• Startup Uses NVIDIA RTX-Powered Generative AI to Make Coolers, Cooler

    Mark Theriault founded the startup FITY envisioning a line of clever cooling products: cold drink holders that come with freezable pucks to keep beverages cold for longer without the mess of ice. The entrepreneur started with 3D prints of products in his basement, building one unit at a time, before eventually scaling to mass production.
    Founding a consumer product company from scratch was a tall order for a single person. Going from preliminary sketches to production-ready designs was a major challenge. To bring his creative vision to life, Theriault relied on AI and his NVIDIA GeForce RTX-equipped system. For him, AI isn’t just a tool — it’s an entire pipeline to help him accomplish his goals. about his workflow below.
    Plus, GeForce RTX 5050 laptops start arriving today at retailers worldwide, from GeForce RTX 5050 Laptop GPUs feature 2,560 NVIDIA Blackwell CUDA cores, fifth-generation AI Tensor Cores, fourth-generation RT Cores, a ninth-generation NVENC encoder and a sixth-generation NVDEC decoder.
    In addition, NVIDIA’s Plug and Play: Project G-Assist Plug-In Hackathon — running virtually through Wednesday, July 16 — invites developers to explore AI and build custom G-Assist plug-ins for a chance to win prizes. the date for the G-Assist Plug-In webinar on Wednesday, July 9, from 10-11 a.m. PT, to learn more about Project G-Assist capabilities and fundamentals, and to participate in a live Q&A session.
    From Concept to Completion
    To create his standout products, Theriault tinkers with potential FITY Flex cooler designs with traditional methods, from sketch to computer-aided design to rapid prototyping, until he finds the right vision. A unique aspect of the FITY Flex design is that it can be customized with fun, popular shoe charms.
    For packaging design inspiration, Theriault uses his preferred text-to-image generative AI model for prototyping, Stable Diffusion XL — which runs 60% faster with the NVIDIA TensorRT software development kit — using the modular, node-based interface ComfyUI.
    ComfyUI gives users granular control over every step of the generation process — prompting, sampling, model loading, image conditioning and post-processing. It’s ideal for advanced users like Theriault who want to customize how images are generated.
    Theriault’s uses of AI result in a complete computer graphics-based ad campaign. Image courtesy of FITY.
    NVIDIA and GeForce RTX GPUs based on the NVIDIA Blackwell architecture include fifth-generation Tensor Cores designed to accelerate AI and deep learning workloads. These GPUs work with CUDA optimizations in PyTorch to seamlessly accelerate ComfyUI, reducing generation time on FLUX.1-dev, an image generation model from Black Forest Labs, from two minutes per image on the Mac M3 Ultra to about four seconds on the GeForce RTX 5090 desktop GPU.
    ComfyUI can also add ControlNets — AI models that help control image generation — that Theriault uses for tasks like guiding human poses, setting compositions via depth mapping and converting scribbles to images.
    Theriault even creates his own fine-tuned models to keep his style consistent. He used low-rank adaptationmodels — small, efficient adapters into specific layers of the network — enabling hyper-customized generation with minimal compute cost.
    LoRA models allow Theriault to ideate on visuals quickly. Image courtesy of FITY.
    “Over the last few months, I’ve been shifting from AI-assisted computer graphics renders to fully AI-generated product imagery using a custom Flux LoRA I trained in house. My RTX 4080 SUPER GPU has been essential for getting the performance I need to train and iterate quickly.” – Mark Theriault, founder of FITY 

    Theriault also taps into generative AI to create marketing assets like FITY Flex product packaging. He uses FLUX.1, which excels at generating legible text within images, addressing a common challenge in text-to-image models.
    Though FLUX.1 models can typically consume over 23GB of VRAM, NVIDIA has collaborated with Black Forest Labs to help reduce the size of these models using quantization — a technique that reduces model size while maintaining quality. The models were then accelerated with TensorRT, which provides an up to 2x speedup over PyTorch.
    To simplify using these models in ComfyUI, NVIDIA created the FLUX.1 NIM microservice, a containerized version of FLUX.1 that can be loaded in ComfyUI and enables FP4 quantization and TensorRT support. Combined, the models come down to just over 11GB of VRAM, and performance improves by 2.5x.
    Theriault uses the Blender Cycles app to render out final files. For 3D workflows, NVIDIA offers the AI Blueprint for 3D-guided generative AI to ease the positioning and composition of 3D images, so anyone interested in this method can quickly get started.
    Photorealistic renders. Image courtesy of FITY.
    Finally, Theriault uses large language models to generate marketing copy — tailored for search engine optimization, tone and storytelling — as well as to complete his patent and provisional applications, work that usually costs thousands of dollars in legal fees and considerable time.
    Generative AI helps Theriault create promotional materials like the above. Image courtesy of FITY.
    “As a one-man band with a ton of content to generate, having on-the-fly generation capabilities for my product designs really helps speed things up.” – Mark Theriault, founder of FITY

    Every texture, every word, every photo, every accessory was a micro-decision, Theriault said. AI helped him survive the “death by a thousand cuts” that can stall solo startup founders, he added.
    Each week, the RTX AI Garage blog series features community-driven AI innovations and content for those looking to learn more about NVIDIA NIM microservices and AI Blueprints, as well as building AI agents, creative workflows, digital humans, productivity apps and more on AI PCs and workstations. 
    Plug in to NVIDIA AI PC on Facebook, Instagram, TikTok and X — and stay informed by subscribing to the RTX AI PC newsletter.
    Follow NVIDIA Workstation on LinkedIn and X. 
    See notice regarding software product information.
    #startup #uses #nvidia #rtxpowered #generative
    Startup Uses NVIDIA RTX-Powered Generative AI to Make Coolers, Cooler
    Mark Theriault founded the startup FITY envisioning a line of clever cooling products: cold drink holders that come with freezable pucks to keep beverages cold for longer without the mess of ice. The entrepreneur started with 3D prints of products in his basement, building one unit at a time, before eventually scaling to mass production. Founding a consumer product company from scratch was a tall order for a single person. Going from preliminary sketches to production-ready designs was a major challenge. To bring his creative vision to life, Theriault relied on AI and his NVIDIA GeForce RTX-equipped system. For him, AI isn’t just a tool — it’s an entire pipeline to help him accomplish his goals. about his workflow below. Plus, GeForce RTX 5050 laptops start arriving today at retailers worldwide, from GeForce RTX 5050 Laptop GPUs feature 2,560 NVIDIA Blackwell CUDA cores, fifth-generation AI Tensor Cores, fourth-generation RT Cores, a ninth-generation NVENC encoder and a sixth-generation NVDEC decoder. In addition, NVIDIA’s Plug and Play: Project G-Assist Plug-In Hackathon — running virtually through Wednesday, July 16 — invites developers to explore AI and build custom G-Assist plug-ins for a chance to win prizes. the date for the G-Assist Plug-In webinar on Wednesday, July 9, from 10-11 a.m. PT, to learn more about Project G-Assist capabilities and fundamentals, and to participate in a live Q&A session. From Concept to Completion To create his standout products, Theriault tinkers with potential FITY Flex cooler designs with traditional methods, from sketch to computer-aided design to rapid prototyping, until he finds the right vision. A unique aspect of the FITY Flex design is that it can be customized with fun, popular shoe charms. For packaging design inspiration, Theriault uses his preferred text-to-image generative AI model for prototyping, Stable Diffusion XL — which runs 60% faster with the NVIDIA TensorRT software development kit — using the modular, node-based interface ComfyUI. ComfyUI gives users granular control over every step of the generation process — prompting, sampling, model loading, image conditioning and post-processing. It’s ideal for advanced users like Theriault who want to customize how images are generated. Theriault’s uses of AI result in a complete computer graphics-based ad campaign. Image courtesy of FITY. NVIDIA and GeForce RTX GPUs based on the NVIDIA Blackwell architecture include fifth-generation Tensor Cores designed to accelerate AI and deep learning workloads. These GPUs work with CUDA optimizations in PyTorch to seamlessly accelerate ComfyUI, reducing generation time on FLUX.1-dev, an image generation model from Black Forest Labs, from two minutes per image on the Mac M3 Ultra to about four seconds on the GeForce RTX 5090 desktop GPU. ComfyUI can also add ControlNets — AI models that help control image generation — that Theriault uses for tasks like guiding human poses, setting compositions via depth mapping and converting scribbles to images. Theriault even creates his own fine-tuned models to keep his style consistent. He used low-rank adaptationmodels — small, efficient adapters into specific layers of the network — enabling hyper-customized generation with minimal compute cost. LoRA models allow Theriault to ideate on visuals quickly. Image courtesy of FITY. “Over the last few months, I’ve been shifting from AI-assisted computer graphics renders to fully AI-generated product imagery using a custom Flux LoRA I trained in house. My RTX 4080 SUPER GPU has been essential for getting the performance I need to train and iterate quickly.” – Mark Theriault, founder of FITY  Theriault also taps into generative AI to create marketing assets like FITY Flex product packaging. He uses FLUX.1, which excels at generating legible text within images, addressing a common challenge in text-to-image models. Though FLUX.1 models can typically consume over 23GB of VRAM, NVIDIA has collaborated with Black Forest Labs to help reduce the size of these models using quantization — a technique that reduces model size while maintaining quality. The models were then accelerated with TensorRT, which provides an up to 2x speedup over PyTorch. To simplify using these models in ComfyUI, NVIDIA created the FLUX.1 NIM microservice, a containerized version of FLUX.1 that can be loaded in ComfyUI and enables FP4 quantization and TensorRT support. Combined, the models come down to just over 11GB of VRAM, and performance improves by 2.5x. Theriault uses the Blender Cycles app to render out final files. For 3D workflows, NVIDIA offers the AI Blueprint for 3D-guided generative AI to ease the positioning and composition of 3D images, so anyone interested in this method can quickly get started. Photorealistic renders. Image courtesy of FITY. Finally, Theriault uses large language models to generate marketing copy — tailored for search engine optimization, tone and storytelling — as well as to complete his patent and provisional applications, work that usually costs thousands of dollars in legal fees and considerable time. Generative AI helps Theriault create promotional materials like the above. Image courtesy of FITY. “As a one-man band with a ton of content to generate, having on-the-fly generation capabilities for my product designs really helps speed things up.” – Mark Theriault, founder of FITY Every texture, every word, every photo, every accessory was a micro-decision, Theriault said. AI helped him survive the “death by a thousand cuts” that can stall solo startup founders, he added. Each week, the RTX AI Garage blog series features community-driven AI innovations and content for those looking to learn more about NVIDIA NIM microservices and AI Blueprints, as well as building AI agents, creative workflows, digital humans, productivity apps and more on AI PCs and workstations.  Plug in to NVIDIA AI PC on Facebook, Instagram, TikTok and X — and stay informed by subscribing to the RTX AI PC newsletter. Follow NVIDIA Workstation on LinkedIn and X.  See notice regarding software product information. #startup #uses #nvidia #rtxpowered #generative
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    Startup Uses NVIDIA RTX-Powered Generative AI to Make Coolers, Cooler
    Mark Theriault founded the startup FITY envisioning a line of clever cooling products: cold drink holders that come with freezable pucks to keep beverages cold for longer without the mess of ice. The entrepreneur started with 3D prints of products in his basement, building one unit at a time, before eventually scaling to mass production. Founding a consumer product company from scratch was a tall order for a single person. Going from preliminary sketches to production-ready designs was a major challenge. To bring his creative vision to life, Theriault relied on AI and his NVIDIA GeForce RTX-equipped system. For him, AI isn’t just a tool — it’s an entire pipeline to help him accomplish his goals. Read more about his workflow below. Plus, GeForce RTX 5050 laptops start arriving today at retailers worldwide, from $999. GeForce RTX 5050 Laptop GPUs feature 2,560 NVIDIA Blackwell CUDA cores, fifth-generation AI Tensor Cores, fourth-generation RT Cores, a ninth-generation NVENC encoder and a sixth-generation NVDEC decoder. In addition, NVIDIA’s Plug and Play: Project G-Assist Plug-In Hackathon — running virtually through Wednesday, July 16 — invites developers to explore AI and build custom G-Assist plug-ins for a chance to win prizes. Save the date for the G-Assist Plug-In webinar on Wednesday, July 9, from 10-11 a.m. PT, to learn more about Project G-Assist capabilities and fundamentals, and to participate in a live Q&A session. From Concept to Completion To create his standout products, Theriault tinkers with potential FITY Flex cooler designs with traditional methods, from sketch to computer-aided design to rapid prototyping, until he finds the right vision. A unique aspect of the FITY Flex design is that it can be customized with fun, popular shoe charms. For packaging design inspiration, Theriault uses his preferred text-to-image generative AI model for prototyping, Stable Diffusion XL — which runs 60% faster with the NVIDIA TensorRT software development kit — using the modular, node-based interface ComfyUI. ComfyUI gives users granular control over every step of the generation process — prompting, sampling, model loading, image conditioning and post-processing. It’s ideal for advanced users like Theriault who want to customize how images are generated. Theriault’s uses of AI result in a complete computer graphics-based ad campaign. Image courtesy of FITY. NVIDIA and GeForce RTX GPUs based on the NVIDIA Blackwell architecture include fifth-generation Tensor Cores designed to accelerate AI and deep learning workloads. These GPUs work with CUDA optimizations in PyTorch to seamlessly accelerate ComfyUI, reducing generation time on FLUX.1-dev, an image generation model from Black Forest Labs, from two minutes per image on the Mac M3 Ultra to about four seconds on the GeForce RTX 5090 desktop GPU. ComfyUI can also add ControlNets — AI models that help control image generation — that Theriault uses for tasks like guiding human poses, setting compositions via depth mapping and converting scribbles to images. Theriault even creates his own fine-tuned models to keep his style consistent. He used low-rank adaptation (LoRA) models — small, efficient adapters into specific layers of the network — enabling hyper-customized generation with minimal compute cost. LoRA models allow Theriault to ideate on visuals quickly. Image courtesy of FITY. “Over the last few months, I’ve been shifting from AI-assisted computer graphics renders to fully AI-generated product imagery using a custom Flux LoRA I trained in house. My RTX 4080 SUPER GPU has been essential for getting the performance I need to train and iterate quickly.” – Mark Theriault, founder of FITY  Theriault also taps into generative AI to create marketing assets like FITY Flex product packaging. He uses FLUX.1, which excels at generating legible text within images, addressing a common challenge in text-to-image models. Though FLUX.1 models can typically consume over 23GB of VRAM, NVIDIA has collaborated with Black Forest Labs to help reduce the size of these models using quantization — a technique that reduces model size while maintaining quality. The models were then accelerated with TensorRT, which provides an up to 2x speedup over PyTorch. To simplify using these models in ComfyUI, NVIDIA created the FLUX.1 NIM microservice, a containerized version of FLUX.1 that can be loaded in ComfyUI and enables FP4 quantization and TensorRT support. Combined, the models come down to just over 11GB of VRAM, and performance improves by 2.5x. Theriault uses the Blender Cycles app to render out final files. For 3D workflows, NVIDIA offers the AI Blueprint for 3D-guided generative AI to ease the positioning and composition of 3D images, so anyone interested in this method can quickly get started. Photorealistic renders. Image courtesy of FITY. Finally, Theriault uses large language models to generate marketing copy — tailored for search engine optimization, tone and storytelling — as well as to complete his patent and provisional applications, work that usually costs thousands of dollars in legal fees and considerable time. Generative AI helps Theriault create promotional materials like the above. Image courtesy of FITY. “As a one-man band with a ton of content to generate, having on-the-fly generation capabilities for my product designs really helps speed things up.” – Mark Theriault, founder of FITY Every texture, every word, every photo, every accessory was a micro-decision, Theriault said. AI helped him survive the “death by a thousand cuts” that can stall solo startup founders, he added. Each week, the RTX AI Garage blog series features community-driven AI innovations and content for those looking to learn more about NVIDIA NIM microservices and AI Blueprints, as well as building AI agents, creative workflows, digital humans, productivity apps and more on AI PCs and workstations.  Plug in to NVIDIA AI PC on Facebook, Instagram, TikTok and X — and stay informed by subscribing to the RTX AI PC newsletter. Follow NVIDIA Workstation on LinkedIn and X.  See notice regarding software product information.
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  • Leaked Samsung Galaxy Watch 8 Series Renders Reveal 3 Smartwatches With Squircle Design: Report

    Samsung Galaxy Watch 8 series is expected to make its debut later this year alongside the next-generation foldables. As we wait for the official unveil, renders of the purported smartwatches have surfaced which corroborate previous leaks and suggest that Samsung could bring the unique “Squircle” design of the Galaxy Watch Ultra to other models this year. According to a report, a total of three smartwatches may be launched as part of the Galaxy Watch 8 lineup.Squircle Design of Samsung Galaxy Watch 8 SeriesAndroid Headlines shared exclusive renders of the Samsung Galaxy Watch 8 series in a report. The publication claims that three smartwatches will be introduced this year — Galaxy Watch 8, Galaxy Watch 8 Classic, and a Galaxy Watch Ultra successor, and all three models will sport a squircle design which debuted last year with the Galaxy Watch Ultra.Photo Credit: Android HeadlinesIt is expected to comprise a circular display housed inside a square dial. Renders also suggest that the standard Galaxy Watch 8 will have a two-button design, while the Watch 8 Classic and 2025 Watch Ultra models could be equipped with three buttons, including a Quick button which may be accented in a different colour.Notably, it is a customisable button which is designed to toggle a workout mode or for playing a siren on the Galaxy Watch Ultra.The purported Galaxy Watch 8 Classic is also shown sporting a rotating physical dial, similar to other Classic models of the past. This usually gives it a more traditional watch aesthetic while retaining smartwatch functionality.This report corroborates a previous discovery in the animation files of the leaked One UI 8 Watch which hinted towards the implementation of the squircle design across Samsung's next generation Galaxy Watch lineup. The unreleased firmware contained references of two smartwatches — the Galaxy Watch 8 and Galaxy Watch 8 Classic.

    Further, the report also suggested that the smartwatches could also benefit from stronger vibrations, aided by extended vibration pattern support akin to the flagship Galaxy Watch Ultra.
    #leaked #samsung #galaxy #watch #series
    Leaked Samsung Galaxy Watch 8 Series Renders Reveal 3 Smartwatches With Squircle Design: Report
    Samsung Galaxy Watch 8 series is expected to make its debut later this year alongside the next-generation foldables. As we wait for the official unveil, renders of the purported smartwatches have surfaced which corroborate previous leaks and suggest that Samsung could bring the unique “Squircle” design of the Galaxy Watch Ultra to other models this year. According to a report, a total of three smartwatches may be launched as part of the Galaxy Watch 8 lineup.Squircle Design of Samsung Galaxy Watch 8 SeriesAndroid Headlines shared exclusive renders of the Samsung Galaxy Watch 8 series in a report. The publication claims that three smartwatches will be introduced this year — Galaxy Watch 8, Galaxy Watch 8 Classic, and a Galaxy Watch Ultra successor, and all three models will sport a squircle design which debuted last year with the Galaxy Watch Ultra.Photo Credit: Android HeadlinesIt is expected to comprise a circular display housed inside a square dial. Renders also suggest that the standard Galaxy Watch 8 will have a two-button design, while the Watch 8 Classic and 2025 Watch Ultra models could be equipped with three buttons, including a Quick button which may be accented in a different colour.Notably, it is a customisable button which is designed to toggle a workout mode or for playing a siren on the Galaxy Watch Ultra.The purported Galaxy Watch 8 Classic is also shown sporting a rotating physical dial, similar to other Classic models of the past. This usually gives it a more traditional watch aesthetic while retaining smartwatch functionality.This report corroborates a previous discovery in the animation files of the leaked One UI 8 Watch which hinted towards the implementation of the squircle design across Samsung's next generation Galaxy Watch lineup. The unreleased firmware contained references of two smartwatches — the Galaxy Watch 8 and Galaxy Watch 8 Classic. Further, the report also suggested that the smartwatches could also benefit from stronger vibrations, aided by extended vibration pattern support akin to the flagship Galaxy Watch Ultra. #leaked #samsung #galaxy #watch #series
    WWW.GADGETS360.COM
    Leaked Samsung Galaxy Watch 8 Series Renders Reveal 3 Smartwatches With Squircle Design: Report
    Samsung Galaxy Watch 8 series is expected to make its debut later this year alongside the next-generation foldables. As we wait for the official unveil, renders of the purported smartwatches have surfaced which corroborate previous leaks and suggest that Samsung could bring the unique “Squircle” design of the Galaxy Watch Ultra to other models this year. According to a report, a total of three smartwatches may be launched as part of the Galaxy Watch 8 lineup.Squircle Design of Samsung Galaxy Watch 8 SeriesAndroid Headlines shared exclusive renders of the Samsung Galaxy Watch 8 series in a report. The publication claims that three smartwatches will be introduced this year — Galaxy Watch 8, Galaxy Watch 8 Classic, and a Galaxy Watch Ultra successor, and all three models will sport a squircle design which debuted last year with the Galaxy Watch Ultra.Photo Credit: Android HeadlinesIt is expected to comprise a circular display housed inside a square dial. Renders also suggest that the standard Galaxy Watch 8 will have a two-button design, while the Watch 8 Classic and 2025 Watch Ultra models could be equipped with three buttons, including a Quick button which may be accented in a different colour.Notably, it is a customisable button which is designed to toggle a workout mode or for playing a siren on the Galaxy Watch Ultra.The purported Galaxy Watch 8 Classic is also shown sporting a rotating physical dial, similar to other Classic models of the past. This usually gives it a more traditional watch aesthetic while retaining smartwatch functionality.This report corroborates a previous discovery in the animation files of the leaked One UI 8 Watch which hinted towards the implementation of the squircle design across Samsung's next generation Galaxy Watch lineup. The unreleased firmware contained references of two smartwatches — the Galaxy Watch 8 and Galaxy Watch 8 Classic. Further, the report also suggested that the smartwatches could also benefit from stronger vibrations, aided by extended vibration pattern support akin to the flagship Galaxy Watch Ultra.
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  • Medieval cold case is a salacious tale of sex, power, and mayhem

    The murder of John Forde was the culmination to years of political, social, and criminal intrigue.
     

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    Breakthroughs, discoveries, and DIY tips sent every weekday.

    Researchers have uncovered handwritten letters, court documents, and a coroner’s report related to the nearly 700-year-old cold case murder of a medieval priest. Published on June 5 in the journal Criminal Law Forum, the investigation draws on direct archival evidence from Cambridge University that is helping fill in the gaps to a high-profile true crime scandal that would make headlines even today. But despite a mountain of firsthand accounts, the murder’s masterminds never saw justice.
    The ‘planned and cold-blooded’ crime
    On Friday, May 3, 1337, Anglican priest John Forde began a walk along downtown London’s Cheapside street after vespersshortly before sunset. At one point, a clergyman familiar to Forde by the name of Hasculph Neville approached him to begin a “pleasant conversation.” As the pair neared St. Paul’s Cathedral, four men ambushed the priest. One of the attackers then proceeded to slit Forde’s throat using a 12-inch dagger as two other assailants stabbed him in the stomach in front of onlookers.
    The vicious crime wasn’t a brazen robbery or politically motivated attack. It was likely a premeditated murder orchestrated by Ela Fitzpayne, a noblewoman, London crime syndicate leader—and potentially Forde’s lover.
    “We are looking at a murder commissioned by a leading figure of the English aristocracy. It is planned and cold-blooded, with a family member and close associates carrying it out, all of which suggests a revenge motive,” Cambridge University criminology professor Manuel Eisner explained in a statement.
    The location of the murder of John Forde on May 3, 1337. Credit: Medieval Murder Maps / University of Cambridge’s Institute of Criminology / Historic Towns Trust.
    A longstanding feud
    To understand how such a brutal killing could take place in daylight on a busy London street, it’s necessary to backtrack at least five years. In January 1332, the Archbishop of Canterbury sent a letter to the Bishop of Winchester that included a number of reputation-ruining claims surrounding Fitzpayne. In particular, Archbishop Simon Mepham described sexual relationships involving “knights and others, single and married, and even with clerics in holy orders.”
    The wide-ranging punishments for such sinful behavior could include a prohibition on wearing gold and other precious jewelry, as well as large tithes to monastic orders and the poor. But the most humiliating atonement often came in the form of a public walk of shame. The act of contrition involved walking barefoot across Salisbury Cathedral—England’s longest nave—in order to deliver a handcarried, four-pound wax candle to the church altar. What’s more, Archbishop Mepham commanded that Fitzpayne must repeat this penance every autumn for seven years.
    Fitzpayne was having none of it. According to Mepham’s message, the noblewoman chose to continue listening to a “spirit of pride”, and refused to abide by the judgment. A second letter sent by the Archbishop that April also alleged that she had since absconded from her husband, Sir Robert Fitzpayne, and was hiding in London’s Rotherhithe district along the Thames River. Due to this, Archbishop Mepham reported that Ela Fitzpayne had been excommunicated from the church.
    Image of the Archbishop of Canterbury’s letters to the Bishop of Winchester on the subject of Ela Fitzpayne, from the register of John de Stratford. Credit: Hampshire Archives and Hampshire County Council.
    Raids and rats
    But who tipped the clergy off to her indiscretions? According to Eisner’s review of original documents as part of the Cambridge University Institute of Criminology’s Medieval Murder Maps project, it was almost certainly her ex-lover, the soon-to-be-murdered John Forde. He was the only alleged lover named in Archbishop Mepham’s letters, and served as a church rector in a village located on the Fitzpayne family’s estate at the time of the suspected affair. 
    “The archbishop imposed heavy, shameful public penance on Ela, which she seems not to have complied with, but may have sparked a thirst for vengeance,” Eisner said. “Not least as John Forde appears to have escaped punishment by the church.”
    But Forde’s relationship with the Fitzpaynes seems to have extended even more illicit activities. In another record reviewed by Eisner, both Ela Fitzpayne and John Forde had been indicted by a Royal Commission in 1322. The crime–assisting in the raid of a Benedictine priory alongside Sir Fitzpayne. They and others reportedly assaulted the priory a year earlier, making off with around 18 oxen, 30 pigs, and 200 sheep. The monastery coincidentally served as a French abbey’s outpost amid increasing tensions between France and England in the years leading up to the Hundred Years’ War.
    Archbishop Mepham was almost certainly displeased after hearing about the indictment of one of his own clergy. A strict administrator himself, Mepham “was keen to enforce moral discipline among the gentry and nobility,” added Eisner. He theorizes that Forde copped to the affair after getting leaned on by superiors, which subsequently led to the campaign to shame Ela Fitzpayne as a means to reassert the Church’s authority over English nobility. Forde, unfortunately, was caught between the two sides.
    “John Forde may have had split loyalties,” argued Eisner. “One to the Fitzpayne family, who were likely patrons of his church and granted him the position. And the other to the bishops who had authority over him as a clergy member.”
    Archbishop Mepham ultimately wouldn’t live to see the scandal’s full consequences. Fitzpayne never accepted her walk of shame, and the church elder died a year after sending the incriminating letters. Eisner believes the Fitzpaynes greenlit their hit job on Forde only after the dust had seemingly settled. It doesn’t help their case three bystanders said the man who slit the rector’s throat was none other than Ela Fitzpayne’s own brother, Hugh Lovell. They also named two family servants as Forde’s other assailants.
    Archbishop Mepham died four years before Forde’s murder. Credit: ampshire Archives and Hampshire County Council
    Turning a blind eye
    Anyone waiting for justice in this medieval saga will likely be disappointed.
    “Despite naming the killers and clear knowledge of the instigator, when it comes to pursuing the perpetrators, the jury turna blind eye,” Eisner said.
    Eisner explained the circumstances surrounding an initial lack of convictions were simply “implausible.” No one supposedly could locate the accused to bring to trial, despite the men belonging to one of England’s highest nobility houses. Meanwhile, the court claimed Hugh Lovell had no belongings available to confiscate.
    “This was typical of the class-based justice of the day,” said Eisner.
    In the end, the only charge that ever stuck in the murder case was an indictment against one of the family’s former servants. Five years after the first trial in 1342, Hugh Colne was convicted of being one of the men to stab Forde in the stomach and sentenced to the notorious Newgate Prison.
    As dark and sordid as the multiyear medieval drama was, it apparently didn’t change much between Ela Fitzpayne and her husband, Sir Robert. She and the baron remained married until his death in 1354—when she subsequently inherited all his property.
    “Where rule of law is weak, we see killings committed by the highest ranks in society, who will take power into their own hands, whether it’s today or seven centuries ago,” said Eisner.
    That said, the criminology professor couldn’t help but concede that Ela Fitzpayne was an “extraordinary” individual, regardless of the era.
    “A woman in 14th century England who raided priories, openly defied the Archbishop of Canterbury, and planned the assassination of a priest,” he said. “Ela Fitzpayne appears to have been many things.”
    #medieval #cold #case #salacious #tale
    Medieval cold case is a salacious tale of sex, power, and mayhem
    The murder of John Forde was the culmination to years of political, social, and criminal intrigue.   Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. Researchers have uncovered handwritten letters, court documents, and a coroner’s report related to the nearly 700-year-old cold case murder of a medieval priest. Published on June 5 in the journal Criminal Law Forum, the investigation draws on direct archival evidence from Cambridge University that is helping fill in the gaps to a high-profile true crime scandal that would make headlines even today. But despite a mountain of firsthand accounts, the murder’s masterminds never saw justice. The ‘planned and cold-blooded’ crime On Friday, May 3, 1337, Anglican priest John Forde began a walk along downtown London’s Cheapside street after vespersshortly before sunset. At one point, a clergyman familiar to Forde by the name of Hasculph Neville approached him to begin a “pleasant conversation.” As the pair neared St. Paul’s Cathedral, four men ambushed the priest. One of the attackers then proceeded to slit Forde’s throat using a 12-inch dagger as two other assailants stabbed him in the stomach in front of onlookers. The vicious crime wasn’t a brazen robbery or politically motivated attack. It was likely a premeditated murder orchestrated by Ela Fitzpayne, a noblewoman, London crime syndicate leader—and potentially Forde’s lover. “We are looking at a murder commissioned by a leading figure of the English aristocracy. It is planned and cold-blooded, with a family member and close associates carrying it out, all of which suggests a revenge motive,” Cambridge University criminology professor Manuel Eisner explained in a statement. The location of the murder of John Forde on May 3, 1337. Credit: Medieval Murder Maps / University of Cambridge’s Institute of Criminology / Historic Towns Trust. A longstanding feud To understand how such a brutal killing could take place in daylight on a busy London street, it’s necessary to backtrack at least five years. In January 1332, the Archbishop of Canterbury sent a letter to the Bishop of Winchester that included a number of reputation-ruining claims surrounding Fitzpayne. In particular, Archbishop Simon Mepham described sexual relationships involving “knights and others, single and married, and even with clerics in holy orders.” The wide-ranging punishments for such sinful behavior could include a prohibition on wearing gold and other precious jewelry, as well as large tithes to monastic orders and the poor. But the most humiliating atonement often came in the form of a public walk of shame. The act of contrition involved walking barefoot across Salisbury Cathedral—England’s longest nave—in order to deliver a handcarried, four-pound wax candle to the church altar. What’s more, Archbishop Mepham commanded that Fitzpayne must repeat this penance every autumn for seven years. Fitzpayne was having none of it. According to Mepham’s message, the noblewoman chose to continue listening to a “spirit of pride”, and refused to abide by the judgment. A second letter sent by the Archbishop that April also alleged that she had since absconded from her husband, Sir Robert Fitzpayne, and was hiding in London’s Rotherhithe district along the Thames River. Due to this, Archbishop Mepham reported that Ela Fitzpayne had been excommunicated from the church. Image of the Archbishop of Canterbury’s letters to the Bishop of Winchester on the subject of Ela Fitzpayne, from the register of John de Stratford. Credit: Hampshire Archives and Hampshire County Council. Raids and rats But who tipped the clergy off to her indiscretions? According to Eisner’s review of original documents as part of the Cambridge University Institute of Criminology’s Medieval Murder Maps project, it was almost certainly her ex-lover, the soon-to-be-murdered John Forde. He was the only alleged lover named in Archbishop Mepham’s letters, and served as a church rector in a village located on the Fitzpayne family’s estate at the time of the suspected affair.  “The archbishop imposed heavy, shameful public penance on Ela, which she seems not to have complied with, but may have sparked a thirst for vengeance,” Eisner said. “Not least as John Forde appears to have escaped punishment by the church.” But Forde’s relationship with the Fitzpaynes seems to have extended even more illicit activities. In another record reviewed by Eisner, both Ela Fitzpayne and John Forde had been indicted by a Royal Commission in 1322. The crime–assisting in the raid of a Benedictine priory alongside Sir Fitzpayne. They and others reportedly assaulted the priory a year earlier, making off with around 18 oxen, 30 pigs, and 200 sheep. The monastery coincidentally served as a French abbey’s outpost amid increasing tensions between France and England in the years leading up to the Hundred Years’ War. Archbishop Mepham was almost certainly displeased after hearing about the indictment of one of his own clergy. A strict administrator himself, Mepham “was keen to enforce moral discipline among the gentry and nobility,” added Eisner. He theorizes that Forde copped to the affair after getting leaned on by superiors, which subsequently led to the campaign to shame Ela Fitzpayne as a means to reassert the Church’s authority over English nobility. Forde, unfortunately, was caught between the two sides. “John Forde may have had split loyalties,” argued Eisner. “One to the Fitzpayne family, who were likely patrons of his church and granted him the position. And the other to the bishops who had authority over him as a clergy member.” Archbishop Mepham ultimately wouldn’t live to see the scandal’s full consequences. Fitzpayne never accepted her walk of shame, and the church elder died a year after sending the incriminating letters. Eisner believes the Fitzpaynes greenlit their hit job on Forde only after the dust had seemingly settled. It doesn’t help their case three bystanders said the man who slit the rector’s throat was none other than Ela Fitzpayne’s own brother, Hugh Lovell. They also named two family servants as Forde’s other assailants. Archbishop Mepham died four years before Forde’s murder. Credit: ampshire Archives and Hampshire County Council Turning a blind eye Anyone waiting for justice in this medieval saga will likely be disappointed. “Despite naming the killers and clear knowledge of the instigator, when it comes to pursuing the perpetrators, the jury turna blind eye,” Eisner said. Eisner explained the circumstances surrounding an initial lack of convictions were simply “implausible.” No one supposedly could locate the accused to bring to trial, despite the men belonging to one of England’s highest nobility houses. Meanwhile, the court claimed Hugh Lovell had no belongings available to confiscate. “This was typical of the class-based justice of the day,” said Eisner. In the end, the only charge that ever stuck in the murder case was an indictment against one of the family’s former servants. Five years after the first trial in 1342, Hugh Colne was convicted of being one of the men to stab Forde in the stomach and sentenced to the notorious Newgate Prison. As dark and sordid as the multiyear medieval drama was, it apparently didn’t change much between Ela Fitzpayne and her husband, Sir Robert. She and the baron remained married until his death in 1354—when she subsequently inherited all his property. “Where rule of law is weak, we see killings committed by the highest ranks in society, who will take power into their own hands, whether it’s today or seven centuries ago,” said Eisner. That said, the criminology professor couldn’t help but concede that Ela Fitzpayne was an “extraordinary” individual, regardless of the era. “A woman in 14th century England who raided priories, openly defied the Archbishop of Canterbury, and planned the assassination of a priest,” he said. “Ela Fitzpayne appears to have been many things.” #medieval #cold #case #salacious #tale
    WWW.POPSCI.COM
    Medieval cold case is a salacious tale of sex, power, and mayhem
    The murder of John Forde was the culmination to years of political, social, and criminal intrigue.   Get the Popular Science daily newsletter💡 Breakthroughs, discoveries, and DIY tips sent every weekday. Researchers have uncovered handwritten letters, court documents, and a coroner’s report related to the nearly 700-year-old cold case murder of a medieval priest. Published on June 5 in the journal Criminal Law Forum, the investigation draws on direct archival evidence from Cambridge University that is helping fill in the gaps to a high-profile true crime scandal that would make headlines even today. But despite a mountain of firsthand accounts, the murder’s masterminds never saw justice. The ‘planned and cold-blooded’ crime On Friday, May 3, 1337, Anglican priest John Forde began a walk along downtown London’s Cheapside street after vespers (evening prayers) shortly before sunset. At one point, a clergyman familiar to Forde by the name of Hasculph Neville approached him to begin a “pleasant conversation.” As the pair neared St. Paul’s Cathedral, four men ambushed the priest. One of the attackers then proceeded to slit Forde’s throat using a 12-inch dagger as two other assailants stabbed him in the stomach in front of onlookers. The vicious crime wasn’t a brazen robbery or politically motivated attack. It was likely a premeditated murder orchestrated by Ela Fitzpayne, a noblewoman, London crime syndicate leader—and potentially Forde’s lover. “We are looking at a murder commissioned by a leading figure of the English aristocracy. It is planned and cold-blooded, with a family member and close associates carrying it out, all of which suggests a revenge motive,” Cambridge University criminology professor Manuel Eisner explained in a statement. The location of the murder of John Forde on May 3, 1337. Credit: Medieval Murder Maps / University of Cambridge’s Institute of Criminology / Historic Towns Trust. A longstanding feud To understand how such a brutal killing could take place in daylight on a busy London street, it’s necessary to backtrack at least five years. In January 1332, the Archbishop of Canterbury sent a letter to the Bishop of Winchester that included a number of reputation-ruining claims surrounding Fitzpayne. In particular, Archbishop Simon Mepham described sexual relationships involving “knights and others, single and married, and even with clerics in holy orders.” The wide-ranging punishments for such sinful behavior could include a prohibition on wearing gold and other precious jewelry, as well as large tithes to monastic orders and the poor. But the most humiliating atonement often came in the form of a public walk of shame. The act of contrition involved walking barefoot across Salisbury Cathedral—England’s longest nave—in order to deliver a handcarried, four-pound wax candle to the church altar. What’s more, Archbishop Mepham commanded that Fitzpayne must repeat this penance every autumn for seven years. Fitzpayne was having none of it. According to Mepham’s message, the noblewoman chose to continue listening to a “spirit of pride” (and the devil), and refused to abide by the judgment. A second letter sent by the Archbishop that April also alleged that she had since absconded from her husband, Sir Robert Fitzpayne, and was hiding in London’s Rotherhithe district along the Thames River. Due to this, Archbishop Mepham reported that Ela Fitzpayne had been excommunicated from the church. Image of the Archbishop of Canterbury’s letters to the Bishop of Winchester on the subject of Ela Fitzpayne, from the register of John de Stratford. Credit: Hampshire Archives and Hampshire County Council. Raids and rats But who tipped the clergy off to her indiscretions? According to Eisner’s review of original documents as part of the Cambridge University Institute of Criminology’s Medieval Murder Maps project, it was almost certainly her ex-lover, the soon-to-be-murdered John Forde. He was the only alleged lover named in Archbishop Mepham’s letters, and served as a church rector in a village located on the Fitzpayne family’s estate at the time of the suspected affair.  “The archbishop imposed heavy, shameful public penance on Ela, which she seems not to have complied with, but may have sparked a thirst for vengeance,” Eisner said. “Not least as John Forde appears to have escaped punishment by the church.” But Forde’s relationship with the Fitzpaynes seems to have extended even more illicit activities. In another record reviewed by Eisner, both Ela Fitzpayne and John Forde had been indicted by a Royal Commission in 1322. The crime–assisting in the raid of a Benedictine priory alongside Sir Fitzpayne. They and others reportedly assaulted the priory a year earlier, making off with around 18 oxen, 30 pigs, and 200 sheep. The monastery coincidentally served as a French abbey’s outpost amid increasing tensions between France and England in the years leading up to the Hundred Years’ War. Archbishop Mepham was almost certainly displeased after hearing about the indictment of one of his own clergy. A strict administrator himself, Mepham “was keen to enforce moral discipline among the gentry and nobility,” added Eisner. He theorizes that Forde copped to the affair after getting leaned on by superiors, which subsequently led to the campaign to shame Ela Fitzpayne as a means to reassert the Church’s authority over English nobility. Forde, unfortunately, was caught between the two sides. “John Forde may have had split loyalties,” argued Eisner. “One to the Fitzpayne family, who were likely patrons of his church and granted him the position. And the other to the bishops who had authority over him as a clergy member.” Archbishop Mepham ultimately wouldn’t live to see the scandal’s full consequences. Fitzpayne never accepted her walk of shame, and the church elder died a year after sending the incriminating letters. Eisner believes the Fitzpaynes greenlit their hit job on Forde only after the dust had seemingly settled. It doesn’t help their case three bystanders said the man who slit the rector’s throat was none other than Ela Fitzpayne’s own brother, Hugh Lovell. They also named two family servants as Forde’s other assailants. Archbishop Mepham died four years before Forde’s murder. Credit: ampshire Archives and Hampshire County Council Turning a blind eye Anyone waiting for justice in this medieval saga will likely be disappointed. “Despite naming the killers and clear knowledge of the instigator, when it comes to pursuing the perpetrators, the jury turn[ed] a blind eye,” Eisner said. Eisner explained the circumstances surrounding an initial lack of convictions were simply “implausible.” No one supposedly could locate the accused to bring to trial, despite the men belonging to one of England’s highest nobility houses. Meanwhile, the court claimed Hugh Lovell had no belongings available to confiscate. “This was typical of the class-based justice of the day,” said Eisner. In the end, the only charge that ever stuck in the murder case was an indictment against one of the family’s former servants. Five years after the first trial in 1342, Hugh Colne was convicted of being one of the men to stab Forde in the stomach and sentenced to the notorious Newgate Prison. As dark and sordid as the multiyear medieval drama was, it apparently didn’t change much between Ela Fitzpayne and her husband, Sir Robert. She and the baron remained married until his death in 1354—when she subsequently inherited all his property. “Where rule of law is weak, we see killings committed by the highest ranks in society, who will take power into their own hands, whether it’s today or seven centuries ago,” said Eisner. That said, the criminology professor couldn’t help but concede that Ela Fitzpayne was an “extraordinary” individual, regardless of the era. “A woman in 14th century England who raided priories, openly defied the Archbishop of Canterbury, and planned the assassination of a priest,” he said. “Ela Fitzpayne appears to have been many things.”
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  • Deliver At All Costs Review – Lukewarm Goods

    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.

     
    "The majority of the side content in Deliver At All Costs isn’t very enticing."
    Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway.
    I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that.
    The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something.

    "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff."
    All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more.
    Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable.

    "NPCs roam the streets and become aggressive when threatened."
    I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too.
    But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience.

    "I like how the missions get progressively more wacky and clever as you progress."
    The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world.
    But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with.

    "Winston’s delivery mates have surprising depth and a good amount of backstory."
    Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets.
    Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing.

    "The game goes surprisingly hard on the story front, but it didn’t fully land for me."
    As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver.
    This game was reviewed on the PlayStation 5.
    #deliver #all #costs #review #lukewarm
    Deliver At All Costs Review – Lukewarm Goods
    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.   "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5. #deliver #all #costs #review #lukewarm
    GAMINGBOLT.COM
    Deliver At All Costs Review – Lukewarm Goods
    Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.   "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5.
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  • Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario

    Standard modular construction was given a softened appearance with the addition of residential wood truss roofs and the introduction of shorter modules in select locations to create courtyards. Photo by doublespace photography
    PROJECT Durham Modular Transitional Housing, Beaverton, Ontario
    ARCHITECT Montgomery Sisam Architects Inc.
    In cities, homelessness can be painfully visible, in the form of encampments or people sleeping rough. But in rural areas, people experiencing homelessness are often hidden away.
    It’s this largely invisible but clearly present need that led to the construction of Beaverton Heights, a 47-unit transitional housing residence about 100 kilometres from Toronto that serves the northern part of the Regional Municipality of Durham. The region had run a pilot project for transitional housing in Durham during the Covid pandemic, out of a summer camp property—so when provincial and federal funding became available for modular, rapidly delivered transitional housing, they were quick to apply.
    Montgomery Sisam Architects is no stranger to modular supportive housing, or to the site, for that matter. 15 years ago, they designed Lakeview Manor, a 200-bed long-term care facility for the region, on an adjoining parcel of land. At the time that they took on Beaverton Heights, they had completed two modular supportive housing projects for the City of Toronto. 
    The initial Toronto projects were done on a massively compressed timeline—a mere eight months from design to the move-in date for the first, and nine months for the second. “So we knew that’s as tight as you can crunch it—and that’s with all the stars aligned,” says Montgomery Sisam principal Daniel Ling. 
    As transitional housing, the Beaverton facility is designed to help residents overcome their barriers to housing. To achieve this, the program not only includes residential units, but communal spaces, including a double-height dining room and lounge that occupy the western half of the project. This part of the complex can also be used independently, such as for community activities and health supports. To create the needed volume, Montgomery Sisam decided to prefabricate the community structure in steel: the entire west half of the project was constructed and assembled in a factory to ensure that it would fit together as intended, then disassembled and reassembled on site.
    The double-height community space includes a reading room, terrace, administrative areas, and communal dining room served by a full commercial kitchen. The building can also be used for community-wide functions, such as medical clinics. A cluster of columns marks the area where the dining area’s eight steel modular units join together. Photo by Tom Ridout
    For both the steel community structure and its wood residential counterpart, the prefabrication process was extensive, and included the in-factory installation of plumbing, electrical and mechanical systems, interior and exterior finishes, and even furnishings in each module. “Basically, just remove the plastic from the mattress and take the microwave from the box that’s already in the unit,” says Jacek Sochacki, manager of facilities design, construction, and asset management at the works department of the Regional Municipality of Durham. Within the building, the most extensive on-site work was in the hallways, where the modules met: building systems needed to connect up, and flooring and finishes needed to be completed over the joints after the modules were installed.
    One of the most surprising aspects of the project is how un-modular it looks. Montgomery Sisam’s previous experience with modular construction allowed them to find leeway in the process—small tweaks that would change the look of the project, without affecting the construction cost. The long site allowed the architects to use a single module as a glazed hallway, connecting the two buildings, and creating generous courtyards on its two sides. In two other areas, shorter modules are specified to transform the massing of the building. The resulting cut-outs serve as an entry forecourt and as a dining terrace. Instead of flat roofs, the team used residential trusses—“the same wood trusses you would see in subdivisions,” says Ling—to create sloped roof forms. From the outside, the windows of the residential units are slightly recessed behind a frame of wood cladding, adding further dimension to the façade. 
    Photo by doublespace photography
    Since it was a design-build process, all of these decisions were vetted through the builder for their cost effectiveness. “It wasn’t hard to convince them, we’re going to use some shorter modules—you are going to build less there,” recalls Ling. “These are things that actually don’t cost a lot of money.”
    The resulting massing is intentionally lower towards the front of the property, where the community space faces residential neighbours, and doubles to four storeys towards the back. As you approach the project, the courtyards and cut-outs give it the appearance of smaller discrete masses, rather than a single volume.
    Topping the project is the region’s largest solar panel array, which provides 35 to 40 percent of the all-electric building’s energy needs. Modular construction aided in airtightness and performance—in its first months of operation, it delivered an EUI of 102 kWh/m2/year.  
    Balancing between independence and community was an important principle for the program, and for the design. To this end, each studio is designed to function as a self-sufficient dwelling, with its own kitchen, full washroom, and heat pump with independent temperature control. Small spatial nudges—like daylight at both ends of corridors, seating nooks with built-in benches throughout the project, and generous common rooms—aim to coax residents outside of their units. The property is bracketed by the dining area at the front, and an outdoor basketball court at the rear. A long storage shed holds some of the facility’s mechanical equipment along with bikes—an easy way to get into town for residents who may not have cars. 
    Located between the residences and the community building, a semi-private courtyard offers a quiet place for clients to rest or socialize with others. Photo by doublespace photography
    The building looks so good that, had the finishes be chosen for luxury rather than durability, it could easily pass as a family resort. But is that too nice? Often, government-funded buildings—especially for a stigmatized program such as transitional housing—come under criticism if they appear to be too fancy. 
    I put this to Sochacki, who replies: “There’s this misnomer that if the building looks good or unique, it costs a lot of money. I think we proved that it doesn’t.” Apart from a wood surround for the fireplace, the components of the building are utilitarian and basic, he says. “It’s just like: how do you make the most out of common materials? It costs us exactly the same, but we’re doing things that are actually nice.”
    Screenshot
    That niceness is not just a perk, but essential to the core purpose of helping people experiencing homelessness to make their way back into society. “Making it nice is important,” says Sochacki. “Nice lighting, nice windows, nice places to sit, nice spaces that people enjoy being at—because that’s what’s going to make the difference.” 
    “If you build a place that people just want to spend all their time in their room and they don’t come out, that’s not going to help them with transitioning back to a sustainable, permanent housing lifestyle,” he adds. “You’ve got to create a place where they feel welcome and that they want to spend time in—they want to meet other people and they want to get the support, because there’s a place and space for it, and it’s successful for them to get the support.”
    A terrace adjoins the reading lounge and dining area, inviting outdoor barbecues and gatherings in warm weather. The cut-out was created by using a shorter module in this section of the building, minimizing the impact to construction costs and logistics. Photo by Tom Ridout
    CLIENT Regional Municipality of Durham | ARCHITECT TEAM Daniel Ling, Enda McDonagh, Kevin Hutchinson, Sonja Storey-Fleming, Mateusz Nowacki, Zheng Li, Grace Chang, Jake Pauls Wolf, Mustafa Munawar, Paul Kurti, William Tink, Victoria Ngai, Kavitha Jayakrishnan, Max Veneracion, Megan Lowes | STRUCTURAL/MECHANICAL/ELECTRICAL Design Works Engineering | LANDSCAPE Baker Turner | INTERIORS Montgomery Sisam Architects | CONTRACTOR NRB Modular Solutions | CIVIL Design Works Engineering | CODE Vortex Fire | FOOD SERVICES Kaizen Foodservice Planning & Design | ENERGY MODELlING Design Work Engineering | SPECIFICATIONS DGS Consulting Services | AREA 3,550 m2 | COMPLETION October 2024
    ENERGY USE INTENSITY101.98 kWh/m2/year 

     As appeared in the June 2025 issue of Canadian Architect magazine 

    The post Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario appeared first on Canadian Architect.
    #invisible #need #visible #care #beaverton
    Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario
    Standard modular construction was given a softened appearance with the addition of residential wood truss roofs and the introduction of shorter modules in select locations to create courtyards. Photo by doublespace photography PROJECT Durham Modular Transitional Housing, Beaverton, Ontario ARCHITECT Montgomery Sisam Architects Inc. In cities, homelessness can be painfully visible, in the form of encampments or people sleeping rough. But in rural areas, people experiencing homelessness are often hidden away. It’s this largely invisible but clearly present need that led to the construction of Beaverton Heights, a 47-unit transitional housing residence about 100 kilometres from Toronto that serves the northern part of the Regional Municipality of Durham. The region had run a pilot project for transitional housing in Durham during the Covid pandemic, out of a summer camp property—so when provincial and federal funding became available for modular, rapidly delivered transitional housing, they were quick to apply. Montgomery Sisam Architects is no stranger to modular supportive housing, or to the site, for that matter. 15 years ago, they designed Lakeview Manor, a 200-bed long-term care facility for the region, on an adjoining parcel of land. At the time that they took on Beaverton Heights, they had completed two modular supportive housing projects for the City of Toronto.  The initial Toronto projects were done on a massively compressed timeline—a mere eight months from design to the move-in date for the first, and nine months for the second. “So we knew that’s as tight as you can crunch it—and that’s with all the stars aligned,” says Montgomery Sisam principal Daniel Ling.  As transitional housing, the Beaverton facility is designed to help residents overcome their barriers to housing. To achieve this, the program not only includes residential units, but communal spaces, including a double-height dining room and lounge that occupy the western half of the project. This part of the complex can also be used independently, such as for community activities and health supports. To create the needed volume, Montgomery Sisam decided to prefabricate the community structure in steel: the entire west half of the project was constructed and assembled in a factory to ensure that it would fit together as intended, then disassembled and reassembled on site. The double-height community space includes a reading room, terrace, administrative areas, and communal dining room served by a full commercial kitchen. The building can also be used for community-wide functions, such as medical clinics. A cluster of columns marks the area where the dining area’s eight steel modular units join together. Photo by Tom Ridout For both the steel community structure and its wood residential counterpart, the prefabrication process was extensive, and included the in-factory installation of plumbing, electrical and mechanical systems, interior and exterior finishes, and even furnishings in each module. “Basically, just remove the plastic from the mattress and take the microwave from the box that’s already in the unit,” says Jacek Sochacki, manager of facilities design, construction, and asset management at the works department of the Regional Municipality of Durham. Within the building, the most extensive on-site work was in the hallways, where the modules met: building systems needed to connect up, and flooring and finishes needed to be completed over the joints after the modules were installed. One of the most surprising aspects of the project is how un-modular it looks. Montgomery Sisam’s previous experience with modular construction allowed them to find leeway in the process—small tweaks that would change the look of the project, without affecting the construction cost. The long site allowed the architects to use a single module as a glazed hallway, connecting the two buildings, and creating generous courtyards on its two sides. In two other areas, shorter modules are specified to transform the massing of the building. The resulting cut-outs serve as an entry forecourt and as a dining terrace. Instead of flat roofs, the team used residential trusses—“the same wood trusses you would see in subdivisions,” says Ling—to create sloped roof forms. From the outside, the windows of the residential units are slightly recessed behind a frame of wood cladding, adding further dimension to the façade.  Photo by doublespace photography Since it was a design-build process, all of these decisions were vetted through the builder for their cost effectiveness. “It wasn’t hard to convince them, we’re going to use some shorter modules—you are going to build less there,” recalls Ling. “These are things that actually don’t cost a lot of money.” The resulting massing is intentionally lower towards the front of the property, where the community space faces residential neighbours, and doubles to four storeys towards the back. As you approach the project, the courtyards and cut-outs give it the appearance of smaller discrete masses, rather than a single volume. Topping the project is the region’s largest solar panel array, which provides 35 to 40 percent of the all-electric building’s energy needs. Modular construction aided in airtightness and performance—in its first months of operation, it delivered an EUI of 102 kWh/m2/year.   Balancing between independence and community was an important principle for the program, and for the design. To this end, each studio is designed to function as a self-sufficient dwelling, with its own kitchen, full washroom, and heat pump with independent temperature control. Small spatial nudges—like daylight at both ends of corridors, seating nooks with built-in benches throughout the project, and generous common rooms—aim to coax residents outside of their units. The property is bracketed by the dining area at the front, and an outdoor basketball court at the rear. A long storage shed holds some of the facility’s mechanical equipment along with bikes—an easy way to get into town for residents who may not have cars.  Located between the residences and the community building, a semi-private courtyard offers a quiet place for clients to rest or socialize with others. Photo by doublespace photography The building looks so good that, had the finishes be chosen for luxury rather than durability, it could easily pass as a family resort. But is that too nice? Often, government-funded buildings—especially for a stigmatized program such as transitional housing—come under criticism if they appear to be too fancy.  I put this to Sochacki, who replies: “There’s this misnomer that if the building looks good or unique, it costs a lot of money. I think we proved that it doesn’t.” Apart from a wood surround for the fireplace, the components of the building are utilitarian and basic, he says. “It’s just like: how do you make the most out of common materials? It costs us exactly the same, but we’re doing things that are actually nice.” Screenshot That niceness is not just a perk, but essential to the core purpose of helping people experiencing homelessness to make their way back into society. “Making it nice is important,” says Sochacki. “Nice lighting, nice windows, nice places to sit, nice spaces that people enjoy being at—because that’s what’s going to make the difference.”  “If you build a place that people just want to spend all their time in their room and they don’t come out, that’s not going to help them with transitioning back to a sustainable, permanent housing lifestyle,” he adds. “You’ve got to create a place where they feel welcome and that they want to spend time in—they want to meet other people and they want to get the support, because there’s a place and space for it, and it’s successful for them to get the support.” A terrace adjoins the reading lounge and dining area, inviting outdoor barbecues and gatherings in warm weather. The cut-out was created by using a shorter module in this section of the building, minimizing the impact to construction costs and logistics. Photo by Tom Ridout CLIENT Regional Municipality of Durham | ARCHITECT TEAM Daniel Ling, Enda McDonagh, Kevin Hutchinson, Sonja Storey-Fleming, Mateusz Nowacki, Zheng Li, Grace Chang, Jake Pauls Wolf, Mustafa Munawar, Paul Kurti, William Tink, Victoria Ngai, Kavitha Jayakrishnan, Max Veneracion, Megan Lowes | STRUCTURAL/MECHANICAL/ELECTRICAL Design Works Engineering | LANDSCAPE Baker Turner | INTERIORS Montgomery Sisam Architects | CONTRACTOR NRB Modular Solutions | CIVIL Design Works Engineering | CODE Vortex Fire | FOOD SERVICES Kaizen Foodservice Planning & Design | ENERGY MODELlING Design Work Engineering | SPECIFICATIONS DGS Consulting Services | AREA 3,550 m2 | COMPLETION October 2024 ENERGY USE INTENSITY101.98 kWh/m2/year   As appeared in the June 2025 issue of Canadian Architect magazine  The post Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario appeared first on Canadian Architect. #invisible #need #visible #care #beaverton
    WWW.CANADIANARCHITECT.COM
    Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario
    Standard modular construction was given a softened appearance with the addition of residential wood truss roofs and the introduction of shorter modules in select locations to create courtyards. Photo by doublespace photography PROJECT Durham Modular Transitional Housing, Beaverton, Ontario ARCHITECT Montgomery Sisam Architects Inc. In cities, homelessness can be painfully visible, in the form of encampments or people sleeping rough. But in rural areas, people experiencing homelessness are often hidden away. It’s this largely invisible but clearly present need that led to the construction of Beaverton Heights, a 47-unit transitional housing residence about 100 kilometres from Toronto that serves the northern part of the Regional Municipality of Durham. The region had run a pilot project for transitional housing in Durham during the Covid pandemic, out of a summer camp property—so when provincial and federal funding became available for modular, rapidly delivered transitional housing, they were quick to apply. Montgomery Sisam Architects is no stranger to modular supportive housing, or to the site, for that matter. 15 years ago, they designed Lakeview Manor, a 200-bed long-term care facility for the region, on an adjoining parcel of land. At the time that they took on Beaverton Heights, they had completed two modular supportive housing projects for the City of Toronto. (They have since completed four more.)  The initial Toronto projects were done on a massively compressed timeline—a mere eight months from design to the move-in date for the first, and nine months for the second. “So we knew that’s as tight as you can crunch it—and that’s with all the stars aligned,” says Montgomery Sisam principal Daniel Ling.  As transitional housing, the Beaverton facility is designed to help residents overcome their barriers to housing. To achieve this, the program not only includes residential units, but communal spaces, including a double-height dining room and lounge that occupy the western half of the project. This part of the complex can also be used independently, such as for community activities and health supports. To create the needed volume, Montgomery Sisam decided to prefabricate the community structure in steel: the entire west half of the project was constructed and assembled in a factory to ensure that it would fit together as intended, then disassembled and reassembled on site. The double-height community space includes a reading room, terrace, administrative areas, and communal dining room served by a full commercial kitchen. The building can also be used for community-wide functions, such as medical clinics. A cluster of columns marks the area where the dining area’s eight steel modular units join together. Photo by Tom Ridout For both the steel community structure and its wood residential counterpart, the prefabrication process was extensive, and included the in-factory installation of plumbing, electrical and mechanical systems, interior and exterior finishes, and even furnishings in each module. “Basically, just remove the plastic from the mattress and take the microwave from the box that’s already in the unit,” says Jacek Sochacki, manager of facilities design, construction, and asset management at the works department of the Regional Municipality of Durham. Within the building, the most extensive on-site work was in the hallways, where the modules met: building systems needed to connect up, and flooring and finishes needed to be completed over the joints after the modules were installed. One of the most surprising aspects of the project is how un-modular it looks. Montgomery Sisam’s previous experience with modular construction allowed them to find leeway in the process—small tweaks that would change the look of the project, without affecting the construction cost. The long site allowed the architects to use a single module as a glazed hallway, connecting the two buildings, and creating generous courtyards on its two sides. In two other areas, shorter modules are specified to transform the massing of the building. The resulting cut-outs serve as an entry forecourt and as a dining terrace. Instead of flat roofs, the team used residential trusses—“the same wood trusses you would see in subdivisions,” says Ling—to create sloped roof forms. From the outside, the windows of the residential units are slightly recessed behind a frame of wood cladding, adding further dimension to the façade.  Photo by doublespace photography Since it was a design-build process, all of these decisions were vetted through the builder for their cost effectiveness. “It wasn’t hard to convince them, we’re going to use some shorter modules—you are going to build less there,” recalls Ling. “These are things that actually don’t cost a lot of money.” The resulting massing is intentionally lower towards the front of the property, where the community space faces residential neighbours, and doubles to four storeys towards the back. As you approach the project, the courtyards and cut-outs give it the appearance of smaller discrete masses, rather than a single volume. Topping the project is the region’s largest solar panel array, which provides 35 to 40 percent of the all-electric building’s energy needs. Modular construction aided in airtightness and performance—in its first months of operation, it delivered an EUI of 102 kWh/m2/year.   Balancing between independence and community was an important principle for the program, and for the design. To this end, each studio is designed to function as a self-sufficient dwelling, with its own kitchen, full washroom, and heat pump with independent temperature control. Small spatial nudges—like daylight at both ends of corridors, seating nooks with built-in benches throughout the project, and generous common rooms—aim to coax residents outside of their units. The property is bracketed by the dining area at the front, and an outdoor basketball court at the rear. A long storage shed holds some of the facility’s mechanical equipment along with bikes—an easy way to get into town for residents who may not have cars.  Located between the residences and the community building, a semi-private courtyard offers a quiet place for clients to rest or socialize with others. Photo by doublespace photography The building looks so good that, had the finishes be chosen for luxury rather than durability, it could easily pass as a family resort. But is that too nice? Often, government-funded buildings—especially for a stigmatized program such as transitional housing—come under criticism if they appear to be too fancy.  I put this to Sochacki, who replies: “There’s this misnomer that if the building looks good or unique, it costs a lot of money. I think we proved that it doesn’t.” Apart from a wood surround for the fireplace, the components of the building are utilitarian and basic, he says. “It’s just like: how do you make the most out of common materials? It costs us exactly the same, but we’re doing things that are actually nice.” Screenshot That niceness is not just a perk, but essential to the core purpose of helping people experiencing homelessness to make their way back into society. “Making it nice is important,” says Sochacki. “Nice lighting, nice windows, nice places to sit, nice spaces that people enjoy being at—because that’s what’s going to make the difference.”  “If you build a place that people just want to spend all their time in their room and they don’t come out, that’s not going to help them with transitioning back to a sustainable, permanent housing lifestyle,” he adds. “You’ve got to create a place where they feel welcome and that they want to spend time in—they want to meet other people and they want to get the support, because there’s a place and space for it, and it’s successful for them to get the support.” A terrace adjoins the reading lounge and dining area, inviting outdoor barbecues and gatherings in warm weather. The cut-out was created by using a shorter module in this section of the building, minimizing the impact to construction costs and logistics. Photo by Tom Ridout CLIENT Regional Municipality of Durham | ARCHITECT TEAM Daniel Ling (FRAIC), Enda McDonagh, Kevin Hutchinson, Sonja Storey-Fleming, Mateusz Nowacki, Zheng Li, Grace Chang, Jake Pauls Wolf, Mustafa Munawar, Paul Kurti, William Tink, Victoria Ngai, Kavitha Jayakrishnan, Max Veneracion, Megan Lowes | STRUCTURAL/MECHANICAL/ELECTRICAL Design Works Engineering | LANDSCAPE Baker Turner | INTERIORS Montgomery Sisam Architects | CONTRACTOR NRB Modular Solutions | CIVIL Design Works Engineering | CODE Vortex Fire | FOOD SERVICES Kaizen Foodservice Planning & Design | ENERGY MODELlING Design Work Engineering | SPECIFICATIONS DGS Consulting Services | AREA 3,550 m2 | COMPLETION October 2024 ENERGY USE INTENSITY (operational) 101.98 kWh/m2/year   As appeared in the June 2025 issue of Canadian Architect magazine  The post Invisible Need, Visible Care: Beaverton Heights, Beaverton, Ontario appeared first on Canadian Architect.
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  • How white-tailed deer came back from the brink of extinction

    Given their abundance in American backyards, gardens and highway corridors these days, it may be surprising to learn that white-tailed deer were nearly extinct about a century ago. While they currently number somewhere in the range of 30 million to 35 million, at the turn of the 20th century, there were as few as 300,000 whitetails across the entire continent: just 1% of the current population.

    This near-disappearance of deer was much discussed at the time. In 1854, Henry David Thoreau had written that no deer had been hunted near Concord, Massachusetts, for a generation. In his famous “Walden,” he reported:

    “One man still preserves the horns of the last deer that was killed in this vicinity, and another has told me the particulars of the hunt in which his uncle was engaged. The hunters were formerly a numerous and merry crew here.”

    But what happened to white-tailed deer? What drove them nearly to extinction, and then what brought them back from the brink?

    As a historical ecologist and environmental archaeologist, I have made it my job to answer these questions. Over the past decade, I’ve studied white-tailed deer bones from archaeological sites across the eastern United States, as well as historical records and ecological data, to help piece together the story of this species.

    Precolonial rise of deer populations

    White-tailed deer have been hunted from the earliest migrations of people into North America, more than 15,000 years ago. The species was far from the most important food resource at that time, though.

    Archaeological evidence suggests that white-tailed deer abundance only began to increase after the extinction of megafauna species like mammoths and mastodons opened up ecological niches for deer to fill. Deer bones become very common in archaeological sites from about 6,000 years ago onward, reflecting the economic and cultural importance of the species for Indigenous peoples.

    Despite being so frequently hunted, deer populations do not seem to have appreciably declined due to Indigenous hunting prior to AD 1600. Unlike elk or sturgeon, whose numbers were reduced by Indigenous hunters and fishers, white-tailed deer seem to have been resilient to human predation. While archaeologists have found some evidence for human-caused declines in certain parts of North America, other cases are more ambiguous, and deer certainly remained abundant throughout the past several millennia.

    Human use of fire could partly explain why white-tailed deer may have been resilient to hunting. Indigenous peoples across North America have long used controlled burning to promote ecosystem health, disturbing old vegetation to promote new growth. Deer love this sort of successional vegetation for food and cover, and thus thrive in previously burned habitats. Indigenous people may have therefore facilitated deer population growth, counteracting any harmful hunting pressure.

    More research is needed, but even though some hunting pressure is evident, the general picture from the precolonial era is that deer seem to have been doing just fine for thousands of years. Ecologists estimate that there were roughly 30 million white-tailed deer in North America on the eve of European colonization—about the same number as today.

    A 16th-century engraving depicts Indigenous Floridians hunting deer while disguised in deerskins.Colonial-era fall of deer numbers

    To better understand how deer populations changed in the colonial era, I recently analyzed deer bones from two archaeological sites in what is now Connecticut. My analysis suggests that hunting pressure on white-tailed deer increased almost as soon as European colonists arrived.

    At one site dated to the 11th to 14th centuriesI found that only about 7% to 10% of the deer killed were juveniles.

    Hunters generally don’t take juvenile deer if they’re frequently encountering adults, since adult deer tend to be larger, offering more meat and bigger hides. Additionally, hunting increases mortality on a deer herd but doesn’t directly affect fertility, so deer populations experiencing hunting pressure end up with juvenile-skewed age structures. For these reasons, this low percentage of juvenile deer prior to European colonization indicates minimal hunting pressure on local herds.

    However, at a nearby site occupied during the 17th century—just after European colonization—between 22% and 31% of the deer hunted were juveniles, suggesting a substantial increase in hunting pressure.

    This elevated hunting pressure likely resulted from the transformation of deer into a commodity for the first time. Venison, antlers and deerskins may have long been exchanged within Indigenous trade networks, but things changed drastically in the 17th century. European colonists integrated North America into a trans-Atlantic mercantile capitalist economic system with no precedent in Indigenous society. This applied new pressures to the continent’s natural resources.

    Deer—particularly their skins—were commodified and sold in markets in the colonies initially and, by the 18th century, in Europe as well. Deer were now being exploited by traders, merchants and manufacturers desiring profit, not simply hunters desiring meat or leather. It was the resulting hunting pressure that drove the species toward its extinction.

    20th-century rebound of white-tailed deer

    Thanks to the rise of the conservation movement in the late 19th and early 20th centuries, white-tailed deer survived their brush with extinction.

    Concerned citizens and outdoorsmen feared for the fate of deer and other wildlife, and pushed for new legislative protections.

    The Lacey Act of 1900, for example, banned interstate transport of poached game and—in combination with state-level protections—helped end commercial deer hunting by effectively de-commodifying the species. Aided by conservation-oriented hunting practices and reintroductions of deer from surviving populations to areas where they had been extirpated, white-tailed deer rebounded.

    The story of white-tailed deer underscores an important fact: Humans are not inherently damaging to the environment. Hunting from the 17th through 19th centuries threatened the existence of white-tailed deer, but precolonial Indigenous hunting and environmental management appear to have been relatively sustainable, and modern regulatory governance in the 20th century forestalled and reversed their looming extinction.

    Elic Weitzel, Peter Buck Postdoctoral Research Fellow, Smithsonian Institution

    This article is republished from The Conversation under a Creative Commons license. Read the original article.
    #how #whitetaileddeer #came #back #brink
    How white-tailed deer came back from the brink of extinction
    Given their abundance in American backyards, gardens and highway corridors these days, it may be surprising to learn that white-tailed deer were nearly extinct about a century ago. While they currently number somewhere in the range of 30 million to 35 million, at the turn of the 20th century, there were as few as 300,000 whitetails across the entire continent: just 1% of the current population. This near-disappearance of deer was much discussed at the time. In 1854, Henry David Thoreau had written that no deer had been hunted near Concord, Massachusetts, for a generation. In his famous “Walden,” he reported: “One man still preserves the horns of the last deer that was killed in this vicinity, and another has told me the particulars of the hunt in which his uncle was engaged. The hunters were formerly a numerous and merry crew here.” But what happened to white-tailed deer? What drove them nearly to extinction, and then what brought them back from the brink? As a historical ecologist and environmental archaeologist, I have made it my job to answer these questions. Over the past decade, I’ve studied white-tailed deer bones from archaeological sites across the eastern United States, as well as historical records and ecological data, to help piece together the story of this species. Precolonial rise of deer populations White-tailed deer have been hunted from the earliest migrations of people into North America, more than 15,000 years ago. The species was far from the most important food resource at that time, though. Archaeological evidence suggests that white-tailed deer abundance only began to increase after the extinction of megafauna species like mammoths and mastodons opened up ecological niches for deer to fill. Deer bones become very common in archaeological sites from about 6,000 years ago onward, reflecting the economic and cultural importance of the species for Indigenous peoples. Despite being so frequently hunted, deer populations do not seem to have appreciably declined due to Indigenous hunting prior to AD 1600. Unlike elk or sturgeon, whose numbers were reduced by Indigenous hunters and fishers, white-tailed deer seem to have been resilient to human predation. While archaeologists have found some evidence for human-caused declines in certain parts of North America, other cases are more ambiguous, and deer certainly remained abundant throughout the past several millennia. Human use of fire could partly explain why white-tailed deer may have been resilient to hunting. Indigenous peoples across North America have long used controlled burning to promote ecosystem health, disturbing old vegetation to promote new growth. Deer love this sort of successional vegetation for food and cover, and thus thrive in previously burned habitats. Indigenous people may have therefore facilitated deer population growth, counteracting any harmful hunting pressure. More research is needed, but even though some hunting pressure is evident, the general picture from the precolonial era is that deer seem to have been doing just fine for thousands of years. Ecologists estimate that there were roughly 30 million white-tailed deer in North America on the eve of European colonization—about the same number as today. A 16th-century engraving depicts Indigenous Floridians hunting deer while disguised in deerskins.Colonial-era fall of deer numbers To better understand how deer populations changed in the colonial era, I recently analyzed deer bones from two archaeological sites in what is now Connecticut. My analysis suggests that hunting pressure on white-tailed deer increased almost as soon as European colonists arrived. At one site dated to the 11th to 14th centuriesI found that only about 7% to 10% of the deer killed were juveniles. Hunters generally don’t take juvenile deer if they’re frequently encountering adults, since adult deer tend to be larger, offering more meat and bigger hides. Additionally, hunting increases mortality on a deer herd but doesn’t directly affect fertility, so deer populations experiencing hunting pressure end up with juvenile-skewed age structures. For these reasons, this low percentage of juvenile deer prior to European colonization indicates minimal hunting pressure on local herds. However, at a nearby site occupied during the 17th century—just after European colonization—between 22% and 31% of the deer hunted were juveniles, suggesting a substantial increase in hunting pressure. This elevated hunting pressure likely resulted from the transformation of deer into a commodity for the first time. Venison, antlers and deerskins may have long been exchanged within Indigenous trade networks, but things changed drastically in the 17th century. European colonists integrated North America into a trans-Atlantic mercantile capitalist economic system with no precedent in Indigenous society. This applied new pressures to the continent’s natural resources. Deer—particularly their skins—were commodified and sold in markets in the colonies initially and, by the 18th century, in Europe as well. Deer were now being exploited by traders, merchants and manufacturers desiring profit, not simply hunters desiring meat or leather. It was the resulting hunting pressure that drove the species toward its extinction. 20th-century rebound of white-tailed deer Thanks to the rise of the conservation movement in the late 19th and early 20th centuries, white-tailed deer survived their brush with extinction. Concerned citizens and outdoorsmen feared for the fate of deer and other wildlife, and pushed for new legislative protections. The Lacey Act of 1900, for example, banned interstate transport of poached game and—in combination with state-level protections—helped end commercial deer hunting by effectively de-commodifying the species. Aided by conservation-oriented hunting practices and reintroductions of deer from surviving populations to areas where they had been extirpated, white-tailed deer rebounded. The story of white-tailed deer underscores an important fact: Humans are not inherently damaging to the environment. Hunting from the 17th through 19th centuries threatened the existence of white-tailed deer, but precolonial Indigenous hunting and environmental management appear to have been relatively sustainable, and modern regulatory governance in the 20th century forestalled and reversed their looming extinction. Elic Weitzel, Peter Buck Postdoctoral Research Fellow, Smithsonian Institution This article is republished from The Conversation under a Creative Commons license. Read the original article. #how #whitetaileddeer #came #back #brink
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    How white-tailed deer came back from the brink of extinction
    Given their abundance in American backyards, gardens and highway corridors these days, it may be surprising to learn that white-tailed deer were nearly extinct about a century ago. While they currently number somewhere in the range of 30 million to 35 million, at the turn of the 20th century, there were as few as 300,000 whitetails across the entire continent: just 1% of the current population. This near-disappearance of deer was much discussed at the time. In 1854, Henry David Thoreau had written that no deer had been hunted near Concord, Massachusetts, for a generation. In his famous “Walden,” he reported: “One man still preserves the horns of the last deer that was killed in this vicinity, and another has told me the particulars of the hunt in which his uncle was engaged. The hunters were formerly a numerous and merry crew here.” But what happened to white-tailed deer? What drove them nearly to extinction, and then what brought them back from the brink? As a historical ecologist and environmental archaeologist, I have made it my job to answer these questions. Over the past decade, I’ve studied white-tailed deer bones from archaeological sites across the eastern United States, as well as historical records and ecological data, to help piece together the story of this species. Precolonial rise of deer populations White-tailed deer have been hunted from the earliest migrations of people into North America, more than 15,000 years ago. The species was far from the most important food resource at that time, though. Archaeological evidence suggests that white-tailed deer abundance only began to increase after the extinction of megafauna species like mammoths and mastodons opened up ecological niches for deer to fill. Deer bones become very common in archaeological sites from about 6,000 years ago onward, reflecting the economic and cultural importance of the species for Indigenous peoples. Despite being so frequently hunted, deer populations do not seem to have appreciably declined due to Indigenous hunting prior to AD 1600. Unlike elk or sturgeon, whose numbers were reduced by Indigenous hunters and fishers, white-tailed deer seem to have been resilient to human predation. While archaeologists have found some evidence for human-caused declines in certain parts of North America, other cases are more ambiguous, and deer certainly remained abundant throughout the past several millennia. Human use of fire could partly explain why white-tailed deer may have been resilient to hunting. Indigenous peoples across North America have long used controlled burning to promote ecosystem health, disturbing old vegetation to promote new growth. Deer love this sort of successional vegetation for food and cover, and thus thrive in previously burned habitats. Indigenous people may have therefore facilitated deer population growth, counteracting any harmful hunting pressure. More research is needed, but even though some hunting pressure is evident, the general picture from the precolonial era is that deer seem to have been doing just fine for thousands of years. Ecologists estimate that there were roughly 30 million white-tailed deer in North America on the eve of European colonization—about the same number as today. A 16th-century engraving depicts Indigenous Floridians hunting deer while disguised in deerskins. [Photo: Theodor de Bry/DEA Picture Library/De Agostini/Getty Images] Colonial-era fall of deer numbers To better understand how deer populations changed in the colonial era, I recently analyzed deer bones from two archaeological sites in what is now Connecticut. My analysis suggests that hunting pressure on white-tailed deer increased almost as soon as European colonists arrived. At one site dated to the 11th to 14th centuries (before European colonization) I found that only about 7% to 10% of the deer killed were juveniles. Hunters generally don’t take juvenile deer if they’re frequently encountering adults, since adult deer tend to be larger, offering more meat and bigger hides. Additionally, hunting increases mortality on a deer herd but doesn’t directly affect fertility, so deer populations experiencing hunting pressure end up with juvenile-skewed age structures. For these reasons, this low percentage of juvenile deer prior to European colonization indicates minimal hunting pressure on local herds. However, at a nearby site occupied during the 17th century—just after European colonization—between 22% and 31% of the deer hunted were juveniles, suggesting a substantial increase in hunting pressure. This elevated hunting pressure likely resulted from the transformation of deer into a commodity for the first time. Venison, antlers and deerskins may have long been exchanged within Indigenous trade networks, but things changed drastically in the 17th century. European colonists integrated North America into a trans-Atlantic mercantile capitalist economic system with no precedent in Indigenous society. This applied new pressures to the continent’s natural resources. Deer—particularly their skins—were commodified and sold in markets in the colonies initially and, by the 18th century, in Europe as well. Deer were now being exploited by traders, merchants and manufacturers desiring profit, not simply hunters desiring meat or leather. It was the resulting hunting pressure that drove the species toward its extinction. 20th-century rebound of white-tailed deer Thanks to the rise of the conservation movement in the late 19th and early 20th centuries, white-tailed deer survived their brush with extinction. Concerned citizens and outdoorsmen feared for the fate of deer and other wildlife, and pushed for new legislative protections. The Lacey Act of 1900, for example, banned interstate transport of poached game and—in combination with state-level protections—helped end commercial deer hunting by effectively de-commodifying the species. Aided by conservation-oriented hunting practices and reintroductions of deer from surviving populations to areas where they had been extirpated, white-tailed deer rebounded. The story of white-tailed deer underscores an important fact: Humans are not inherently damaging to the environment. Hunting from the 17th through 19th centuries threatened the existence of white-tailed deer, but precolonial Indigenous hunting and environmental management appear to have been relatively sustainable, and modern regulatory governance in the 20th century forestalled and reversed their looming extinction. Elic Weitzel, Peter Buck Postdoctoral Research Fellow, Smithsonian Institution This article is republished from The Conversation under a Creative Commons license. Read the original article.
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  • Parametric Design And a Guide to Creating Adaptable, High-Performance Products with Algorithms

    Parametric design is a transformative approach to product development that integrates interconnected parameters to enhance a product’s performance and adaptability. This approach maximizes the relationships between parameters like color, size, and material by defining and adjusting them to improve design results. In contrast to conventional design systems, parametric design encourages creativity by making it possible to create adaptable and dynamic solutions that are suited to changing requirements.
    The use of sophisticated algorithms makes it easier to create intricate patterns and structures, changing the way engineers and designers approach architectural, industrial, and urban planning projects. Parametric design is based on systems that are naturally based on parametric principles and are inspired by biological and natural patterns.

    The Flip chair, inspired by the natural beauty of wind-blown grass, combines asymmetry and craftsmanship to create a unique seating experience. Designers focused on the “flip” as the central element, allowing the bent wood to flow through gradual transitions, and infusing the piece with vitality. The challenging process of steam-bending thick wood was repeated multiple times, ensuring that each chair is handmade, one-of-a-kind, and exhibits a distinctive form, making it an elegant yet functional addition to any space.

    Developed with the support of the National Taiwan Craft Research and Development Institute, the Flip chair seamlessly blends traditional craftsmanship with modern parametric design. The result is a chair that not only offers aesthetic appeal but also carries a story of innovation and meticulous workmanship. Its organic texture and thoughtful design make it a statement piece that is ideal for those seeking a functional yet artistic element to complement their home or office decor.
    What are the Applications of Parametric Design?
    Parametric design enables the creation of customized product designs by allowing users to adjust shape, size, and functionality based on specific inputs. This approach combines various algorithms and parameters to create and refine designs that enhance the functionality and aesthetics of the product. Designers begin by defining key parameters, which can then be adjusted to optimize efficiency and performance.
    CAD software and similar tools are commonly used in this process and by utilizing parameters, the design process becomes more controlled and enables innovative solutions. Multiple design options can be explored quickly which heps in reducing time and waste, and making parametric design a powerful tool for innovation.

    Located in Jakarta’s business district, the Stalk Tree-Hugger, designed by RAD+ar, integrates five existing tall trees with a parametric fabric structure that creates an engaging play of light and shadows. This innovative design combines a restaurant and lounge, offering a unique spatial experience while blending seamlessly with the surrounding greenery. The shifting shadows from the trees foster an intimate, inviting atmosphere, while the dynamic tensile structures, swaying with the wind, create a nature-centric ambiance.

    The 750-square-meter bar restaurant showcases minimal intervention in nature, providing a versatile space for commercial activities. The lightweight steel-timber thatch roof offers both shade and support to the parametric fabric, transforming into a lantern at night, enhancing the cityscape and event ambiance. Designed by Antonius Richard and the RAD+ar team, the project emphasizes reducing environmental impact while maintaining the commercial value of the land. With constant movement and changing lighting, the design creates a relaxing, tranquil space, where visitors can observe and interact with nature.

    The Generico Chair, created by Marco Hemmerling and Ulrich Nether, exemplifies the power of generative algorithms in computational or parametric design. This innovative process allows the software to optimize the design to meet specific parameters and results in a lightweight yet strong structure. The chair’s Voronoi-inspired design reduces material usage significantly while maintaining strength and flexibility in the backrest. The careful application of generative design principles ensures the chair’s efficiency without compromising its functionality.

    Designed for both performance and comfort, the Generico Chair retains its ergonomic qualities despite its reduced volume. The chair is 3D printed to accommodate the complexities of its generative design, which introduces specific manufacturing constraints. The result is a visually captivating piece with a skeletal charm that blends creativity and precision. Its unique form showcases how software-aided design can produce functional and aesthetically pleasing furniture pieces while adhering to sustainability, precision, and material efficiency goals.
    How does Parametric design bring innovation to product design?
    Parametric design, powered by CAD software, achieves a harmonious balance between complexity and simplicity, streamlining the processes of product creation and modification. By defining specific parameters, designers can make adjustments with ease, minimizing waste and improving efficiency. This highly versatile approach adapts to various products, such as adjusting the height and tilt of a chair or modifying the color, angle, and brightness of lighting design.
    Therefore, parametric design promotes flexibility, providing a wide range of solutions to complex challenges. By establishing parameters at the outset, significant time is saved, enabling refinements during the design phase before creating a physical prototype. It excels in managing intricate shapes and patterns while opening new possibilities for innovation and creativity.

    John Mauriello, the designer behind the Coral Lighting Collection, articulates his creations as moments frozen in time. These lamps are the result of complex algorithms simulating natural growth, each one capturing a unique form by pausing the simulation at a precise point. The collection features three distinct designs namely Timor, Sargasso, and Celebes, each inspired by different types of coral. Mauriello’s deep connection to the ocean, fostered through his experience as a surfer, is reflected in his tribute to coral’s inherent beauty and vibrant life.

    The lamps are meticulously designed to be visually appealing both when illuminated and when turned off. Crafted from a white, ceramic-like material, they are 3D printed in the USA using sustainable methods that enable the recycling of any waste materials. The integrated LED lights interact with the lamp’s uneven cross-sections to produce dynamic lighting effects of brightness and shadow. The manufacturing process is eco-conscious and allows any waste material that is produced during the design process to be recycled.
    A Guide to Parametric Design Software
    Parametric modeling is a computer-aided designtool used to create and manipulate parametric models. Several software programs incorporate advanced algorithms for parametric design, combining computer software with AI to offer innovative design solutions. These sophisticated algorithms enable an interactive design process, allowing designers and engineers to input specific constraints directly within the software.
    This approach minimizes errors and ensures the creation of accurate digital models. Furthermore, the integration of virtual reality enhances the experience, providing immersive and interactive opportunities to visualize and refine concepts. Designers can explore complex geometries and design intricacies, enabling the creation of 3D shapes and models with greater precision and flexibility.

    CATIA’s Visual Scripting app, part of the 3DEXPERIENCE Platform, makes parametric design easier and more accessible. This no-code tool lets designers, engineers, and architects create complex designs without needing to write code. Using a simple, node-based interface, users can define parameters and generate detailed 3D models effortlessly.

    The tool’s Capture & Reuse feature boosts efficiency by allowing users to share and reuse design algorithms across different projects. By combining CATIA’s CAD software with a visual approach to parametric and generative modeling, Visual Scripting enhances creativity and speeds up design iterations. Its smooth integration with the 3DEXPERIENCE platform provides a streamlined workflow, making algorithmic design a built-in feature. Beyond traditional modeling, it also enables mesh manipulation and the creation of custom lattice structures—perfect for 3D printing in industries like aerospace, furniture, and jewelry design.
    Parametric design is transforming the product design industry by fostering creativity, improving efficiency, and enabling customization. Its seamless integration with digital manufacturing and sustainability efforts makes it an essential tool for modern designers. As technology continues to evolve, parametric design will remain at the forefront, driving ethical and innovative advancements in product development.The post Parametric Design And a Guide to Creating Adaptable, High-Performance Products with Algorithms first appeared on Yanko Design.
    #parametric #design #guide #creating #adaptable
    Parametric Design And a Guide to Creating Adaptable, High-Performance Products with Algorithms
    Parametric design is a transformative approach to product development that integrates interconnected parameters to enhance a product’s performance and adaptability. This approach maximizes the relationships between parameters like color, size, and material by defining and adjusting them to improve design results. In contrast to conventional design systems, parametric design encourages creativity by making it possible to create adaptable and dynamic solutions that are suited to changing requirements. The use of sophisticated algorithms makes it easier to create intricate patterns and structures, changing the way engineers and designers approach architectural, industrial, and urban planning projects. Parametric design is based on systems that are naturally based on parametric principles and are inspired by biological and natural patterns. The Flip chair, inspired by the natural beauty of wind-blown grass, combines asymmetry and craftsmanship to create a unique seating experience. Designers focused on the “flip” as the central element, allowing the bent wood to flow through gradual transitions, and infusing the piece with vitality. The challenging process of steam-bending thick wood was repeated multiple times, ensuring that each chair is handmade, one-of-a-kind, and exhibits a distinctive form, making it an elegant yet functional addition to any space. Developed with the support of the National Taiwan Craft Research and Development Institute, the Flip chair seamlessly blends traditional craftsmanship with modern parametric design. The result is a chair that not only offers aesthetic appeal but also carries a story of innovation and meticulous workmanship. Its organic texture and thoughtful design make it a statement piece that is ideal for those seeking a functional yet artistic element to complement their home or office decor. What are the Applications of Parametric Design? Parametric design enables the creation of customized product designs by allowing users to adjust shape, size, and functionality based on specific inputs. This approach combines various algorithms and parameters to create and refine designs that enhance the functionality and aesthetics of the product. Designers begin by defining key parameters, which can then be adjusted to optimize efficiency and performance. CAD software and similar tools are commonly used in this process and by utilizing parameters, the design process becomes more controlled and enables innovative solutions. Multiple design options can be explored quickly which heps in reducing time and waste, and making parametric design a powerful tool for innovation. Located in Jakarta’s business district, the Stalk Tree-Hugger, designed by RAD+ar, integrates five existing tall trees with a parametric fabric structure that creates an engaging play of light and shadows. This innovative design combines a restaurant and lounge, offering a unique spatial experience while blending seamlessly with the surrounding greenery. The shifting shadows from the trees foster an intimate, inviting atmosphere, while the dynamic tensile structures, swaying with the wind, create a nature-centric ambiance. The 750-square-meter bar restaurant showcases minimal intervention in nature, providing a versatile space for commercial activities. The lightweight steel-timber thatch roof offers both shade and support to the parametric fabric, transforming into a lantern at night, enhancing the cityscape and event ambiance. Designed by Antonius Richard and the RAD+ar team, the project emphasizes reducing environmental impact while maintaining the commercial value of the land. With constant movement and changing lighting, the design creates a relaxing, tranquil space, where visitors can observe and interact with nature. The Generico Chair, created by Marco Hemmerling and Ulrich Nether, exemplifies the power of generative algorithms in computational or parametric design. This innovative process allows the software to optimize the design to meet specific parameters and results in a lightweight yet strong structure. The chair’s Voronoi-inspired design reduces material usage significantly while maintaining strength and flexibility in the backrest. The careful application of generative design principles ensures the chair’s efficiency without compromising its functionality. Designed for both performance and comfort, the Generico Chair retains its ergonomic qualities despite its reduced volume. The chair is 3D printed to accommodate the complexities of its generative design, which introduces specific manufacturing constraints. The result is a visually captivating piece with a skeletal charm that blends creativity and precision. Its unique form showcases how software-aided design can produce functional and aesthetically pleasing furniture pieces while adhering to sustainability, precision, and material efficiency goals. How does Parametric design bring innovation to product design? Parametric design, powered by CAD software, achieves a harmonious balance between complexity and simplicity, streamlining the processes of product creation and modification. By defining specific parameters, designers can make adjustments with ease, minimizing waste and improving efficiency. This highly versatile approach adapts to various products, such as adjusting the height and tilt of a chair or modifying the color, angle, and brightness of lighting design. Therefore, parametric design promotes flexibility, providing a wide range of solutions to complex challenges. By establishing parameters at the outset, significant time is saved, enabling refinements during the design phase before creating a physical prototype. It excels in managing intricate shapes and patterns while opening new possibilities for innovation and creativity. John Mauriello, the designer behind the Coral Lighting Collection, articulates his creations as moments frozen in time. These lamps are the result of complex algorithms simulating natural growth, each one capturing a unique form by pausing the simulation at a precise point. The collection features three distinct designs namely Timor, Sargasso, and Celebes, each inspired by different types of coral. Mauriello’s deep connection to the ocean, fostered through his experience as a surfer, is reflected in his tribute to coral’s inherent beauty and vibrant life. The lamps are meticulously designed to be visually appealing both when illuminated and when turned off. Crafted from a white, ceramic-like material, they are 3D printed in the USA using sustainable methods that enable the recycling of any waste materials. The integrated LED lights interact with the lamp’s uneven cross-sections to produce dynamic lighting effects of brightness and shadow. The manufacturing process is eco-conscious and allows any waste material that is produced during the design process to be recycled. A Guide to Parametric Design Software Parametric modeling is a computer-aided designtool used to create and manipulate parametric models. Several software programs incorporate advanced algorithms for parametric design, combining computer software with AI to offer innovative design solutions. These sophisticated algorithms enable an interactive design process, allowing designers and engineers to input specific constraints directly within the software. This approach minimizes errors and ensures the creation of accurate digital models. Furthermore, the integration of virtual reality enhances the experience, providing immersive and interactive opportunities to visualize and refine concepts. Designers can explore complex geometries and design intricacies, enabling the creation of 3D shapes and models with greater precision and flexibility. CATIA’s Visual Scripting app, part of the 3DEXPERIENCE Platform, makes parametric design easier and more accessible. This no-code tool lets designers, engineers, and architects create complex designs without needing to write code. Using a simple, node-based interface, users can define parameters and generate detailed 3D models effortlessly. The tool’s Capture & Reuse feature boosts efficiency by allowing users to share and reuse design algorithms across different projects. By combining CATIA’s CAD software with a visual approach to parametric and generative modeling, Visual Scripting enhances creativity and speeds up design iterations. Its smooth integration with the 3DEXPERIENCE platform provides a streamlined workflow, making algorithmic design a built-in feature. Beyond traditional modeling, it also enables mesh manipulation and the creation of custom lattice structures—perfect for 3D printing in industries like aerospace, furniture, and jewelry design. Parametric design is transforming the product design industry by fostering creativity, improving efficiency, and enabling customization. Its seamless integration with digital manufacturing and sustainability efforts makes it an essential tool for modern designers. As technology continues to evolve, parametric design will remain at the forefront, driving ethical and innovative advancements in product development.The post Parametric Design And a Guide to Creating Adaptable, High-Performance Products with Algorithms first appeared on Yanko Design. #parametric #design #guide #creating #adaptable
    WWW.YANKODESIGN.COM
    Parametric Design And a Guide to Creating Adaptable, High-Performance Products with Algorithms
    Parametric design is a transformative approach to product development that integrates interconnected parameters to enhance a product’s performance and adaptability. This approach maximizes the relationships between parameters like color, size, and material by defining and adjusting them to improve design results. In contrast to conventional design systems, parametric design encourages creativity by making it possible to create adaptable and dynamic solutions that are suited to changing requirements. The use of sophisticated algorithms makes it easier to create intricate patterns and structures, changing the way engineers and designers approach architectural, industrial, and urban planning projects. Parametric design is based on systems that are naturally based on parametric principles and are inspired by biological and natural patterns. The Flip chair, inspired by the natural beauty of wind-blown grass, combines asymmetry and craftsmanship to create a unique seating experience. Designers focused on the “flip” as the central element, allowing the bent wood to flow through gradual transitions, and infusing the piece with vitality. The challenging process of steam-bending thick wood was repeated multiple times, ensuring that each chair is handmade, one-of-a-kind, and exhibits a distinctive form, making it an elegant yet functional addition to any space. Developed with the support of the National Taiwan Craft Research and Development Institute (NTCRI), the Flip chair seamlessly blends traditional craftsmanship with modern parametric design. The result is a chair that not only offers aesthetic appeal but also carries a story of innovation and meticulous workmanship. Its organic texture and thoughtful design make it a statement piece that is ideal for those seeking a functional yet artistic element to complement their home or office decor. What are the Applications of Parametric Design? Parametric design enables the creation of customized product designs by allowing users to adjust shape, size, and functionality based on specific inputs. This approach combines various algorithms and parameters to create and refine designs that enhance the functionality and aesthetics of the product. Designers begin by defining key parameters, which can then be adjusted to optimize efficiency and performance. CAD software and similar tools are commonly used in this process and by utilizing parameters, the design process becomes more controlled and enables innovative solutions. Multiple design options can be explored quickly which heps in reducing time and waste, and making parametric design a powerful tool for innovation. Located in Jakarta’s business district, the Stalk Tree-Hugger, designed by RAD+ar, integrates five existing tall trees with a parametric fabric structure that creates an engaging play of light and shadows. This innovative design combines a restaurant and lounge, offering a unique spatial experience while blending seamlessly with the surrounding greenery. The shifting shadows from the trees foster an intimate, inviting atmosphere, while the dynamic tensile structures, swaying with the wind, create a nature-centric ambiance. The 750-square-meter bar restaurant showcases minimal intervention in nature, providing a versatile space for commercial activities. The lightweight steel-timber thatch roof offers both shade and support to the parametric fabric, transforming into a lantern at night, enhancing the cityscape and event ambiance. Designed by Antonius Richard and the RAD+ar team, the project emphasizes reducing environmental impact while maintaining the commercial value of the land. With constant movement and changing lighting, the design creates a relaxing, tranquil space, where visitors can observe and interact with nature. The Generico Chair, created by Marco Hemmerling and Ulrich Nether, exemplifies the power of generative algorithms in computational or parametric design. This innovative process allows the software to optimize the design to meet specific parameters and results in a lightweight yet strong structure. The chair’s Voronoi-inspired design reduces material usage significantly while maintaining strength and flexibility in the backrest. The careful application of generative design principles ensures the chair’s efficiency without compromising its functionality. Designed for both performance and comfort, the Generico Chair retains its ergonomic qualities despite its reduced volume. The chair is 3D printed to accommodate the complexities of its generative design, which introduces specific manufacturing constraints. The result is a visually captivating piece with a skeletal charm that blends creativity and precision. Its unique form showcases how software-aided design can produce functional and aesthetically pleasing furniture pieces while adhering to sustainability, precision, and material efficiency goals. How does Parametric design bring innovation to product design? Parametric design, powered by CAD software, achieves a harmonious balance between complexity and simplicity, streamlining the processes of product creation and modification. By defining specific parameters, designers can make adjustments with ease, minimizing waste and improving efficiency. This highly versatile approach adapts to various products, such as adjusting the height and tilt of a chair or modifying the color, angle, and brightness of lighting design. Therefore, parametric design promotes flexibility, providing a wide range of solutions to complex challenges. By establishing parameters at the outset, significant time is saved, enabling refinements during the design phase before creating a physical prototype. It excels in managing intricate shapes and patterns while opening new possibilities for innovation and creativity. John Mauriello, the designer behind the Coral Lighting Collection, articulates his creations as moments frozen in time. These lamps are the result of complex algorithms simulating natural growth, each one capturing a unique form by pausing the simulation at a precise point. The collection features three distinct designs namely Timor, Sargasso, and Celebes, each inspired by different types of coral. Mauriello’s deep connection to the ocean, fostered through his experience as a surfer, is reflected in his tribute to coral’s inherent beauty and vibrant life. The lamps are meticulously designed to be visually appealing both when illuminated and when turned off. Crafted from a white, ceramic-like material, they are 3D printed in the USA using sustainable methods that enable the recycling of any waste materials. The integrated LED lights interact with the lamp’s uneven cross-sections to produce dynamic lighting effects of brightness and shadow. The manufacturing process is eco-conscious and allows any waste material that is produced during the design process to be recycled. A Guide to Parametric Design Software Parametric modeling is a computer-aided design (CAD) tool used to create and manipulate parametric models. Several software programs incorporate advanced algorithms for parametric design, combining computer software with AI to offer innovative design solutions. These sophisticated algorithms enable an interactive design process, allowing designers and engineers to input specific constraints directly within the software. This approach minimizes errors and ensures the creation of accurate digital models. Furthermore, the integration of virtual reality enhances the experience, providing immersive and interactive opportunities to visualize and refine concepts. Designers can explore complex geometries and design intricacies, enabling the creation of 3D shapes and models with greater precision and flexibility. CATIA’s Visual Scripting app, part of the 3DEXPERIENCE Platform, makes parametric design easier and more accessible. This no-code tool lets designers, engineers, and architects create complex designs without needing to write code. Using a simple, node-based interface, users can define parameters and generate detailed 3D models effortlessly. The tool’s Capture & Reuse feature boosts efficiency by allowing users to share and reuse design algorithms across different projects. By combining CATIA’s CAD software with a visual approach to parametric and generative modeling, Visual Scripting enhances creativity and speeds up design iterations. Its smooth integration with the 3DEXPERIENCE platform provides a streamlined workflow, making algorithmic design a built-in feature. Beyond traditional modeling, it also enables mesh manipulation and the creation of custom lattice structures—perfect for 3D printing in industries like aerospace, furniture, and jewelry design. Parametric design is transforming the product design industry by fostering creativity, improving efficiency, and enabling customization. Its seamless integration with digital manufacturing and sustainability efforts makes it an essential tool for modern designers. As technology continues to evolve, parametric design will remain at the forefront, driving ethical and innovative advancements in product development.The post Parametric Design And a Guide to Creating Adaptable, High-Performance Products with Algorithms first appeared on Yanko Design.
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  • Research roundup: 7 stories we almost missed

    Best of the rest

    Research roundup: 7 stories we almost missed

    Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape

    Jennifer Ouellette



    May 31, 2025 5:37 pm

    |

    4

    Time lapse photos show a new ping-pong-playing robot performing a top spin.

    Credit:

    David Nguyen, Kendrick Cancio and Sangbae Kim

    Time lapse photos show a new ping-pong-playing robot performing a top spin.

    Credit:

    David Nguyen, Kendrick Cancio and Sangbae Kim

    Story text

    Size

    Small
    Standard
    Large

    Width
    *

    Standard
    Wide

    Links

    Standard
    Orange

    * Subscribers only
      Learn more

    It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories wemissed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights.
    Special relativity made visible

    Credit:

    TU Wien

    Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics.
    They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera.
    Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959.

    DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  .
    Drumming chimpanzees

    A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025.

    Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations. Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms.
    Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africaand West Africa, amounting to 371 drumming bouts.
    Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved.
    DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  .
    Distinctive styles of two jazz greats

    Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking."
    Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA.
    Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumbproduced more of a "pluck" compared to the pick, which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery.
    Sounds of an ancient underground city

    Credit:

    Sezin Nas

    Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channelsserving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions.

    The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment.
    Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves.
    MIT's latest ping-pong robot
    Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance.
    MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras.

    The new bot can execute three different swing typesand during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second, close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming.
    Why orange cats are orange

    Credit:

    Astropulse/CC BY-SA 3.0

    Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology.
    Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshellcoloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resourcesfor cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics.

    From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutationturns on Arhgap36 expression in pigment cells, thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve.
    DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  .
    Not a Roman "massacre" after all

    Credit:

    Martin Smith

    In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries.
    But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle.
    DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  .

    Jennifer Ouellette
    Senior Writer

    Jennifer Ouellette
    Senior Writer

    Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban.

    4 Comments
    #research #roundup #stories #almost #missed
    Research roundup: 7 stories we almost missed
    Best of the rest Research roundup: 7 stories we almost missed Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape Jennifer Ouellette – May 31, 2025 5:37 pm | 4 Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories wemissed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights. Special relativity made visible Credit: TU Wien Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics. They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera. Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959. DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  . Drumming chimpanzees A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025. Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations. Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms. Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africaand West Africa, amounting to 371 drumming bouts. Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved. DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  . Distinctive styles of two jazz greats Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking." Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA. Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumbproduced more of a "pluck" compared to the pick, which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery. Sounds of an ancient underground city Credit: Sezin Nas Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channelsserving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions. The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment. Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves. MIT's latest ping-pong robot Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance. MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras. The new bot can execute three different swing typesand during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second, close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming. Why orange cats are orange Credit: Astropulse/CC BY-SA 3.0 Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology. Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshellcoloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resourcesfor cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics. From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutationturns on Arhgap36 expression in pigment cells, thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve. DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  . Not a Roman "massacre" after all Credit: Martin Smith In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries. But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle. DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  . Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 4 Comments #research #roundup #stories #almost #missed
    ARSTECHNICA.COM
    Research roundup: 7 stories we almost missed
    Best of the rest Research roundup: 7 stories we almost missed Also: drumming chimpanzees, picking styles of two jazz greats, and an ancient underground city's soundscape Jennifer Ouellette – May 31, 2025 5:37 pm | 4 Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Time lapse photos show a new ping-pong-playing robot performing a top spin. Credit: David Nguyen, Kendrick Cancio and Sangbae Kim Story text Size Small Standard Large Width * Standard Wide Links Standard Orange * Subscribers only   Learn more It's a regrettable reality that there is never time to cover all the interesting scientific stories we come across each month. In the past, we've featured year-end roundups of cool science stories we (almost) missed. This year, we're experimenting with a monthly collection. May's list includes a nifty experiment to make a predicted effect of special relativity visible; a ping-pong playing robot that can return hits with 88 percent accuracy; and the discovery of the rare genetic mutation that makes orange cats orange, among other highlights. Special relativity made visible Credit: TU Wien Perhaps the most well-known feature of Albert Einstein's special theory of relativity is time dilation and length contraction. In 1959, two physicists predicted another feature of relativistic motion: an object moving near the speed of light should also appear to be rotated. It's not been possible to demonstrate this experimentally, however—until now. Physicists at the Vienna University of Technology figured out how to reproduce this rotational effect in the lab using laser pulses and precision cameras, according to a paper published in the journal Communications Physics. They found their inspiration in art, specifically an earlier collaboration with an artist named Enar de Dios Rodriguez, who collaborated with VUT and the University of Vienna on a project involving ultra-fast photography and slow light. For this latest research, they used objects shaped like a cube and a sphere and moved them around the lab while zapping them with ultrashort laser pulses, recording the flashes with a high-speed camera. Getting the timing just right effectively yields similar results to a light speed of 2 m/s. After photographing the objects many times using this method, the team then combined the still images into a single image. The results: the cube looked twisted and the sphere's North Pole was in a different location—a demonstration of the rotational effect predicted back in 1959. DOI: Communications Physics, 2025. 10.1038/s42005-025-02003-6  (About DOIs). Drumming chimpanzees A chimpanzee feeling the rhythm. Credit: Current Biology/Eleuteri et al., 2025. Chimpanzees are known to "drum" on the roots of trees as a means of communication, often combining that action with what are known as "pant-hoot" vocalizations (see above video). Scientists have found that the chimps' drumming exhibits key elements of musical rhythm much like humans, according to  a paper published in the journal Current Biology—specifically non-random timing and isochrony. And chimps from different geographical regions have different drumming rhythms. Back in 2022, the same team observed that individual chimps had unique styles of "buttress drumming," which served as a kind of communication, letting others in the same group know their identity, location, and activity. This time around they wanted to know if this was also true of chimps living in different groups and whether their drumming was rhythmic in nature. So they collected video footage of the drumming behavior among 11 chimpanzee communities across six populations in East Africa (Uganda) and West Africa (Ivory Coast), amounting to 371 drumming bouts. Their analysis of the drum patterns confirmed their hypothesis. The western chimps drummed in regularly spaced hits, used faster tempos, and started drumming earlier during their pant-hoot vocalizations. Eastern chimps would alternate between shorter and longer spaced hits. Since this kind of rhythmic percussion is one of the earliest evolved forms of human musical expression and is ubiquitous across cultures, findings such as this could shed light on how our love of rhythm evolved. DOI: Current Biology, 2025. 10.1016/j.cub.2025.04.019  (About DOIs). Distinctive styles of two jazz greats Jazz lovers likely need no introduction to Joe Pass and Wes Montgomery, 20th century guitarists who influenced generations of jazz musicians with their innovative techniques. Montgomery, for instance, didn't use a pick, preferring to pluck the strings with his thumb—a method he developed because he practiced at night after working all day as a machinist and didn't want to wake his children or neighbors. Pass developed his own range of picking techniques, including fingerpicking, hybrid picking, and "flat picking." Chirag Gokani and Preston Wilson, both with Applied Research Laboratories and the University of Texas, Austin, greatly admired both Pass and Montgomery and decided to explore the underlying the acoustics of their distinctive playing, modeling the interactions of the thumb, fingers, and pick with a guitar string. They described their research during a meeting of the Acoustical Society of America in New Orleans, LA. Among their findings: Montgomery achieved his warm tone by playing closer to the bridge and mostly plucking at the string. Pass's rich tone arose from a combination of using a pick and playing closer to the guitar neck. There were also differences in how much a thumb, finger, and pick slip off the string:  use of the thumb (Montgomery) produced more of a "pluck" compared to the pick (Pass), which produced more of a "strike." Gokani and Wilson think their model could be used to synthesize digital guitars with a more realistic sound, as well as helping guitarists better emulate Pass and Montgomery. Sounds of an ancient underground city Credit: Sezin Nas Turkey is home to the underground city Derinkuyu, originally carved out inside soft volcanic rock around the 8th century BCE. It was later expanded to include four main ventilation channels (and some 50,000 smaller shafts) serving seven levels, which could be closed off from the inside with a large rolling stone. The city could hold up to 20,000 people and it  was connected to another underground city, Kaymakli, via tunnels. Derinkuyu helped protect Arab Muslims during the Arab-Byzantine wars, served as a refuge from the Ottomans in the 14th century, and as a haven for Armenians escaping persecution in the early 20th century, among other functions. The tunnels were rediscovered in the 1960s and about half of the city has been open to visitors since 2016. The site is naturally of great archaeological interest, but there has been little to no research on the acoustics of the site, particularly the ventilation channels—one of Derinkuyu's most unique features, according to Sezin Nas, an architectural acoustician at Istanbul Galata University in Turkey.  She gave a talk at a meeting of the Acoustical Society of America in New Orleans, LA, about her work on the site's acoustic environment. Nas analyzed a church, a living area, and a kitchen, measuring sound sources and reverberation patterns, among other factors, to create a 3D virtual soundscape. The hope is that a better understanding of this aspect of Derinkuyu could improve the design of future underground urban spaces—as well as one day using her virtual soundscape to enable visitors to experience the sounds of the city themselves. MIT's latest ping-pong robot Robots playing ping-pong have been a thing since the 1980s, of particular interest to scientists because it requires the robot to combine the slow, precise ability to grasp and pick up objects with dynamic, adaptable locomotion. Such robots need high-speed machine vision, fast motors and actuators, precise control, and the ability to make accurate predictions in real time, not to mention being able to develop a game strategy. More recent designs use AI techniques to allow the robots to "learn" from prior data to improve their performance. MIT researchers have built their own version of a ping-pong playing robot, incorporating a lightweight design and the ability to precisely return shots. They built on prior work developing the Humanoid, a small bipedal two-armed robot—specifically, modifying the Humanoid's arm by adding an extra degree of freedom to the wrist so the robot could control a ping-pong paddle. They tested their robot by mounting it on a ping-pong table and lobbing 150 balls at it from the other side of the table, capturing the action with high-speed cameras. The new bot can execute three different swing types (loop, drive, and chip) and during the trial runs it returned the ball with impressive accuracy across all three types: 88.4 percent, 89.2 percent, and 87.5 percent, respectively. Subsequent tweaks to theirrystem brought the robot's strike speed up to 19 meters per second (about 42 MPH), close to the 12 to 25 meters per second of advanced human players. The addition of control algorithms gave the robot the ability to aim. The robot still has limited mobility and reach because it has to be fixed to the ping-pong table but the MIT researchers plan to rig it to a gantry or wheeled platform in the future to address that shortcoming. Why orange cats are orange Credit: Astropulse/CC BY-SA 3.0 Cat lovers know orange cats are special for more than their unique coloring, but that's the quality that has intrigued scientists for almost a century. Sure, lots of animals have orange, ginger, or yellow hues, like tigers, orangutans, and golden retrievers. But in domestic cats that color is specifically linked to sex. Almost all orange cats are male. Scientists have now identified the genetic mutation responsible and it appears to be unique to cats, according to a paper published in the journal Current Biology. Prior work had narrowed down the region on the X chromosome most likely to contain the relevant mutation. The scientists knew that females usually have just one copy of the mutation and in that case have tortoiseshell (partially orange) coloring, although in rare cases, a female cat will be orange if both X chromosomes have the mutation. Over the last five to ten years, there has been an explosion in genome resources (including complete sequenced genomes) for cats which greatly aided the team's research, along with taking additional DNA samples from cats at spay and neuter clinics. From an initial pool of 51 candidate variants, the scientists narrowed it down to three genes, only one of which was likely to play any role in gene regulation: Arhgap36. It wasn't known to play any role in pigment cells in humans, mice, or non-orange cats. But orange cats are special; their mutation (sex-linked orange) turns on Arhgap36 expression in pigment cells (and only pigment cells), thereby interfering with the molecular pathway that controls coat color in other orange-shaded mammals. The scientists suggest that this is an example of how genes can acquire new functions, thereby enabling species to better adapt and evolve. DOI: Current Biology, 2025. 10.1016/j.cub.2025.03.075  (About DOIs). Not a Roman "massacre" after all Credit: Martin Smith In 1936, archaeologists excavating the Iron Age hill fort Maiden Castle in the UK unearthed dozens of human skeletons, all showing signs of lethal injuries to the head and upper body—likely inflicted with weaponry. At the time, this was interpreted as evidence of a pitched battle between the Britons of the local Durotriges tribe and invading Romans. The Romans slaughtered the native inhabitants, thereby bringing a sudden violent end to the Iron Age. At least that's the popular narrative that has prevailed ever since in countless popular articles, books, and documentaries. But a paper published in the Oxford Journal of Archaeology calls that narrative into question. Archaeologists at Bournemouth University have re-analyzed those burials, incorporating radiocarbon dating into their efforts. They concluded that those individuals didn't die in a single brutal battle. Rather, it was Britons killing other Britons over multiple generations between the first century BCE and the first century CE—most likely in periodic localized outbursts of violence in the lead-up to the Roman conquest of Britain. It's possible there are still many human remains waiting to be discovered at the site, which could shed further light on what happened at Maiden Castle. DOI: Oxford Journal of Archaeology, 2025. 10.1111/ojoa.12324  (About DOIs). Jennifer Ouellette Senior Writer Jennifer Ouellette Senior Writer Jennifer is a senior writer at Ars Technica with a particular focus on where science meets culture, covering everything from physics and related interdisciplinary topics to her favorite films and TV series. Jennifer lives in Baltimore with her spouse, physicist Sean M. Carroll, and their two cats, Ariel and Caliban. 4 Comments
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  • You have 30 minutes: Where would you hide a USB drive from the FBI?

    We're bringing back something a lot of you told us you missed – the Weekend Open Forum. It's a chance to unwind a little, step away from the news cycle, and just chat, joke, and share your thoughts with the rest of the TechSpot community. We'll come back to it once every month or so, and each one will pose a fun, geeky, or thought-provoking question to kick off the conversation.
    So, without further ado, here's the first topic – inspired by a spicy little meme that's been making the rounds:

    You have 30 minutes to hide a USB drive in your house.
    Your house will then be raided by police, detectives, and FBI agents – all looking for that one USB.
    Where do you hide it so that it won't be found?

    We want to hear your most clever, outrageous,ideas. Think like a spy. Think like a hacker. Think like someone who's watched just enough heist movies to be dangerously imaginative.
    Would you stash it inside a hollowed-out bar of soap? Tape it under the fridge coils? Disguise it as a dead battery? Bury it in the litter box? Or go full 4D chess and leave it in plain sight? Bonus points for creativity, plausibility, and absurdity. Drop your ideas in the comments below and let's see who can outwit a full FBI search team. We'll highlight our favorite replies in next month's WOF!
    Have fun – and remember: this is all hypothetical… probably.
    #you #have #minutes #where #would
    You have 30 minutes: Where would you hide a USB drive from the FBI?
    We're bringing back something a lot of you told us you missed – the Weekend Open Forum. It's a chance to unwind a little, step away from the news cycle, and just chat, joke, and share your thoughts with the rest of the TechSpot community. We'll come back to it once every month or so, and each one will pose a fun, geeky, or thought-provoking question to kick off the conversation. So, without further ado, here's the first topic – inspired by a spicy little meme that's been making the rounds: You have 30 minutes to hide a USB drive in your house. Your house will then be raided by police, detectives, and FBI agents – all looking for that one USB. Where do you hide it so that it won't be found? We want to hear your most clever, outrageous,ideas. Think like a spy. Think like a hacker. Think like someone who's watched just enough heist movies to be dangerously imaginative. Would you stash it inside a hollowed-out bar of soap? Tape it under the fridge coils? Disguise it as a dead battery? Bury it in the litter box? Or go full 4D chess and leave it in plain sight? Bonus points for creativity, plausibility, and absurdity. Drop your ideas in the comments below and let's see who can outwit a full FBI search team. We'll highlight our favorite replies in next month's WOF! Have fun – and remember: this is all hypothetical… probably. #you #have #minutes #where #would
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    You have 30 minutes: Where would you hide a USB drive from the FBI?
    We're bringing back something a lot of you told us you missed – the Weekend Open Forum. It's a chance to unwind a little, step away from the news cycle, and just chat, joke, and share your thoughts with the rest of the TechSpot community. We'll come back to it once every month or so (maybe more if you like it), and each one will pose a fun, geeky, or thought-provoking question to kick off the conversation. So, without further ado, here's the first topic – inspired by a spicy little meme that's been making the rounds: You have 30 minutes to hide a USB drive in your house. Your house will then be raided by police, detectives, and FBI agents – all looking for that one USB. Where do you hide it so that it won't be found? We want to hear your most clever, outrageous, (legal-ish?) ideas. Think like a spy. Think like a hacker. Think like someone who's watched just enough heist movies to be dangerously imaginative. Would you stash it inside a hollowed-out bar of soap? Tape it under the fridge coils? Disguise it as a dead battery? Bury it in the litter box? Or go full 4D chess and leave it in plain sight? Bonus points for creativity, plausibility, and absurdity. Drop your ideas in the comments below and let's see who can outwit a full FBI search team. We'll highlight our favorite replies in next month's WOF! Have fun – and remember: this is all hypothetical… probably.
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