Find: AMD exploits its console wins by bringing its low level mantle api back to the pc

This could be a big deal. Amd tries to disrupt the api status quo with its new console leverage. 

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 // published on AnandTech // visit site

Understanding AMD’s Mantle: A Low-Level Graphics API For GCN

Wrapping up our AMD product showcase coverage, AMD’s final announcement of the day was a very brief announcement about a new API called Mantle. Mantle is something of an enigma at this point – AMD isn’t saying a whole lot until November with the AMD Developer Summit – and although it’s conceptually simple, the real challenge is trying to understand where it fits into AMD’s product strategy, and perhaps more importantly what brought them to this point in the first place. So although we don’t have all of the necessary details in hand quite yet, we wanted to spend some time breaking down the matters surrounding Mantle as much as we reasonably can.

Find: Analyzing Valve’s SteamOS, Steam Machines, and Steam Controller

Smart. A third alternative. 

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 // published on AnandTech // visit site
Analyzing Valve’s SteamOS, Steam Machines, and Steam Controller Announcements

In 2012, Valve released an update to their Steam platform called Big Picture, which essentially consisted of a new user interface tailored towards the needs of the living room where people use large HDTVs and gamepads in place of the usual keyboard and mouse interface. We’ve seen 10-foot UIs before – Windows Media Center and most of the game console interfaces being prime examples – and they’re pretty much required if you want a UI people can use while sitting on the couch. Along with Big Picture, the past several years have also seen Valve and Steam branch out from being a Windows-only software solution to something that’s available on OS X, Linux, and even (in a more limited fashion) on the PlayStation 3. Not every game within Steam is currently available on every platform, but increasingly we’re seeing more titles launch with support for all of the supported Steam platforms.

With all of the pieces in place, we started hearing rumblings about the “SteamBox” earlier this year, with most people assuming that Valve would put together something akin to a gaming console with a predefined set of hardware. This week, Valve has released additional details about what they’re planning, and it’s a move that will definitely shake up the gaming industry. Valve is taking a three-pronged approach, and they released some information about each aspect over the course of the past week: SteamOS, Steam Machines, and the Steam Controller. Many details are not yet finalized, but let’s quickly go over what we do know.

The Triple Header

Perhaps the most interesting aspect of the announcement is that Valve will be releasing a new operating system, SteamOS. Similar to Google’s Android and Chrome OS, SteamOS will be based on Linux, and obviously there will be a lot of tuning to make SteamOS work well as a living room OS. Valve specifically mentions support for in-home streaming; music, TV, and movie services; and family options to allow the sharing of games between Steam profiles. Valve is also promising full compatibility with the current ~3000 titles available on Steam, which presumably means that Valve will be doing something similar to WINE (Wine Is Not Emulator) for those titles that don’t have native Linux support. Needless to say, it comes as no surprise that recently both NVIDIA and AMD made note of the fact that they will be doing additional work to improve Linux driver support moving forward.

Other aspects of SteamOS basically build off of everything that makes Steam as a platform so attractive to many users. All of your games that you purchased – any time in the history of Steam – are available anywhere you log in. Your friends list comes with you, save games and settings are stored in the cloud, and the Steam Workshop provides a wealth of user created content. Steam is currently available in 185 countries and 25 languages, and as anyone that has used Steam since it first debuted a decade ago can attest, Valve is constantly looking on ways to improve the platform. SteamOS may be the next evolution of Steam as a platform, but of course Valve will continue to support other operating systems as well.

The second bullet point is perhaps the easiest to understand: the Steam Machines are preconfigured hardware solutions from various partners that will run SteamOS. We don’t know precisely what the hardware will be, but all signs point to it being mostly off-the-shelf hardware that you could use in building any modern PC. There will likely be entry-level hardware, midrange hardware, and high-end solutions that cover a range of price points and performance.

Valve will be releasing a prototype Steam Machine to 300 beta testers over the coming months, selected more or less randomly from applications received before October 25. We’ll know more about the precise hardware configuration Valve is using in a month or so. It will also be possible to download and install SteamOS on your own (though we're not sure when SteamOS will go public), so at its most basic level a Steam Machine is just any PC that happens to be running SteamOS.

The third and final item that Valve announced is their new Steam Controller. Gamepads are nothing new for gaming consoles, but the Steam Machines are in a somewhat unique position of providing a vast library of games where many titles were not built with gamepads in mind, and certainly not the Steam Controller (which hasn't existed prior to this announcement).

The Steam Controller is significantly different than what we’ve seen with most gamepads. Instead of the usual dual thumbsticks, the Steam Controller includes two high-resolution circular trackpads, which are also clickable. In addition, there will be 16 buttons (with the ability to shift between left or right hand configurations via a software switch) and a touchscreen in the center – though the initial prototype will have four buttons in place of the touchscreen. Valve is also promising improved haptics (i.e. force feedback) via dual linear resonant actuators (small, strong, weighted electromagnets attached to the circular trackpads).

As with SteamOS, Valve is promising full compatibility with the entire Steam library, which means they need a way for their gamepad to work in place of the keyboard and mouse that some titles are going to expect. The combination of a touchscreen, various buttons, and the circular touchpads together provide the necessary platform, and a utility will allow users to customize any game for the new controller. Valve will also be leveraging the power of their Steam Community to allow users to share custom configurations, so similar to NVIDIA's GeForce Experience and AMD's new Gaming Evolved (powered by Raptr), you won't necessarily need to roll your own for each game you play.

Typing It All Together

So that’s the short overview, and as usual the proof is in the eating of the pudding – a pudding that we don’t have yet. Given that digital entertainment is a rapidly growing market, it’s easy to understand why Valve would be interested in moving beyond Steam in its current form to something that can compete with game consoles (and perhaps even Android and iOS at some point, though Valve makes no mention of such a use case right now). SteamOS will be available for free, both to end users and manufacturers, but it’s interesting that there’s no mention of it being open source – the core OS will continue to be open, naturally, but I suspect all of the custom code that speaks to Valve’s servers will never see the light of day (which is fine by me).

A more cynical perspective might say that there’s nothing particularly new or shocking in this announcement. Sure, we’re getting a new gamepad at some point, and another Linux-based operating system, but if you already have a Windows PC connected to your HDTV and running Steam, this hasn’t really changed the equation much. The major difference is that Microsoft is going to get even more competition from alternative OSes, and as someone that enjoys competition I’m not going to complain. It also means that Valve has the potential to increase their revenue stream, not so much from the hardware side but rather there’s the potential for inexpensive Steam Machines to take over the roles that are currently filled by traditional consoles, and of course every game purchased on a Steam Machine is going to come through Steam. You can almost hear the “ka-ching”!

There’s a difference between Steam Machines and traditional consoles of course – or at least there appears to be. There’s no specific set of hardware being dictated by Valve, which means for better or worse users will still have to deal with customizing graphics settings, resolutions, etc. and developers still need to worry about catering to a wide range of hardware with sometimes radically different levels of performance. On the bright side, it also means that Steam Machines won’t have to last 7 to 10 years between updates.

What I’m most interested in seeing right now is what sort of performance we actually get out of SteamOS, on a variety of hardware. We all know that Windows is a tremendously bloated operating system – just look at the default install size of Windows 7 or Windows 8. However, just because there’s a bunch of extra stuff that we may not use all that much doesn’t mean that Windows as a gaming platform isn’t viable. I haven’t personally done any testing of gaming performance on Windows versus gaming performance on OS X or Linux, but anecdotally Windows performance has been substantially better in nearly every case. Valve has the potential to change the equation; with an OS focused much more on gaming, performance in SteamOS could be competitive or even better than what we see under Windows.

Of course, if I’m right about SteamOS using something similar to WINE, we’re talking about adding additional overhead to DirectX/OpenGL, at least initially. It’s a pretty big stretch to expect better performance from SteamOS when it initially launches in 2014, but down the road we might see some real changes in the status quo. Give NVIDIA and AMD some time to work with Valve, and maybe we’ll see porting of AMD’s Mantle to the platform as well (and NVIDIA’s CUDA, etc.).

Short-term, we have more questions than answers, but this is definitely a bold (if somewhat expected) move from Valve. They’ve gone from creating games to becoming perhaps the largest “game publisher” around, and their next step appears to directly challenge behemoths like Microsoft (on both the Windows and Xbox fronts), Sony, and Nintendo. I’d be lying if I didn’t admit that I would really like to see Valve succeed at altering the gaming system landscape yet again.

As noted above, Valve will be sending out 300 prototype Steam Machines, mostly to randomly selected applicants. You can read details on how to apply for the beta program on the Steam Machines page, which would get you not only the prototype Steam Machine but also the prototype Steam Controller. You need to apply before October 25, and participants will apparently be selected and receive their prototype machines before the end of 2013. (Wish me luck!)

Spotted: Using smartphones to sense too much smartphone use

But what do you do when you sense it's too much? We hate technology that nags. 
 
// published on Ubiquitous Computing-Latest Proceeding Volume // visit site

Automatically detecting problematic use of smartphones
Choonsung Shin, Anind K. Dey

Smartphone adoption has increased significantly and, with the increase in smartphone capabilities, this means that users can access the Internet, communicate, and entertain themselves anywhere and anytime. However, there is growing evidence of problematic use of smartphones that impacts both social and heath aspects of users' lives. Currently, assessment of overuse or problematic use depends on one-time, self-reported behavioral information about phone use. Due to the known issues with self-reports in such types of assessments, we explore an automated, objective and repeatable approach for assessing problematic usage. We collect a wide range of phone usage data from smartphones, identify a number of usage features that are relevant to this assessment, and build detection models based on Adaboost with machine learning algorithms automatically detecting problematic use.

Spotted: Technology for finding those little things we've lost

But is this overkill? Maybe we should stop making things that disappear so easily. Certainly for remotes, a "find my remote" function is called for. 

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// published on Ubiquitous Computing-Latest Proceeding Volume // visit site

Find my stuff: supporting physical objects search with relative positioning
Jens Nickels, Pascal Knierim, Bastian Könings, Florian Schaub, Björn Wiedersheim, Steffen Musiol, Michael Weber

Searching for misplaced keys, phones, or wallets is a common nuisance. Find My Stuff (FiMS) provides search support for physical objects inside furniture, on room level, and in multiple locations, e.g., home and office. Stuff tags make objects searchable while all other localization components are integrated into furniture. FiMS requires minimal configuration and automatically adapts to the user's furniture arrangement. Object search is supported with relative position cues, such as "phone is inside top drawer" or "the wallet is between couch and table," which do not require exact object localization. Functional evaluation of our prototype shows the approach's practicality with sufficient accuracy in realistic environments and low energy consumption.

Spotted: Exploring sustainability research in computing - where we are and where we go next


 
// published on Ubiquitous Computing-Latest Proceeding Volume // visit site

Exploring sustainability research in computing: where we are and where we go next
Bran Knowles, Lynne Blair, Mike Hazas, Stuart Walker

This paper develops a holistic framework of questions which seem to motivate sustainability research in computing in order to enable new opportunities for critique. Analysis of systematically selected corpora of computing publications demonstrates that several of these question areas are well covered, while others are ripe for further exploration. It also provides insight into which of these questions tend to be addressed by different communities within sustainable computing. The framework itself reveals discursive similarities between other existing environmental discourses, enabling reflection and participation with the broader sustainability debate. It is argued that the current computing discourse on sustainability is reformist and premised in a Triple Bottom Line construction of sustainability.

Spotted: App stores as a source of data for analytics data


 
// published on Human Computer Interaction with Mobile Devices and Services-Latest Proceeding Volume // visit site

Informing future design via large-scale research methods and big data
Mattias Rost, Alistair Morrison, Henriette Cramer, Frank Bentley

With the launch of 'app stores' on several mobile platforms and the great uptake of smartphones among the general population, researchers have begun utilising these distribution channels to deploy research software to large numbers of users. Previous Research In The Large workshops have sought to establish base-line practice in this area. We have seen the use of app stores as being successful as a methodology for gathering large amounts of data, leading to design implications, but we have yet to explore the full potential for this data's use and interpretation. How is it possible to leverage the practices of large-scale research, beyond the current approaches, to more directly inform future designs?

Spotted: Contextualise! personalise! persuade!: a mobile HCI framework for behaviour change support systems


 // published on Human Computer Interaction with Mobile Devices and Services-Proceeding Volume // visit site

Contextualise! personalise! persuade!: a mobile HCI framework for behaviour change support systems

Sebastian Prost, Johann Schrammel, Kathrin Röderer, Manfred Tscheligi

This paper presents a context-aware, personalised, persuasive (CPP) system design framework applicable to the sustainable transport field and other behaviour change support system domains. It operates on a situational, a user, and a target behaviour layer. Emphasis is placed on interlinking each layer's behaviour change factors for greater effectiveness. A prototype CPP system for more sustainable travel behaviour is introduced to demonstrate how the framework can be applied in practice.

Find: Oculus Rift on when 8K pixels and 30hz isn't enough, and why

The eye is still sensitive to certain detail better than 20/20 levels of accuracy: why do you think people prefer 1200 dpi in printers over 600 dpi? 
 
// published on Ars Technica // visit site

Virtual Perfection: Why 8K resolution per eye isn’t enough for perfect VR

So you want me to squeeze two 8K displays into this space? No problem! Give me a decade or so...

"Without going into a rant, the term 'Retina Display' is garbage, I think."

Palmer Luckey, the founder and creator of the Oculus Rift, is a bit of a perfectionist when it comes to creating the best possible virtual reality experience. So when our recent interview turned toward the ideal future for a head-mounted display—a theoretical "perfect" device that delivers everything he could ever dream of—he did go on a little rant about what we currently consider "indistinguishable" pixels.

"There is a point where you can no longer distinguish individual pixels, but that does not mean that you cannot distinguish greater detail," he said. "You can still see aliasing on lines on a retina display. You can't pick out the pixels, but you can still see the aliasing. Let's say you want to have an image of a piece of hair on the screen. You can't make it real-size... it would still look jaggy and terrible. There's a difference between where you can't see pixels and where you can't make improvements."

Read 13 remaining paragraphs

Find: the ingredients of a successful Redditt submission

Seems like other sites are ripe for this sort or analysis. And visualization too. 

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// published on The Verge - All Posts // visit site

Stanford researchers crack the math behind successful Reddit submissions

It's a social media marketer's dream: a formula for a successful Reddit submission. A team of statisticians at Stanford has spent the past few months analyzing 16,700 pictures on Reddit in order to analyze the impact of content, title, community to which it was submitted, and time of submission. Each picture was submitted an average of 7.9 times, which helped the researchers isolate each factor's impact.

What makes a popular submission to the link aggregator that drives more than 4.8 billion pageviews a month? The answer, of course, is "it depends." The interplay between factors turned out to be hugely important, and different strategies worked for different subreddits, the topic-centric communities on Reddit.

Good content "speaks for...

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