, Turkey, the United Kingdom, the United States and Vietnam. (* Indicates the first time this country has been included in this research.)

[2] In the latest study, the 21 risks break down as follows:

  • Reputational – “Doxing” and damage to personal or professional reputations
  • Behavioral – Being treated meanly; experiencing trolling, online harassment or bullying; encountering hate speech and microaggressions
  • Sexual – Sending or receiving unwanted “sext” messages and making sexual solicitations; receiving unwanted sexual attention – a new risk added in this latest research, and being a victim of sextortion or non-consensual pornography (aka “revenge porn”), and
  • Personal / Intrusive – Being the target of unwanted contact, experiencing discrimination, swatting, misogyny, exposure to extremist content/recruiting, or falling victim to hoaxes, scams or fraud.

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ERM contributes to a more sustainable future with Microsoft 365

Today’s post was written by Richard Zotov, Group CIO at ERM.

The sustainability industry addresses the complex balancing act between supporting socioeconomic development and ensuring the healthy future of our environment and our communities. ERM employees are passionate about helping to shape a sustainable future with the world’s leading organizations. We work with the majority of Fortune 500 companies, whose activities—from drilling oil to discovering the next miracle drug—have an enormous impact on us all. Because sustainability means something different for every customer, like exploring clean energy sources or guaranteeing an ethical supply chain, ERM employees must be skilled, flexible, and agile in how they approach each engagement.

It is my goal as CIO to make sure this amazing group of more than 5,000 individuals have the best tools at their disposal as they collaborate in creative teams across 40 countries to help our customers achieve their unique business and sustainability goals. So we made the strategic decision to harness technology and data to digitalize and transform how we work. That’s when we deployed Microsoft 365 across our entire organization, from administrators in our 160 offices to mobile consultants gathering data in the field. Today, ERM employees have new tools to work faster, better, and safer, accelerating the positive, global impact of the work we do.

Now that everyone uses the same Microsoft 365 toolkit to collaborate, harness data, and streamline operations, we have a unified foundational layer for our new workplace culture. We’re connecting our entire business to be more efficient. And when it comes to security, we can meet our customers’ high standards and enhance the credibility of our security position with the Microsoft cloud platform.

This workplace transformation is really a two-pronged approach to remaining at the forefront of the sustainability industry. First, we harness technology and data to accelerate our sustainability and environmental health and safety services. The second involves looking at how we develop new revenue streams as an offshoot of our newly digitalized way of doing business.

With Microsoft 365, we are making headway with the first goal. It’s part of an enterprise-wide push to focus on exceptional customer value. For example, we have technologically transformed how we collect, store, and manage data during site investigation, one of our biggest service lines. Onsite data collection used to be a laborious manual process. Today, we use Microsoft 365 to help digitalize data collection—consultants take tablets into the field for data input and upload it for storage in the Microsoft cloud where it’s available in real-time for colleagues to analyze back at the office. Now our customers receive our reports in easily consumable Power BI dashboards, as opposed to lengthy write-ups, and we’re delivering insightful data into the hands of our customers faster.

As we gain experience in transforming our service lines using Microsoft cloud services, among others, we’ll be in a better position to explore new digital opportunities that help add value to the work we do for customers. This strategy will keep us at the leading edge of technology innovation and help maintain our competitive advantage.

As we work with the intelligent tools within the Microsoft 365 cloud platform, we empower our employees to deliver value to our customers—helping them achieve that balance between doing business and being a conscious steward of the environment. It’s great to know that ERM is adding to the global dialogue on sustainability, contributing to a healthier future for the planet.

—Richard Zotov

Read the ERM case study for more on their move to a modern workplace with Microsoft 365.

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Educators: Prep for computer science week in Nov. 20 TweetMeet

Calling all classrooms with up-and-coming coders and app makers-to-be: Computer Science Education Week is happening on December 3 – 9 this year. In celebration of this event, our 14 global hosts are excited to offer you a new #MSFTEduChat TweetMeet on Computer Science, Hour of Code and Computational Thinking.

Joining from all over the world, our hosts hope to inspire you in empowering your students to prepare for their futures. For a glimpse of what’s in store, catch up on the most recent #HackTheClassroom event and watch some changemakers in action.

This month’s TweetMeet also dives into Voyage Aquatic, a brand-new Minecraft Hour of Code tutorial just launched in close partnership with Code.org (@codeorg).

Join the #MSFTEduChat TweetMeet on Tuesday, November 20, at 10:00 a.m. PST (check your time zone here) to learn more. (Sounds great, but what’s a TweetMeet?)

We offer a total of 8 language tracks this month: In addition to English, you can also participate in Español (Spanish), Italiano (Italian), Português (Portuguese),اللغة العربية  (Arabic), Sprski (Serbian), Deutsch (German) and Nederlands (Dutch).

For each language track, we have one or more hosts to post the translated questions and respond to educators. As always, we’re super grateful to all current and former hosts who are collaborating closely to provide this service.

The #TweetMeetXX hashtags for non-English languages are to be used together with #MSFTEduChat so that everyone can find the conversations back in their own language. For example: Portuguese-speaking people use the combination #TweetMeetPT #MSFTEduChat. English-speaking educators may all use #MSFTEduChat on its own.

Our #MSFTEduChat TweetMeet is celebrating #CSEdWeek and #HourofCode with tips from the pros! Join us on Tuesday, Nov. 20 from 10 a.m. to 11 a.m. PST. #CS #MSFTEduChat Click To Tweet

More ways to participate

  • Post-event summary: We will publish a new post after this #MSFTEduChat event summarizing the key lessons from the conversations during the TweetMeet. The hosts will collaborate to curate a top selection of the tweets and trends they found most significant. For even more highlights from the TweetMeet, the blog post will offer multiple Twitter Moments – curated stories and conversations from Twitter. Look for this blog post soon after the event.
  • TweetMeet fan? Show it off on your Twitter profile: Every month more people discover the unique nature of the TweetMeets and become passionate about them. Well, you can now show your passion for the TweetMeets right from your Twitter page. The dimensions of our Twitter Header Photo are 1500×500 – the perfect size for your Twitter profile. Get this month’s image here: #MSFTEduChat Twitter Header Photo.

Why join the #MSFTEduChat TweetMeets?

TweetMeets are monthly recurring Twitter conversations about themes relevant to educators, facilitated by Microsoft Education. The purpose of these events is to help professionals in education to learn from each other and inspire their students while they are preparing for their future. The TweetMeets also nurture personal learning networks among educators from across the globe.

We’re grateful to have a support group made up exclusively of former TweetMeet hosts, who volunteer to translate communication and check the quality of our questions and promotional materials. They also help identify the best candidates for future events, provide relevant resources, promote the events among their networks, and, in general, cheer everybody on.

When and how can I join?

Join us Tuesday, November 20 from 10 a.m. to 11 a.m. PDT on Twitter using the hashtags #MSFTEduChat, #CS, #HourofCode, #CSEdWeek  and #MicrosoftEDU (which you can always use to stay in touch with us). To find the event time for your specific location, use this time zone announcer.

From our monthly surveys we know that you may be in class at event time, busy doing other things or maybe even asleep – well, no problem! All educators are most welcome to join after the event. Simply take a look at the questions below and respond to these at a day and time that suit you best. You can also schedule your tweets in advance. In that case, be sure to quote the entire question and mention the hashtag #MSFTEduChat, so that everyone knows the right question and conversation to which you are responding.

How can I best prepare?

To prepare for the #MSFTEduChat TweetMeet, have a look at the questions we crafted this time.

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We’ve also lined up the following resources that cover Minecraft’s Code Builder, a useful Computer Science curriculum and a convenient course on how you can bring Computational Thinking into your classroom:

Our hosts have also assembled this great Flipgrid:

TweetMeet Questions

Hosts


All 14 hosts have been carefully recruited from across the globe based on their expertise in and passion for engaging their students in Computer Science, Hour of Code and Computational Thinking:

  • Alfred Thompson @alfredtwo (High school computer science teacher from New Hampshire, USA)
  • Amanda Calitz @AmandaCalitz (MIE Expert, MIE trainer 21CLD lecturer at the University of the Witwatersrand- Johannesburg, South Africa)
  • Amanda Ford @aford78 (West College Scotland Games lecturer, MIE Expert, CoderDojo Mentor & Mini Game Jam organiser – Glasgow, Scotland)
  • Areej Alghamdi @Areejabdullahsa (MIE Expert, MIE trainer – Jeddah city, The Kingdom of Saudi Arabia)
  • Brian Dang @8bitclassroom (Program Manager on Microsoft PowerApps, maker of educational apps – Bellevue, WA USA)
  • Doug Bergman @DougBergmanUSA (Innovative, Project-Based Computer Science teaching, author – Charleston. SC, USA)
  • Francisco Tejeira @ftejeirab (ICT Coordinator and Digital Design Teacher at SEK Alborán International School, MIE Expert – Almerimar, Spain)
  • Marco Neves @mbrasneves (MIE Expert, Computer Science Teacher, Educational Project Coordinator and Teacher Trainer – Batalha, Portugal)
  • Michael Drezek @m_drez (District Technology Integrator/TOSA at Lake Shore CSD. MIE, Minecraft Global Mentor, Flipgrid Global Rockstar, Ignite Speaker – Angola, NY, USA)
  • Monia Mahmoudi @mannou77 (MIE Expert, Computer science teacher,  International School Award coordinator ,leading teacher of Europe code week in my country  – Sidi Bouzid, Tunisia)
  • Olalekan Adeeko @lincolndemo (ICT Teacher, MIE Expert and co-founder of Codeliners – Abeokuta, Ogun State, Nigeria )
  • Patricia Gartland @p_gartland (CEO/Superintendent School District No. 43 – Learning Without Boundaries – Success In Life For All, International Educator – Coquitlam, BC, Canada)
  • Pauline Maas @4pip (Teacher ICT Special Education Needs, Author of 5 coding books for children, giving lots of lectures and workshops to teachers how they can implement Computational Thinkings in their schools – Netherlands)
  • Sacha van Straten @svanstraten (Head of ICT, Computing & Digital Learning. MIE. MA in Computing Education – Windsor, England)

As of November 2018, the TweetMeet Team is proud to be joined by Anica Tričković. This educator from Serbia is well-known among Microsoft educators for coordinating the highly popular, multi-lingual SuperSway TweetMeet invitations that the hosts collaborate on every month. As a member on the TweetMeet Team, Anica will continue to collaborate with the hosts, guide them through their preparations for the event, and keep the resources up-to-date. You can follow Anica on Twitter @AnicaTrickovic.

What are #MSFTEduChat TweetMeets?

Every month Microsoft Education organizes social events on Twitter targeted at educators globally. The hashtag we use is #MSFTEduChat. A team of topic specialists and international MIE Expert teachers prepare and host these TweetMeets together. Our team of educator hosts first crafts several questions around a certain topic. Then, before the event, they share these questions on social media. Combined with a range of resources, a blog post and background information about the events, this allows all participants to prepare themselves to the full. Afterwards we make an archive available of the most notable tweets and resources shared during the event.

Please connect with TweetMeet organizer Marjolein Hoekstra @OneNoteC on Twitter if you have any questions about TweetMeets or helping out as a host.

Next month’s topic: Best of 2018

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Brad Smith on the Paris Call: An important step toward peace and security in the digital world

Today, French President Emmanuel Macron launched a global effort among governments, businesses and civil society to protect and defend against threats to the digital infrastructure that runs our daily lives. We’re proud to be one of the 370 signatories of The Paris Call for Trust and Security in Cyberspace. This includes 51 governments from around the world, including all 28 members of the European Union and 27 of the 29 NATO members. It also includes key governments from other parts of the world, including Japan, South Korea, Mexico, Colombia and New Zealand.

The Paris Call is an important step on the path toward digital peace, creating a stronger foundation for progress ahead. It calls for strong commitments in support of clear principles and strong norms to protect citizens and civilian infrastructure from systemic or indiscriminate cyberattacks. Similarly, it calls for governments, tech companies and nongovernmental organizations (NGOs) to work together to protect our democracies and electoral processes from nation-state cyberthreats.

The Paris Call breaks new ground by bringing together to support these steps an unprecedented and broad array of supporters. Its signatories include more than 200 companies and business associations, including leading tech companies such as Microsoft, Google, Facebook, Intel, Ericsson, Samsung, Accenture, Fujitsu, SAP, Salesforce and Hitachi. Importantly, it also includes leading financial services institutions such as Citigroup, Mastercard, Visa, Deutsche Bank, as well as industrial leaders such as Nestle, Lufthansa and Schneider Electric. And it includes almost 100 critical NGOs that span groups across civil society.

All of this is important for a reason. Success in advancing cybersecurity requires an approach that is not only multinational, but multistakeholder in nature. This is because cyberspace, unlike the traditional planes of warfare like land, sea and air, is typically privately owned. Cyberspace in fact consists of concrete elements in the real world, such as datacenters, undersea cables, and laptops and mobile devices. These are designed and manufactured by private companies. And often they are owned and operated by tech companies and others in the private sector.

While the tech sector has the first and highest responsibility to protect this technology and the people who rely upon it, this is an issue that requires that governments, companies and civil society come together. That is the only effective way to protect people from what at times have become military-grade cybersecurity threats.

Increasingly, it is apparent that the people of the world appreciate this as well. This morning in Paris I announced that more than 100,000 individuals from more than 130 countries have now signed the petition calling for Digital Peace Now, spearheaded with Global Citizen. And like the signatories to the Paris Call, this number is continuing to grow.

Today’s announcements came as part of the Paris Peace Forum, an event commemorating the centennial of the Armistice that brought an end to the First World War. As was the case a century ago, the nature of technology and warfare is changing. A century ago, governments and human institutions failed to adapt to the changing world. This century, we need to do better. With the help of clear principles, strong protection and a growing multistakeholder coalition, we can build on today’s milestones and continue to provide the world the strong cybersecurity it deserves.

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Everything the Xbox team announced at X018

This weekend, the Xbox community came together to take part in X018, a global celebration of all things Xbox filled with news, first looks, and plenty of surprises. More than 10,000 fans joined us at the fourth-annual Xbox FanFest: Mexico City to get a closer look at the future of Xbox through hands-on events and panels featuring members of Team Xbox, streamed live on Inside Xbox.

The big news of the day was the announcement that two game development studios with storied histories will join Microsoft Studios to create exclusive games for Xbox fans. Coupled with the five new studio partners we announced at E3, the future of Xbox exclusives is looking bright.

X018 showcased a lineup of upcoming titles with something for every gamer, including a first-look at Crackdown 3’s multiplayer mode, and new content from Just Cause 4, Sea of Thieves, State of Decay 2, and many more. What’s more, we’ve now got over 327 titles enhanced for Xbox One X, the world’s most powerful console. From exclusive blockbusters like Forza Horizon 4 to holiday standouts like Fallout 76, there’s no denying the biggest games of the holiday season play best on Xbox One.

Xbox also revealed deep console and game discounts for the holidays, as well as access to more than 100 games for one low monthly price through Xbox Game Pass – the best value in gaming. The team announced a number of awesome new titles coming to Xbox Game Pass soon, including hits like PlayerUnknown’s Battlegrounds (PUBG).

So, without further ado, let’s take a closer look at today’s big news:

Obsidian Entertainment and inXile Entertainment Join Microsoft Studios

As part of our commitment to bringing a steady stream of new, exclusive games to our fans, Matt Booty announced Microsoft’s intent to acquire two game development studios – Obsidian Entertainment and inXile Entertainment. The teams at Obsidian and inXile share a distinguished reputation for creating deep, engaging role-playing games. As part of Microsoft Studios, Obsidian and inXile will have the support and freedom to fully realize creative ambitions on both existing franchises and new projects. These two creative teams will continue to operate autonomously and bring their unique talents, IP and expertise to Microsoft Studios as they build new RPG experiences for our players and fans. You can learn more about Obsidian Entertainment and inXile Entertainment in our full announcement post here. 

Crackdown 3 Announces Xbox Game Pass Launch on February 15 with Explosive Debut of Wrecking Zone Multiplayer

X018 provided a first look at the over-the-top antics and explosive gameplay of Crackdown 3’s Wrecking Zone, an all-new multiplayer mode where environmental destruction is your secret weapon to take down your enemies. Developed by Microsoft Studios in collaboration with Sumo Digital and Elbow Rocket, Crackdown 3 will bring super-powered Agents to New Providence, an action-packed open-world, to take down a criminal corporation using an explosive set of weapons and abilities. Step up your boom in the campaign on your own or with a friend to unleash cooperative mayhem when Crackdown 3 launches on February 15, 2019. Crackdown 3 is available at launch with Xbox Game Pass and globally on Xbox One and Windows 10.

As a special thanks to our fans, and to celebrate our X018 announcements, we will be offering the original Crackdown to all fans free of charge from now until November 30th. Experience the original now with Xbox One X enhancements. Head to the Microsoft Store now to get your copy!

The Hits Keep on Coming with Xbox Game Pass

Today, Microsoft announced the general availability of the Xbox Game Pass app on iOS and Android, enabling you to seamlessly browse and download new games to your home console via your mobile device, so you can quickly jump into gameplay the next time you turn on your Xbox One. We are also excited to continue to expand and diversify the Xbox Game Pass catalog by making the popular blockbuster title PlayerUnknown’s Battlegrounds (PUBG) available to all members beginning on November 12. In addition, Thief of Thieves is officially available on Xbox One and in Xbox Game Pass starting today and we’re bringing Agents of Mayhem, MXGP3 and Thomas Was Alone to you starting on November 22.

We are also excited to bring unique gaming experiences like Ori and the Blind Forest, Kingdom Two Crowns and Hellblade: Senua’s Sacrifice to Xbox Game Pass this December and we announced additional new games from independent developers launching through the ID@Xbox program that will come to Xbox Game Pass the day they debut on Xbox One. Starting this holiday, this list includes Aftercharge, Supermarket Shriek, Mutant Year Zero, Pathologic 2, The Good Life, Void Bastards, and Secret Neighbor. Furthermore, we confirmed Ori and the Will of the Wisps will be available in Xbox Game Pass timed to its global release on Xbox One and Windows 10 PC in 2019.

And if all that isn’t enough to whet your Xbox Game Pass appetite, we also have an exciting offer you don’t want to miss. Starting today through January 3, you can sign up for Xbox Game Pass and receive your first full month for just $1. With a growing catalog of over 100 great games and new titles added every month, now has never been a better time to become an Xbox Game Pass member. Check out our full Xbox Game Pass post for complete details!

Xbox Delivers Its Biggest Black Friday Deals Ever

The holidays are almost here, and this year shoppers around the world will be able to give more as Xbox is back with our biggest Black Friday sale ever. Xbox is offering deep discounts up to $100 off select Xbox One consoles, bringing Xbox One X down to its lowest price ever starting at $399.99. But the savings don’t stop there. Can’t decide what gift to give to the gamer in your life this holiday? Give the gift of more than 100 titles, including access to Xbox exclusives the same day they launch, for one monthly price at an even better value with deals on Xbox Game Pass.

Score your first month of Xbox Game Pass for just $1. Because gaming is better together, we’re also offering a big discount on Xbox Live Gold that lets you get one month for just $1. And of course, it wouldn’t be Black Friday without discounts on your favorite Xbox games, so we’re offering savings on titles such as Forza Horizon 4, Sea of Thieves, State of Decay 2 and more. Check out the full Black Friday post for more details.

The Biggest Blockbuster Games Play Best on Xbox One

During today’s show, we shared looks at a number of new games coming to Xbox One, as well as updates on some fan favorites:

Take a Trip to Fortune Island in Forza Horizon 4

Ben Thaker-Fell, Chief Designer of the Forza Horizon series, announced the first expansion for Forza Horizon 4, “Fortune Island”, which will release on Dec. 13 on Xbox and Windows 10 PCs. “Fortune Island” takes players on an all-new adventure in the remote northern reaches of the British Isles, where they will encounter extreme conditions including fierce lightning storms, perilous cliffside dirt roads, and sweeping paved mountain switchbacks under the mystical glow of the aurora borealis in search of hidden treasure.

Forza Horizon 4 players will also be able to drive all five of Ken Block’s high-powered, custom-built Ford vehicles from the upcoming GymkhanaTEN, the 10th installment of the award-winning, Gymkhana viral video franchise. These rides began rolling out in Forza Horizon 4 earlier this month for Car Pass members with the release of the 1977 Ford GymkhanaTEN, F-150 Hoonitruck and the 1993 Ford Escort Cosworth Group A. Coming in November for all players are the 1965 Ford Hoonicorn Mustang V2 and the 2017 Ford Fiesta RS and arriving in December is the 2016 Ford GymkhanaTEN Focus RS RX.

Forza Horizon 4 “Fortune Island” will be available as part of the Forza Horizon 4 Expansions Bundle which provides players with two game expansions at a reduced cost of $34.99 . Owners of Forza Horizon 4 Ultimate Edition and  Forza Horizon 4 Ultimate Add-Ons Bundle  will receive Fortune Island at no additional cost. Xbox Game Pass subscribers, who do not already own one of the bundles, are eligible for 10% off a bundle or 10% off an individual purchase of Fortune Island.

Minecraft Marketplace Gets Bigger and Better

Helen Chiang, Head of Minecraft, dropped in to talk about Minecraft’s record-breaking year – a new game announcement, releasing major vanilla game updates, and surpassing 91 million monthly players. On top of all of this, Helen shared insight into the ever-expanding Minecraft Marketplace, bringing Marketplace partner PixelHeads along with her. PixelHeads, one of the most popular official Minecraft partner teams, stopped by to talk about their creations and how they got their start in game development and the Marketplace. During the show, the Minecraft team was proud to announce that the Marketplace has reached 77 partners who have driven more than 13 million purchases for their creations since it launched last June! Viewers also got a very special look at the history behind Cats and Pandas in Minecraft, which will release next month.

Battle Rival Crews in The Arena in Sea of Thieves

Sea of Thieves is changing in a big way with its fifth free content update since launch, ‘The Arena.’ Releasing in early 2019, ‘The Arena’ is an all-new competitive game mode that allows players to test their pirating skills in fast-paced matches against rival crews. Each match is a fun, frenetic and action-packed race to find treasure that brings together all the most exciting elements of Sea of Thieves – on demand. ‘The Arena’ also includes a new-tavern area together with a new Trading Company – the Sea Dogs – which will offer new goals, rewards and opportunities to progress to Pirate Legend. Sea of Thieves is available on Xbox One, Windows 10 and Xbox Game Pass as an Xbox Play Anywhere title.

Unveiling the Zedhunter Pack in State of Decay 2

Today, we got a first look at the next content pack for State of Decay 2 launching November 16th, the Zedhunter Pack. This new pack adds the powerful and silent crossbow as a new zombie-slaying weapon along with additional melee weapons, facilities, blood plague consumables, and gameplay updates like the ability to respect your skills all into the main game. As part of our continued commitment to supporting the four million players in the State of Decay 2 community, Zedhunter will be free for all players – owners of either Standard or Ultimate Edition along with Xbox Game Pass members. Looking forward, we also announced that we are working on a more challenging player experience coming in 2019. Stay tuned for additional details on this difficulty setting and more.

Shoot Your Way to Safety in Void Bastards

Premiered during Inside Xbox and inspired by BioShock and System Shock 2, Void Bastards is a revolutionary new strategy-shooter that will test your wits as well as exercise your aim coming to Xbox as a console launch exclusive. Can you lead the misfit prisoners of the Void Ark through the derelict spaceships and myriad dangers of the Sargasso Nebula? Will you make the right choices about what to do, where to go and when to fight? Master combat, manage ship controls, scavenge supplies, craft improvised tools and much more! Void Bastards will also come to Xbox Game Pass coinciding with its launch on Xbox One.

Battlefield V

A trailer was debuted highlighting the Xbox One X enhancements for the highly-anticipated title, “Battlefield V,” coming from Electronic Arts and DICE. Featuring 4K Ultra HD and HDR support on Xbox One X, leading to enhanced visuals allowing you to lead your squad to victory in the highest fidelity Battlefield title ever. It’s the best looking console experience launching worldwide on November 20, but EA Access members can jump in to the Battlefield V Play First Trial beginning November 9.

Our First Look at Devil May Cry 5’s ‘Void Mode’

Devil May Cry 5 producer Matt Walker joined director Hideaki Itsuno from Capcom’s head office in the vibrant city of Osaka to show off the rich culture of the city and share how the team draws from their surroundings. Itsuno provided insight into how Capcom’s action games are influenced by the Osaka area, before giving Inside Xbox a first look at the comprehensive training mode he’s created for Devil May Cry 5 – dubbed ‘The Void’. As a first for Xbox fans, Itsuno gave a personal tour of Nero’s Devil Breakers, including the bonus Devil Breakers available in the Deluxe Edition content of Devil May Cry 5.

Two Highly Anticipated Fighters Join the Jump Force Roster

Bandai Namco gives Inside Xbox an exclusive first look at some never-before seen special moves of two of the most anticipated characters slated to appear in Jump Force. Bandai Namco Entertainment America’s LATAM Community Manager Diego Paramio will give us a play-by-play to accompany the world debut of the Awakening Transformations of two legendary Dragon Ball characters that will be playable in Jump Force: SSGSS Vegeta and Golden Frieza! This is the first time fans will be able to see these two highly anticipated characters going into their respective super-powered modes and showing off their mightiest special moves!

As another special treat, Bandai Namco also premiered the first footage of SSGSS Goku in action in Jump Force! You won’t want to miss it!

Just Cause 4 Brings the Thunder

The new Just Cause 4 CGI cinematic trailer sums up the blockbuster action Just Cause 4 delivers. Rico Rodriguez faces his biggest challenge yet in Solís, leading the Army of Chaos against the ruthless Gabriela Morales.  Just Cause 4 is the biggest, most varied and creative Just Cause ever. Everything you love about the series is back and beefed up: insane physics, unmatched levels of destruction and the player’s trademark parachute, wingsuit and grapple. This December, Just Cause 4 brings the thunder on Xbox One and Xbox One X.

A Familiar Face Comes to Kingdom Hearts III

KINGDOM HEARTS III revealed the return of Winnie the Pooh in a brand new trailer at the Microsoft Fan Fest in Mexico City! The trailer also revealed ominous hints of Master Xehanort and Organization XIII’s nefarious activities. Sora, Donald, Goofy as well as many other Disney and Pixar heroes (like from Big Hero 6, Tangled, and Pirates of the Caribbean and more) will need to stand strong together and fight to save the light from the impending darkness. Attendees were able to play a demo that featured segments from the Hercules and Toy Story worlds. KINGDOM HEARTS III comes out January 29, 2019.

A Closer Look at The Forge in Shadow of the Tomb Raider

You may have already experienced Lara Croft’s defining moment, but Shadow of the Tomb Raider continues with The Forge – the first of seven, monthly DLC adventures. Join Narrative Director Jason Dozois and Senior Associate Producer Jo Dahan as they take Lara and her newfound friend, Abi on a co-op journey through the fiery tower of The Forge on Inside Xbox.

The Xbox One Backward Compatibility Catalog Continues to Grow

Today, we shared that on November 13, four, new Backward Compatible titles will be getting enhanced for Xbox One X. Final Fantasy XIII, Final Fantasy XIII-2 and LIGHTNING RETURNS: Final Fantasy XIII will be entirely new to the Back Compat catalog, while Civilization Revolution will be receiving an (Xbox One X Enhanced) update to take advantage of the world’s most powerful console. To date, gamers have enjoyed playing well over 1 billion hours of Backward Compatible games and we look forward to continuing to grow the collection including more than 500 Xbox 360 games, 25 Xbox One X Enhanced Xbox 360 titles, and 32 Original Xbox classics.

Play Your Way with Mouse and Keyboard Support

Support for mouse and keyboard input on Xbox One will arrive next week, with select titles enabled at launch for Insiders and even more coming. On today’s IX episode, Epic detailed how Fortnite will be one of the first titles to offer mouse and keyboard input alongside previously announced Warframe in today’s update, with Bomber Crew, Deep Rock Galactic, Strange Brigade, Vermintide 2, War Thunder and X-Morph Defense adding support in November, and Children of Morta, DayZ, Minion Master, Moonlighter, Vigor, Warface, and Wargroove adding support in the future. When the update launches next week, all developers will have the tools they need to create tailored mouse and keyboard experiences for their games as they see fit to ensure a fair and fun experience for fans.

Additionally, we shared that the best mouse and keyboard experience on Xbox One will be available through Designed for Xbox mice and keyboards. These are created for living room or desktop scenarios, come equipped with a dedicated Xbox key, and support the new Xbox Dynamic Lighting feature – enabling immersive in-game lighting effects. Razer will be the exclusive partner to ship a Designed for Xbox mouse and keyboard and will formally introduce the product at CES in January.

The Xbox Adaptive Controller Launches Worldwide

We’re very proud to announce that the Xbox Adaptive Controller is launching in 17 new markets in 2019, including Mexico. New countries to offer the acclaimed controller include Argentina, Brazil, Chile, China, Colombia, Hong Kong, Hungary, Israel, Japan, Slovakia, Mexico, Russia, Saudi Arabia, South Africa, Taiwan, Turkey and UAE. We’ll be bringing you more details on the worldwide launch of the Xbox Adaptive Controller soon.

#givewithXbox

We also announced #givewithXbox, a holiday-timed campaign from Xbox that aims to bring the joy of gaming to everyone. Beginning today and ending December 9, Xbox will donate $5 USD of Xbox products, up to $1 million, for every photo shared on social media about what gaming together means using the hashtag #givewithXbox. The donations will be split amongst four inspirational charities who help bring gaming to everyone: Child’s Play, Gamers Outreach, SpecialEffect and Operation Supply Drop. Xbox is committed more than ever to gaming for everyone and making Xbox a place where everyone has fun. So, jump in with Xbox to help even more people play this holiday season.

‘Winter of Arcade’ Returns this December

Last but not least, we’re thrilled to announce ‘Winter of Arcade’, where from December 6th to December 21st we will providing special incentives on select ID@Xbox titles to help you fill out your library. Tune into The Game Awards on December 6 live on Mixer for more info.