BEPUphysics (for Windows, XBox and WP7)

BEPUphysics (for Windows, XBox and WP7)

http://channel9.msdn.com/coding4fun/blog/Get-a-free-and-open-source-physics-library-in-BEPUphysics-for-Windows-XBox-and-WP7

“Today’s project is a physics engine, that’s free, open source and cross Microsoft platform. And as you’d expect, not only do you get this cool engine, but a wide sample of demo’s too. The scope of this engine is daunting, yet in looking at the code in the samples and the documentation, it looks very approachable too.

Posted in Windows Phone, XBox | Leave a comment

Microsoft Socl, A Social Network Research Project Revealed

Microsoft Socl, A Social Network Research Project Revealed

http://feedproxy.google.com/~r/WmPowerUser/~3/EF7kQZEhUjE/

“Few months ago we came to know that Microsoft Research is developing a social network called Socl.com. The domain became public and later removed by Microsoft. And now The Verge has got its hands on the Microsoft Research’s Socl.com. Its a combination of social, search and collaboration. It has similar design as Facebook with the […]

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Kinect at Gamefest 2011

Kinect at Gamefest 2011

http://channel9.msdn.com/coding4fun/kinect/Kinect-at-Gamefest-2011

“Today’s entry is another round-up, but this time focused on a number of recent presentations by Microsoft at Gamefest 2011. These presentations are not directly related to Kinect for Windows SDK, instead focused on Kinect for the XBox 360, but there’s still a number of great bits of information for all Kinect developers. The presentations include both the PowerPoint decks and video…

Gamefest 2011 Presentations

Kinect Hands: Finger Tracking and Voxel UI (US)

Kinect volume data can be exploited to extend and refine user interactions. This talk presents methods of constructing hand and finger representations, and building more direct physical UI interactions. In particular, it will cover the benefits, applications, and challenges of these solutions.

Kinect Certification: Lessons Learned and Best Practices (US)

It’s been almost a year since the launch of Kinect and the learning process still continues, but experience has proven to be very important because testing Kinect titles is a challenging task. Adjusting to the experience of using your body as the input device, creating test-cases, adapting to procedures and managing resources in the given conditions are aspects that will be discussed in Ubisoft’s presentation.

Planning for Success: Kinect Compliance Certification (US)

Now that Kinect has launched to great success, it’s time to look back and reflect on the things that went well and to learn from the things that didn’t. This talk will start with a primer about the basics of Kinect Compliance and how we get the best out of our lab space. We then cover deep dives about the hot topics of Identity and hybrid submissions. The Identity section will explain the common pitfalls that tend to complicate compliance and how to avoid them. Finally, the hybrid section will describe our approach to submissions that use a mix of controller and Kinect gameplay.

Natural User Input Joint Filtering Best Practices (UK)

This talk discusses best practices for dealing with NUI noisy joint position data in Kinect titles. Our goal is to help Kinect developers in this regard by showing how to choose an appropriate filtering technique and fine tune its parameters to match the specific needs of their titles. We discuss many topics, including the noise characteristics, noise propagation, latency versus smoothness tradeoff, and using forecasting to reduce latency. We also discuss the most useful filtering techniques for NUI joint data.

Feedback, Feedback, Feedback: Good Kinect UI Design (US)

Controller-free gaming affects menu design and in-game controls more than any other part of the game. This is new ground for most developers, and an art—the Xbox team has seen examples of success from across the spectrum. In this talk, we will explore some example paradigms from released games and elsewhere, and describe what we need to see during the concept approval and UI review stages before your title can ship. This information is valuable to Producers and Designers wanting to understand—and to improve upon—current best practices in the crucial area of player feedback.

Making a Five Star Kinect Game (UK)

Do you want to make a premium Kinect title? We will explore experiences in shipped Kinect titles that have frustrated players, and present easy to implement solutions. With these tricks, your title will shine, improving the gamer’s experience and feedback about your title.

Heuristic-Based Gesture Detection Techniques (US)

Can you build a complete gesture detection system for your next Kinect title that can recognize a wide array of gestures, can work with side poses and self-occluded joints, and that doesn’t require a large database of prerecorded gestures or training? This talk presents the outcomes from a series of experiments in heuristic-based gesture detection using Kinect, and uses the lessons learned to lay the fundamentals of a practical heuristic-based gesture detection system for your next Kinect game.

Voice and “Other Sounds” Interaction: Beyond Simple Speech Recognition (US)

Thinking beyond speech itself, how can we create more natural-seeming voice interfaces and new gameplay mechanics? With a realistic approach to what speech recognition technologies allow us to do, and an emphasis on the Kinect hardware, we present several methods of interaction, including vocal and pre-vocal, speaker identification, and other acoustic events.

Update 11/14/2011 @12:00 PM PST:

A bunch more Gamefest 2011 downloads are now available;

“Xbox, Listen”: Using Speech Recognition with Kinect (US)

Voice offers a powerful natural user input mechanism, offering the possibility of completely intuitive and seemingly omnipotent control to the player. How should speech be designed to best take advantage of this capability, to set up the player for maximum success, and to create magical experiences even when the player’s spoken word isn’t always perfectly understood? In this talk, we discuss not only the technical aspects of implementing speech recognition by using Kinect audio libraries, but also best practices for designing, testing, and tuning grammars for intuitive and successful speech recognition experiences across languages and locales.

An Array of Options: Driving Gameplay with Kinect Audio Input (US)

The microphone array within the Kinect sensor opens a new axis of input for titles to take advantage of. Kinect also features sophisticated hardware and software processing to support spoken interactions as natural user input. This talk covers relevant sound features of the Kinect hardware and software pipelines, including echo cancellation, speech recognition, chat, sound position tracking, and other areas. Both technical and design implications for supporting verbal engagement are addressed.

Avatar Navigation with Kinect (US)

We will explore an approach to navigating an open environment with Kinect. Using a walking-in-place paradigm, the system transforms the player’s movement into natural looking locomotion on their avatar. Various techniques for detecting and analyzing rhythmic motion are covered, including power calculation, zero-crossing detection, auto-correlation, and Fourier analysis (FFT and DFT).

The Magic Behind Kinect (US)

Understanding of how Kinect works and what it does well is key to making great games that use the hardware and software to the fullest. Join us for an all-inclusive discussion about how the Kinect sensor, skeletal tracking, Identity, and speech recognition work together to create the magic behind Kinect.

Tips for Raw Image Manipulation with Kinect (US)

Kinect titles often rely on the end product of the Kinect system pipeline—the skeleton. Many Kinect titles, however, enhance that data or improve gameplay and visuals by going back to the source—the depth and color images. These images can be noisy and difficult to work with, and even simple processing can quickly grow expensive. Also, image calculations can be implemented either on the CPU or on the GPU, and the choice of processor has implications for performance and latency. We present a selection of tips for efficiently and effectively manipulating raw image data by using lessons learned from developing the AdvancedSegmentation, DepthVisualizer, and FastUntile samples in the Xbox 360 Development Kit.

New and Improved: Functional Certification for Kinect (US)

Join the Certification Group’s Functional Kinect presentation where a Functional Kinect lead will run through the latest developments and updates from the Functional labs. Join us as we delve into new features, test case updates, and common issues and hints/tips about how the Functional labs test your Kinect titles and find the issues that matter most to you. You will gain an insight into the most common Kinect failing issues, and pick up hints and tips to potentially improve your pass rate. You will see how we are evolving the Certification process in Functional to be simpler and easier for publishers and developers by giving you exclusive access to the all-new Kinect Certification training videos. If you expect to submit a title to Kinect Certification or Xbox 360 this is a must see!”

-Sent from Weave for Windows Phone 7

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MyMediaLite Recommender System Library

MyMediaLite Recommender System Library

http://channel9.msdn.com/coding4fun/blog/MyMediaLite-Recommender-System-Library

“Today’s project is a little different than most. I’ve had this story queued for a while and have gone back and forth with writing it up or not. I think it’s pretty cool, but I’m not sure how “fun” it is and it’s kind of “out there” in some respects. What pushed me over the edge was the thought of how different it is, how we’ve not had anything really like this here before, how I don’t see many like libraries and the thought of the cool stuff you might be able do with it…

MyMediaLite Recommender System Library

MyMediaLite is a lightweight, multi-purpose library of recommender system algorithms.

It addresses the two most common scenarios in collaborative filtering:rating prediction (e.g. on a scale of 1 to 5 stars), and item prediction from implicit feedback (e.g. from clicks or purchase actions).

MyMediaLite is free software (open source software ), it can be used and distributed under the terms of the GNU General Public License (GPL) .

MyMediaLite: Features

MyMediaLite gives you a choice of many recommendation methods:dozens of different recommenders methods can use collaborative and attribute/content data

MyMediaLite is ready to use:MyMediaLite includes evaluation routines for rating prediction and item prediction; it can measure MAE , RMSE , AUC , prec@N, MAP, and NDCG . It also comes with command line tools for both tasks that read a simple text-based input format.

MyMediaLite is compact: The core library has a size of around 150KB.

Posted in Microsoft, Recommender | Leave a comment

Many Niches

http://www.manyniches.com/windows-phone/windows-phone-dev-ecosystem-one-year-on/#more-506

Posted in Windows Phone | Leave a comment

Windows Embedded

Microsoft eyes new category for Windows Embedded, envisions intelligent systems for everyday objects

http://www.engadget.com/2011/11/14/microsoft-eyes-new-category-for-windows-embedded-envisions-inte/

“Microsoft’s fixin’ to get its Windows platform inside, well, everything. That’s according to GM of Windows Embedded, Kevin Dallas, who says the tech giant is on track to create a new category for the division that centers around “intelligent systems.” It appears the time is ripe for “low-cost… high-powered microchips” to take advantage of MS’ emerging cloud services and integrate means of delivering data and immersive experiences to both enterprise and commercial end users, like in-car systems or point of sale terminals. Need a more specific visual of where this heavy-handed business jargon’s headed? Dallas claims customers in the medical industry are eager to implement Kinect’s gesture-based tracking into future equipment, so pretty soon you won’t have to worry about shaky hands splicing into your vital organs. And all of this is coming relatively soon, as good ‘ol Redmond plans to make its Windows Embedded platforms available shortly after the release of Windows 8 for PCs. So hold tight, there’s a brave new world coming and Microsoft’s holding the keys.

Microsoft eyes new category for Windows Embedded, envisions intelligent systems for everyday objects originally appeared on Engadget on Mon, 14 Nov 2011 17:39:00 EST. Please see our terms for use of feeds.Permalink | Email this | Comments”

Posted in Microsoft, Windows Embedded | Leave a comment

CATE: context-aware timeline for entity illustration

http://academic.research.microsoft.com/Publication/39248555/cate-context-aware-timeline-for-entity-illustration

Posted in Timeline, Wikipedia | Tagged | Leave a comment

New Language Labs From Microsoft Translator Team

New Language Labs From Microsoft Translator Team

http://feedproxy.google.com/~r/WmPowerUser/~3/SlucY6ijVEA/

“Language labs is a new project from Microsoft Translator team where you can try out experimental new features and research prototypes. The site now has three new experiments, 1) Contextual Thesaurus: Translate from English to English to explore alternate ways of expressing the same idea. Try it now! 2) Translator Bookmarklet: Translate any page with […]

Read more at Microsoft News”

-Sent from Weave for Windows Phone 7

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Home Automation Application concept for Windows Phone

Home Automation Application concept for Windows Phone

http://feedproxy.google.com/~r/RSS_1800PocketPC/~3/UjFZ3E1bVpI/

“Build an idea – Home Automation Application

Today I start a new way to build a concepts. I want you – readers to participate actively in the concepts that do. As Microsoft says – Put people first. Feel free to give ideas for the new concept, that will do next week.

(more…)

Check out more : Windows Phone Apps | Windows Phone Games”

-Sent from Weave for Windows Phone 7

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In Defense Of The Stylus

In Defense Of The Stylus

http://techcrunch.com/2011/11/11/in-defense-of-the-stylus/

“A little while back, I got an email from Atmel, one of the leading touchscreen makers, asking if I wanted to check out their latest creation: a new active stylus that works with an improved touchscreen, for stylus actions alongside normal finger-touches and technologies like palm rejection. I passed, because to be honest, it didn’t sound very exciting.

It has shown up at a few other websites, though, and I thought (slightly apologetically) that I should at least watch the video. I did. And — it’s not very exciting.

Yet despite being a third-class citizen in our world of capacitive touchscreens, being publicly ridiculed by Steve Jobs, and generally being considered a nuisance, the stylus isn’t something we should relegate to the company of floppy disks and CRT monitors just yet. Here’s why we can’t write it off.

The first styli, strictly speaking, were used by the Romans, since they invented the word. But cuneiform writing was performed with a primitive stylus as well, and certainly it was used before then, though they were probably used more for scraping marrow from mammoth bones or the like. The point is they’ve been around for a long time because they have always offered certain advantages. They still offer them now.

First, a stylus amplifies your input. With a stylus you can make quick and precise movements of a number of sizes. Ever wonder why nobody writes longhand with their finger? By amplifying small but precise movements that can be done rapidly, handwriting was made possible in the first place, as well as things like detailed drawings and paintings. Even if you’re drawing in the dirt, you do it with a stick.

Second, it dampens your input. This seeming contradiction is at the heart of why a stylus, pen, brush, or what have you is so powerful. While it allows you to amplify the movements you make by extending their effective range, it also allows for more precise control by utilizing the gamma motoneuron system. This is (if I remember correctly) a sort of global tension control in your motor system that allows you to ratchet up the tension in lots of muscles in order to have more precise control over them. Have you ever noticed that you were unconsciously clenching your jaw or tightening your neck muscles while performing an action that required great precision and concentration? That’s the gamma system’s effects spilling over onto adjacent systems while it ups the quality of your hand’s movements.

We use this system while we write and draw; haven’t you ever noticed how tightly some people grip their pen or pencil? By overshooting the tension required, the gamma system allows for tiny adjustments and quick but exact actions. The fine controls of our hands and fingers, however, are designed more around gripping and applying various amounts of pressure, not making tiny movements.

Third, you can see what’s under the stylus. This is essential to artists, of course, but it also completes a simple visual feedback loop in which you can tell what you’re touching. With a fingertip, past a certain point it’s guesswork. You see the button, you move your finger, and then you hope. But with a stylus, pen, or cursor, you see the button, you see where your control point is, you move it closer, you see it’s closer, you move it on, you see it on, and you click, or write a check mark, or tap.

You can see that these advantages aren’t just, say, 20th-century advantages, for generations that needed pen and paper to record things. A surgeon uses a sharp stylus to perform surgery. A painter uses a soft stylus to make strokes. We all use stylii with special tips to screw in screws, flip eggs, eat chinese food. The stylus isn’t a holdover from an earlier age; it’s a fundamental add-on to human physiology.

So why did Jobs mock it and leave it behind? For some time before the iPhone came out, the stylus was used because it was the only option. Capacitive screens were too expensive, or not precise enough. Resistive screens offered a compelling alternative to d-pad-based navigation, and the best way to interact with resistive screens is a stylus, not your fingertip. Jobs wasn’t ragging on the stylus, he was ragging on an old solution to a problem, a solution people hadn’t bothered updating. The uses and form factors of mobile phones are such that a stylus isn’t the best solution when it isn’t the only solution; a fingertip serves much better in most cases. But there are just as many cases, as with the mouse and the trackpad, where the opposite is true.

Think about the Courier and the Noteslate, both of which generated a froth of enthusiasm despite not being real. The idea was a sort of next-generation paper notebook, stylus and all. You wrote things, you circled things, you touched them with your finger if that worked, you used the stylus if that worked. Some might say it was more of a throwback than a look forward, a product that clung to outdated notions of how we interact with information. Outdated as opposed to when – now? Does this imaginary interlocutor think that in 20 years, we’ll all still be using 10-inch glass screens, running our fingers across them, doing pinch-to-zoom? This excellent “brief” rant on interaction design points out just how shortsighted today’s devices are: entirely abstract, using next to no natural inputs or gestures, and totally inflexible. Seeing the things cooked up with a Kinect suggest a fusion of the virtual and the real that makes a tablet’s flat, static window look positively primitive.

But clearly, to return to the topic at hand, Atmel’s state of the art touch solution isn’t what we’ve been waiting for. An improvement to be sure, but it’s a far cry from the level of detail possible with a Bic and a sheet of paper, and until the stylus and screen pass that level of usefulness, the applications are limited (though it will likely work nicely with Windows 8). What needs to happen before the stylus becomes truly relevant again?

One thing I saw earlier this year at Mobile World Congress in Barcelona was a touch system by Atmel’s arch-enemy Synaptics that fairly blew me away. A capacitive screen that could detect both conductive and non-conductive items (say, a gloved hand or stylus), but passively, unlike Atmel and others’ active solutions (this has its own substantial shortcomings).

Latency was also reduced by integrating the touch sensor with the display sensor. You have probably noticed that when you write something with a pen, the line appears immediately. The fact that it doesn’t do so when you use a stylus on a touchscreen is probably more disorienting than you think; you can’t error-check your own small movements at your own rate, you must wait for the machine to catch up. Low latency is a step in the right direction, and it’s one place where high-Hz display rates could be truly useful.

Resolution is also important, as in so many other things to do with exactness and design. When I draw a short line and the aliasing makes it look like a tiny lightning bolt, I feel like giving up. The rumors of an iPad with a vastly higher resolution are nice, but they don’t help the stylus, since Apple has inoculated itself, rightly or wrongly, against stylus support for the rest of time. But Apple doesn’t make the displays, and these mega-resolution screens could help make the stylus worth using again.

The touch ecosystem and the people within it need to realize their limitations, as well. Right now finger-based interaction is still novel, still being fleshed out (so to speak), optimized, still being applied to different models. But we’re already bumping into the borders beyond which this kind of touch, the iPhone kind of touch, will be useless.

For typing, it has already proven a painful technology to use — so we have an accessory, not unlike the stylus we have mocked, for this basic act of computing. For any kind of actions that require precision, such as illustration, the capacitive screen is also useless, failing as it does to provide that feedback loop. Our interactions with tablets and phones are for the most part coarse and inexact, and entire UIs (witness iOS, which some would argue falls more on the side of simplicity than elegance) have been designed around this fact.

We’ve gotten around some of these problems with clever little tricks, and we’re constantly trying to invent new ones to expand the capabilities of what must be recognized as a very limited interaction method. Sooner or later someone will stand on a stage, as Jobs did, and ask “why are we still pointing and jabbing at our icons and applications like kindergarteners doing finger-painting?” And maybe he’ll show us, as Jobs did, how long we’d been rationalizing our poor choice in interface. Will it be Atmel on stage? Synaptics? E-Ink? Microsoft?

Whoever it is, it won’t be for a while. The stylus today, let us admit, is impractical for a number of reasons, both design and technical, as Atmel’s video and every device available shows. But as touch goes from novel to normal to mundane, the angst of users stymied by its limitations will grow, and with that angst, demand for something new. The mouse rode a wave in the 80s. The iPhone rode the wave a few years ago, leaving the mouse behind. The next one will leave the iPhone behind, an artifact of the late aughts. What of the stylus? If we have truly exhausted the its applications, it won’t return, but I think it’s manifest that we have not.

That was a long and winding rationalization for a perhaps irrational love of the stylus. But I firmly believe that its days are not done. Its weaknesses became a problem before its strengths were given a chance to shine. The stylus is as ageless as the wedge, the wheel, the projectile. We’ve reinvented all these multiple times. When technology catches up yet again to the pen, the pen will be ready.”

-Sent from Weave for Windows Phone 7

Posted in Stylus | Leave a comment