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  • IBM

    The Weather Channel brings localized COVID-19 updates to your phone

    by 
    Christine Fisher
    Christine Fisher
    03.25.2020

    The Weather Channel and its parent company IBM (yep, who knew?) have teamed up to bring coronavirus data, maps and charts to your phone. They're importing data from sources like the World Health Organization (WHO), and including info from reliable local and state sources, so you can get a picture of how the virus is spreading near you, across the country and around the globe.

  • Rick Wilking / Reuters

    Intel's diversity report shows slow growth for women and minorities

    by 
    Rob LeFebvre
    Rob LeFebvre
    08.15.2017

    Intel CEO Brian Krzanich condemned hate speech and white supremacy on Twitter after the horrifying events in Charlottesville this weekend. On Monday, he resigned from Trump's American Manufacturing Council to "call attention to the serious harm our divided political climate is causing to critical issues..." Now, alongside a mid-year diversity report that documents some slow and flat growth in diversity at Intel, Krzanich is touting his company's "fast march" toward the full representation of women and unrepresented minorities in Intel's US-based workforce by 2018. That's only one year away.

  • CCP shows historical player age distribution in EVE

    by 
    Jef Reahard
    Jef Reahard
    01.07.2015

    "Every EVE player likes math, or at least the potential destruction it unlocks," CCP says in the comments of its latest YouTube vid. The reel is basically one minute and 38 seconds worth of graph porn showing how EVE's players have "matured" over the past 11 years. Or, as another commenter puts it, CCP has basically "stolen our young adult lives." Click past the cut to see the clip.

  • Google is mapping the history of modern music

    by 
    Timothy J. Seppala
    Timothy J. Seppala
    01.18.2014

    It's no surprise that Google has been tracking music uploads, but what's unexpected is exactly what the search giant is doing with all of that info. Interactive maps of music's ongoing journey are charted through Play Music's users' libraries, found over on Google's Research Blog. You could, for example, trace the ebb and flow of a genre era by era (rock remains one of the biggies while electronica's presence is relatively new), or even identify which release from a band is the most prominent. Looking at the Deftones, their biggest album is 2000's White Pony, and they're near the top of the alt-metal heap overall. Music nerds could lose a few days poring over the various ins and outs of the soundtrack to their lives, so be careful who you share this with. Perhaps best of all, Google says this likely won't be the last collaboration we see between the research and music teams.

  • Visualized: Android's device diversity cut up into 3,997 little pieces

    by 
    Jon Fingas
    Jon Fingas
    05.16.2012

    Some call it diversity, some call it fragmentation. However you slice it, there's a lot of Android devices out there. OpenSignalMaps has tracked a staggering 3,997 unique phones, tablets and other Google-powered gadgets, and has put them into a chart weighted by popularity. Not surprisingly, it's powerhouses like Samsung's Galaxy S II and HTC's Desire line that dictate the platform, while that Concorde Tab you bought in Hungary sadly doesn't have much traction. The normally signal mapping-oriented crew is careful to warn that the actual variety might be less: there's 1,363 one-timers in the group, and some of those may be custom ROMs and the endless carrier-specific variants that OEMs are sometimes eager to make. There's even more to look at through the source, including Android 2.3's continuing dominance and the mind-boggling number of Android screen resolutions, so click ahead for an even fuller picture.

  • Visualized: Apple and Samsung occupy the 99 percent... of phone profits

    by 
    Daniel Cooper
    Daniel Cooper
    05.04.2012

    Financial maven and maker of beautiful graphs Horace Dediu has found that between the top eight mobile phone vendors, Apple and Samsung share 99 percent of the total spoils. Of RIM, LG, Sony (Ericsson), Motorola, Nokia and HTC, only the latter made a profit -- claiming that left over one percent. The remaining six all recorded losses for the quarter, Mr. Deidu adding that several of those companies are carrying feature phone businesses that they should shed before they become an albatross around their neck.

  • EVE Online's time dilation keeping game in sync

    by 
    Justin Olivetti
    Justin Olivetti
    02.09.2012

    Leave it to one of the most popular MMO studios to figure out how to control time -- and do so successfully. Through technical wizardry, CCP did just that when it released a time dilation feature into EVE Online last month to reduce lag during massive space battles. So far, it's working great, according to CCP Veritas. In a new blog post, he shows off graphs and recounts recent events that show how "TiDi" (as he calls it) is successfully slowing down in-game time to keep player commands and on-screen action in sync. "In all cases, it has kicked in appropriately when the server node has become overloaded, keeping things running responsively and sanely," he writes. "In both huge fights [shown on the graphs], the module response time was kept under one second for the vast majority of the action, which is a tremendously large improvement over the 20, 40, 600 seconds we'd sometimes see in fights of this scale." EVE Online has also made a few quality of life improvements to EVE Gate, including a better login system, a navigation menu tied in with the rest of the site, and a way to quickly zip to dev posts on the forums.

  • Freemium isn't free: 25 to 34 year olds spend the most on extra content

    by 
    Jordan Mallory
    Jordan Mallory
    09.10.2011

    The "freemium" business model has infected a wide swath of the gaming universe, from casual Facebook games, to shooters, MMOs and all manner of mobile offerings, and for good reason: These games hemorrhage cash money. That free-flowing river of skrill has to come from somewhere, though, and the mobile research group Flurry seems to have found an answer. Drawing from a sample size of approximately 20 million users across 110 thousand Android and iOS apps, Flurry has determined that people aged 25 to 34 are responsible for 49 percent of the money spent on content in freemium titles. Interestingly, users between the ages of 18 to 24 played the most, contributing 32 percent of overall playtime, but they actually spent far less than their wizened elders. No specific dollar amounts were referenced, but we have a feeling they'd be fairly significant.

  • Visualized: Google charts the rise and fall of United States revenues

    by 
    Vlad Savov
    Vlad Savov
    03.28.2011

    Where would we be without Google? Well, we wouldn't have pretty charts to gawk at, for starters! The Mountain View squad has pulled 10 years' worth of fiscal data from the US Census Bureau and compiled it into some gorgeous, infinitely sortable, and re-organizable graphs. They inspire both our admiration and apprehension, as their lines illustrate most starkly the shrinkage that replaced US economic growth over the latter half of the last decade. We've only picked out a few of the big states here, but all 50 are in Google's public database -- why not hit the source link and check up on your local governors' pecuniary (mis)management skills, eh?

  • How the iPad and iPhone shift reading habits

    by 
    Mike Schramm
    Mike Schramm
    02.04.2011

    Read It Later is an Instapaper-style platform for saving and tracking various things to read online, and they recently released some interesting information about iPad and iPhone reading over on their blog. The line for when people save articles is pretty constant no matter what hour of the day you're talking about -- we're pretty often browsing for and discovering new things to read all of the time. But when you look at the graphs about when people retrieve those articles on their mobile devices, you see some interesting trends. The iPhone graph, seen above, has lots of little peaks in it, but those peaks come at "in-between" times -- when we're eating some breakfast, traveling via commute or about to go to bed. That's fascinating -- according to this data, the iPhone is really a whitespace device, providing productivity when we don't have access to anything else. And the iPad graph is interesting as well -- as you can see on RiL's page, it sees most of its activity later in the evening, when we're on the couch just relaxing. And there's one more little bit of interesting data -- users who own an iPad are apparently doing less reading on their computers during the day. In other words, they're saving articles specifically for iPad time, because apparently they prefer to do more reading on the iPad itself. Remember, these are brand new categories of devices, and it's really crazy to see how they're changing our habits so quickly. [via TechCrunch]

  • Auto-updating charts with Numbers and Keynote

    by 
    Sang Tang
    Sang Tang
    11.08.2010

    If you find yourself making the charts for your presentations in Numbers and would like an easy way to update them, the chart updating feature in Keynote does just that. With a simple click, your chart in Keynote is updated to reflect changes made in your Numbers spreadsheet. This feature requires that you start your workflow in Numbers. After creating a chart, copy and paste it over to a slide in Keynote. Now, whenever you click on the chart in your Keynote presentation, a button will appear atop of it. Clicking on the arrow with the two circles on it will update the chart with figures from Numbers. Alternatively, you can click on the "edit data" button (after clicking on the chart) and then "update all" within the data table. However, it's important to note that you must save the Numbers file first before doing this. Otherwise, the changes won't carry over.

  • Survey says: most teens don't have a data plan, almost all send texts

    by 
    Nilay Patel
    Nilay Patel
    05.05.2010

    Microsoft and Verizon might think all the kids want to do with their new Kin phones is pay absurd data rates for a half-baked Twitter experience, but it turns out Generation Upload is still actually just Generation Text Message. That's at least the word according to a Pew Internet Research survey published on April 20th and neatly summed up by a new Flowlogic infographic published today -- only 23 percent of American teenagers with cellphones use social networks with their phones, while 72 percent of all teens use text messaging. You might argue that Kin seeks to flip that balance, but Pew found that 63 percent of teens with cell phones don't have data plans and the vast majority of teen cellphone plans are part of a larger family plan, so the Kin's $30 / month data rate might be a hard sell to Mom and Dad. We also thought voice calling on the Kin seemed like an afterthought to texting and social networking, but it turns out more and more older kids simply turn to the phone: 77 percent of 17 year olds text each other, but 60 percent of them call each other's cell phones -- and only 33 percent of them connect over social networking sites. Perhaps most damningly, Pew says nearly half -- 46% -- of teens play games on their phones, but Kin has no games at all. The report is actually full of other interesting tidbits like this and the infographic is quite nice, so hit the read links to check 'em out -- perhaps Microsoft and Verizon should do the same.

  • Math problem: Average winning roll

    by 
    Eliah Hecht
    Eliah Hecht
    12.21.2009

    Here's a question that occurred to me while I was walking home from the subway recently: What's the average winning roll in a five-man group, assuming everyone rolls? That is, if you randomly chose five numbers between one and 100, what is the expected value of the highest one? I know a bit of statistics, but I really don't know how to begin getting at that one. However, I do know how to write a script that will calculate the answer. (Yes, these numbers are only pseudorandom, but I did some limited testing with real random numbers (from random.org) and the results were the same. Besides, I'm pretty sure Ruby's Mersenne twister pseudorandom generator is good enough for testing distributions like this.) The average winning roll out of a group of five people is 82.8 83.8 83.3 (tested over many, many repetitions). Now can any mathemagicians tell me why? The graph above, in case it isn't clear, is average winning roll on the y-axis vs number of people rolling on the x-axis, tested over 100,000 trials for each group (the relatively small sample size is why the first point is not right at 50, and probably why the curve is a little wobbly).

  • BG Hero tracks your battleground activity

    by 
    Mike Schramm
    Mike Schramm
    09.14.2009

    I'm really impressed with BG Hero. We take a look at these stats sites pretty often, but I have never seen a site targeted strictly at PvP data like this one, and with such a clean and interesting view. Unfortunately, it's still getting off the ground, so we're probably going to give the server a run for its money with this link, but give it a few days and head back there when they've smoothed things out.It'll track your plays and wins in each BG, obviously, but you can also get a whole bunch of graphs and numbers about how you're doing each time you play, including HKs per BG, and killing blows per battleground that you play. The app also tracks your totals daily and weekly, so if you get your character in there and let it update over a period of time, you can see just how you're doing. Pretty amazing stuff if you've been playing a lot of battlegrounds lately (and with the extra XP in there, why wouldn't you?). We're told the site is still being worked on, so expect more updates soon (and Phood is keeping info flowing on his blog), but in the meantime, it looks like a great way to look at your BG progress in more detail.

  • GamerDNA and Massively explore Death Knight demographics

    by 
    Mike Schramm
    Mike Schramm
    01.14.2009

    Our friends at Massively and GamerDNA are at it again -- they're digging into their database of players, this time to determine some Death Knight demographics. They want to know what kinds of players are picking up the new Hero class. Unfortunately, their sample size is super small -- only 500, according to Sanya Weathers, which seems way too tiny to determine anything about the Death Knight class at large. But we'll go with it anyway, and see what we can get.As you can see above, Blood Elves and Humans dominate the race choice in our little group, which seems about right, considering that those are the two most popular races overall. Death Knight players in this study generally tend to have reported themselves as male in real life. And GamerDNA also lays their Death Knights up against the Bartle test and while WoW players trend pretty well to the norm, Death Knights go way more towards the "Killer" and to a lesser extent the "Explorer" end of the scales.So according to this little survey (and we'll remind you that this is 500 people, so there are plenty of exceptions out there), the average Death Knight is male, chooses whatever race is most familiar to them, and wants to go kill and do damage rather than worry about socializing or achieving. In other words, lots and lots of former Ret Paladins. It'll be interesting to see how this changes over time -- lots of these players are interested in the newest thing, obviously, since they've switched their mains to a new class at the first chance, but as things settle down and more people head back to get new alts, maybe we'll see a different crowd coming out of Acherus.

  • The iPhone's camera jumping up in the Flickr ratings

    by 
    Mike Schramm
    Mike Schramm
    12.16.2008

    This makes sense when you think about it, but it just seems really wild to me: in the list of Flickr's most popular cameras (compiled from the metadata attached to any photos that upload to the popular site), our favorite cell phone is climbing up the ranks. In fact, it had just recently overtaken the Canon EOS 40D digital SLR when the screenshot above was taken (though stats may have changed since then, as now it appears the iPhone never did cross that line).Obviously, it's not for reasons of quality -- the iPhone's camera doesn't compare in the least to any of the others on that list. But when you consider that the iPhone is now the US's most popular handset, and that there are so many ways to quickly and easily shoot pictures snapped there up to Flickr, it becomes pretty clear why pictures from the iPhone are so popular on the site.Unfortunately, they don't provide a timeline to these graphs, so we can't really trace the causes of that jump recently, though the App Store probably has something to do with it (doesn't it always?). Another arena where the iPhone is quickly becoming wildly popular. [via MacBytes]

  • Stats: 99 cent apps aren't selling any better

    by 
    Mike Schramm
    Mike Schramm
    12.12.2008

    This is interesting: the prevailing argument about App Store pricing seems to be that developers are rushing down to 99 cents because apps priced there sell better (and developers say they can't fund really great apps priced there). But Mobile Orchard did a little number crunching, and their conclusion upends the whole premise: 99 cent apps don't sell any better than their more expensive counterparts. They plotted each app's popularity against its price, and while there are a few 99 cent apps out there selling better than any higher-priced app, the only real way to make the app "sell" better is to give it away for free. Above $0, price doesn't really matter than much in terms of popularity.You could argue that Apple's 0 to 1 popularity scale doesn't tell us much (we're not looking at actual sales here, just a number Apple has given to each app in terms of downloads), but Mobile Orchard's conclusion makes sense, in a strange way: free apps, we know, are much more popular than any paid apps, and if people are willing to pay 99 cents, why wouldn't they be willing to pay more? Why should a 99 cent app sell better than an app of equal usability that costs $1.99? It shouldn't, and according to this data, it doesn't.Very interesting. There is an exception -- in the Entertainment category, 99 cent apps do sell markedly better than the apps above them (Games, also, as you can see above, seem a little stronger in the 99 cent bar). But in the Business and Productivity categories, higher-priced apps actually sell better than their cheaper counterparts. People will pay what your app is worth, whether that's $1, $10, or even higher. The problem may be getting people to understand the app's worth in the first place (and that's where something like an App Store trial system might work), but Mobile Orchard's data says that price isn't a factor in an app's sales.Thanks, Dan!

  • It's official: Nintendo slacking off on Wii Shop releases

    by 
    Chris Greenhough
    Chris Greenhough
    06.17.2008

    Gamasutra has posted an interesting piece that deals with a topic close to (most of) our hearts: the frequency of Wii Shop releases in North America. Its findings seem to support the popular view that Nintendo has slowed down when it comes to digital releases these last few months; as the above graph demonstrates, only 47 items (ten of which are WiiWare titles) have been placed on the Wii Shop during the first five months of this year. That compares with the 81 items (all Virtual Console releases) that appeared in the last six months of 2007.Before you get too angrified about this, know Nintendo is not alone in its recent relaxed approach to digital distribution. Gamasutra also profiled Xbox Live Arcade and the PSN Store and discovered similar results -- only whereas Nintendo is padding out its downloadable releases with more WiiWare releases, XBLA is filling more space with Xbox Originals (while lowering the number of XBLA titles), and the PSN Store is carrying more PSP titles (as it reduces the number of PS1 and PS3 games that also appear on the service).So what's going on? Well, it beats us. As Gamasutra points out, digital releases are ideal for filling an empty spring/summer schedule, so you'd think Nintendo and its rivals would be stocking up on their digital wares at this time of year -- but apparently not! Hit the "Source" link below for more informative and colorful graphs.

  • CCP releases EVE QEN, says 250k subs by Q2, and plans Gross User Product report

    by 
    Mike Schramm
    Mike Schramm
    02.20.2008

    CCP has released their Quarterly Economic Newsletter for the 4th quarter of last year in EVE Online, and the word is "growth." They saw big increases in trade volume and value all over the place on the market. Which isn't surprising, considering how much their population surged late last year, thanks in large part to the well-received Trinity expansion. And the growth isn't done -- CCP expects to see 250,000 subscribers by the end of Q2 2008.There are lots of great numbers in here -- apparently only 9% of players are out in low sec space (much lower than I'd thought). Jita is still a madhouse (no duh -- you'll already know that if you've ever tried to go in there on a weekend). Finally, they've introduced a new tracking variable, called Gross User Product, that is the value of all services and goods produced in a period of time, minus the amount of goods and services consumed. In other words, a GDP, but for a virtual world. They don't have a figure yet (because it has to be tracked over a period of time), but the next QEN should have some even more interesting information on how we might track virtual economies in MMO games.