Games

72% of Game Developers Say Steam Is Effectively a PC Gaming Monopoly 164

A new survey of over 300 US and UK gaming executives found that 72% view Steam as a monopoly. "Furthermore, 88% said that at least three-quarters of their revenue came from Steam, while 37% reported that the platform accounted for 90% of their total revenue," adds Techspot. From the report: Atomik Research conducted the recent survey on behalf of Rokky, a company that helps game publishers minimize the impact of grey market key resellers on prices. In addition to opinions on Steam, developers also answered questions about the PC market's biggest challenges.

The increasing popularity of free-to-play games such as Fortnite, DOTA 2, Counter-Strike 2, Call of Duty: Warzone, and Roblox topped the list of concerns for 40% of respondents. Approximately a third mentioned market saturation and discoverability, echoing data that suggests there aren't enough players for the thousands of new titles released on Steam each year. A similar portion of survey respondents also expressed concerns regarding subscription services.
Apple

The Vaporware That Apple Insists Isn't Vaporware 28

At WWDC 2024, Apple showed off a dramatically improved Siri that could handle complex contextual queries like "when is my mom's flight landing?" The demo was heavily edited due to latency issues and couldn't be shown in a single take. Multiple Apple engineers reportedly learned about the feature by watching the keynote alongside everyone else. Those features never shipped.

Now, nearly a year later, Apple executives Craig Federighi and Greg Joswiak are conducting press interviews claiming the 2024 demonstration wasn't "vaporware" because working code existed internally at the time. The company says the features will arrive "in the coming year" -- which Apple confirmed means sometime in 2026.

Apple is essentially arguing that internal development milestones matter more than actual product delivery. The executives have also been setting up strawman arguments, claiming critics expected Apple to build a ChatGPT competitor rather than addressing the core issue: announcing features to sell phones that then don't materialize. The company's timeline communication has been equally problematic, using euphemistic language like "in the coming year" instead of simply saying "2026" for features that won't arrive for nearly two years after announcement.

Developer Russell Ivanovic, in a Mastodon post: My guy. You announced something that never shipped. You made ads for it. You tried to sell iPhones based on it. What's the difference if you had it running internally or not. Still vaporware. Zero difference. MG Siegler: The underlying message that they're trying to convey in all these interviews is clear: calm down, this isn't a big deal, you guys are being a little crazy. And that, in turn, aims to undercut all the reporting about the turmoil within Apple -- for years at this point -- that has led to the situation with Siri. Sorry, the situation which they're implying is not a situation. Though, I don't know, normally when a company shakes up an entire team, that tends to suggest some sort of situation. That, of course, is never mentioned. Nor would you expect Apple -- of all companies -- to talk openly and candidly about internal challenges. But that just adds to this general wafting smell in the air.

The smell of bullshit.
Further reading: Apple's Spin on the Personalized Siri Apple Intelligence Reset.
Businesses

Slashdot Asks: Does Britain's 'Know Your Place' Culture Stifle Innovation? (yahoo.com) 137

Tom Blomfield, founder of Monzo, challenges the notion that Americans work harder than Europeans, attributing the U.S.'s economic edge to a culture of "positivity, optimism, and ambition" rather than sheer work ethic. He argues that the "know your place, don't get too big for your boots" mindset stifles innovation, whereas the U.S.' "American Dream" fosters a more dynamic start-up culture, making it easier for entrepreneurs to bounce back from failure. Fortune reports: Blomfield said the American dream wasn't a reality that a lot of people in the U.S. get to live, but it was one that a lot of them experience. "That idea that anyone can create anything if they try hard enough is so deeply American, and it's so antithetical to the British culture," he said. Blomfield was 28 when he co-founded Monzo in 2015. While he said people in the U.K. "looked at me like I was crazy" as he tried to get a banking license, he had a much more supportive reaction in the States. The Brit said his fellow countrymen were more inclined toward a "know your place, don't get too big for your boots" attitude that stifles innovation.

In Blomfield's view, this filters down to the career decisions made by the country's most promising university students. In the U.K., Blomfield says the most ambitious thing for students to do is work at a trading firm like James Street or a consultancy like McKinsey. Indeed, he suggests the default choice for PhD students in computer science is to join Goldman Sachs. In the U.S., meanwhile, Blomfield says he'll often get pitched start-up ideas by students from unexpected backgrounds, including English Literature undergrads. [...]

In April, Nicolai Tangen, the CEO of Norway's $1.6 trillion sovereign wealth fund, sparked a debate with his comments that there was a difference in the "general level of ambition" between U.S. and European workers, adding that Americans work harder. Blomfield said he had read data suggesting that the latter wasn't the case. But his thoughts do align with another of Tangen's points, namely that it is easier to start again in the U.S. if a business fails than in the U.K. Backed by the "American dream" ideal that Blomfield mentioned in his interview, the U.S. has long been more closely associated with entrepreneurialism and disruption than Britain, and Europe more widely.
Since these comments were made last May (reprinted yesterday via Fortune), we'd like to open this up for a "Slashdot Asks" discussion. Do you think the "know your place" mindset Blomfield cited stifles innovation? How does it compare to the mindset in the United States or elsewhere? Any insights or examples to support your point are appreciated and will contribute to a more meaningful discussion.
Businesses

Companies Issuing RTO Mandates 'Lose Their Best Talent': Study (arstechnica.com) 96

An anonymous reader quotes a report from Ars Technica: Return-to-office (RTO) mandates have caused companies to lose some of their best workers, a study tracking over 3 million workers at 54 "high-tech and financial" firms at the S&P 500 index has found. These companies also have greater challenges finding new talent, the report concluded. The paper, Return-to-Office Mandates and Brain Drain [PDF], comes from researchers from the University of Pittsburgh, as well as Baylor University, The Chinese University of Hong Kong, and Cheung Kong Graduate School of Business. The study, which was published in November, spotted this month by human resources (HR) publication HR Dive, and cites Ars Technica reporting, was conducted by collecting information on RTO announcements and sourcing data from LinkedIn.

The researchers said they only examined companies with data available for at least two quarters before and after they issued RTO mandates. The researchers explained: "To collect employee turnover data, we follow prior literature ... and obtain the employment history information of over 3 million employees of the 54 RTO firms from Revelio Labs, a leading data provider that extracts information from employee LinkedIn profiles. We manually identify employees who left a firm during each period, then calculate the firm's turnover rate by dividing the number of departing employees by the total employee headcount at the beginning of the period. We also obtain information about employees' gender, seniority, and the number of skills listed on their individual LinkedIn profiles, which serves as a proxy for employees' skill level."

There are limits to the study, however. The researchers noted that the study "cannot draw causal inferences based on our setting." Further, smaller firms and firms outside of the high-tech and financial industries may show different results. Although not mentioned in the report, relying on data from a social media platform could also yield inaccuracies, and the number of skills listed on a LinkedIn profile may not accurately depict a worker's skill level. [...] The researchers concluded that the average turnover rates for firms increased by 14 percent after issuing return-to-office policies. "We expect the effect of RTO mandates on employee turnover to be even higher for other firms" the paper says.

EU

OW2: 'The European Union Must Keep Funding Free Software' (ow2.org) 15

OW2, the non-profit international consortium dedicated to developing open-source middleware, published an open letter to the European Commission today. They're urging the European Union to continue funding free software after noticing that the Next Generation Internet (NGI) programs were no longer mentioned in Cluster 4 of the 2025 Horizon Europe funding plans.

OW2 argues that discontinuing NGI funding would weaken Europe's technological ecosystem, leaving many projects under-resourced and jeopardizing Europe's position in the global digital landscape. The letter reads, in part: NGI programs have shown their strength and importance to support the European software infrastructure, as a generic funding instrument to fund digital commons and ensure their long-term sustainability. We find this transformation incomprehensible, moreover when NGI has proven efficient and economical to support free software as a whole, from the smallest to the most established initiatives. This ecosystem diversity backs the strength of European technological innovation, and maintaining the NGI initiative to provide structural support to software projects at the heart of worldwide innovation is key to enforce the sovereignty of a European infrastructure. Contrary to common perception, technical innovations often originate from European rather than North American programming communities, and are mostly initiated by small-scaled organizations.

Previous Cluster 4 allocated 27 millions euros to:
- "Human centric Internet aligned with values and principles commonly shared in Europe";
- "A flourishing internet, based on common building blocks created within NGI, that enables better control of our digital life";
- "A structured eco-system of talented contributors driving the creation of new internet commons and the evolution of existing internet commons."

In the name of these challenges, more than 500 projects received NGI funding in the first 5 years, backed by 18 organizations managing these European funding consortia.

Power

Chinese Company Announces Mass Production of Small Nuclear Battery With 50-Year Lifespan (tomshardware.com) 172

"Chinese company Betavolt has announced an atomic energy battery for consumers with a touted 50-year lifespan," reports Tom's Hardware: The Betavolt BV100 will be the first product to launch using the firm's new atomic battery technology, constructed using a nickel -63 isotope and diamond semiconductor material. Betavolt says that its nuclear battery will target aerospace, AI devices, medical, MEMS systems, intelligent sensors, small drones, and robots — and may eventually mean manufacturers can sell smartphones that never need charging...

[T]he BV100, which is in the pilot stage ahead of mass production, doesn't offer a lot of power. This 15 x 15 x 5mm battery delivers 100 microwatts at 3 volts. It is mentioned that multiple BV100 batteries can be used together in series or parallel depending on device requirements. Betavolt also asserts that it has plans to launch a 1-watt version of its atomic battery in 2025. The new BV100 is claimed to be a disruptive product on two counts. Firstly, a safe miniature atomic battery with 50 years of maintenance-free stamina is a breakthrough. Secondly, Betavolt claims it is the only company in the world with the technology to dope large-size diamond semiconductor materials, as used by the BV100. It is using its 4th Gen diamond semiconductor material here...

[T]he Betavolt BV100 is claimed to be safe for consumers and won't leak radiation even if subjected to gunshots or puncture... Betavolt's battery uses a nickel -63 isotope as the energy source, which decays to a stable isotope of copper. This, plus the diamond semiconductor material, helps the BV100 operate stably in environments ranging from -60 to 120 degrees Celsius, according to the firm...

Betavolt will be well aware of devices with a greater thirst for power and teases that it is investigating isotopes such as strontium- 90, promethium- 147, and deuterium to develop atomic energy batteries with higher power levels and even longer service lives — up to 230 years.

Thanks to long-time Slashdot reader hackingbear for sharing the news.
AI

MIT Group Releases White Papers On Governance of AI (mit.edu) 46

An anonymous reader quotes a report from MIT News: Providing a resource for U.S. policymakers, a committee of MIT leaders and scholars has released a set of policy briefs that outlines a framework for the governance of artificial intelligence. The approach includes extending current regulatory and liability approaches in pursuit of a practical way to oversee AI. The aim of the papers is to help enhance U.S. leadership in the area of artificial intelligence broadly, while limiting harm that could result from the new technologies and encouraging exploration of how AI deployment could be beneficial to society.

The main policy paper, "A Framework for U.S. AI Governance: Creating a Safe and Thriving AI Sector," suggests AI tools can often be regulated by existing U.S. government entities that already oversee the relevant domains. The recommendations also underscore the importance of identifying the purpose of AI tools, which would enable regulations to fit those applications. "As a country we're already regulating a lot of relatively high-risk things and providing governance there," says Dan Huttenlocher, dean of the MIT Schwarzman College of Computing, who helped steer the project, which stemmed from the work of an ad hoc MIT committee. "We're not saying that's sufficient, but let's start with things where human activity is already being regulated, and which society, over time, has decided are high risk. Looking at AI that way is the practical approach." [...]

"The framework we put together gives a concrete way of thinking about these things," says Asu Ozdaglar, the deputy dean of academics in the MIT Schwarzman College of Computing and head of MIT's Department of Electrical Engineering and Computer Science (EECS), who also helped oversee the effort. The project includes multiple additional policy papers and comes amid heightened interest in AI over last year as well as considerable new industry investment in the field. The European Union is currently trying to finalize AI regulations using its own approach, one that assigns broad levels of risk to certain types of applications. In that process, general-purpose AI technologies such as language models have become a new sticking point. Any governance effort faces the challenges of regulating both general and specific AI tools, as well as an array of potential problems including misinformation, deepfakes, surveillance, and more.
These are the key policies and approaches mentioned in the white papers:

Extension of Current Regulatory and Liability Approaches: The framework proposes extending current regulatory and liability approaches to cover AI. It suggests leveraging existing U.S. government entities that oversee relevant domains for regulating AI tools. This is seen as a practical approach, starting with areas where human activity is already being regulated and deemed high risk.

Identification of Purpose and Intent of AI Tools: The framework emphasizes the importance of AI providers defining the purpose and intent of AI applications in advance. This identification process would enable the application of relevant regulations based on the specific purpose of AI tools.

Responsibility and Accountability: The policy brief underscores the responsibility of AI providers to clearly define the purpose and intent of their tools. It also suggests establishing guardrails to prevent misuse and determining the extent of accountability for specific problems. The framework aims to identify situations where end users could reasonably be held responsible for the consequences of misusing AI tools.

Advances in Auditing of AI Tools: The policy brief calls for advances in auditing new AI tools, whether initiated by the government, user-driven, or arising from legal liability proceedings. Public standards for auditing are recommended, potentially established by a nonprofit entity or a federal entity similar to the National Institute of Standards and Technology (NIST).

Consideration of a Self-Regulatory Organization (SRO): The framework suggests considering the creation of a new, government-approved "self-regulatory organization" (SRO) agency for AI. This SRO, similar to FINRA for the financial industry, could accumulate domain-specific knowledge, ensuring responsiveness and flexibility in engaging with a rapidly changing AI industry.

Encouragement of Research for Societal Benefit: The policy papers highlight the importance of encouraging research on how to make AI beneficial to society. For instance, there is a focus on exploring the possibility of AI augmenting and aiding workers rather than replacing them, leading to long-term economic growth distributed throughout society.

Addressing Legal Issues Specific to AI: The framework acknowledges the need to address specific legal matters related to AI, including copyright and intellectual property issues. Special consideration is also mentioned for "human plus" legal issues, where AI capabilities go beyond human capacities, such as mass surveillance tools.

Broadening Perspectives in Policymaking: The ad hoc committee emphasizes the need for a broad range of disciplinary perspectives in policymaking, advocating for academic institutions to play a role in addressing the interplay between technology and society. The goal is to govern AI effectively by considering both technical and social systems.
Education

A Tool That Monitors How Long Kids Are In the Bathroom Is Now In 1,000 American Schools (vice.com) 90

e-HallPass, a digital system that students have to use to request to leave their classroom and which takes note of how long they've been away, including to visit the bathroom, has spread into at least a thousand schools around the United States. Motherboard reports: On Monday, a since deleted tweet went viral in which someone claimed that their school was preparing to introduce e-HallPass, and described it as "the program where we track how long, at what time, and how often each child goes to the restroom and store that information on third party servers run by a private for-profit company." Motherboard then identified multiple schools across the U.S. that appear to use the technology by searching the web for instruction manuals, announcements, and similar documents from schools that mentioned the technology. Those results included K-12 schools such as Franklin Regional Middle School, Fargo Public Schools, River City High School, Loyalsock Township School District, and Cabarrus County Schools. Also schools Motherboard found that appear to use e-HallPass include Mehlville High School, Eagle County School District, Hopatcong Borough Schools, and Pope Francis Preparatory School. These schools are spread across the country, with some in California, New York, Virginia, and North Carolina. Eduspire, the company that makes e-HallPass, told trade publication EdSurge in March that 1,000 schools use the system. Brian Tvenstrup, president of Eduspire, told the outlet that the company's biggest obstacle to selling the product "is when a school isn't culturally ready to make these kinds of changes yet."

The system itself works as a piece of software installed on a computer or mobile device. Students request a pass through the software and the teacher then approves it. The tool promises "hall omniscience" with the ability to "always know who has a pass and who doesn't (without asking the student!)," according to the product's website. Admins can then access data collected through the software, and view a live dashboard showing details on all passes. e-HallPass can also stop meet-ups of certain students and limit the amount of passes going to certain locations, the website adds, explicitly mentioning "vandalism and TikTok challenges." Many of the schools Motherboard identified appear to use e-HallPass specifically on Chromebooks, according to student user guides and similar documents hosted on the schools' websites, though it also advertises that it can be used to track students on their personal cell phones.

Apple

Apple's Headset Said To Feature 14 Cameras Enabling Lifelike Avatars (macrumors.com) 15

Citing a report from The Information's Wayne Ma (paywalled), MacRumors reports Apple's long-rumored AR/VR headset is said to feature 14 cameras that enable lifelike avatars with accurate facial expressions. The company is also working with former design chief Jony Ive on the project. From the report: For starters, one of the headset's marquee features is said to be lifelike avatars with accurate facial expressions captured by 14 cameras: "Other challenges, such as incorporating 14 cameras on the headset, have caused headaches for hardware and algorithm engineers. The cameras include those that will track the user's face to ensure virtual avatars accurately represent their expressions and mouth movements, a marquee feature."

The report adds that Apple's former design chief Jony Ive has remained involved with the headset project as an external consultant to the company: "One person familiar with the matter said Ive's consulting work for Apple since he left includes the headset, adding that he is often brought in to help his former team push through their preferences in areas such as battery, camera placement and ergonomics over those of engineers. Two people said even after Ive left Apple, some employees on the headset project were still required to make the trek from Cupertino to San Francisco, where Ive has a home, to get his approval on changes. Ive has continued to tweak the headset's design. While earlier prototypes had the battery in the headband, he prefers a design that would tether the headset to a battery the user wears, similar to Magic Leap's headset design. It couldn't be learned if this approach will make it into the final design."

The initial version of Apple's headset is said to lack a focus on gaming: "Four people who have worked on the project also criticized its lack of focus on gaming, a category of software that appeals to early adopters, which was important to the success of the iPhone and has been a big priority for Meta's VR group. Those people said Rockwell's group almost never mentioned games in internal presentations about possible uses for the headset. Apple isn't developing game controllers for the device and is aiming to use hand tracking or in combination with a clothespin-like finger clip as inputs for the device, multiple people familiar with the project say."
On Thursday, Bloomberg reported that Apple executives previewed the upcoming headset to the company's board last week, "indicating that development of the device has reached an advanced stage."
Bitcoin

The CIA Is Deep Into Cryptocurrency, Director Reveals (vice.com) 39

An anonymous reader quotes a report from Motherboard: There's a long-running conspiracy theory among a small number of cryptocurrency enthusiasts that Bitcoin's anonymous inventor, Satoshi Nakamoto, was actually the CIA or another three-lettered agency. That fringe theory is having a fresh day in the sun after CIA Director William Burns said on Monday that the intelligence agency has "a number of different projects focused on cryptocurrency" on the go. Burns made his comments at the tail end of a talk at the Wall Street Journal's CEO Summit. After discussing everything from the possible Russian invasion of Ukraine to the challenges of space, someone in the audience asked if the agency is on top of cryptocurrencies, which are currently at the center of the ransomware epidemic that U.S. officials are attempting to get a handle on and stamp out.

Here's what Burns said: "'This is something I inherited. My predecessor had started this, but had set in motion a number of different projects focused on cryptocurrency and trying to look at second- and third-order consequences as well and helping with our colleagues in other parts of the U.S. government to provide solid intelligence on what we're seeing as well.'" Cryptocurrencies "could have enormous impact on everything from ransomware attacks, as you mentioned, because one of the ways of getting at ransomware attacks and deterring them is to be able to get at the financial networks that so many of those criminal networks use and that gets right at the issue of digital currencies as well," Burns said.

Programming

Turns Out The Hardest Part of Making a Game is Everything (ign.com) 88

Game devs of all sizes and scopes respond to the question: "What is a thing in video games that seems simple but is actually extremely hard to make?" From a report: Earlier this year, game developers across the industry weighed in on Twitter on a seemingly innocuous question: What's the problem with doors in video games? It turns out, a lot. A seemingly boring feature such as usable doors can be absolute hell for developers to put in their games for numerous reasons. Everything from physics to functionality, from AI to sound, comes into play while making a single door in a single video game work. And not just work, but work in such a way where the player never has to think about it. Building a working, forgettable door is an incredible game development undertaking. But it will probably not surprise you to learn that doors are far from the only seemingly simple feature that prove to be unexpectedly challenging in the development process.

A few months ago, I asked developers across the industry the question, "What is a thing in video games that seems simple but is actually extremely hard for game developers to make?" I received nearly 100 responses representing a wide breadth of industry experience, ranging from solo developers to those who had tackled issues within teams of hundreds. The pool of responses similarly included a number of varied problems, but also a number of similar issues popping up among many projects. Those I spoke to described challenges in making games look and sound good, storytelling, movement and interaction with objects, menus, save systems, multiplayer, and all sorts of intricacies of design that are so rarely discussed outside of studios themselves. Many noted that they've received angry player feedback about the topics they mentioned, with their audiences asking, "Why don't you just do X?" The answer is, almost always: because it's really, really hard.

So if you've ever wondered why the maker of your favorite game didn't simply fix one of the myriad issues developers mentioned below, here's why those seemingly simple problems are hardly simple at all. As the original topic of game development headaches focused on doors, it made sense that many of the developers I spoke to had issues with other methods used to connect a person from one place to another. For instance, elevators. Multiple developers told me about the frustrations of elevators, whether they're taking players up a single floor in a building or serving as pseudo-loading screens between two major game areas. [...]

United States

Nuclear Should Be Considered Part of Clean Energy Standard, White House Says (arstechnica.com) 274

An anonymous reader quotes a report from Ars Technica: More details have emerged about the climate and energy priorities of President Joe Biden's infrastructure plan, and they include support for nuclear power and carbon capture with sequestration (CCS). In a press conference yesterday with reporters, White House climate adviser Gina McCarthy said the administration would seek to implement a clean energy standard that would encourage utilities to use greener power sources. She added that both nuclear and CCS would be included in the administration's desired portfolio. The clean energy standard adds a climate dimension to the Biden administration's recently announced infrastructure plan, seeking to put the US on a path to eliminating carbon pollution.

"We think a CES is appropriate and advisable, and we think the industry itself sees it as one of the most flexible and most effective tools," McCarthy told reporters. "The CES is going to be fairly robust and it is going to be inclusive." McCarthy did not provide details about how far a CES would go in supporting nuclear power. It's possible that the policy may only cover plants that are currently operating, but it may also extend to include new plants. The former is more likely than the latter, though, given the challenges and costs involved in building new nuclear capacity.
CCS is another technology mentioned, which involves capturing carbon dioxide from power plant exhaust streams and sequestering it underground. "The technology has been condemned for prolonging reliance on fossil fuels, and no commercial power plant in the US currently uses CCS," notes Ars.

McCarthy added that they aren't ruling out a carbon tax or fee to get to net-zero.
Games

Ubisoft Uses AI To Teach a Car To Drive Itself in a Racing Game (venturebeat.com) 14

An anonymous reader shares a report: Reinforcement learning, an AI training technique that employs rewards to drive software policies toward goals, has been applied successfully to domains from industrial robotics to drug discovery. But while firms including OpenAI and Alphabet's DeepMind have investigated its efficacy in video games like Dota 2, Quake III Arena, and StarCraft 2, few to date have studied its use under constraints like those encountered in the game industry. That's presumably why Ubisoft La Forge, game developer Ubisoft's eponymous prototyping space, proposed in a recent paper an algorithm that's able to handle discrete, continuous video game actions in a "principled" and predictable way. They set it loose on a "commercial game" (likely The Crew or The Crew 2, though neither is explicitly mentioned) and report that it's competitive with state-of-the-art benchmark tasks.

"Reinforcement Learning applications in video games have recently seen massive advances coming from the research community, with agents trained to play Atari games from pixels or to be competitive with the best players in the world in complicated imperfect information games," wrote the coauthors of a paper describing the work. "These systems have comparatively seen little use within the video game industry, and we believe lack of accessibility to be a major reason behind this. Indeed, really impressive results ... are produced by large research groups with computational resources well beyond what is typically available within video game studios." The Ubisoft team, then, sought to devise a reinforcement learning approach that'd address common challenges in video game development. They note that data sample collection tends to be a lot slower generally, and that there exist time budget constraints over the runtime performance of agents.

Earth

Solar Is Now Cheaper Than Coal, Says India Energy Minister (climatechangenews.com) 314

An anonymous reader cites a report on Climate Change News: India is on track to soar past a goal to deploy more than 100 gigawatts of solar power by 2022, the country's energy minister Piyush Goyal said on Monday. Speaking at the release of a 15-point action plan for the country's renewable sector, Goyal said he was now considering looking at "something more" for the fast-growing solar sector. "I think a new coal plant would give you costlier power than a solar plant," he said. "Of course there are challenges of 24/7 power. We accept all of that -- but we have been able to come up with a solar-based long term vision that is not subsidy based." In the past financial year, nearly 20GW of solar capacity has been approved by the government, with a further 14GW planned through 2016 according to the Union Budget.More details here. "I met this man in Meghalaya, who has a solar set-up for his homestay. He mentioned that only the initial setting up costs you much," Deepika Gumaste, a travel writer told Slashdot. "But once you have set it up, the operating costs are not much and more importantly, the environmental costs also go down. Good on your pockets too in the long run." It is worth pointing out that India is currently among the handful of nations that is increasing its coal consumption, according to a Guardian report from late last year. Also see: India aims to become 100% electric vehicle nation by 2030.
The Almighty Buck

Global Learning XPRIZE Senior Director Matt Keller Answers Your Questions 4

A couple of weeks ago you had a chance to ask former Vice President of One Laptop per Child, and current Senior Director of the Global Learning XPRIZE Matt Keller about education and the competition. The XPRIZE challenges teams from around the world to develop open source software that will allow children in developing countries to teach themselves basic reading, writing and arithmetic with a Grand Prize of $10 million. Below you will find his answers to your questions.
NASA

Interview: Edward Stone Talks About JPL and Space Exploration 57

samzenpus writes We recently had a chance to sit down with Edward Stone, Former Director of JPL, and ask him about his time as a project scientist for the Voyager program and the future of space exploration. In addition to our questions, we asked him a number of yours. Read below to see what professor Stone had to say.
Debian

Interviews: Bruce Perens Answers Your Questions 224

A while ago you had the chance to ask programmer and open source advocate Bruce Perens about the future of open source, its role in government, and a number of other questions. Below you'll find his answers and an update on what he's doing now.

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