Game Over

IEEE Spectrum's game industry coverage moves from The Sandbox to Tech Talk

1 min read
Game Over

 

 

 

 

 

 

 

 

 

 

 

 

Photo: Mykl Roventine

After almost three years of documenting the perpetually morphing gaming industry, this is the final post in The Sandbox. We are moving all of our game coverage to Spectrum's Tech Talk blog and Sandbox will not be updated again. Veteran Sandbox bloggers David Kushner and Harry Teasley will continue to give Spectrum readers the inside perspective on game development and culture. Look for Kushner's new feature on Valve Software's ongoing battle against cheaters and hackers, coming to a screen near you on February 16, 2010.

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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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