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Mohamed Nasser a câștigat ziua ultima dată pe Mai 30 2018

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Despre Mohamed Nasser

  • Dată Naștere 05/07/2003



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    Egypt , Sohag , Girga

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  1. Things are great for lower-skill players right now, but realistically, Trials of Osiris is still slightly broken in Destiny 2. Luckily, Bungie is already on the case. Last week saw the relaunch of the Trials of Osiris in Destiny 2's Season of the Lost, which has been drastically improved by Bungie's recent changes to how it works. For years, even with some recent tweaks to make it more rewarding, Trials was an exclusionary mode that drove away lower-skill players because it was so dominated by higher-skill ones. If you wanted to play some sweaty multiplayer matches and get stomped for your trouble, you jumped into Trials--but that's not the case anymore. Still, the first weekend of the Trials of Osiris identified one glaring weakness in the mode that's antithetical to what it's supposed to be. Loathe as I am to suggest a tweak to Trials that will make it more difficult for average players like me to "go Flawless" and reach one of Destiny 2's highest peaks, it's something that makes Trials unfair. That weakness is the ability to see that the people who are matching into your game aren't on a team, but rather, queuing in solo, and it needs to Since its inception back in Destiny 1, Trials was a top-tier competitive multiplayer event that was, essentially, the toughest PvP challenge you could take on. Up until now, you could only play the mode if you had a custom-made team that included two other people. The goal in Trials is to win seven matches of Destiny's Elimination mode--where you only get one life and your teammates have to revive you to keep you in the fight--without losing. Doing so is considered a "Flawless" run and earns you special guns and mods you can't get anywhere else in the game, to say nothing of the bragging rights that come with it. There's even a special social space, the Lighthouse, only available to Trials winners. With the relaunch of Trials in the Season of the Lost, however, Bungie has made some drastic changes, all of which invite more people to play the mode than ever before. New anti-cheat software is knocking out offenders who would make Trials into an incredibly frustrating slog, and a new rewards system provides tons of good loot just for participating in the mode. Trials now only tracks wins and ignores losses, so the mode doesn't penalize you for getting pummeled. And perhaps most importantly, you no longer need a full team of three players to access the Trials mode--it now supports matchmaking, so you can jump into Trials by yourself or with just one other player. The option to play Trials without scheduling a session with friends and still earn useful, powerful loot has made the mode way more fun, and seriously increased the number of people playing it in its first weekend back. That's a massive victory for Bungie, because Trials was previously a portion of the game most players ignored. With so many of the best players in the game wanting to prove themselves in Trials, making any progress in the mode was tough for average players, and many abandoned it. These new changes, and matchmaking especially, have reinvigorated Trials and broken down a lot of the barriers that kept players out. That's why it's so important that Bungie fix this one last issue (and great that it has already acknowledged that it will soon do so), because it again allows for better players to prey on weaker ones, and it could result in people once again deciding that Trials isn't worth the effort. Currently, as you're loading into matchmade activities like the Trials of Osiris, an on-screen counter shows how many people are in your match, displaying the game's progress in pairing you with opponents. By watching that counter, you can intuit when people who are not in a full group of three are matched with you. Smart squads--including my team, which went Flawless this weekend--immediately saw this as a way to game the Trials system. They'd cancel the matchmaking process when they saw they were facing a full, pre-made team of three, and instead opt into matches where at least one player had queued in alone. The advantage you get as a pre-built team of three can be tremendous. If you're playing Trials as a team, you already know and trust your teammates and have a sense of how they play and how you should play with them. You're also most likely communicating with each other in a voice channel or something like a Discord server. That makes your chances of beating a group with solo players much higher, since they don't know each other and likely aren't communicating. Just the ability to tell each other where the enemy is and what they're doing helped us to win a whole lot of rounds during this first weekend, because we were able to share intelligence and change tactics. And while I appreciated this advantage to an enormous degree--I've been getting pummeled in Trials for years, and visiting the Lighthouse this weekend was huge for me as a long-time Destiny fan but a middling PvP player--I recognize that it's not fair. It's great that Bungie has added matchmaking to Trials because it opens it to more players, regardless of their skill level. But it's antithetical to how the Trials of Osiris is supposed to work, and the challenge it's supposed to impose, to allow teams to go on their quest for a Flawless run by hunting down solo players. I think Bungie has the right of it that you should still face solo players if you're a team of three, because any changes that make the Trials of Osiris field less homogeneous and the battles more fair are good. This weekend felt great because we had a variety of Trials experiences; sometimes we hit tough teams, sometimes we were rolled by a coordinated group, sometimes we were absolutely dominant, and sometimes even battling a squad of solos came down to the wire. Essentially, though, winning didn't feel impossible, and matchmaking was a big part of the equation that made that happen. Win or lose, Trials now respects the time you put in, and the opportunity for more than just the best of the best to go Flawless makes the mode more fun for everyone. But Trials has had a history of good players finding ways to exploit weaker ones, and that's what the solo queuing trick is: an exploit. It takes away from the spirit of the Trials of Osiris, and it makes playing the mode unfairly harder on those who opt-in without a full team. Elements like this one are why Trials struggled in the past to begin with--it made the mode unfun to play if you weren't already the best and if you didn't have a couple of PvP-fanatic friends to boot. The good news is that Bungie is already aware of the issue, and in its latest This Week at Bungie blog post, it mentioned that the counter will be invisible in future Trials sessions starting on September 24. Already we've glimpsed a Trials of Osiris that's more fun and more worth playing than it's ever been, and this change is in keeping with that. To keep a Trials that is both accessible to normal players and representative of a top-tier challenge, the ability to exploit matchmaking so that you only queue against solo players has to go. It'll be sad for us middle-of-the-road squads, but ultimately, it'll help make one of Destiny 2's most unique and exciting activities even better.
  2. Apple has officially stopped selling the iPhone 12 Pro series-- 12 Pro and 12 Pro Max-- in India soon after the launch of the new iPhone 13 series. But both the iPhone 12 Pro and iPhone 12 Pro Max are available on Amazon and not just that there are interesting deals as well. Amazon is offering Apple AirPods Pro at effectively no additional cost with the iPhone 12 Pro and iPhone 12 Pro Max if you consider the launch prices of both the iPhones. Note that Apple did not officially decrease the prices of both these phones after the iPhone 13 launch. Amazon is selling the iPhone 12 Pro (128GB) with AirPods Pro at Rs 1,25,395. You can also opt to buy the phone with AirPods at Rs 1,17,395. If you don’t wish to opt for the AirPods deal then you can buy the iPhone 12 Pro (128GB) at Rs 1,04,405. The offer is applicable for 256GB and 512GB storage variants as well. Amazon is extending the same deal to the iPhone 12 Pro Max as well. The price difference between iPhone 12 Pro and 12 Pro Max is under Rs 6,000. The iPhone 12 Pro Max (128GB) with AirPods Pro is available at Rs 1,30,989 while with the AirPods you can get it at Rs 1,22,989. The offer is applicable for 256GB and 512GB storage variants of the iPhone 12 Pro Max as well. You can also opt to buy the iPhone 12 Pro Max without the AirPods deal at Rs 1,09,999. Amazon is also offering other combo deals with MagSafe case and 20W adapter too. For reference, the new iPhone 13 Pro (128 GB) comes at Rs 1,19,900 while the iPhone 13 Pro Max (128GB) is priced at Rs 1,29,900.
  3. A postgraduate student in City's Institute for Cyber Security (ICS) is attempting to plug the vulnerability gaps of smart cars to hacking and security breaches. Subhajit Bandopadhyay, studying for a Ph.D. under the supervision of Professor Muttukrishnan Rajarajan, director of the ICS, has been involved in collaborative research to develop the SIUV—a stateful smart car identity and access management (IAM) system, based on usage control (UCON) and verifiable credentials (VCs). SIUV comes out of Subhajit's research paper, co-authored by Professor Rajarajan, Ali Hariri (Huawei Munich Research Center and the University of Trento), Dr. Athanasios Rizos (Huawei Munich Research Center), Dr. Theo Dimitrakos (Huawei Munich Research Center and the University of Kent) and Professor Bruno Crispo (University of Trento), which was successfully submitted to the 36th International Conference on ICT Systems Security and Privacy Protection (IFIP SEC 2021) in June 2021. Over recent decades, several successive innovations have transformed the motor vehicle into a digital system on wheels. Otherwise known as intelligent cars, smart cars have evolved into safety-critical and cyber-physical systems which are increasingly exposed to cyber vulnerabilities. SIUV uses usage control policies in order to issue privileges to drivers or applications (such as the deployment of air bags or speed limit control) according to their credentials or claims. The issued privileges are then used to decide whether to grant or deny access to in-car resources. SIUV also continuously monitors subject claims, resource attributes and environmental conditions such as time or location so that if a change is made, the system can re-evaluate policies, provide updates or revoke issued privileges and usage decisions accordingly. To understand the work of Subhajit and his colleagues here is a realistic scenario. Alice, for example, goes to a car rental company to rent a vehicle for 48 hours to be driven in the London metropolitan area. The car rental company then defines the policies according to their agreement with Alice, and makes this information available for use via SIUV. Alice visits Cambridge briefly and thought the car rental company wouldn't be aware of this. When Alice was about to leave London's city limits, the car displays geographical restriction warnings and suggests rerouting to stay within the London metropolitan area. This occurs because of the continuous usage control architecture of SIUV. Verifiable credentials help keep claims secure and verifiable at all times, making them a great alternative to physical cards that are currently issued as driving licenses. The UK Driver and Vehicle Licensing Agency (DVLA) can be a potential trusted issuer of driving licenses in the form of verifiable credentials that are cryptographically verifiable. The claims within the credential can be continuously validated and access to the in-car components can be allowed or denied based on the usage control policy evaluations by SIUV. The automotive market is growing rapidly in transforming mechanical car components into digital systems. From a software perspective, this makes research work on the SIUV vital in comprehensively taking care of the safety and security of the smart cars of the future.
  4. Multiple sources have reported that the narrative adventure studio is trying something different. Quantic Dream, the studio behind the narrative-focused Heavy Rain, Beyond: Two Souls, and Detroit: Become Human, may be working on a new Star Wars game. A trio of sources have reported that the studio has done a deal with Disney for a game that might already be well into development, and Quantic Dream itself dropped a cryptic hint about it too. The rumor first surfaced last week when French YouTuber Gautoz (via VGC) claimed that Quantic Dream "will be signing with Disney" now that its Sony contract is over. "It looks like they will be working on a Star Wars game," Gautoz said. Shortly after that, noted secrets-leaker Tom Henderson, who last week claimed that next year's Call of Duty game will be Modern Warfare 2, said on DualShockers that he had been told the same thing by a separate source "who provided overwhelming evidence that he had contacts at Quantic Dream." According to Henderson, the game has been in development for about 18 months. Quantic Dream also apparently "liked" Henderson's tweet about the story, although it has since unliked it. Make of that what you will. Finally, Kotaku says today that it too has heard the same story, from a separate source of its own, who also indicated that Quantic Dream has been working on it for about 18 months. Kotaku's source said the new project, unlike the studio's previous releases, is a more conventional action game, possibly in an open world setting and with multiplayer components. Some job openings on Quantic Dream's website point in a similar direction: The studio is hiring for roles including competitive senior game designer, who among other things must have "prior experience in managing a meta-database in LiveOps," and senior game economy designer, with "a sensibility to game design combined with an outstanding knowledge of all key elements that allow the game to work as a service and thrive financially." A senior level designer listing calls for experience working on an "open environment game and/or a multiplayer game." None of that (or any of the other listings I've looked at) mention Star Wars specifically, but they definitely point away from Quantic Dream's usual interactive dramas. Its games aren't everyone's cup of tea, but they are consistent: From The Nomad Soul to Detroit: Become Human, they're linear. narrative-heavy (and heavy-handed) adventures built on, as Andy Kelly put it a couple years ago, "lavish production values, QTEs, wild tonal inconsistency, overwrought drama, gratuitous shower scenes, and SWAT teams." That's not the sort of thing that calls for a games-as-a-service designer or open-world experience. It's odd to me that Quantic Dream would take on such a different style of game for its big Star Wars debut, especially since Ubisoft is already working on an open-world Star Wars game—but of course, all of this is entirely unconfirmed, and may ultimately prove mistaken in the details or entirely inaccurate. With similar reports coming from three separate sources, though, I'm inclined to give it some weight: I'm not expecting an open-world action game a la Destiny 2, but at this point I'll be a little surprised if Quantic Dream isn't working on a Star Wars something. I've reached out to the studio for more information and will update if I receive a reply.
  5. iQoo Z5 to launch in India on September 27, confirms company TIMESOFINDIA.COM | Sep 20, 2021, 22:03 IST iQoo Z5 is soon going to be launched in India. Smartphone brand iQoo, which is Vivo’s sub-brand, has confirmed the launch date of its upcoming smartphone in India. The brand has announced the date of the launch via Twitter where it revealed that the iQoo Z5 will be launched in India on September 27. The event will take place at 12 pm. The smartphone will be available via Amazon and the e-commerce giant has already created a microsite of the soon to be launched handset. While the Amazon page doesn’t reveal any of the key specs of the iQoo Z5, certain specs of the handset have been revealed in the company's home country China where the handset is supposed to go on sale on September 23. iQoo Z5 expected specifications The iQoo Z5 smartphone is said to house a 120Hz refresh rate display and come powered by Snapdragon 778G SoC octa-core Qualcomm Snapdragon 768G SoC, LPDDR5 RAM. For imaging duties, the iQoo Z5 will come housing a 64MP main camera. It is expected to be backed by a 4400mAh battery. iQoo 8 series coming too Launched in China in August, the iQoo 8 series is also expected to be launched in India soon. To recall, this is the company's flagship series where the iQoo 8 was launched powered by the Snapdragon 888 SoC while iQoo 8 Pro was launched with the Snapdragon 888+ SoC. As the name suggests, the Pro model has many upgrades over the non-Pro variant, such as a bigger higher resolution display, a better camera system, a larger battery, and support for fast wireless charging.
  6. The Deep Discoveries project was launched to explore ways of creating a computer vision search platform that can identify and match images across digitised collections on a national scale. Credit: The National Archives, V&A, and RGBE Novel methods of searching the nation's gallery, library and museum collections could soon be revolutionized by a visual search platform designed in collaboration with Northumbria University. As the sector worldwide moves towards presenting collections online, the Deep Discoveries project was launched to explore ways of creating a computer vision search platform that can identify and match images across digitized collections on a national scale. The expertise of Dr. Jo Briggs and Associate Professor Jamie Steane, from Northumbria School of Design, were enlisted to help deliver the collaboration between The National Archives, the University of Surrey and the V&A Museum. Rather than typing a keyword into an empty search box, visual search uses a query image and computer vision artificial intelligence (AI), to match similar images from across digitized collections based on properties such as color, pattern and shape. The Northumbria design team—made up of Jo, Jamie and talented graduate Andy Cain—joined the project at a later stage to help with information sharing and developing the user experience. Their challenge was to find ways to visually demonstrate the AI reasoning and explain the search criteria of the platform. Bernard Ogden, Research Software Engineer at The National Archives, built the prototype platform. He said: "The design process allowed us to reach a shared understanding that permitted us to create a live prototype, accommodating the different points of view between in teams involved in this multi-disciplinary project." Jo and Bernard recently attended the Digital Research Infrastructure for the Arts and Humanities (DARIAH) annual conference, this year on the theme of "Interfaces," to present their findings. Project lead, Dr. Lora Angelova, Head of Conservation Research and Audience Development at The National Archives, added: "The energy and innovative design vision brought to the project by the design team, sparked new ideas and possibilities around visually communicating a progressive way of deploying AI for the benefit of our audiences."
  7. Here’s how to get your hands on the new Xbox without a pre-order. The Xbox Series X and Series S are finally out, but if you didn’t pre-order Microsoft’s newest console, it might be a while until stock is plentiful enough for you to actually get a chance to buy one. That’s a shame, because we were impressed by the amount of choice packed into the Series X when we reviewed it, and we’d love to see that mentality extend to people who’d prefer not to pre-order and instead wait to read reviews. Still, not being able to buy these consoles now might not be too much of a problem. There’s a strong argument to be had for waiting to buy a next-gen console, since launch game lineups are looking slim this time around. If that’s the route you decide to go, it’d be smart to research the best places to buy ahead of time, as well as which of the two consoles you’d prefer. We'll list the stores where you're most likely to find either of the new Xbox consoles below, although most online stock these days comes in the form of small batch drops that sell out quickly. For up to the minute updates on those, follow our Techradar colleague Matt Swider over on Twitter. In-store stock drops haven't happened at major, non-club retailers yet in 2021, although rumors are swirling of one set for September 23rd at Best Buy Xbox Series X US Xbox Series X retailers at a glance: Amazon I Best Buy I Gamestop I Target I Newegg I Walmart I BH US Xbox Series X resellers at a glance: eBay I stockX The Xbox Series X is Microsoft’s new flagship console, and is selling for $499. It’s got a custom 8-core Zen 2 CPU and 12 teraflop RDNA 2 GPU, with upper limits of 4K/120 Hz in certain games. This is the new top-of-the-line for the Xbox, and is what you’ll want to buy if you’re a diehard fan. As with most major tech releases in recent memory, official retailers were sold out across the board at launch, and largely remain so now. If you absolutely can’t wait, you can also buy the Xbox Series X aftermarket. We don't necessarily support this, but keeping track of reseller markups is a good way to follow demand. eBay sellers seem to have two different approaches here, with some listings going up before the seller has received their pre-order and others claiming to already have the console in hand. Listings with the console in hand will likely ship more quickly, but they also tend to be more expensive. Right now, you can expect the mark-up to be between $50 - $100 depending on which listing you’re looking at. There’s also stockX, which is primarily a sneaker selling site. The markup here is much higher, though, with listings starting around $600. Xbox Series S US Xbox Series S retailers at a glance: Amazon I Best Buy I Gamestop I Target I Newegg I Walmart I BH US Xbox Series S resellers at a glance: eBay I stockX The Xbox Series S is Microsoft’s new budget console, with an official price of $299. It’s got weaker specs than the Xbox Series X, but aims to play all the same games at 1440p as opposed to 4K. It’s also all-digital. If you don’t need the top-of-the-line or just want something to play Game Pass games on in the living room, it’s a solid bet. Unfortunately, just like with the Xbox Series X, every official retailer is also sold out of the Series S, barring special occasions like scheduled restocks. Aftermarket sellers are also an option here, so even if you don't want to support them, you can look at their markups to keep track of demand. eBay markups are currently hovering between $30 - $70 depending on whether the seller has the console in hand or just has proof of a pre-order. The in-hand consoles tend to be more expensive, though you can also probably expect them to ship sooner. There’s also stockX, which primarily sells sneakers but has seen consumer tech listings popping up as of late. The markup here is somewhat higher than eBay, with listings starting around $400.
  8. Nickname : @Mohamed Nasser Age:18 Profile Link: How much time you can be active in Forum & TS3: 6 or 8 Hours Link of Reviews you have posted recently: How much you rate VGame Reviewers Team 1-15: 15-15 Why do you want be part of the Reviewer's team: help to all staff Any suggest you want to make for your Request: yes help all
  9. Congratulations my Friend :))

    1. THē-GHōST


      thanks ya bro 🌹😊

  10. After a successful trial in FIFA 21 EA have detailed how FIFA Ultimate Team is changing for FIFA 22 when it launches on September 26th. Chief among the new features is the adoption of Preview Packs, which let you see the contents of one of Ultimate Team's lucrative loot boxes before you decide whether to buy it. Preview packs were introduced recently to FIFA 21, and a post on the FIFA 22 site says that they're being added from launch this time "following a positive reception from fans." In reality, FIFA Ultimate Team has at the centre of several government's efforts to crack down on gambling among children in online games. In 2018, sixteen gambling regulators united to issue a warning about loot boxes and digital football cards. EA also had to stop selling Ultimate Team cards in Belgium in 2019 after the country's gambling commission ruled that loot boxes in some games constituted illegal gambling. Preview Packs work by allowing you to peek inside previously opaque card packs, before you decide whether to buy them with FIFA Points (which cost real money) or FUT Coins (which are earned through play). If players decide not to buy the pack, a refresh timer starts until players are able to peek inside another pack of the same type. According to EA, both the Premium Gold and Premium Silver packs will be available for preview with a 24 hour refresh timer. Last year, some players filed a lawsuit against EA, claiming that FIFA used "dynamic difficulty adjustment" in order to make teams underperform in Ultimate Team matches and incentivise more sales of loot boxes. The lawsuit was then dropped back in March after the plaintiffs were allowed to speak to EA's engineers. The PC version of FIFA 22 will be based on the last-gen console version when it launches next week.
  11. Why you can trust pocket-lint (Pocket-lint) - Are slippery thumbs holding you back from winning your favourite mobile game? Then Razer's gaming finger sleeves may be the solution you never knew you needed. It seems that Razer is doing it all lately, from the Razer Zephyr face mask to its fancy gaming chair. Razer already has plenty of controllers for giving gamers the edge, including the Razer Kishi mobile controller, but now it has you covered if you'd rather just use your thumbs to get your game on. Best free games: Play totally free games without paying Razer's gaming finger sleeves are crafted from high-sensitivity silver fibre to give you a better grip and improved control while you play. Each sleeve is said to be touch-sensitive compatible and while also helping to enhance your responsiveness and minimise friction. If you get a bit hot and bothered while gaming, you'll be pleased to hear that the sleeves are also sweat-absorbent and crafted to keep your fingers cool too. A healthy mix of spandex and nylon ensures they'll fit all fingers without much fuss. Naturally, the sleeves are emblazoned with the Razer logo and neon green accents, but alas, no Razer Chroma support. If these sleeves float your boat, you can grab them now straight from Razer for $9.99 or £9.99 in the UK.
  12. MIT researchers have developed a new method to 3D print mechanisms that detect how force is being applied to an object. The structures are made from a single piece of material, so they can be rapidly prototyped. A designer could use this method to 3D print "interactive input devices," like a joystick, switch, or handheld controller, in one go. To accomplish this, the researchers integrated electrodes into structures made from metamaterials, which are materials divided into a grid of repeating cells. They also created editing software that helps users build these interactive devices. "Metamaterials can support different mechanical functionalities. But if we create a metamaterial door handle, can we also know that the door handle is being rotated, and if so, by how many degrees? If you have special sensing requirements, our work enables you to customize a mechanism to meet your needs," says co-lead author Jun Gong, a former visiting Ph.D. student at MIT who is now a research scientist at Apple. Gong wrote the paper alongside fellow lead authors Olivia Seow, a graduate student in the MIT Department of Electrical Engineering and Computer Science (EECS), and Cedric Honnet, a research assistant in the MIT Media Lab. Other co-authors are MIT graduate student Jack Forman and senior author Stefanie Mueller, who is an associate professor in EECS and a member of the Computer Science and Artificial Intelligence Laboratory (CSAIL). The research will be presented at the Association for Computing Machinery Symposium on User Interface Software and Technology next month. "What I find most exciting about the project is the capability to integrate sensing directly into the material structure of objects. This will enable new intelligent environments in which our objects can sense each interaction with them," Mueller says. "For instance, a chair or couch made from our smart material could detect the user's body when the user sits on it and either use it to query particular functions (such as turning on the light or TV) or to collect data for later analysis (such as detecting and correcting body posture)." Embedded electrodes Because metamaterials are made from a grid of cells, when the user applies force to a metamaterial object, some of the flexible, interior cells stretch or compress. The researchers took advantage of this by creating "conductive shear cells," flexible cells that have two opposing walls made from conductive filament and two walls made from nonconductive filament. The conductive walls function as electrodes. When a user applies force to the metamaterial mechanism—moving a joystick handle or pressing the buttons on a controller—the conductive shear cells stretch or compress, and the distance and overlapping area between the opposing electrodes changes. Using capacitive sensing, those changes can be measured and used to calculate the magnitude and direction of the applied forces, as well as rotation and acceleration. To demonstrate this, the researchers created a metamaterial joystick with four conductive shear cells embedded around the base of the handle in each direction (up, down, left, and right). As the user moves the joystick handle, the distance and area between the opposing conductive walls changes, so the direction and magnitude of each applied force can be sensed. In this case, those values were converted to inputs for a "PAC-MAN" game. By understanding how joystick users apply forces, a designer could prototype unique handle shapes and sizes for people with limited grip strength in certain directions. The researchers also created a music controller designed to conform to a user's hand. When the user presses one of the flexible buttons, conductive shear cells within the structure are compressed and the sensed input is sent to a digital synthesizer. This method could enable a designer to quickly create and tweak unique, flexible input devices for a computer, like a squeezable volume controller or bendable stylus. A software solution MetaSense, the 3D editor the researchers developed, enables this rapid prototyping. Users can manually integrate sensing into a metamaterial design or let the software automatically place the conductive shear cells in optimal locations. "The tool will simulate how the object will be deformed when different forces are applied, and then use this simulated deformation to calculate which cells have the maximum distance change. The cells that change the most are the optimal candidates to be conductive shear cells," Gong says. The researchers endeavored to make MetaSense straightforward, but there are challenges to printing such complex structures. "In a multimaterial 3D printer, one nozzle would be used for nonconductive filament and one nozzle would be used for conductive filament. But it is quite tricky because the two materials may have very different properties. It requires a lot of parameter-tuning to settle on the ideal speed, temperature, etc. But we believe that, as 3D printing technology continues to get better, this will be much easier for users in the future," he says. In the future, the researchers would like to improve the algorithms behind MetaSense to enable more sophisticated simulations. They also hope to create mechanisms with many more conductive shear cells. Embedding hundreds or thousands of conductive shear cells within a very large mechanism could enable high-resolution, real-time visualizations of how a user is interacting with an object, Gong says.
  13. It appears there's still a ways to go before the GPU is ready to ship, though. It's not just Intel that's looking to get into the graphics card game alongside Nvidia and AMD: China, too, has been keenly developing its own domestic GPUs to end its reliance on US tech as the two countries wrestle over trade. The heavily state-funded efforts to build a GPU could be inching closer to an important milestone, as chipmaker Jingjiawei says it's completed the tapeout and packaging of a GPU with performance close to Nvidia's GTX 1080. According to a report on Chinese-language website mydrivers (via Techspot), Jingjiawei, also known as Jingjia Micro, has announced it has taped out two GPUs: the JM9231 and the JM9271. Neither GPU has made an appearance in the market yet, so all comparisons come from those made by Jingjiawei itself. So first up, the JM9231. Jingjiawei has said this is a match for the GTX 1050, the entry-level Pascal GPU from Nvidia first released back in October 2016. It will pack more memory than the green team's budget card, though, with 8GB of what should be GDDR5. The exact memory specification does not yet appear to be confirmed, however. It will also support PCIe 3.0 and run at over 1.5GHz. That's said to net this card 2 TFLOPS in FP32 performance, which is slightly over the 1.9 TFLOPS of the GTX 1050 it's matched up against. Then there's the JM9271, which is the more powerful of the two. This is lined up next to the GTX 1080 in the company's official specifications. The JM9271 will feature 16GB of HBM memory and run over PCIe 4.0. It's also clocked quite a bit higher than the lower-spec card, at over 1.8GHz. That helps the JM9271 hit a reported performance of 8 TFLOPS, just under the GTX 1080's 8.9 TFLOPS. Both cards are noted with higher TDPs than their would-be Nvidia counterparts: the JM9231 much higher at 150W to the GTX 1050's 75W, and the JM9271 at 200W to the GTX 1080's 180W. It's still early days, though. As evidenced by Jingjiawei not having completed testing or approached volume production of either card yet. That means it could still be some time before they are available in China, where these cards are expected to be released to the public. Perhaps then we'll be able to see how these cards compare to Nvidia's Pascal generation in gaming terms, although likely not in a straight fight in the latest games: neither card supports DX12, instead only OpenGL and OpenCL. The big question then is: at the current pace of GPU development from Nvidia, AMD, and Intel, will China's domestic efforts be able to catch up? And how much will it cost to do so? I'm sure that's what the financiers of China's race to domestic chip production will be asking. Nvidia spent over $3B on research development over its past complete financial year, and AMD around $1.9B. Those budgets are split over many different avenues for both companies, especially AMD with its CPU development, but you get the idea. GPU development doesn't come cheap—especially if you're trying to catch up.
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