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  Microsoft - Announcing the winners of the 2018 Microsoft Research Dissertation Grants
Posted by: xSicKxBot - 06-20-2018, 06:26 AM - Forum: Windows - No Replies

Announcing the winners of the 2018 Microsoft Research Dissertation Grants

Research shows that diverse teams are more productive teams. Diversity, particularly in the area of computing research, means including unique perspectives that otherwise might not have a voice, fueling innovation. These are some of the key reasons that Microsoft is committed to diversity. One aspect of demonstrating that commitment is that, for the second year in a row, we are awarding Microsoft Research Dissertation Grants to talented PhD candidates from groups that are under-represented in computing. The goal of these awards (up to $25,000 each) are to widen the narrow pipeline of women, African-Americans, American Indians, Latinos, Pacific Islanders, and those with disabilities who earn PhDs in computer science or related fields. These awards are given to students in the “last mile” of their PhDs, where a little money can push them over the finish line by helping them to complete their dissertation research.

I am pleased to announce the winners of the 2018 Microsoft Research Dissertation Grants:

  • Cynthia Bennett, University of Washington, “Toward Disability-Informed Human-Centered Design”
  • Eric Corbett, Georgia Institute of Technology, “Trust, Technology and Community Engagement”
  • Ryan M. Corey, University of Illinois at Urbana-Champaign, “Array Signal Processing for Augmented Listening”
  • Maria De-Arteaga, Carnegie Mellon University, “Quantifying and Mitigating Risks of Algorithmic Decision Support”
  • Jane E, Stanford University, “Artistic Vision: Providing Context for Capture-Time Decisions”
  • Sahar Hashemgeloogerdi, University of Rochester, “Computationally Efficient Modeling and Audio Enhancement Algorithms for Reverberant Acoustic Systems Using Orthonormal Basis Functions”
  • Francesco Pittaluga, University of Florida, “Privacy Preserving Computational Cameras”
  • Ramya Ramakrishnan, Massachusetts Institute of Technology, “Human-Guided Reinforcement Learning in Real-World Environments”
  • João Sedoc, University of Pennsylvania, “Hierarchical Approaches to Improve the Flow, Style, and Coherence of Conversational Agents”
  • Mina Tahmasbi Arashloo, Princeton University, “Programmable Network Monitoring and Control”
  • Sarah Tan, Cornell University, “Methods in Interpretability and Causal Inference for Better Understanding of Machine Learning Models”

From the almost 200 research projects submitted, these PhD candidates were selected as grant recipients based on review by scientists at Microsoft Research of the quality of the students’ dissertation research, the potential impact of their research, and the uses toward which they would put the grant monies awarded.

For example, Ryan Corey’s grant proposal included funds for purchasing high-quality recording equipment to capture and separate sources of audio to prototype products that augment people’s ability to hear, and also to fund outreach efforts for him to go into community schools to demonstrate his research. Ramya Ramakrishnan will use her grant to hire undergraduate women as research assistants, so she can further amplify the mentoring she receives from this award. Cynthia Bennett, who has a visual disability, is using her grant to increase the ability of people with disabilities to design products that other people with disabilities will use.

There were interesting themes running across this year’s set of awardees, including the ethics and sociological impact of their research. Eric Corbett’s research on using technology to increase public trust and Maria De-Arteaga’s research on mitigating risks of algorithmic decision support in the criminal justice system are two such examples.

In addition to monetary grants, each award comes with an all-expense paid trip to a two-day Microsoft Research workshop in Redmond, Washington, in the autumn of 2018. There, the awardees will present their research, meet with researchers in their field, and receive career coaching.

For a complete list of awardees and their projects, visit our Dissertation Grant Program page.

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  Open Source Skills Soar In Demand According to 2018 Jobs Report
Posted by: xSicKxBot - 06-19-2018, 09:43 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

Open Source Skills Soar In Demand According to 2018 Jobs Report

Linux expertise is again in the top spot as the most sought after open source skill, says the latest Open Source Jobs Reportfrom Dice and The Linux Foundation. The seventh annual report shows rapidly growing demand for open source skills, particularly in areas of cloud technology.

Key findings of the report include:

  • Linux tops the list as the most in-demand open source skill, making it mandatory for most entry-level open source careers. This is due in part to the growth of cloud and container technologies, as well as DevOps practices, all of which are typically built on Linux.
  • Container technology is rapidly growing in popularity and importance, with 57% of hiring managers seeking those skills, up from 27% last year.
  • Hiring open source talent is a priority for 83% of hiring managers, up from 76% in 2017.
  • Hiring managers are increasingly opting to train existing employees on new open source technologies and help them gain certifications.
  • Many organizations are getting involved in open source with the express purpose of attracting developers.

Career Building


In terms of job seeking and job hiring, the report shows high demand for open source skills and a strong career benefit from open source experience.

  • 87% of open source professionals say knowing open source has advanced their career.
  • 87% of hiring managers experience difficulties in recruiting open source talent.

Hiring managers say they are specifically looking to recruit in the following areas:

OS Jobs skills

Diversity


This year’s survey included optional questions about companies’ initiatives to increase diversity in open source hiring, which has become a hot topic throughout the tech industry. The responses showed a significant difference between the views of hiring managers and those of open source pros — with only 52% of employees seeing those diversity efforts as effective compared with 70% of employers.

Overall, the 2018 Open Source Jobs Report indicates a strong market for open source talent, driven in part by the growth of cloud-based technologies. This market provides a wealth of opportunities for professionals with open source skills, as companies increasingly recognize the value of open source.

The 2018 Open Source Jobs Survey and Report, sponsored by Dice and The Linux Foundation, provides an overview of the latest trends for open source careers. Download the complete Open Source Jobs Report now.

This article originally appeared at The Linux Foundation.

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  News - Dota 2 Update #2 – June 15th, 2018
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Lounge - No Replies

Dota 2 Update #2 – June 15th, 2018

Underhollow changes;
* When defeated, heroes now drop the 3 highest net worth items they are carrying. The remaining items are converted and dropped as gold for their sale cost.
* Significantly increased the amount of experience awarded for player eliminations.
* Fixed invisible Roshan killing players.
* Adjusted difficulty of a few combat encounters.
* Added an initial stock time to dynamite of 60s.
* Fixed heart being purchasable via its recipe.
* Added localization.

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  News - Blog: Building the boss fights of X-Morph: Defense – Part 3
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Lounge - No Replies

Blog: Building the boss fights of X-Morph: Defense – Part 3

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


One of the scenes from the boss’ intro prototype.

As you explore the newest expansion region, you start noticing the slight trembling of everything on the planet’s surface. Ripples on water start emerging. The tremors grow stronger, as cracks start appearing on the nearby windows. Your auditory sensors start picking up a low, steady hum. Hum grows louder and louder as everything starts shaking. Finally, something emerges on the horizon. Something so massive it blocks the last rays of the setting sun. A gigantic bomber, humanity’s ultimate airborne weapon. They mean business this time.

The camera work foreshadows the events that will unfold before the player.

That’s the kind of narrative we wanted to build with the boss fight that’s the topic of today’s article. Welcome back to ‘11 boss fights of X-Morph: Defense’, a series where we share our thoughts and insights about the design of bosses and the problems we encountered while trying to implement those ideas. You can find the previous parts here and here.

The boss would start the fight by collapsing a few bridges and re-arranging the scene.

As you know already, at its core concept X-Morph: Defense was supposed to have a boss fight at the end of each level, thematically connected to the rest of the map. The map in Britain is the first one where we throw airborne units at the player in a significant amount. New types of flying enemies are introduced, including the ones attacking the core directly. It shows the player that flyers serve not only the supporting role but are a real danger. That is why we decided we wanted a massive bomber to be the boss in this scenario. A true flying fortress – resilient, with lots of firepower and quite intimidating. With multiple weapon systems, allowing it to attack both the player’s ship or the base directly, it was sure to be a handful. 

The first time the players are able to see the boss in its entirety.

As far as the visual side goes the creation of this boss was quite straightforward. It was a massive, multi-engine aircraft with clearly distinguishable weapon system located either on or under its wings. In order to intimidate the opponents, the general shape and silhouette of the plane is quite aggressive, with lots of sharp angles and resembling a bird of prey diving straight for the kill. Not entirely in line with aerodynamics, but that was not our main concern here. 

The boss’ wings are equipped with various weapons and multiple engines. It was clearly built for fighting it head-on and required re-design.

Designing the fight itself was the trickiest part. Although the flying colossus was supposed to be powerful, all the attacks had to be entirely preventable by the player, not to make the fight unfair. Thus, we decided the boss will follow a set of predetermined paths and launch one of its attacks while it’s at its farthest from the base, preceded by a subtle dialog cue. While not straightforward at first, we wanted the players to learn the attack patterns and start connecting the dots – getting better at predicting what to do next to prevent core damage effectively. 

Early boss fight design for the Britain level. The paths of boss’ attacks are marked in yellow and orange.

 

The attacks could be aimed at the core, at the anti-air defenses or the player. Each of those would use a different type of missile. Every weapon system could be disabled by destroying the corresponding part on the aircraft. If slowly crippling your opponents is not your thing you could also go for destroying the pilot’s cabin directly or hinder the bomber’s ability to stay in the air by blowing up the wings and fuel tanks. All of these were equally viable strategies. Also, we made sure that nobody exploited the fact there are no weapons in the back, as the boss could drop airborne mines behind it. 

Every system the plane is equipped with has its own hitbox. The player may destroy them in any order, which will result in a slightly different fight every time.

One last thing – the boss also had a near-death mechanic – a nuclear bomb. Triggering at very low health, the plane would rush the alien base head-on, and if it managed to drop the nuke it was an instant kill. It was meant to create a sense of urgency, but wasn’t deliberately difficult – just enough to boost your adrenaline levels.

The player was initially supposed to fight the bomber head-on, but we made the weapon systems able to target objects behind the plane.

We have said it before and will say it again – the visuals are the easiest part of designing a boss. We had the model ready in no time, and throwing it into the game was no problem at all. We have lost a bit on the ‘epicness’ of the fight due to scale and size constraints. There were no problems regarding scripting the enemy behavior, though, and we managed to achieve all the goals we set for this fight. 

Very early concept of the map. You can notice a lot of differences from the final version in game today.

Upon extensive testing we reached a different conclusion – the boss was a bit too much for this part of the game. Fighting this beast did not warrant the massive barrage of missiles fired upon the player. Although we liked the mechanics, they did not fare well in the tower defense style of gameplay. All the design objectives were set when the game was a pure top-down shooter. That was the real natural habitat for this boss. Meaningfully incorporating the tower building and strategy aspect of our redesigned game was not really possible. 

One of the pages of the intro storyboard. We used these as a reference while preparing the cutscenes.

Since X-Morph: Defense is supposed to cater to the fans of both genres, including such a boss fight in the game would mean that some of the players would be thoroughly disappointed, as the highly tactical level suddenly turns out to be classic bullet hell. Rather than trying to rework it from the ground up we scrapped the boss from the game completely, reusing some of our ideas elsewhere.

All of this was also happening at the time when we were quite fresh with working on boss design. Nowadays, we tend to pair the designer with the programmer, which optimizes the workflow and ensures that we do not design something we actually can’t pull off. Moreover, it was the first time working with lua scripts for some people in the studio. Although we got the boss working it didn’t feel right. The boss fight was boring, exploitable and just not rewarding enough.

The fight was difficult and not satisfying. We backed off at the right moment, and this GIF sums it up perfectly. 

The flying fortress boss was another idea that had to be scrapped completely because what looked great on paper did not translate well into gameplay itself. Not all of the work went to the bin, and we learned a lot, but this was a hard lesson in modesty. We wanted this fight to be epic and exciting, while it turned out to be not so epic and repetitive. Sometimes it’s better to admit to the mistake and delete it rather than to face the players’ disappointment.  

Join us next time, as we unveil the intricacies behind the design and implementation of the boss from the Germany level in X-Morph: Defense – the highway tank, JAGUAR. Until then, follow us on our social media channels for updates and fresh content.

See you next time,

EXOR Studios

www.facebook.com/exorstudios

www.twitter.com/exorstudios

www.discord.gg/exorstudios


 

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  Xbox Wire - All of the Xbox E3 2018 Briefing Videos
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Xbox Discussion - No Replies

All of the Xbox E3 2018 Briefing Videos

Yesterday’s Xbox E3 2018 Briefing featured a ton of big news, from our announcements of new studios joining the Microsoft Studios family to the reveal of the next chapter in the Halo saga. There was something for everyone in the briefing too, including first looks at hardcore shooters like Metro: Exodus and Battlefield V, family-friendly titles like Ori and the Will of the Wisps and Kingdom Hearts 3, and indie gems like Session and Tunic. Did you miss out on the action? If so, we’ve got you covered with trailers and demos galore. Take a look below or watch the entire briefing above!

Halo Infinite

Video forAll of the Xbox E3 2018 Briefing Videos

Ori and the Will of the Wisps

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Crackdown 3

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Sea of Thieves – Cursed Sails and Forsaken Shores

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Forza Horizon 4

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Cyberpunk 2077 Trailer

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PlayerUnknown’s Battlegrounds

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Gears 5 – Cinematic Announce Trailer

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Gears 5 – Announce Trailer

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Tunic

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Devil May Cry 5

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Session

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Gears POP!

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Xbox Game Pass Catalog Preview

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ID@Xbox Games Montage

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Battletoads Announce Trailer

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Hyper Universe

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Xbox One X Enhanced Games

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Xbox One E3 2018 Montage

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Cuphead DLC Announce

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Captain Spirit Announce

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Jump Force Announce

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Just Cause 4 Announce

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Shadow of the Tomb Raider

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Tales of Vesperia: Remastered

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We Happy Few Story Trailer

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NieR: Automata Become As Gods Edition

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Metro Exodus Gameplay Trailer

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Kingdom Heart III Frozen Trailer

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The Division 2 Gameplay Demo

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Dying Light 2 Gameplay Demo

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Dying Light 2 Announce Trailer

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Battlefield 5 Single Player Teaser

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  News - This Switch Game Case Can Carry 28 Of Your Games And 10 Micro SD Cards
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Nintendo Discussion - No Replies

This Switch Game Case Can Carry 28 Of Your Games And 10 Micro SD Cards


With the Switch being the delightfully portable beast that it is, storage and transport solutions are of utmost importance to owners. Luckily, this game case should be more than enough to carry all of your favourite Switch games in one handy box.

Released by UniKeep, this cartridge game case features a Switch-inspired front cover, is slim enough to slot into your bag with ease, and amazingly has enough space for 28 game cartridges and 10 microSD cards. Your games and SD cards are held in securely with a high quality foam, and the case snaps shut with a small latch to keep it closed.




The case is currently available from the North American Amazon store here for $12.99 (just under £10), although shipping to Europe is only an extra $4.85 (£3.70).

Do you have any useful storage solution tips for your Switch and games? Make sure to share them with the community in the comments below.

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  News - Puzzle-Platformer Bomb Chicken Explodes Onto The Switch Scene On 12th July
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: Nintendo Discussion - No Replies

Puzzle-Platformer Bomb Chicken Explodes Onto The Switch Scene On 12th July


Nitrome has confirmed that its upcoming puzzle-platformer Bomb Chicken will be hatching on the Switch eShop on 12th July.

Bomb Chicken features the gameplay we’ve all been waiting for: taking on a fast-paced adventure that combines action, puzzles, and arcade gameplay as a bomb-laying chicken. You’ll need to lay bombs to escape tricky situations and create platforms, as well as to remove obstacles, create fires, and discover secret areas – and it all looks very fun indeed.

The release date confirmation came from Nitrome’s official Twitter account.


FEATURES:
+ Lay stacks of explosives to reach impossibly high places.
+ Kick Bombs to take out staff and deadly native wildlife.
+ Bounce your bombs through impassable areas and even around corners!
+ Use your bombs as a handy weight.
+ Create a barricade and shield enemy attacks.
+ Dig and destroy to uncover secret areas
+ Set things on fire and watch them burn!

+ Super simple controls anyone can play.
+ Gorgeous pixel art from the award-winning studio at Nitrome Ltd.
+ Bombs and HD rumble are a match made in heaven.

Let us know if you’re EGGcited about this one in the comments. Maybe you think this will be the nest big thing? Come on, don’t be a chicken

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  Steam - Dota 2 Update – June 12th, 2018
Posted by: xSicKxBot - 06-19-2018, 07:55 PM - Forum: PC Discussion - No Replies

Dota 2 Update – June 12th, 2018

* Added new post-game screen which shows progress made in your battle pass.
* Dota Plus, Cavern Crawl and Battle Pass post-game screens can be skipped by clicking anywhere on the screen
* Added section on the home page battle pass cell showing available Battle Pass activities
* Added an indicator on the home page Dota Plus cell if you have rewards available to claim
* Fixed a bug which allowed alt-clicking on items in an enemy inventory to reveal the current number of charges, through fog of war.
* Fixed a bug which caused in-game tipping particles to reveal which illusion was the real hero.
* Helm of the Dominator converted neutrals now have the same hotkey
* Fixed the gold hover tooltip displaying inaccurate buyback surplus
* Fixed a bug that would cause players to be stuck in Battle Cup
* Added Compute Shaders option to the Video Settings for DirectX 11 and Vulkan. Compute shaders improve performance under most configurations.
* Networking for locally-hosted private lobbies always routes through new SDR relay network
* Improved ping estimates and host selection for custom game lobbies without dedicated servers

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  PC - Unravel Two
Posted by: xSicKxBot - 06-19-2018, 06:02 PM - Forum: New Game Releases - No Replies

Unravel Two



Unravel 2 is a side-scrolling platformer in which players control a pair of fantastical creatures called Yarnys as they navigate environments.

Publisher: Electronic Arts

Release Date: Jun 09, 2018

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  PC - Wreckfest
Posted by: xSicKxBot - 06-19-2018, 06:02 PM - Forum: New Game Releases - No Replies

Wreckfest



Wreckfest is a demolition derby themed racing game with soft-body damage modeling, sophisticated driving dynamics and in-depth vehicle upgrading, featuring both demolition derbies and more traditional track races. It?s all about fun, breakneck racing and over-the-top crashes.

Publisher: Bugbear

Release Date: Jun 14, 2018

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