• Daily briefing: AI-designed proteins offer lifeline for treating snake bites
    www.nature.com
    Nature, Published online: 16 January 2025; doi:10.1038/d41586-025-00163-7Artificial intelligence-designed proteins could block the deadly effects of snake venom. Plus, who are sciences winners and losers under Trump 2.0?
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  • Watch SpaceX rocket explode over Grand Turk island in dramatic stream of fire and smoke
    www.livescience.com
    Debris from the rocket's explosion was caught on camera by a family vacationing on Grand Turk island.
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  • Path Of Exile 2: How To Use The Mushrooms In Act 3
    www.gamespot.com
    About halfway into Act 3 of Path of Exile 2, you might come across some differently colored mushrooms as loot drops. These mushrooms are highlighted in green, so you know they're for some kind of quest, but the game doesn't explain in the slightest how to use them or where to bring them.Fortunately, the mushrooms do have a distinct purpose in Path of Exile 2. You also don't need to travel far to find what they're used for, which offers a sweet reward after everything is said and done. However, things aren't as simple as they seem, as you need to find more than just a single mushroom and they're not too common of a drop.How to get Mushrooms in Path of Exile 2Mushrooms come in three separate colors, and they're all different loot drops. The three colors of mushrooms are blue, green, and red. When they drop on the ground, you'll be able to see what color they are before adding them to your inventory. Don't worry, though, as once you collect one color of mushroom, it won't drop again, giving you a better chance to find the other colors you're missing.Continue Reading at GameSpot
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  • Legend Of Zelda Games With The Best Graphics
    gamerant.com
    The Legend of Zelda is one of the most beloved franchises in all of gaming history. As one of Nintendo's flagship titles for over thirty years, the franchise has seen a lot of releases, the vast majority of them well-received. The series has never been afraid to take risks and while its timeline might be confusing, gamers of multiple generations are invested in Link and Zelda's story as well as the fate of Hyrule.
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  • Share of the Week: New Games
    blog.playstation.com
    Last week, we asked you to share moments from a new game you started in 2025 using#PSshare #PSBlog. Here are this weeks highlights:issinn_ shares a cream colored outfit from Infinity Nikki.Amianan_NiRaGuB shares a close up portrait from Warhammer 40,000: Space Marine 2.NeoGamer95 shares Geralt riding into a sunset in The Witcher 3.CarrotsCaptures shares Aloy framed by tree limbs in Horizon Zero Dawn Remastered.BBSnakeCorn shares a ghostly street view in Ghostwire: Tokyo.xenobitz shares dishes being delivered to characters in Wuthering Waves.Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this weeks theme. Want to be featured in the next Share of the Week?THEME: Wuthering WavesSUBMIT BY: 11:59 PM PT on January 22, 2025Next week, were exploring the world of Wuthering Waves. Share adventurous moments meeting different Resonators using #PSshare #PSBlog for a chance to be featured.
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  • How to translate a game with no words
    www.polygon.com
    Chants of Sennaar, the 2023 language puzzle game from Rundisc, uses fictional languages but was developed in French and English. Our choices of vocabulary, riddles, and puzzles were made from the outset to suit both languages, creative director Julien Moya told Polygon, referencing how players who speak these languages might approach the translation puzzles in the game. Yet plenty of other languages have different structures, which means localizing Chants of Sennaar required a careful process.I know that things were a lot trickier later with certain languages, such as Chinese, which have very different structures and principles and required a lot of adaptation, Moya said.This week on Polygon, were looking at how cultural differences affect media in a special issue were calling Culture Shock.Naturally, this became a challenge for translators dedicated to translating a game about translating different languages. While Rundisc handled English and French internally, it turned to narrative localization studio Riotloc for help expanding the games reach. Translators for the Russian, Portuguese, Japanese, and Spanish versions of the game spoke to Polygon via email about the process of translating the translators mindset, as Russian translator Anna Kiseleva put it, for Chants of Sennaar.This interview has been edited for length and clarity.Polygon: Whats it like to localize a game with an invented language? Im sure its both intriguing and challenging.Anna Kiseleva, Russian translator: Strictly speaking, in Chants of Sennaar, the source language is still English. There are four artificial hieroglyphic languages but the goal of the game is for the player to translate these vocabularies into their own language. This game is more about a translators mindset than about invented languages. The authors spoke English so they created the process of translating into English, and if your player speaks another language, you need to carefully adapt this process with this new language in mind. In my case, its Russian.Thankfully, we ourselves are translators, so we understand this process well, thats what we do for a living. First, you decode words. Then, you combine these words. And then, you try to make sense out of this combination. These three stages are implemented in the game itself: you see a sequence of hieroglyphs first, then you start to understand some of them and they are shown as words. And finally, when you have decoded all the words in a sentence, thats where things get even more interesting.This third stage making sense out of the words is the most difficult. So difficult that the developers needed to keep it relatively simple compared to the real thing, while making this part of [the] puzzle interesting. I think they did a wonderful job, found the ideal balance.For example, let me show you a line of hieroglyphs and its official English translation from the game:ME ME SEEK/WANT GO/PASS UP/GREAT means We want to go up.About the ME ME part: to make the player think, the developers included peculiarities into the invented languages. For example, the Devotees language creates plural words by repeating a singular symbol (WE = ME ME), while the Warriors etc. have a separate symbol that means plural.The Bards use you as a synonym of me and have an inverted word order:BROTHER PLURAL YOU PLURAL BE means Brothers, we are.To attract a bit more attention to this stage and to the fact that a translator needs to create a sentence out of the words, not just mix them up like ingredients in a salad, I went a tiny step further and made two translations for strings with peculiarities, showing both of them to the player after full decoding. It looks like this (all in Russian, of course):Stupid, Warriors are! [Warriors are stupid!]Seeking, Im not. [Im not seeking.]Camila Fernandes, Portuguese translator: It surely is! As the translation work took place, we didnt have access to all of the characters used in each language created for Chants of Sennaar, but we dealt with the concepts transcripted into English. So, for the Brazilian Portuguese localization team, it was a EN-PT translation. The main challenge was to understand the context and choose the right words in Portuguese in a way that no message would lose its meaning. Luckily, the clients team was available to provide all the information we asked for. Along the process, the story unraveled through words, sentences and half-sentences, making me eager to see the game being launched in my language so I could explore it as if I hadnt helped translate it (LOL).Iori Honda, Japanese translator: At the early stage of this project, I felt that this game might be difficult for general players. For Japanese players, learning English can be particularly challenging due to the significant differences in language structures. This concern applied to all the languages featured in CoS, making me worry that the game might not be suitable for Japanese players.Since not every player is adept at learning foreign languages, my translation approach focused on being easy for beginners and player-friendly.One of the most challenging aspects was a task where players act as interpreters between groups, creating sentences based on single pictures. The translation tone for this was intentionally neutral, using simple words that players could use to deduce the appropriate terms, while also considering the word order of each language. Anticipating that some players might forget the grammar rules by the end of the story, I included tips in the translations, offering grammatical and word hints whenever possible.To my surprise, many players enjoyed CoS after its release. They had fun guessing words and forming sentences, and some players and reviews even mentioned that the translations were well-done. I didnt expect such a positive reaction from the players and was pleasantly surprised by how much they enjoyed the language-learning aspect of the game.Fernando Moreiras, Spanish translator: Newly invented languages are really commonplace in cultural products. As a fan, I had some knowledge of languages like Quenya or Klingon, and had read about the processes the authors went through to create them. My first hard contact as a translator with invented languages was as a literary translator, when they commissioned me George Orwells 1984, featuring Newspeak. The use of Newspeak in English was perfectly documented by Orwell, so first I needed to adapt the rationales leading to changes in English to the needs of my target language, which was Galician. After establishing the Galician Newspeak grammar and neology, everything went actually pretty smooth.Are there different ways to translate these invented languages for different countries/markets?Kiseleva: In this particular case, the whole issue was just to show how you translate these hieroglyphs into Russian, using Russian words and grammar constructs. For example, Russian does not have modal verbs, so a construct like Seeking, you are is even less understandable for the Russian player because we never say you are seeking, we say you seek. Here, I used the same method as above, because for the Russian player, the Bardic and the English are equally foreign, so it made sense to handle them the same way.Moreiras: Personally, I think that the actual difference does not pivot on countries or languages, but on genres. Artificial languages for drama, like the ones I already mentioned, tend to have some strict rules that you need to follow, or at least mirror or adapt, in your target language. On the other hand, artificial languages for comedy (thinking of Smurf or Minion languages, or even some Fake Latin uses) dont really have any mandatory rules, there you just crack jokes that work for the target audience and get some laughs.What sort of expertise and research goes into your work on Chants of Sennaar?Kiseleva: In this particular case, we were to make our own work process public, so all it takes is to be a professional translator, I guess.Fernandes: In addition to knowledge of the source and target languages, it is necessary to always be on the lookout for ambiguous words taken out of context. But that goes for most game localization projects.Moreiras: Actually, knowing several grammatical systems pretty well and reading or watching works where artificial languages are featured. I already had that base covered since I was a teenager, not only for full languages like Quenya or Newspeak, but also for involutions or evolutions of languages like those appearing on films like Quest for Fire or A Clockwork Orange. Being a nerd prepares you for this kind of work.
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  • The Rider Range from Objects for Thought Shines in Space
    design-milk.com
    Simplicity is often thought to be one of the most elusive design traits, a product of a vast amount of trial and error until the least does the most. The Rider Range by Objects for Thought embodies this ideal, combining mechanical knowledge with minimalist design to create a cohesive lighting collection that can live comfortably in any interior. The Rider Range features wall lamp, table lamp, and sconce mounting options, as well as floor lamps for a balanced and elegant collection.Prose Large Table LampLike switchboards or control panels over a century ago, metrics of the human body were considered to create signals, sounds and colors that would make operations easier for technicians across all industries. These design styles resurfaced again in Moog synths and Roland drum machines first released in the 1960s, providing easy ways to delineate synthetic sounds and create loops. The soft glow and regularity of the Rider Range recall these style cues in a way that is completely fresh. Upending the scale and dimensions of technology most are familiar with, and pairing these notions with unconventional lighting materials such as wood, allows the collection to stand on its own as a brilliant example of simplistic elegance, adding a modern accent to the floor, wall, or table.Prose Small Table LampExpertly machined, the Prose light comes in Small and Large, with a wall mounting option for those that dont need their lighting hardwired. Made from cast metals, woods, and glass, the Prose fixtures feature a flat top glass shade situated within the ringed base. Also available in outdoor and ceiling mount variations, choose from a large array of finishes for a look that will suit any preexisting style with ease.Prose Large Wall LampProse SmallRider DoubleThe Rider Range, with glass domes that rest within a thin, deep aluminum base, is perfect for use in residential or commercial spaces alike. This piece is available in Single, Double, Triple, and Quad variants, as well as a cheeky Nude version, the inviting aesthetic that Objects for Thought brings here is delivered in a compact and clever way. The glass domes rest within a thin, deep aluminum baseRider DoubleRider DoubleRider SingleRider DoubleRider TripleRider QuadRider QuadSequence LampThe Sequence Lamp is a showstopper, rows of round bulbs extending upward on a raw aluminum base designed to reflect some of the warm, glowing light the repetitive orbs throw off. The soft white light is reminiscent of the sun peeking out after a long night out, and the untreated black backdrop resembles the industrial interior of a club, picking up wear naturally over time.Sequence LampObjects for Thought is born from the minds of Jay Jermyn and CJ Anderson, Australian designers and artists earnestly exploring the collaborations that heighten and define the brand. Bound by intuition, we operate with the freedom to create what may look different, but feel right,through the use of industrial shapes, materiality, and a refined vision, they explain, leaning in to the holistic nature of their craft. Offering a broad range of lighting, some of which is rated for outdoor use, were excited to see whats next.Objects for ThoughtTo learn more about the full Rider Range by Objects for Thought, visit of-t.com.
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  • Designers: always read the comments
    uxdesign.cc
    How harnessing user feedback made Material 3 the worlds most popular designkit.Its an internet truism that if you want to maintain your sanity, you should never read the comments.More than 1 in 4 Americans have had their day ruined by a mean online comment, and many influencers and brands are shutting off comments entirely. However, research suggests thats not the best approach. A study from the Harvard Business Review found that turning off comments can actually make people see influencers as less likable and sincereeven more so than if they just left the negative commentsup.As a UX Designer and the manager of the Material 3 Design Kita Figma library with 3.5 million users and countingIve had to learn the hard way not to take negative feedback personally. Today, Ive fully embraced comments. I believe that reading and considering this feedback is an essential part of making a valuable design resource. Whether positive or negative, user feedback helps me and the Material team get people what theyneed.Read on for the most helpful comments Ive received on our Figma library, and what I learned along theway.The switch component is amess.This comment alerted me to a major bug with Materials switch componenta small but surprisingly complicated UI element that had 40 possible variants. We dug into the switch and found out that the component was not set up properly, with issues from inconsistent icon logic to incorrect actions and state layers. Once we got the greenlight, we restructured the switch from scratchand then realized that this issue was symptomatic of the kit as awhole.I used this comment to help make a case for why my team should take ownership of the M3 Design Kit. We needed a cohesive approach to structuring all the other components in the kit. We also created a QA process to catch mistakes in component construction and functionality before theyre published.Please add the keyboard &numpad.When working on a complex system like Material Design, its easy to get caught up in our own bubble. This feedbackthat keyboard and number pad elements were missing from the kitlet us know that there were gaps in our offering. Since things like keyboards are part of the Android System UI, we didnt think about them as part of Material Design. But this comment helpfully reminded us that Figma users dont care about the nitty gritty distinctions between internal Google teams. Theyre just looking for the UI elements they need to make their product! By adding these utility elements to the kit, we could make it more helpful to our users. Weve since added other utilities such as avatars, device frames, example screens, andmore.I dont get updates from Google, so whats thepoint?This comment raised an extremely valid provocation: How do you deliver a design system outside of your own Figma organization? Yes, Figma has community files, but they can only be used by making a copy of themand those copies dont receive updates when the original file is changed. If I added a new feature to the community file, users had to make a new copy of the file and manually port over the update into their existing designsit just wasnt working. Material Design is ever-evolving, and we want all makers to be able to use the latest and greatest that Material has tooffer.I took this comment to heart, deeply considered the available options, and filed a feature request with Figma. As a result, Figma developed the UI Kits feature, which was unveiled in June of 2024. The Material 3 Kit, Apples iOS UI kit, and Figmas Simple Design System are all now default kits in new Figma files, and users can inherit updates from theauthors.The file is corrupted! Everything is blank! Where are the components?After the UI Kit feature was rolled out, the prompt on our page changed from Get a copy to Open in Figma. An influx of comments like the above let us know that something was not right with the new experience of getting to the kit. Clicking Open in Figma opened a new untitled file with the kit enabledbut the users couldnt see that it was enabled, because the file was blank and the assets panel wasnt immediately visible. We worked with Figma to improve the UI Kit flow and wording, and made it so that when you create new files with the UI kit, the assets panel is revealed. I could tell this effort helped when the incoming comments were about other things.TakeawaysWith all this experience in mind, here are tips for anyone making a Figma Community File or UIKit:Listen to your customers. Whether they are helpfully pointing out bugs or angrily remarking that something sucks, its feedback! Take ego out of it and use the feedback as a tool for improvement.Test everything. When you make a new component or add properties and variants, test to make sure they are working properly. As a user, try to pull in an instance of your component and apply it to every option. Is the instance operating as intended when you select different properties? Consistency and quality will always lead to a better experience for your customers, and its worth investing in.Design Systems are not set it and forget it. They take careful tending, like a garden, as things evolve and the seasons change. Dont expect to be able to set up a file and then neglectit.Building a design system for millions is a constant conversationone that requires listening, iterating, and embracing the unexpected. But Ive learned that when we design with the community, the results can be truly transformative for everyone.A huge thank you to every single person who has left a comment, reported a bug, or requested a feature. Your feedback fuels the evolution of MaterialDesign.Euphrates DahoutUX Designer, GoogleHave a question, suggestion, or wild design idea? Let usknow:Material 3 DesignKit@GoogleDesign on Instagram@GoogleDesign onXImages by Arthur RibeiroVergani.Designers: always read the comments was originally published in UX Collective on Medium, where people are continuing the conversation by highlighting and responding to this story.
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