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Blind Gamer Rights

A visually-impaired gamer sues Sony.

1 min read

Gamespot has a pretty fascinating story today.  It's about a visually-impaired gamer who is suing Sony for allegedly violating the Americans with Disabilities Act.   The player wants Sony to make online games accessible with features such as high-contrast graphics and audio compasses.  The suit has triggered a fair amount of debate online over a compelling issue - blind gamer rights.  

I once wrote a story about games for the blind.  One player created a program called Shades of Doom, a first person shooter played entirely with audio cues.  The blind gamer mod-community is highly-organized and skiled - maybe they can create modifications for some of Sony's online titles. 

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Deep Learning Could Bring the Concert Experience Home

The century-old quest for truly realistic sound production is finally paying off

12 min read
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Image containing multiple aspects such as instruments and left and right open hands.
Stuart Bradford
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Now that recorded sound has become ubiquitous, we hardly think about it. From our smartphones, smart speakers, TVs, radios, disc players, and car sound systems, it’s an enduring and enjoyable presence in our lives. In 2017, a survey by the polling firm Nielsen suggested that some 90 percent of the U.S. population listens to music regularly and that, on average, they do so 32 hours per week.

Behind this free-flowing pleasure are enormous industries applying technology to the long-standing goal of reproducing sound with the greatest possible realism. From Edison’s phonograph and the horn speakers of the 1880s, successive generations of engineers in pursuit of this ideal invented and exploited countless technologies: triode vacuum tubes, dynamic loudspeakers, magnetic phonograph cartridges, solid-state amplifier circuits in scores of different topologies, electrostatic speakers, optical discs, stereo, and surround sound. And over the past five decades, digital technologies, like audio compression and streaming, have transformed the music industry.

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