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  • ErikAgar via Getty Images

    App allows citizen scientists to track monarch butterfly migration

    by 
    Christine Fisher
    Christine Fisher
    08.16.2019

    If you've ever pulled out your phone to take a picture of a butterfly, researchers want your help. A team from the University of Maine is using an app that lets citizens scientists along the East Coast take photos of monarch butterfly migration sites and log details about where they're found. The responses will be compiled in an online database and help researchers determine if their monarch migration predictions are accurate.

  • Facebook

    Facebook used its AI smarts to build detailed disease prevention maps

    by 
    Kris Holt
    Kris Holt
    05.20.2019

    Facebook has created highly detailed population maps to help health organizations, researchers and universities tackle disease outbreaks and plan public health campaigns. They focus on population density with demographic estimates, how people move and network coverage.

  • Facebook

    Facebook creates an AI-based map of Africa to help with crisis relief

    by 
    Jon Fingas
    Jon Fingas
    04.09.2019

    Facebook has created AI-based population maps before, but it's now generating them on a truly massive scale. The social site is releasing new, ultra-detailed population density maps that cover the "majority" of Africa, helping relief agencies know where to go when providing aid. The technique is similar to what Facebook has used before, but tweaks to the formula kept the accuracy high even across Africa's 16 million square miles.

  • CIESIN

    This is how the world looks on Facebook's population maps

    by 
    Jessica Conditt
    Jessica Conditt
    11.15.2016

    Facebook's Connectivity Lab today released its high-resolution population maps for Malawi, South Africa, Ghana, Haiti and Sri Lanka, with the promise to make more datasets available over the coming months. The population maps are a joint effort between the Facebook Connectivity Lab, Columbia University and the World Bank, though Facebook is interested in the project as part of its effort to launch wireless communication services in rural regions around the globe.

  • Niklas Halle'n/AFP/Getty Images

    You can predict city gentrification through check-ins and tweets

    by 
    Jon Fingas
    Jon Fingas
    04.18.2016

    Do you dread the thought of gentrification jacking up real estate prices (and stifling culture) in your neighborhood? In the future, you might only need to keep tabs on social networks to know when your part of town is changing -- British researchers have learned that Foursquare check-ins and Twitter posts can help predict gentrification. If many people start visiting unfamiliar locations in materially-deprived neighborhoods (say, trendy new restaurants) with their friends, that's usually a good sign that these areas will be gentrified before long. Accordingly, places that are dominated by locals and regulars tend to resist that shift, no matter the income levels.

  • Provided by DigitalGlobe 2016

    Facebook created a super-detailed population density map

    by 
    Jon Fingas
    Jon Fingas
    02.22.2016

    Facebook's quest to get the world online is paying some unexpected dividends. Its Connectivity Lab is using image recognition technology to create population density maps that are much more accurate (to within 10m) than previous data sets -- where earlier examples are little more than blobs, Facebook shows even the finer aspects of individual neighborhoods. The trick was to modify the internet giant's existing neural network so that it could quickly determine whether or not buildings are present in satellite images. Instead of spending ages mapping every last corner of the globe, Facebook only had to train its network on 8,000 images and set it loose.

  • WildStar opens up free, indefinite megaserver transfers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.29.2014

    How's your server's population in WildStar since the switch to megaservers? Does it still feel a little empty? Community manager Tony Rey says that the team has heard the complaints that the PvP servers are quiet, and the team is responding by opening up indefinite free transfers between the PvE and PvP megaservers in both directions. You can move your PvE character to the PvP megaserver as you wish, and vice versa. Rey says that while the team was initially happy with the stats on the PvP realms, the EU PvP megaserver in particular had certain difficulties with player numbers after PvP-to-PvE transfers were opened up but before the megaservers went live. Having free transfers in place does carry the risk of allowing people to level on a PvE server only to transfer over at the level cap, but players are assured that the team is watching for shenanigans and will shut down untoward transfers. These transfers are currently open for an indefinite period of time; Carbine will decide whether or not these free transfers will remain in place after monitoring the health of the server system.

  • Carbine Studios planning to address WildStar server issues

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.25.2014

    Does your server in WildStar feel just a bit empty lately? Of course it does; there are always population issues in a game after the initial subscription rush, and players trying to gear up for the game's larger raids have been feeling the pinch. There's good news, however, as the developers are apparently looking into solutions. Design Producer Stephen Frost replied to fans on Twitter earlier today stating that the team is working on some new technology to help alleviate the issue of population. Whether this means a more open server structure, guesting on other servers, or something else altogether remains to be seen, but it's at least comfort for players stuck in something of a ghost town.

  • World of Warcraft breaks out a decade in Azeroth by the numbers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.28.2014

    World of Warcraft is hitting its 10-year anniversary this year, and the franchise as a whole is turning 20. So it's a find time to take a look at the numbers behind the game, something Blizzard Entertainment did today with a large and exhaustive infographic. That header up there? That's a count of how many worldwide accounts the game has had created, including trials. Yes, that's 100 million. That's a lot of people who have stepped into Azeroth (or Outland for a little while). There are a lot of interesting bits of information in there as well. As a whole, the game has seen more than 500 million characters created (more characters than there are people in the United States). Approximately 2.8 million auction house transactions take place every day, 11 million achievements have been earned per day since the launch of Mists of Pandaria, and the game currently sits on about 6 million words written for quest content. There's a lot more in the infographic; feel free to jump on over and take a look at it for more stats on the game's decade of history.

  • Riot claims 27 million daily players for League of Legends

    by 
    Mike Foster
    Mike Foster
    01.27.2014

    It's no secret that Riot Games's League of Legends is the biggest MOBA on the block, but just how big might come as something of a surprise. Riot has revealed that the League playerbase has now reached 27 million players daily. Player concurrency hits about 7.5 million players during high-traffic hours; for comparison, Valve's Dota 2, which most would consider League's primary competitor, sees about seven million players per month. The high numbers have done wonders for Riot's pocketbook, helping League to generate over $624 million in revenue in 2013.

  • Guild Wars 2 seeing 'slow but steady growth' in players

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.23.2013

    Buy-to-play games can be difficult to judge in terms of metrics. You can't point to the total number of people who have bought the game because there's no proof those people are still playing. Guild Wars 2 has sold plenty of boxes, and according to lead designer Isaiah Cartwright those boxes are translating to long-term players after all. In fact, Cartwright told Polygon that the game is experiencing growth in both overall and concurrent players after launch. While the game did experience a population drop after launch, Cartwright stressed that this was entirely normal and something that every designer should plan for. He declined to give hard numbers on player growth, but he did state that the game's current update plan came about as a result of looking at the game's metrics and determining what players were more likely to log in for. Guild Wars 1 is also apparently maintaining a solid number of players, and while the game is in maintenance mode, Cartwright states that it's in no risk of shutting down.

  • iPhone 5 supply runs short in India

    by 
    Mike Schramm
    Mike Schramm
    11.06.2012

    The iPhone 5 officially launched in India last Friday, and just a day later, stores were selling out of their stock. Don't get too excited. Indian sources note only about 15,000 phones were made available for that market, so a sellout isn't too surprising. There were about 100,000 phones made available to India in the first month. An additional 200,000 are expected to arrive by the end of December. Those numbers aren't huge (I'd guess that several North American stores will sell as many in the same time period), but the point here is that demand is high around the world. The iPhone 5 isn't cheap in India. In addition to service and shipment fees, India's currency also plays a factor. The low-end 16 GB iPhone sells for 45,500 rupees, or about US$833 (as of this writing). When you combine those prices with the fact that these phones did sell out, there's a really big indicator of why Apple is so interested to get sales rolling overseas, and why it expects places like India and China both to be such big markets in the future.

  • TERA is merging down to three servers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.03.2012

    The latest letter from TERA's producer is out, and while it includes some interesting statistics, the most important bit of information is that the game will be trimming down its server list. On September 18th, the game will be shrinking to three servers: an unnamed PvE server, an unnamed PvP server, and the existing RP server called Celestial Hills. The letter is quick to state that this is a net positive for players looking for a larger and more active population within a given server. Customer service has already assembled a set of answers for obvious questions. Any players with more than eight characters in total will be locked out of playing until some of those characters are deleted, so if you've got characters on several PvE or PvP servers, you might want to delete some. Players can also expect banks to be merged (with an overflow tab if you need to withdraw some items) and all vanarch statuses to be reset, with refunds to active candidates. The full producer's letter has some other things for players to look forward to during September and beyond. [Thanks to Marisa for the tip!]

  • Guild Wars 2 increasing population limits for the beta weekend

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.08.2012

    The Guild Wars 2 beta is getting hammered. No, it's not slipping off to the bar to order shots until it can't drive home, but it is getting filled with people eager to try out the game. To compensate, ArenaNet has just announced that world population limits are being increased for the beta event, meaning that several worlds previously listed as being full are now open to more characters. This may not fix the issue, but it should help alleviate some of the stress from the rush. Of course, the game is still in beta, and that means that not everything in the game is fully polished. Want to make sure that there's actually a problem and not just an issue with your computer? Check the updated known issues thread, which has an extensive set of understood issues. Perhaps most globally relevant is the fact that the game is apparently very heavily bottlenecked by the CPU; if you're having performance issues, lowering the video settings may not help you for this round of testing.

  • The Daily Grind: When do you consider a game to be 'dying'?

    by 
    Bree Royce
    Bree Royce
    04.09.2012

    If you listen to internet negativity, every game is dying. World of Warcraft is dying, some folks say, because it's lost a fraction of its population after seven years. RIFT is "obviously" pushing out tons of content only because it's desperate and dying. Two million players and queues in Star Wars: The Old Republic also mean the game is dying. A game goes free-to-play? Dying. Keeps a subscription? Dying. Box on sale? Dying. Moves to Steam? Dying. Merges servers? Dying. Doesn't merge servers? Dying! It's true that some games have gone under, but many more are hanging in there after a decade, even if they aren't blockbusters that impress people used to seeing populations in the millions. If World of Warcraft dwindled to as few players as, say, Asheron's Call, I still wouldn't call that dying. It might be small, but it's still alive and still getting updates, and that's more than I can say for some games. What about you -- when, exactly, in a game's timeline do you consider that game to be dying? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • China claims one billion mobile phone users, India shrugs

    by 
    Sharif Sakr
    Sharif Sakr
    03.05.2012

    China claimed 900 million mobile users last April, but back then it still seemed possible that India might reach the billion user milestone first. China was ahead in absolute terms, while India's user base was growing faster. According to the latest figures from its government, however, China is ready to stake its claim. It had 997 million phone owners by late February, with growth of around three million per week, which means it should have tipped the scales in the last few days. Of course, it's not really about who gets there first: The salient fact is that millions more humans can now ring each other up, just, you know, to chat.

  • Performance tweaks coming to Fallen Earth

    by 
    Matt Daniel
    Matt Daniel
    02.27.2012

    We announced just last week that popular post-apocalyptic sandbox title Fallen Earth had been released on Steam. Well, opening that can of worms seems to have taken its toll on many of the game's more populated areas, causing performance issues and crashes for some players. Needless to say, GamersFirst is not about to let that fly. In fact, GamersFirst's Napalm stopped by the game's official forums earlier today in order to notify players of some small tweaks that are being made to the game in order to solve these performance issues. For starters, Embry Crossroads and all starter towns are being moved onto "much, much beefier hardware," which "will have an immediate impact, and should decrease the amount of lag that players are seeing in those areas." Improvements are also being made to server memory management, and the studio is even upgrading to a "more capable branch of the xScape engine" that should hopefully allow the game to handle a higher number of players in any given area. For the full details on the improvements, just click on over to the official announcement below.

  • The Daily Grind: Should MMO companies reveal server loads?

    by 
    Bree Royce
    Bree Royce
    01.28.2012

    As long as I've been playing MMOs, game companies have been obfuscating server loads. Oh, sure, you can make a pretty good guess as to how many players are playing on your server. You can look at one of the MMO charting sites, use a tool to parse how many people are in various zones at set times, or wave a calculator at the fine print in quarterly earnings reports, but those methods are admittedly imperfect. We're usually left with vague categories like low-, medium-, and high-population, terms that aren't comparable from game to game. High-pop for EVE Online doesn't mean the same as high-pop for Warhammer Online, after all. I can understand why studios want to hide the numbers. Players are bitterly cruel when it comes to data like these, and a small reduction in population one night could lead to a snowball effect of self-fulfilling doom-and-gloom prophecies. Still, players like to know how many other people they can expect to encounter on their server since that helps them plan which server (and which MMO) might be right for them. What do you think -- should MMO companies reveal the precise numbers behind their server loads? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • TERA consolidating servers in Japan [Updated]

    by 
    Justin Olivetti
    Justin Olivetti
    12.28.2011

    While highly anticipated in the West, not all is sunshine and rainbows for TERA overseas. Under assault by bots and bugs, NHN Japan announced that it will be reducing the number of open beta players currently in the game down to 33% by consolidating servers. Players in Japan shell out $38.50 per month to test the game. TERA's been testing in Japan for five months now and has shown promise, with over 48,000 concurrent players logging in at one point. Even though the beta test is shrinking in players, NHN is making tweaks to the game to improve the experience for those who remain. These improvements include doubling the amount of free time for new players and cutting the cooldown time of dungeons in half while increasing the amount of loot dropped. NHN Japan says that the population decrease will help to improve the game's performance as it progresses in testing: "Although the CCU has been decreased from the initial start, it is now more stable than we expected. The server consolidation is to promote better cooperative play." The Korean beta test of TERA conducted a similar server consolidation last May. [Update: While the developers are currently consolidating servers, TERA is no longer in beta testing in Japan. TERA launched several months back as a subscription-based game. We apologize for the confusion.]

  • Analyst claims SWTOR could already have 1.5 million players

    by 
    Matt Daniel
    Matt Daniel
    12.19.2011

    It's not exactly a secret that big things are expected of BioWare's recent entry to the MMO market, Star Wars: The Old Republic. Cowen & Company analyst Doug Creutz speculates that the game could have up to 1.5 million players already, even though the game doesn't officially launch for another day. This conclusion comes about based on the fact that EA had 140 servers running by last Saturday. If that's the population right now, we can assuredly expect that the game's official launch will see big numbers indeed. We'll just have to wait one more day to find out.