Showing posts with label personal computing. Show all posts
Showing posts with label personal computing. Show all posts

Wednesday, 13 July 2016

Behind Facebook's efforts to make its site accessible to all


Earlier this year, Facebook launched a new feature for iOS screen readers called automatic alt text. Powered by artificial intelligence and machine learning, it recognizes the objects in a photo and then describes them, which is incredibly handy for users who are blind. It arrived on Android soon after, and two weeks ago, the social network officially made the tool available in 20 other languages. These are just a few recent examples of how Facebook is attempting to make its products -- as well as the internet as a whole -- more accessible to those with disabilities. It all started five years ago when Jeff Wieland, who worked on the company's user research team at the time, discovered that there were people with disabilities who were having a rather terrible experience with Facebook.
For example, he found out that screen readers -- software employed by blind users to know what's happening on a page -- would interpret a button on a site as simply, well, "button." It would have no information on what the button does. "This is a really simple example," he said. "For an engineer, adding a label to a button is one line of code. But it changes everything." The problem, he said, was that developers were not designing the web experience with screen readers in mind. It seems like a "No, duh" explanation, but as Wieland told me, accessibility is not a subject that's often taught in computer science classes. "It's not part of the core curriculum. You have people graduating from great programs, but who have no exposure to accessibility. It's a real tragedy." Indeed, he said that almost all incoming engineers have no prior exposure to the subject. The community that needs this tech is a large one. According to the World Health Organization, about 285 million people worldwide are visually impaired, and of those, around 39 million are fully blind. And that's just those who suffer from vision loss. "Accessibility is about more than that; it's about serving those who have varying ability," said Wieland. "I discovered there was this vast community we were underserving." In response to this, Wieland set about creating an accessibility team at Facebook with the company's blessing. "Philosophically, people got it," he said, adding that the goal aligns with Facebook's mission for connecting the world. "But the big question was, how do we do this?" Over the years, the team has worked to raise awareness of accessibility issues and assistive technologies within the company.
It started out with two people, but now it's grown to more than 20. It's a cross-functional group made up of people in design, user research, data science, operations and more. Remember those unlabeled buttons? Now, Wieland said, that's a mostly solved issue (though, given the scale of Facebook, there are probably still a few unlabeled ones here and there). The key factor? Working with existing teams on Facebook to integrate accessibility across the board. That automatic alt text photo captioning, for example, required the assistance of Facebook's artificial intelligence team.
"There's this concept of alt text for photos, which used to be provided by the site owner or web developer," said Wieland. "But now the internet is all photos ... The only way we could really provide the text for photos at our scale, would be to use computers to do this." Fortunately, Facebook's AI team had been working on computer vision for at least a year and a half already and had the technology and expertise to work on the project. According to Crista Earl, the director of Web Services for the American Foundation for the Blind, most sites have incorrect or poorly designed forms. "For example, when trying to book a flight on a travel site ... the manner of selecting choices poses an obstacle to users of assistive technology." Inadequately labeled videos and images are also a problem. Other common issues are low-contrast images and tiny fonts for those with low vision. "During my experience online with accessibility issues, I have struggled with a lot of different things," said Kevin Cao, a visually impaired tech support employee for the New York Institute for Special Education. Examples include the lack of voice descriptions for images and text. A few of his favorite sites are YouTube and Applevis.com, a community website for low-vision Apple users, which he said have "clear label buttons, links and heading recognition." As for how he thinks Facebook is doing, he believes it's good for now but could use improvement. "I would like to add more picture descriptions with faces, people," he said. That's the same feedback Wieland heard as well. "They want to know what a person's hair is like, et cetera.
A human can describe a full context, but we're just returning a list of objects ... Hopefully in the future we can tell a richer narrative." Facebook's work on accessibility encompasses more than just vision loss. Back in 2014, the company added the ability for users to provide closed captions to videos. It's currently working on a more automated captioning system with the help of Facebook's language-and-speech-technology group. "The real lion's share work that we do is to prepare our teams to write and design applications that are accessible, to make it foundational," said Wieland. "We want to embed accessibility into all of the steps along the way, from ideation to actually shipping the product." To help this along, Facebook has now integrated accessibility to the QA process that Wieland says has been useful. "It helps push accessibility earlier in the process, without waiting to hear user feedback." As part of the education process, the accessibility team has done a lot internally to raise awareness of the issue.
There's an Empathy Lab located in the middle of the Facebook campus that's partially designed to simulate disabilities to engineers and developers. On display are assistive technologies such as a Braille display for phones, a computer that uses eye tracking for control as well as screen-reading software. "It allows them to play with some of the technologies that people use day in and day out," said Wieland. "It makes it feel real and close to home."

Thanks..........

Tuesday, 12 July 2016

NVIDIA's GTX 1070 is a mid-range GPU that feels high-end



NVIDIA's GTX 1070 It's more affordable than the flagship GTX 1080, and nearly as powerful.


As impressive as NVIDIA's GeForce GTX 1080 GPU is, its high price of $599 is tough to stomach for even the most dedicated gamers. That's where the mid-range GTX 1070 comes in: It's almost as fast as its more powerful sibling, but it starts at a more reasonable $379. That's still a hefty chunk of change, but for the money it can tackle pretty much every game today (and likely for the next year or two) without breaking much of a sweat. That's not too shabby for a mid-range video card.

Due to travel (Computex was quite the trip) as well as limited supply from NVIDIA, it's admittedly taken me a while to put the GTX 1070 through its paces. But now that I've had some time with it, I can say without a doubt that the 1070 is an intriguing GPU. Even NVIDIA admits that among this generation of cars, this is the one most consumers will likely end up going for. Rounding out the lineup, the company also announced the lower-end GTX 1060 this week, which is quite the bargain at $249. The GTX 1070 is NVIDIA's second card based on its 16 nanometer Pascal architecture, and it packs in 8GB of GDDR5 RAM and clock speeds between 1.5GHz and 1.7GHz. The company claims it pumps out 6.5 teraflops worth of computing power, compared with the 1080's nine teraflops.
I tested the slightly pricier $449 Founders Edition of the card, which sports the same elaborate metallic heatsink design as the 1080 Founders version. It has three DisplayPort connections, one HDMI port, one DVI port and is powered by a single eight-pin connector. Let's get to what you're really here for: benchmarks! Not surprisingly, the GTX 1070 sits right between AMD's $240 Radeon RX480 8GB card and the GTX 1080 in terms of performance on my rig (a 4GHz Core i7-4790K CPU, 16GB of 2400Mz DDR3 RAM and a 512GB Crucial MX100 SSD on a ASUS Z97-A motherboard). But it also consistently bests the Radeon R9 Fury X, which was AMD's flagship card from last year. (Unfortunately, I didn't have a GTX 970 or 980 Ti to benchmark.) Rather than pining for 60 fps 4K performance, I've settled on 1440p (2,560 by 1,440 pixels) as my ideal gaming resolution.


It's noticeably sharper than 1080p, and it's easy to get high frame rates even with every graphical nicety imaginable turned on. With the GTX 1070, I consistently reached 60 fps with ultra settings (which will still look pretty great on a 4K display). Of course, it also had no trouble scoring well in 1080p benchmarks, but that's no surprise. If you're getting a new GPU today, you're better off aiming for 1,440p performance.
       

 Given that AMD's cheaper RX 480 had no trouble with VR, I didn't expect any hiccups with the GTX 1070. Indeed, it didn't disappoint.

3DMark3DMark 11
NVIDIA GeForce GTX 1070Standard 13,918/ Extreme 7,703/ Ultra 4,110X7,778
NVIDIA GeForce GTX 1080Standard 15,859/ Extreme 9,316/ Ultra 5,021X9,423
AMD R9 Fury XStandard 13,337/ Extreme 7,249/ Ultra 3,899X,6457
AMD Radeon RX 480Standard 10,279/ Extreme 5,146/ Ultra 2,688X4,588

Dogfighting in Eve: Valkyrie was fast-paced and didn't show any sign of slowdown, and exploring alien environments in Oculus' Farlands felt as immersive as ever. In fact, I didn't notice any performance difference from the GTX 1080 with VR. When the GTX 1070 was announced, it seemed like the ideal affordable choice for PC gaming. Since then, though, we've seen the $200 AMD RX 480 debut, and NVIDIA announced the GTX 1060, a $249 option of its own. So where does that leave the 1070? Based on what I've seen so far, it's still a better option than the RX 480 and 1060 if you want to play at 1440p, or simply want a GPU that can handle next year's games. And, of course, you've also got the option of picking up another GTX 1070 to run in SLI mode in a year or so, as well as overclocking to get some extra performance free. It's hard to call a $379 video card affordable, but when you're comparing it to a $599-and-up card, it seems a lot more palatable. And when you put it in context, as a GPU that trounces the cream of the crop from last year, the GTX 1070 is undeniably a great value.

Monday, 11 July 2016

Pokemon go adds billions to Nintendo's market value



Pokémon Go is the latest hotness in mobile gaming and Nintendo is basking in its glow -- to the tune of $7.5 billion in additional market value. Nintendo stock closed up 25 percent on Monday, and by the end of last week, when Pokémon Go hit mobile devices across the US, Australia and New Zealand, the company's stock was already up 9 percent.

Nintendo added $7.5 billion to its market value on Friday and Monday alone, Reuters reports. Nintendo didn't directly develop or publish Pokémon Go, but it holds a large stake in the series' licensor, The Pokémon Company. Pokémon Go was developed and published by Niantic Labs, Google's former AR division that was responsible for the Ingress mobile game. Nintendo and Google invested an estimated $30 million in Niantic while it was working on Pokémon Go.

The stock boost is great news for Nintendo, which has been struggling to save face and money since 2011.Its living room console, the Wii U, hit shelves in November 2012 and it didn't sell nearly as well as the company expected or needed it to. Nintendo executives predicted they would move nearly 100 million Wii U consoles, but they've sold just 13 million since 2012. Nintendo lost money annually between fiscal years 2011 and 2014, largely banking on legacy titles like Mario, Animal Crossing and Super Smash Bros. Of course, market value doesn't translate directly to profit for Nintendo, but rising stock is a sign that investors still believe in the house that Mario built. Nintendo will need all the support it can get ahead of its next console launch, which we expect in March 2017. The Wall Street Journal reports that Pokémon Go will hit Europe, Japan and other Asian nations within a few days, citing people with knowledge of internal plans.