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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.

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Episode Transcript


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

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

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

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

Host: Ivan Tashev, welcome to the podcast.

Ivan Tashev: Thank you.

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

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

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

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

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

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

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

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

Host: Are you serious?

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

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

Ivan Tashev: I did write a paper.

Host: Oh, you did!

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

(music plays)

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

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

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

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

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

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

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

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

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

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

(music plays)

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

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

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

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

Host: How does that do that automatically?

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

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

Ivan Tashev: Mmm hmmm.

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

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

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

Ivan Tashev: We did that.

Host: What?

Ivan Tashev: We did that!

Host: Okay, tell.

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

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

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

(music plays)

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

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

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

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

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

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

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

Ivan Tashev: Thank you.

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

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  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…

[embedded content]

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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  News - Pokemon Go Adds More Gen 4 Pokemon
Posted by: xSicKxBot - 11-15-2018, 02:35 AM - Forum: Lounge - No Replies

Pokemon Go Adds More Gen 4 Pokemon

The first wave of Gen 4 Pokemon arrived in Pokemon Go early last month, and since then, developer Niantic has been gradually introducing more monsters originally from the Sinnoh region. During Pokemon Go's third annual Halloween event, Niantic added a handful of new Ghost- and Dark-type Pokemon, and now a few more are available.

Gen 4 was notable for introducing a variety of new evolutions for older Pokemon such as Electabuzz, Magmar, and Rhydon, and now a number of these have been added to Pokemon Go. You're able to obtain Electivire, Magmortar, Rhyperior, Togekiss, Weavile, Porygon-Z, and several other new Pokemon if you have their previous forms and the requisite number of Candies.

You'll also need one more item in order to obtain these evolutions: the Sinnoh Stone. However, getting your hands on one may require a bit of work. At present, it seems the only way to acquire a Sinnoh Stone is through a Research Breakthrough, which is achieved when you complete enough Field Research tasks.

Coinciding with the arrival of the new Gen 4 Pokemon is another in-game event. From now until November 27, Niantic is holding the Hatchathon event, which gives you a chance to hatch Rhyhorn, Magby, Porygon, and other Pokemon that have evolved forms first introduced in the Gen 4 games from 2 km Eggs. On top of that, you'll be able to hatch a Shiny Elekid if you're lucky.

The Pokemon series' next console titles, Let's Go Pikachu and Let's Go Eevee, release for Nintendo Switch on November 16. The pair feature connectivity with Pokemon Go; you're able to transfer any Gen 1 Pokemon from the mobile game over to the Switch titles. Doing so will reward you with the Mystery Box, which is the key to catching the new Mythical Pokemon Meltan.

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  Microsoft - New updates and technologies will help businesses do more with AI
Posted by: xSicKxBot - 11-15-2018, 02:35 AM - Forum: Windows - No Replies

New updates and technologies will help businesses do more with AI

As AI breakthroughs abound, businesses look to score benefits


When Arccos Golf launched its first performance tracking system for golfers, it combined the telemetry from sensors and a smartphone app to give players detailed data and feedback about every shot.

Knowing how far and how accurately they could hit the ball under different conditions helped players uncover weaknesses and improve their game. But there was so much more that could be done.

“We had an ‘a-ha moment’ about providing a virtual caddie for every player. Just like a human caddie, ours would know the player, know the course, know the weather and provide the player with a club recommendation,” said Jack Brown, senior vice president of product & software at Arccos Golf. “So we thought, ‘Why don’t we use AI to create a virtual caddie?’”

Read more

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  PC - Battlefield V
Posted by: xSicKxBot - 11-14-2018, 04:16 PM - Forum: New Game Releases - No Replies

Battlefield V



Enter mankind's greatest conflict with Battlefield 5 as the series goes back to its roots with a never-before-seen portrayal of World War 2. Lead your squad to victory with new ways to turn the battlefield to your advantage. Assemble your Company of customized soldiers, weapons, and vehicles then take them on an epic journey through the Tides of War. Experience the most intense, immersive Battlefield yet. You will never be the same.

Publisher: Electronic Arts

Release Date: Nov 20, 2018

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  News - Red Dead Redemption 2 Legendary Bear Pelt Guide: What To Do With It
Posted by: xSicKxBot - 11-14-2018, 04:16 PM - Forum: Lounge - No Replies

Red Dead Redemption 2 Legendary Bear Pelt Guide: What To Do With It

When you're not robbing folks, riding from town to town, and trying to keep your gang out of trouble in Red Dead Redemption 2, chances are pretty good you'll be hunting. Tracking and killing animals keeps you and your gang fed and earns you crafting materials, as well as goods to sell to make money to get Arthur better equipment. But for any hunter in Red Dead Redemption 2, the ultimate prize are the various Legendary Animals scattered around the map, whose pelts yield unique rewards--if you're canny enough to bring them down.

In Chapter 2, you'll be introduced to your first Legendary Animal in a story mission with Hosea, in which he and Arthur set out to hunt a huge grizzly bear. You can return to the hunt later if you're so inclined, but it's possible to take the bear on your first encounter with it, if you're skilled (or more likely, lucky). If you manage to kill and skin the big grizzly, you'll get a Legendary Bear Pelt, a unique item in the world of Red Dead Redemption 2 that can be used to make special new gear.

The question is, what exactly do you do with the huge Legendary Bear Pelt once you have it? Red Dead 2 isn't very clear on this point. In fact, there are special requirements for using the pelts of Legendary Animals--you can't just sell them to any store in a town, or donate them to Pearson back at your camp. In the case of the Legendary Bear pelt, there's a good chance you won't even have heard of the person yet who you need to interact with in order to use it.

Here's what you need to know about hunting the Legendary Bear, where you'll find it, and what to do once you've killed it.

No Caption Provided

Where To Find The Bear

The easiest way to get to and deal with the Legendary grizzly is in Chapter 2, when you take on the mission Exit Pursued By a Bruised Ego from Hosea. Arthur and Hosea will head out to find the Baharati Grizzly Bear in the Grizzlies East region, north of O'Creagh's Run, and once you've finished the mission, the bear will be hanging around in the area for you to hunt. Once you've fought off the bear during the mission, Hosea will decide to take his leave of hunting giant killer animals with some "I'm getting too old for this s---" dialogue. At that point, you can choose to stick around and finish what you started and take down the bear.

It's worth noting that the bear is no pushover and it can definitely kill you if you're not careful. If you're not outfitted super well at this point in the game, you might want to take some time in the world to earn better gear and improve Arthur's well-being before you commit to the fight. That said, it's possible to kill the bear here and now--we did it with Arthur's stock weapons that he had at this point in the game.

Bring down the bear and you'll be able to skin it, taking a whole bunch of stuff, including the Legendary Bear Pelt. This is the unique item you need for crafting special clothing you can't get anywhere else.

No Caption Provided

You've Got The Legendary Bear Pelt--Now What?

Once you have the pelt, you'll probably be pretty confused about what to actually do with it. Regular shopkeepers won't take the pelt off your hands, and neither will Pearson in camp. You need to go to a specific person to deal with the pelt: the Trapper.

If you talk to Pearson, he may well off-handedly mention the Canadian fur trapper who hangs around in the area, which will mark the Trapper's location on your map. He roams around, so make sure to check your map for his icon before heading out. He also has a shop in Saint Denis, located in the southeast corner of the map, in the outdoor market, where you can reliably find him.

No Caption Provided

When you find the Trapper, you'll be able to check out his goods, all of which are unique clothes made from the pelts of Legendary Animals. The thing is, you'll need more than to just take down the bear if you want the whole outfit. Various Legendary Bear items also require other pelts, as well as for you to spend some money. Here's what you'll need to craft each piece of the Legendary Bear outfit:

  • Legendary Bear Head Hat: Legendary Bear Pelt, $40,
  • Legendary Bear Coat: Legendary Bear Pelt, Perfect Bison Pelt, $28
  • Legendary Bear Roper: Legendary Bear Pelt, Perfect Bull Hide, $34

Completing the outfit also requires the Boar Riding Gloves, which require a Perfect Boar Pelt and two Perfect Rabbit Pelts, and will cost you $15.

Though each of the bear items notes that a Legendary Bear Pelt is required, there's only the one. Once you've taken down the Baharit Grizzly, you'll have fulfilled the Bear Pelt requirement for each clothing item.

No Caption Provided

What Happens If You Lose Your Bear Pelt?

You'll likely sling the Legendary Bear Pelt onto your horse and then find yourself riding for quite a ways to track down the Trapper, whether you're headed south to Saint Denis or out into the wilderness. In all that travel time, misfortune can easily befall even the most careful of cowboy, and if your horse falls or you're killed, you'll likely lose the Legendary Bear Pelt.

That's okay! Don't panic. Whether you carry the pelt physically to the Trapper or not, once you've killed and skinned the Baharati Grizzly Bear, the pelt is unlocked. That requirement will be fulfilled on the Trapper's list even if you don't actually carry the skin all the way to him. You can still access the clothing items once you have everything you need for the recipes.

There are a whole lot of other Legendary Animals to find out there in the big world of Red Dead Redemption 2--check out our guide on where to locate them all. And try our clothing guide for information about where you can get more clothes to customize Arthur's look.

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  Mobile - Review: Squids Odyssey
Posted by: xSicKxBot - 11-14-2018, 04:16 PM - Forum: New Game Releases - No Replies

Review: Squids Odyssey

An unpleasant sludge is corrupting the ocean, but thankfully a team of likeable heroes is ready to spring into action and save the kingdom. Their mission will be fraught with danger but hopefully they can avoid becoming calamari. Squids Odyssey isn’t actually a new game, but an amalgamation of two previous releases. The original Squids was released way back in 2011 and a Wild West themed sequel was released a year later. The game proved popular enough to warrant a release on a range of Nintendo platforms.

These console versions were entitled Squids Odyssey and merged the two previous releases into one continuous adventure, whilst adding some extra content of its own. Now, this latest version has made its way back to mobile devices. This is great because the well-received original games fell by the wayside and will no longer work on modern devices. What isn’t so great is that at the time of writing the App Store doesn’t make it clear that this is not an original game. In respect to past customers, the publishers really should make this more transparent.

Squid Squad

Squids Odyssey is a light-hearted turn-based strategy game in which you command a squad of squid. The big difference is that instead of using action points to move your guys around the map, you instead catapult them across the screen. This is achieved by dragging their elastic appendages back with your finger before sending them hurtling across the landscape. This landscape in question is usually full of hazards. Care needs to be taken to avoid spiky sea urchins and to ensure that your squid doesn’t end up plunging off a narrow path into an abyss. The environments are also home to a range of crustacean enemies who will be doing their best to bash you into oblivion.

Moving around the screen costs stamina and you can usually squeeze at least two full powered flings from a squid on each turn. When a little more finesse is required you can reduce the power to ensure accurate positioning. Combat is hugely enjoyable; launch your squid into the melee and watch the mayhem ensue.  Squid ricochet around the environment rebounding from enemies whilst inflicting damage or sending them plummeting to their doom. The physics are solid with just the right level of inertia to ensure that the game doesn’t descend into total chaos. Scattered around each map are bonus bottles that contain numerous helpful consumables. These give various buffs such as stamina boosts or protective spiky shells. Public Health Warning: A squid really has to make sure that it chews its food properly, as their epiglottis runs through the middle of their doughnut-shaped brains.

Squids Battle

You can build your party from a range of fifteen different squid, each of which will fall into one of four categories. Scouts can increase their movement and offensive capabilities by employing an extra dash action. Shooters can attack from a distance, whilst troopers have an area attack that can strike multiple enemies. Finally, healers can give a health-restoring hug – I imagine that a hug from a squid is something to remember. Your squid can further improve their abilities by wearing one of a multitude of different hats, or by increasing their overall skill levels. Obtaining hats and level upgrades cost pearls, which can be obtained as you progress through each level. Pearls can also be used to purchase various special items from the shop.

The squid games have always looked great and presentation has further benefited from the extra polish of a console release.  There are some terrific cartoon visuals, cheery music and an engaging comical storyline. It feels like you have stepped into an episode of SpongeBob SquarePants, complete with an array of oddball aquatic characters. Apart from Bikini Bottom style levels, your squad will also battle through levels inspired by ancient Greece, imperial Japan and the Wild West. In total there are over ninety levels, with an estimated playtime of fifteen hours and that is even before you consider the expert mode. Perfectionists can also strive for faultless three-star ratings. A star is awarded for completing the level in a set number of turns, another for keeping all party members alive and the final star is hidden somewhere within the environment.

Squids Turtle

The levels are quite varied, with strong currents and warp gates adding to the challenge. There are even seahorse mounts that you can saddle up and ride into battle. On some levels you will simply be heading for the exit, whilst on others, you will need to survive for a set number of turns. There are also some more arcade-style levels that will have you trying to traverse spiky mazes as quickly as possible. One issue is that the difficulty curve is rather inconsistent.  The first few Wild West levels that actually appear later in the game feel like a return to the initial training levels. As you would expect from a game designed for touchscreen the controls are responsive and smooth. The only problem I had was that triggering special powers sometimes felt unresponsive and on occasion caused the entire game to crash.

Despite the simple premise and cartoony characters, you will find that there is a lot more depth to Squids Odyssey than initial impressions suggest.  Ensuring that your cephalopods are not left isolated, using the environment to your advantage and judging ranges to ensure that you hit with the maximum momentum, all need to be considered. The mix of straightforward tactics and simple arcade gameplay may sound like a bit of a gimmick but the ideas have been implemented really well. These is enough variety to maintain interest and although the challenge will not trouble most players, the game does come with a generous supply of levels without any IAPs in sight.

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  News - Fallout 4 GOTY Edition Black Friday 2018 Deals On PC, PS4, And Xbox One
Posted by: xSicKxBot - 11-14-2018, 07:42 AM - Forum: Lounge - No Replies

Fallout 4 GOTY Edition Black Friday 2018 Deals On PC, PS4, And Xbox One

Black Friday 2018 is almost here, and we're now seeing more games that will eventually be on sale during the big retail rush. With the release of Fallout 76, the series' first attempt as an online multiplayer action-RPG, it should come as no surprise that its predecessor will see some action during the upcoming Black Friday sale. On November 23, you can expect to see Fallout 4: Game Of The Year Edition on PC, PS4, and Xbox One go on sale.

In addition to sales for Assassin's Creed Odyssey, SoulCalibur VI, and God of War, Fallout 4 is one of many games that you can find during the Black Friday 2018 sale. As of this time, these discounts aren't active yet, but this will give you plenty of time to plan ahead of the big November 23 retail event.

For now, we've spotted discounts for Fallout 4: Game Of The Year Edition on Best Buy, Target, and Walmart--ranging from $25 to $30 for the Black Friday sale. In addition to the GOTY release, the base version of Fallout 4 is also on sale at Target for the low price of $12, making it a solid deal for anyone looking to get into the game for cheap.

Fallout 4: Game of the Year Edition is a collection of all the released content from the game, which includes major expansions Far Harbor and Nuka World. Much other Bethesda titles, Fallout 4 focused on allowing players to create their own story within an open world. Set in post-apocalyptic Boston, you play as the Lone Survivor of Vault 111, who must find his son after being in suspended animation for more than 200 years. In typical Fallout fashion, you'll explore a setting that shows off shades of 1950's sci-fi--post nuclear--and acquire a set of weapons that can vaporize or blow your enemies to pieces. Over the course of your adventure, you'll level up and make important decisions about which characters you should align with or go against.

In our review of Fallout 4 back in 2015, managing editor Peter Brown stated: "In the grand scheme of things, Fallout 4's minor issues pale in comparison to its successes. When you put the controller down, you think about the friend you betrayed to benefit another, the shifting tide of an incredible battle, or the moment you opened a drawer and found someone's discarded effects, making you wonder how they felt before the bombs fell. In moments like these, Fallout 4 can be an intoxicating experience. You're often forced to sacrifice something--a relationship, a lucrative opportunity, or your health--to make gains elsewhere. And the deeper down the rabbit hole you go, the more you wonder: what if I chose a different path? You second guess yourself, not just because you had other options, but because you aren't sure if you did the right thing. The fact that your decisions stick with you after walking away from the game is a testament to the great storytelling on hand. Fallout 4 is an argument for substance over style, and an excellent addition to the revered open-world series."

This deal is just one of many happening on Black Friday 2018. For now, be sure to keep track of the our round up for upcoming sales on our unique posts for each major retailer. And remember, these deals aren't active just yet, so keep track of the deals that stick out most to you. Be sure to to keep up with all of our Black Friday 2018 coverage on GameSpot.

Fallout 4: Game of the Year Edition

PC

PS4

Xbox One

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  Fedora - VS Code Live Share plugin
Posted by: xSicKxBot - 11-14-2018, 07:42 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

VS Code Live Share plugin

Contributing to Open Source projects leads to collaborating with people around the world this is traditionally done via emails or instant messages. But with the rise of extreme programing practices like pair programing being able to remotely share a code editor is a great feature. VS Code has a plugin Live Share that does just that.

Getting Started with Live Share


If you do not have VS Code already installed, you can read our previous article to get started.

Using Visual Studio Code on Fedora

Installing the Live Share plugin


First let’s install the dependencies the Live Share plugin requires.

$ sudo dnf install openssl-libs krb5-libs libicu zlib gnome-keyring libsecret desktop-file-utils xorg-x11-utils

Once the installation completes, the Live Share plugin is ready to be installed from the Extensions marketplace.

More details on the role of each dependency can be found in the Documentation.

Finally reload VS Code to activate the new plugin.

Start a Collaboration Session


To start a new collaboration session, it requires a project to be open in VS Code, so let’s clone the following git repository and open it.

$ git clone https://github.com/cverna/rss_feed_notifier.git

This repository contains the source code of the following Magazine article.

Never miss a Magazine article — build your own RSS notification system

In VS Code, use the [Ctrl+K, Ctrl+O] combination to select and open the git repository.

Then from the Live Share extension menu start a collaboration session.

Live Share requires its user to sign in so that it can display the identity of the session participants. You can easily sign in using a GitHub account for example.

Ready to collaborate


To start collaborating Live Share provides a link that can be shared with others. You can get this link in you clipboard by clicking on the Invite paticipants … text.

Once one or more participant have joined the session you can start collaborating.

Sharing Code


This is where Live Share really shines as it shows clearly which participant is currently editing the file.

It is also possible to follow a participant. This has for effect to open in your editor all the files that the participant you are following opens.

Sharing Resources


Another feature of Live Share is to share resources like a server, a terminal or even a debugger session. For example it is very easy to share a terminal session and help a participant setting up a development environment, another example would be to share a database server and to inspect the content of a table.

Connectivity


By default the Live Share connection automatically checks if the host machine and the guest machine can communicate directly, if not Live Share uses a relay hosted in the Azure cloud.

It is possible to configure Live Share to use only direct connection between the host and the guest. For that the host machine needs to open a port in the 5990-5999 range and accept inbound local network connections. The guest needs a network route and outbound access to the host on the same port.

Finally set the connection mode to direct in the Live Share settings.

The documentation provides more details on the connectivity options.

Please note that the Live Share extension is available as Public Preview. The extension source code is currently not open source but this should change once the extension is generally available.

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  Microsoft - Microsoft driving intelligent, connected smart cities
Posted by: xSicKxBot - 11-14-2018, 07:42 AM - Forum: Windows - No Replies

Microsoft driving intelligent, connected smart cities

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

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

Innovations for smart cities

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

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

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

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

Cities transforming with the cloud, AI and IoT

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

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

Partners joining us at SCEWC2018

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

Connect with us—at SCEWC2018 or your city

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

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

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

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