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Math

Best Way To Publish an "Indie" Research Paper? 279

alexmipego writes "I'm a developer, and a few months ago while working on a common geodesic problem (distance between two GPS points) I started to research a new algorithm that greatly improves the performance over existing algorithms. After relearning a lot of math I'm now fairly close to the final algorithm, after which I'll run extensive benchmarks comparing my algorithm with the most commonly used ones. After spending so much time on this, and if the final results are positive, I feel that simply posting this type of work on a blog might not be the best option, so I'm looking into something more formal, like a research paper. I've no experience on those, have not even read a complete one, so my first question is what resources do you recommend to learn how to write one? And even after I write it, I can't expect to be published by Science or other high-profile publications. So where should I send it to make it known by people in the respective fields and be taken seriously?"
Games

Do Gamers Want Simpler Games? 462

A recent GamePro article sums up a lesson that developers and publishers have been slowly learning over the last few years: gamers don't want as much from games as they say they do. Quoting: "Conventional gaming wisdom thus far has been 'bigger, better, MORE!' It's something affirmed by the vocal minority on forums, and by the vast majority of critics that praise games for ambition and scale. The problem is, in reality its almost completely wrong. ... How do we know this? Because an increasing number of games incorporate telemetry systems that track our every action. They measure the time we play, they watch where we get stuck, and they broadcast our behavior back to the people that make the games so they can tune the experience accordingly. Every studio I've spoken to that does this, to a fault, says that many of the games they've released are far too big and far too hard for most players' behavior. As a general rule, less than five percent of a game's audience plays a title through to completion. I've had several studios tell me that their general observation is that 'more than 90 percent' of a game's audience will play it for 'just four or five hours.'"
Programming

Learning and Maintaining a Large Inherited Codebase? 532

An anonymous reader writes "A couple of times in my career, I've inherited a fairly large (30-40 thousand lines) collection of code. The original authors knew it because they wrote it; I didn't, and I don't. I spend a huge amount of time finding the right place to make a change, far more than I do changing anything. How would you learn such a big hunk of code? And how discouraged should I be that I can't seem to 'get' this code as well as the original developers?"
Games

Over 160 Tutorial Videos Created For Unreal Dev Kit 48

As a follow-up to Epic Games' release of a free version of the Unreal Engine last month, the company has now posted over 160 video tutorials which demonstrate the various uses of the Unreal Development Kit. Roughly 20 hours of footage were created by technical education company 3D Buzz, with topics ranging from user interface to game physics to cinematics.
Space

Herschel Spectroscopy of Future Supernova 21

davecl writes "ESA's Herschel Space Telescope has released its first spectroscopic results. These include observations of VYCMa, a star 50 times as massive as the sun and soon to become a supernova, as well as a nearby galaxy, more distant colliding starburst galaxies and a comet in our own solar system. The spectra show more lines than have ever been seen in these objects in the far-infrared and will allow astronomers to work out the detailed chemistry and physics behind star and planet formation as well as the last stages of stellar evolution before VYCMa's eventual collapse into a supernova. More coverage is available at the Herschel Mission Blog, which I run."
Image

How Heavy Is the Internet? 174

An anonymous reader writes "Ever wondered how much the internet physically weighs? 498,438,559,990kg, according to CNET. To reach this figure, they added together public data on the weight of every computer, server and connecting cable. To this they added 6,075,000kg of iPhones, and over 6,800,000kg of Blackberries. Finally, they added the weight of 287,524 viruses and 85 billion+ webpages."
Biotech

Anti-Smoking Vaccine Is Nearing the Market 237

eldavojohn writes "Almost 6 years ago we discussed a vaccine to help people quit smoking as it entered human clinical trials. Now it looks like the finishing touches have been put on a deal that will go into effect once phase III testing of the drug now called NicVAX is completed. NicVAX was developed by Nabi Biopharmaceuticals, who have agreed to license it to GlaxoSmithKline Biologicals; it is expected to complete phase III testing successfully. Others have fallen short of this goal, in pursuit of a smoking-cessation market expected to hit $4.6 billion worldwide by 2016. Nabi has also sold an experimental vaccine for staph infections; and in 2008 we discussed news of a cocaine vaccine."
Biotech

Intel Says Brain Implants Could Control Computers By 2020 314

Lucas123 writes "Scientists at Intel are working on developing sensors that would be implanted in a person's head in order to harness brain waves that could then be used to control computers, televisions, cell phones and other electronic equipment. Intel has already used Functional Magnetic Resonance Imaging (FMRI) machines to determine that blood flow changes in specific areas of the brain based on what word or image someone is thinking of. People tend to show the same brain patterns for similar thoughts. 'Eventually people may be willing to be more committed ... to brain implants. Imagine being able to surf the Web with the power of your thoughts.' said Intel research scientist Dean Pomerleau."

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