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  PC - Gwent: The Witcher Card Game
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: New Game Releases - No Replies

Gwent: The Witcher Card Game



In GWENT, gamers clash with their friends in fast-paced duels that combine bluffing, on-the-fly decision making and careful deck construction. The game is played over a best-of-three series of rounds, as players unleash their hand by slinging spells and diverse units with special abilities and use clever tricks to deceive their opponents.

Publisher: CD Projekt Red Studio

Release Date: Oct 23, 2018

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  News - No Microtransactions In EA's New Command & Conquer Remaster Collection
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: Lounge - No Replies

No Microtransactions In EA's New Command & Conquer Remaster Collection

Electronic Arts has shared more details on its upcoming Command & Conquer remasters. In a blog post, EA started off by confirming that it is remastering 1995's Command & Conquer: Tiberian Dawn and 1996's Command & Conquer: Red Alert. That game's expansion packs, including Covert Ops, Counterstrike, and Aftermath, will also get remastered.

In its blog post, EA also stressed that the new remasters are coming "without microtransactions," which sounds like good news.

EA is working with Petroglyph Games to develop the Command & Conquer Remastered Collection, which comprises Tiberian Dawn and Red Alert. The Las Vegas-based studio has a history with Command & Conquer, as some of its founding members worked on the original game at Westwood Studios before joining Petroglyph.

In its statement, EA said it hopes its partnership with Petroglyph will go a long way toward helping people feel comfortable about how the remaster collection will be handled.

"In addition to the excitement and support of this remaster initiative over the past month, there has also been a healthy skepticism that we can pull this off," EA said. "How are we possibly going to remaster these titles while maintaining the authenticity of the original experiences? Bottom line, there is no better way to achieve this than to partner with some of the talented developers who brought these original games to life."

What's more, EA also confirmed that the original Command & Conquer audio director and composer, Frank Klepacki, has returned to Petroglyph to work on the new remaster collection.

EA also recruited established CG company Lemon Sky Studios to work on the Command & Conquer remaster package. Lemon Sky has worked on loads of games in the past, including Diablo III: Eternal Collection, Spider-Man PS4, StarCraft Remastered, Dead Rising 4, Call of Duty: Infinite Warfare, Bloodborne, Gears of War 4, and Uncharted: The Lost Legacy, among many others.

There is no word as of yet regarding when the Command & Conquer remaster collection will launch or other key particulars about it, but keep checking back with GameSpot for the latest. EA previously said it it might release the remasters to celebrate the franchise's 25th anniversary, which could mean they'll launch in 2020.

At E3 this year, EA announced Command & Conquer: Rivals, a 1v1 free-to-play game that is currently available through an alpha. A public release will come later.

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  News - Owlchemy Lab devs include a variety of representation in avatar customization
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: Lounge - No Replies

Owlchemy Lab devs include a variety of representation in avatar customization

Owlchemy Labs is committed to ensuring its upcoming VR game, Vacation Simulator, is equipped with a system that allows for players to create authentic versions of themselves using the game’s robust avatar customizer. 

More recently, Microsoft worked together with gamers and disability advocates when designing accessible packaging for the Xbox Adaptive Controller, and it’s always great to see studios consult with experts to make sure representation is designed right. 

As explained in a blog post, the studio expressed its desire to include everyone in VR, writing that “tons of research, consultation and constant testing, testing, testing led us to the refined yet powerful set of options in the avatar customizer.”

“At the start of the game, you’re greeted by a friendly and accessible interface for customization— a vanity set full of switches, dials, and knobs for tweaking your avatar’s appearance,” the post continues. “Adjust the height of the vanity with the handle, and you’re off creating your virtual self!”

The avatar customizer allows players to pick their skin tone, visor color (as opposed to eye color), hair style and color, and glasses. When it came to skin tone, the studio notes that the first step was gathering as much information as they could, citing artist Angélica Dass’ Humanae Project and the beauty company Fenty’s foundation line to start. 

“Just this research gave us plenty to start working on, but we knew that we needed additional expertise to provide context to our existing knowledge and fill in the inevitable gaps,” the post reads.

“We reached out to fantastic groups like Google’s Product Inclusion team, our local experts from Pretty Brown & Nerdy, and even a few of our industry friends, all of whom helped us immensely to spot major gaps in our representation and understanding.” 

Representation is important, and its nice to see all of the different ways players will be able to tailor their characters in VR. Be sure to check out Owlchemy’s entire blog post here, which provides more detail in the system. 

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  News - Video: The art of developing audio soundscapes
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: Lounge - No Replies

Video: The art of developing audio soundscapes

In this GDC 2018 session, Guerrilla Games’ Anton Woldhek presents some practical tips from his years of experience in game development on the art of developing audio soundscapes for video games like Horizon Zero Dawn.

Woldhek presents the following questions: How does the state of a project, team and self influence this experience? How can developers take advantage of the opportunities they have at each of these states?

Although colored by his personal experience as an in-house sound designer, the ideas and processes can be applied to many departments, employment styles or experience levels.

It’s an insightful talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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  Xbox Wire - Updated Shopping Cart and Wish List coming to the Microsoft Store
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: Xbox Discussion - No Replies

Updated Shopping Cart and Wish List coming to the Microsoft Store

We work hard to improve the shopping experience in the Microsoft Store, and are always looking for ways to improve the discoverability and purchase of the products and services we sell. Today, we are excited to announce that customers can begin using our improved Shopping Cart and later this week, our new Wish List– two of the most-requested features from our fans.

Shopping Cart

Shopping Cart

As we mentioned previously, we’ve extended the existing Shopping Cart to work with games and apps for the Xbox One and Windows 10 PCs.  Today, the feature is once again available for testing. Whether you’re shopping for games or apps for Xbox One and/or Windows 10 PCs, hardware or accessories, the improved Shopping Cart means you only have to go through checkout once.

How to add a game or app to the Shopping Cart:

  1. Head to the Microsoft Store on Windows 10 PCs, online or on Xbox One (Xbox Insiders only)
  2. Navigate to the product details page for the item you wish to add to your cart
  3. Look for the “Add to Cart” button underneath the “Buy” button
  4. Select the “Add to cart” button
  5. To view your Shopping Cart, select the “Shopping Cart” button at the top of the Store navigation
  6. To remove an item from your Shopping Cart, navigate to that particular item on your Shopping Cart, and select “Remove”

Ready to check out? Click on the “Checkout” button to the right of your cart to complete your order.

Not ready to purchase a particular item? Navigate to that item in your Shopping Cart and select “Save for later.” We’ll remove that item from your cart and save it in a handy location right below the Shopping Cart itself for future reference.

Additionally, the updated Shopping Cart is persistent and works across Microsoft Store on Xbox One, Windows 10 PCs, and online. So, if you add or remove an item from your cart in one store, those changes will be reflected in the others.

Xbox Insiders can begin using the improved cart today, and shortly after Windows Insiders can begin testing the feature. In a few weeks, all customers using the Microsoft Store on Xbox One, Windows 10 PCs and online can start using it.

Wishlist

Wish Lists

Later this week, customers can begin using the new Wish List feature, which supports all physical products and digital games and apps in the Microsoft Store. The persistent and works across the Microsoft Store on Xbox One, Windows 10 PCs and online, so if you’re shopping on the Microsoft Store on your Xbox and add a digital game to your wish list, that game will appear in your Wish List in the Microsoft Store on Windows 10 PCs and online.

Sale pricing and badging is also supported within the Wish List, so customers will quickly be able to see when items on their Wish List go on sale.

How to add items to your Wish List:

  1. Head to the Microsoft Store on Windows 10 PCs, online or on Xbox One (Xbox Insiders only)
  2. Navigate to the product details page for the item you wish to add
  3. Look for the “Wish List” button underneath the “Buy” button
  4. Select the “Wish List” button
  5. To view your Wish List, activate the pull-down menu at the top of the Store navigation, and select the “Wish List” option
  6. To remove an item from your Wish List, navigate to that particular item on your Wish List, and select “Remove”

A customer’s Wish List can be kept private or made public and shared with others.

How to share a Wish List:

  1. Click on the “Settings” link in the wish list
  2. Select “Make the wish list public”
  3. Then, click on the “Share” button to share with friends and family

Note: On Xbox, customers will be able to share their public wish list with a list of their Xbox Live friends.

The Wish List feature will be initially be made available to all customers in all supported markets using the Microsoft Store on Windows 10 PCs and online, as well as to our Xbox Insiders. The Wish List will be available to all Xbox customers in a few weeks.

Thanks to the fans who provided suggestions and feedback regarding these features on both the Windows Feedback Hub app and the Xbox Ideas site. And we’d like to give a special shout out to our Xbox and Windows Insiders who tested the previous iteration of the new cart. Please don’t hesitate to let us know how we can continue to improve your shopping experience. Thanks!

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  News - Former Xbox Exclusive Ms. Splosion Man Blasts Onto Switch eShop Next Week
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: Nintendo Discussion - No Replies

Former Xbox Exclusive Ms. Splosion Man Blasts Onto Switch eShop Next Week


The former Xbox Live Arcade exclusive Ms. Splosion Man is seemingly making the Switch on 22nd November. Originally published by Microsoft in 2011, Twisted Pixel – the developer behind this critically-praised platformer – has since become independent, allowing its once limited release to roam free. This news stems from European and Australian eShop listings.

Ms. Splosion Man is the sequel to ‘Splosion Man, which was first released on the XBLA in 2009. The second game takes place right after a freak accident in a lab. You take control of Ms. Splosion Man as the character ventures outside for the first time.

Like the original ‘Splosion Man, your character is made up of explosive material – with the aim to “splode” through a series of levels made up of enemies, puzzles and traps. In total there are 50 single player levels and 50 unique multiplayer levels which can be played locally or online. Of course, if you want to play online, a paid membership will be required. The name Ms. Splosion man is a homage to Namco’s Ms. Pac Man.

When Twisted Pixel was acquired by Microsoft, its efforts were focused on releasing a bunch of exclusives for the platform until the close partnership came to an end in 2015. This version of Ms. Splosion Man will set you back £11.99 (roughly $15.00). Right now, there’s no news about whether or not the first game will make its way to the Switch in the near future.

Take a look at the original launch trailer and tell us if this is a game you would be interested in checking out on release.


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  Steam - Now Available on Steam Early Access – Kynseed
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: PC Discussion - No Replies

Now Available on Steam Early Access – Kynseed

Kynseed is Now Available on Steam Early Access!

You’ve been given the Kynseed, a mystical acorn that grows into a family tree where your choices manifest in its branches. Raise a family, farm the land, run shops, and explore a world where everyone ages. When you die, step into the shoes of your children and continue your legacy.

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  News - Community Focus – Shackleshotgun
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: Lounge - No Replies

Community Focus – Shackleshotgun

Our focus this week is a member of our community who spends a lot of her time organizing things Bungie employees say throughout the week into a single easy to read report. The best places to keep up with Destiny 2 updates is here on Bungie.net and our social channels on Twitter, Instagram, and Facebook, but we also like to mix it up with the community on our forums, reddit, and our personal social channels. If you want a one stop shop for keeping track of us outside of official channels, please meet Shackleshotgun.

Q: Tell us a little bit about yourself and what your role is in the Destiny Community.


Shackle: Hello there! I’m Shackleshotgun. Also known as Hotgun or Ram-shackle. I live in a cold country that’s existence people like to debate about. My first time experiencing Destiny was the PS3 Trial shortly after Taken King’s release. I instantly fell in love with the Destiny world and bought a PS4 & the game.

I am mostly known known for running a site called DestinyRoundup.com, where you can find all daily dev ramblings about the game in one place. Some people may see it as a gateway to stalking, but I can assure you that it’s not that, alright? It’s not. 

Q: We’re flattered by your interest in our online musings. Where can we find you on the internet?


Shackle: Besides the site, you can find me on Twitter, @shackleshotgun. I tweet a lot about the game.

Q: So do I. What has been your favorite Subclass and weapon?


Shackle: If I had to pick a favourite, I’d pick Sunbreaker Titan. I love the raw power of it. I have the most hours on my Nightstalker Hunter, so essentially my Titan is a tiny Hunter on stilts in a Tian suit. I’ve misadventured myself with my own grenade one too many times to call myself a full blown Titan. I looked frabjous while doing it, though. 

As for weapons, I’ve been really enjoying Mindbender’s Ambition as of late, and my Bygones with Rampage and Outlaw never leaves my inventory.

Q: Those are fine tools of destruction. Tell us more about the roundup. What is your overall goal with the site? Do you plan to add anything new to it?


Shackle: A lot of information is scattered. Some people don’t want to use Twitter, some people don’t know how to use Reddit, and some people can’t find stuff on the forums. Some people know how to use all three but they don’t have the time to do what I do and they just want a one stop shop. The goal is to make it easy to find info (feedback passed along, bugs addressed and fix ETAs, general things about the game, etc) in one place.

The biggest thing I wanted to accomplish was to make people a bit less angry.

My boyfriend does the hard coding, I come up with ideas and run the site. We have a list of features we want to add to it, mostly features that will prevent it from becoming a bloated fractal nightmare, usability improvements, and making the site prettier. 

Q: We like to consolidate messaging in our weekly TWAB, but appreciate you consolidating our one offs through the week. What made you decide to start following us all around on social media and trying to organize our ramblings?


Shackle: I wanted to contribute something positive to the community. 

I once spent two hours trying to find a specific comment on Reddit to prove someone wrong, and I got angry because its search system is not the best. 

In summary, I got annoyed and decided to do something about it by creating something that actually works, something people would benefit from and could easily reference. It first started off as a Google Doc and then became a website.

Q: What have you thought of Forsaken so far?


Shackle: Forsaken is an amazing expansion, and the Dreaming City is one of the most beautiful locations I’ve seen in any game. I love the perfect dichotomy between the Dreaming City and The Tangled Shore. 

Also, I love and hate the Collections. I love it because it’s an amazing feature. I hate it because when people find out that shaders are the reason why I only have two Legendary Shards. They give me a very strange look and I don’t like confrontation. 

Q: Anything else you would like to add before we go?


Shackle: Thank you guys for all you do. Thank you for creating this amazing world that has led a lot of people to beyond cool things and friendships. <3

Thank you for playing and being a positive part of our community.

You can visit Shackle’s site at DestinyRoundup.com. Please forgive me if you I say anything dumb on there. That is all we have for this week’s Community Focus. If you have an idea of who we should write about in the future, let us know on the forums using the tag #CommunityFocus.

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  Microsoft - Podcast: Hearing in 3D with Dr. Ivan Tashev
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: Windows - No Replies

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.

Related:



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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  Mobile - Five Things Diablo Immortal Needs to Get Right
Posted by: xSicKxBot - 11-15-2018, 10:16 AM - Forum: New Game Releases - No Replies

Five Things Diablo Immortal Needs to Get Right

The buzz going into BlizzCon—the annual convention where Blizzard reveals what’s to come in its slate of games—was that exciting Diablo news was coming. Diablo is one of the biggest RPG franchises in gaming history and launched the action-RPG genre, so news about a new game is always hotly anticipated. The conventional wisdom held the long-awaited announcement of Diablo 4 was upon us. As it turned out, the conventional wisdom was wrong. Instead Blizzard revealed plans for the franchise’s first mobile game, Diablo Immortal.

A mobile Diablo game is, perhaps, even bigger news for mobile-gaming enthusiasts than Diablo 4 would have been. We’ve long had to look elsewhere for titles that evoke one or more characteristics of Diablo on our phones and tablets. Luckily, we’ve had a great deal of success and many Diablo-like mobile games are excellent in their own right. With so many worthy substitutes Blizzard can’t just throw out any old game, slap the Diablo name on it, and expect to claim the title of top mobile ARPG.

diablo immortal bland

What will it take for Blizzard and their development partner NetEase to win us over?

Story Matters


Role-playing games, even action-centric ones, need a good story. The Diablo games all feature an epic good-versus-evil tale that is interesting and serves as a great wrapper for combat and character progression. Diablo Immortal will need to deliver the same type of story with a compelling main quest line and plenty of side quests to keep players busy, expand single-player content, and provide opportunities for more XP and loot.

A great example of this already on mobile is action-RPG-crafting-survival game Crashlands. It centers on a central quest line that moves through three distinct zones and works in new aspects of the game as it progresses, but also has a ton of side quests you can play if desired. We don’t know much about the story, and it’s quite possible given the early stage of things that Blizzard and NetEase don’t either, but something similar with that tasty Diablo flavor will be important for the game’s success. 

diabli immortal story

Combat Matters More


Story is important but in an action-RPG combat is even more important. Diablo is known for fast-paced, non-stop, and hazardous-to-your-health-bar combat. Nailing this is absolutely critical for Diablo: Immortal. It shouldn’t feel like every other ARPG on mobile it should feel faster, more challenging, and more exciting. It should feel like Diablo III. High expectations? Certainly, but hey, if Blizzard wants to be the best on mobile that’s what it’ll take.

Things look pretty good on this front from what we’ve seen so far…

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Combat in Diablo Immortal certainly looks fast, fun, and exciting in the trailer. It will make use of a virtual joystick on the left side of the screen and ability buttons on the right. A virtual joystick is not ideal in a touch-screen environment and is in fact a straight-up deal-breaker for a lot of mobile gamers. It has, however, become standard for isometric, action-RPGs on mobile given how much is going on in combat. NetEase uses the same type of layout in its existing ARPGs Crusaders of Light and Endless of God, so perhaps it was too much to hope Diablo Immortal would try something new.  Hopefully there is some customization possible, like in Barbearian where you can choose where you want the virtual joystick and various ability buttons.

Part of making combat compelling and fun is providing a variety of ways to play. This means lots of interesting character-class options, preferably featuring different ways to play each. This is a huge reason for the seemingly unending success of Diablo III. Blizzard did a great job making sure each class could be played a few different ways and felt different from each other. Blizzard confirmed the existence of six of the franchise’s classes: Barbarian, Crusader, Demon Hunter, Monk, Necromancer, and Wizard and hopefully there’s enough powers to offer some nice customization.

Fat Loot


The Diablo games are well known for including a metric-ton of loot. Diablo III is the best example and is full to bursting with different sets—with more coming all the time—of gear that conveys a wide assortment of bonuses. What’s more, there are ways to alter and optimize your gear as you seek the best-possible kit for a character. It’s this variety of stuff that contributes the most to the huge number of character-customization options that makes it a min-maxers paradise.

diablo immortal loot

Having a similar loot setup will be a requirement for Diablo Immortal to rise to the top of mobile options. There are several existing games that do a nice job with loot. Rogue Wizards, a turn-based mobile RPG, offers a very similar gear and loot-dropping system to Diablo III including options to optimize dropped loot and the ever-elusive Treasure Goblin. Eternium offers a bunch of different gear slots and sets to seek out as well. I’d expect Diablo Immortal to surpass what these games have done since Blizzard has the very best model from which to work: Diablo III itself.

End Game


Diablo III came out over six years ago and remains one of Blizzard’s most-popular games for one reason: end-game content. Once you finish the main-quest line the game isn’t over, far from it, it’s just beginning. Story gives way to optimization and pushing more and more difficult content in Adventure Mode. There are bosses to defeat, dungeons to clear, events to complete, and places to explore. There are also Nephalim Rifts, effectively speed-based killing sprees complete with leaderboards.

diablo immortal endgame

Including sufficient content to keep players coming back and not moving on to other games is a big part of mobile games these days. Diablo Immortal will need to recreate the amazing replay-ability of Diablo III to keep fickle mobile gamers from bouncing to the next thing. Again, Blizzard has the benefit of knowing exactly what works to keep players engaged so there’s no reason not to expect them to get it right.

Monetization


Blizzard and NetEase can nail all the above and create an amazing game and still fail if one last thing doesn’t work: monetization. The Apple and Google Play stores are littered with good games bogged down by oppressive freemium mechanics. It’s too much to hope for a premium game here and there will be micro-transactions. Blizzard owns Hearthstone, Overwatch, and Heroes of the Storm. They clearly understand the value of in-app purchases to the bottom line.

Ideally, they figure out how to make the game wildly profitable without going the route of exploitative energy timers and random loot crates. We have very little information on how monetization will work, and probably won’t for some time. Games like Fortnite have shown you can be free-to-play without resorting to terrible tactics, and still earn boat-loads of money in the process. Would you pay for new character skins? Weapon and/or outfit skins?

If Blizzard and NetEase can distill the elements that has made the franchise great—compelling story, great combat, lots of loot, and a fun endgame—and bring them to life on mobile devices Diablo: Immortal could be one of the biggest games on any platform. It would take its spot as the best action-RPG mobile-gaming has to offer and would be a win for gamers. A win, that is, unless the game is riddled with annoying and exploitive freemium mechanics. Only time will tell whether Blizzard and NetEase can make it happen.

You can find out more about Diablo Immortal, including where to pre-register, from the official website.

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