1,790 karma · joined June 2, 2022
It is remarkable the anti-trust case went as it did.
Audio engineers are for sure taking all this into account, and more (:
These applications allow you to dissect, discuss and reason about every presumption you had coming in, how you handle people's data with care, understand the risks and be prepared for anything.
They help both you and your participants. Help you not be an idiot, help you to grow and question your own procedures, and ultimately help you write the damn paper as you have clearly given the matter enough thought at that point. You need to prove yourself, and that is a good thing.
True, but the aim isn't really in finding which ones are cited the most, although it does help you in the ordeal. In a sense those tools help having a macro understanding, but are very prone to an initial seed bias. It is difficult to get out of a closed sub-section of the field. This is especially the case in technical papers, which often fail to address surrounding issues. These issues might still be technical, just not within the grasp of that particular sub-group of authors.
In the end, like you said, it is very time consuming. You do need to go through each one individually and build an understanding and intuition for what to look for, and how to get out of those "cycles" for a deeper understanding. And you really are better off reading them yourself.
> The review paper is the traditional way. It's usually okay.. but very biased towards the author's background. > > If it's very "fresh of the press" stuff then you judge it based on the journal's reputation and hope the reviews did their jobs. You will have more garbage to wade through. To me recent is generally bad...
Some guidelines like PRISMA, or the various assessments of self-bias are generally good indicators the author cared. Having sections like these will help you getting the aforementioned intuition for what else to look through, given you have a recognition from the source itself of their bias (your own assessment may be biased, so some ground truth is good). Plus really thorough description of their methods for gathering the information (databases, queries, and themes they spent time on).
Agreed recent is generally bad, you need to allow some time for things to have a chance to get looked at.
You could say the same about thousands of open source projects on which trillion dollar companies depend on. Maybe these kind souls deserve more respect, buddy.
I've not used their OS but have been thinking for a while, and spent some time in their forums. I remember some dev saying this along those lines.
For example, this game is on Apple Store (for Mac)⋮
https://apps.apple.com/us/app/resident-evil-village-for-mac/...
Not on Steam:
https://steamcommunity.com/app/1196590/discussions/0/3484123...
Same happens with Ubisoft titles.
But, regarding the source, here you go: https://en.wikipedia.org/wiki/Usage_share_of_operating_syste...
I do agree the way these are gathered is not perfect. But closer to reality, or would you assume Mac presence in lower than Linux?
I mentioned DirectX as a clear enough example, but there are other decisions just like it.
Hell, most studios use Unreal nowadays, it already has their own RHI (Rendering Hardware Interface) between them and the graphics API. It really isn't much effort to start new projects targetting Metal or Vulkan.
Some have noticed this section of the market, in which they can grow, like Ubisoft and Capcom (see their games on Mac and iOS) which is why I said it's slowly changing. And that demonstrates it really isn't difficult.
Funny note: Have heard from a bird that Ubisoft's many engines had Vulkan support so their games could run under Google Stadia's servers. As soon as that got killed so did those engine branches. This just shows it isn't difficult at all. And it isn't a surprise they also acknowledged this by now using Metal to reach Apple's users.
Besides, in privately owned servers you were protect via human mods, who were there playing with you. They would bring down the banhammer when a sufficiently suspicious player was deemed as cheating. That is the biggest issue nowadays, one that has brought the bar even higher for anti-cheat solutions. They are now the ONLY line of defense. It really is clear as day that anti-cheat solutions got more and more intrusive as more games stopped allowing third-party servers to exist.
I'm a game dev, I see this, I understand the intentions, I get the consequences. In many ways the intentions weren't bad, it does create a more unified competitive experience. But it made it impossible to not resort to kernel level anti-cheat, even though it is a fruitless effort as so much of the game still needs to be rendered by the end-user's machine (of course, the grim reality is that cloud streaming is the end goal for any competitive game if we continue down this path).
Moreover, what you write is monitored, and you may loose documents based on what you write [1].
[1] https://www.wsj.com/articles/a-frozen-document-in-china-unle...