Of all the memes inspired by Rachael "Raygun" Gunn, the B-girl from Australia who scored zero points in breakdancing at the Paris Olympics, my favorite spoof is this one shared by the Sydney Zoo, titled "Everyone is doing the Raygun!" The video features adorable otters showing off their Raygun-like moves, such as wriggling in the grass and squirming on the rocks. — Read the rest
A technical paper titled “Yes, One-Bit-Flip Matters! Universal DNN Model Inference Depletion with Runtime Code Fault Injection” was presented at the August 2024 USENIX Security Symposium by researchers at Peng Cheng Laboratory, Shanghai Jiao Tong University, CSIRO’s Data61, University of Western Australia, and University of Waterloo.
Abstract:
“We propose, FrameFlip, a novel attack for depleting DNN model inference with runtime code fault injections. Notably, Frameflip operates independently of the DNN models deployed and succeeds with only a single bit-flip injection. This fundamentally distinguishes it from the existing DNN inference depletion paradigm that requires injecting tens of deterministic faults concurrently. Since our attack performs at the universal code or library level, the mandatory code snippet can be perversely called by all mainstream machine learning frameworks, such as PyTorch and TensorFlow, dependent on the library code. Using DRAM Rowhammer to facilitate end-to-end fault injection, we implement Frameflip across diverse model architectures (LeNet, VGG-16, ResNet-34 and ResNet-50) with different datasets (FMNIST, CIFAR-10, GTSRB, and ImageNet). With a single bit fault injection, Frameflip achieves high depletion efficacy that consistently renders the model inference utility as no better than guessing. We also experimentally verify that identified vulnerable bits are almost equally effective at depleting different deployed models. In contrast, transferability is unattainable for all existing state-of-the-art model inference depletion attacks. Frameflip is shown to be evasive against all known defenses, generally due to the nature of current defenses operating at the model level (which is model-dependent) in lieu of the underlying code level.”
Find the technical paper here. Published August 2024. Distinguished Paper Award Winner.
Li, Shaofeng, Xinyu Wang, Minhui Xue, Haojin Zhu, Zhi Zhang, Yansong Gao, Wen Wu, and Xuemin Sherman Shen. “Yes, One-Bit-Flip Matters! Universal DNN Model Inference Depletion with Runtime Code Fault Injection.” In Proceedings of the 33th USENIX Security Symposium. 2024.
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On Wednesday night, Twitch CEO Dan Clancy sat down with four creators from Australia and New Zealand for a Q&A stream. The creators involved – 8bitElliot, JackHuddo, Carla, and Trash – were free to throw questions to Clancy and Twitch’s ANZ content director Lewis Mitchell about the state of its Australian business and support for local streamers.
There’s been a growing restlessness among creators in the ANZ region since a major wave of redundancies in January gutted its Australian operations. Previously clear communications and healthy support that local creators enjoyed before the layoffs have dramatically withered in the months since. Many of Twitch’s bigger local creators have found it harder and harder to draw the company’s attention as it focuses on more populous and lucrative North American and European regions.
Though Clancy stressed at the beginning of the stream that he hoped it would be a fun conversation, the creators came prepared to play hardball. What they were given was two hours of broad assurances that left Australian creators feeling uncertain and unsatisfied.
The future of Twitch ANZ
Trash did not beat around the bush, immediately hitting Clancy with what is, for creators, the obvious question: What is the future of Twitch ANZ?
It’s clear that the January layoffs – a global reduction of 500 jobs that decimated the ANZ team – have badly damaged Twitch’s operations in ANZ. In the months since, the lines of communication have gone dark. Creators are feeling under-resourced and unloved. What is Twitch doing about this? Does it even care about us anymore?
Clancy’s lengthy answer wasn’t as good at reassuring local creators as it was at covering the company’s arse. What he felt was “tricky to appreciate” about the layoffs was that, from the company’s perspective, Twitch ANZ was over-resourced compared to other regions. "For quite some time, we actually invested, in terms of the number of people working on ANZ, it was quite disproportionate, in terms of the number of creators, the number of partners, the number of streamers, everything."
"A big thing that we’ve been needing to do is kind of look (at) where we’re spending our money and being as efficient as possible, because every dollar we have is the cut we take from streamers’ rev shares. … Don’t take us feeling like there’s less resources as us not caring about ANZ. We do care deeply about Australia and New Zealand, I think it’s a critical market."
Translation: Twitch was spending too much on ANZ and not making its investment back. This comes as no surprise. Despite the massive influence it exerts on the livestreaming space, Twitch is famously unprofitable. In a livestream from January, Clancy admitted that, prior to the layoffs, Twitch had been relying on financial backing from parent company Amazon to remain afloat. The slashing and burning of regional offices, like Twitch ANZ, was done to keep the company from financially bleeding to death.
Asked by JackHuddo about the size of Twitch’s ANZ operations post-layoffs and whether Mitchell was now doing the work of what had previously been an entire team, both Mitchell and Clancy avoided a direct answer. A marketing team was mentioned, but not whether they were ANZ-based or resources allocated from a wider APAC (Asia Pacific) team.
Another answer about Twitch Rivals and its viability in Australia pointed to difficulties offering value to creators while paying the bills. Clancy spoke about how Twitch has been trying to evolve Rivals (the ANZ version of which didn’t even stream on the main Rivals channel) to ensure it brings in the kinds of views required to make it worth Twitch’s while financially.
This went down like a lead balloon in 8bitElliot’s chat, with creators wondering when the platform will start prioritising community sentiment ahead of metrics. The answer, even if Clancy isn’t able to say so, seems fairly clear: The business reality is that it can’t, not if it wants to survive.
However, Clancy does point out that he isn’t just keeping his eye on the region through the safety of a spreadsheet. The CEO is making several trips to Australia this year. His first was at Dreamhack Melbourne, where he roamed the halls and sounded out larger local creators. He will return in October for back-to-back appearances at PAX Australia and SXSW Sydney. Travel is a big component of Clancy’s role. As he correctly points out, Australia is not terribly easy to get to but he’s making the effort to get down here anyway.
I will give him this: three trips in a year is more attention than most American CEOs pay us in a lifetime. However, the frequent flier miles need to be backed up with results. The face time is good, but taking feedback gleaned from these trips and doing something with it is better.
A global approach (if you live in the Northern Hemisphere)
Since the January layoffs, many ANZ creators have noticed support from Twitch HQ drying up. Communication between Twitch and creators had become slower and more difficult. The transparency Twitch ANZ offered local creators around which new programs were geolocked was gone. Even the company’s local social media channels, which had been used to promote channels of all sizes, had gone dark.
Mitchell chimed in to note that Twitch ANZ socials were firing up again and that promotion would continue (though appears Twitch has contracted an external agency for help).
Answers around creator programs excluding ANZ creators were considerably murkier. According to Mitchell, programs like Twitch Ambassadors are being rolled out in larger markets before they can be rolled out in smaller ones like ANZ. This is an inversion of the previous strategy, where markets like ANZ were used as test beds precisely because of their smaller population. Curiously, Clancy puts this down to various languages and cultures, with the company focusing on English-language streamers in regions like APAC. According to Clancy, certain programs can’t "scale globally" (i.e. work in every region, due to cultural sensitivities or legislative concerns).
Even requests for smaller community programs, like a Twitch Unity Guild dedicated to First Nations and Torres Strait Islander creators were met with a similar response: we’d love to some day, and we’re working on it. Clancy appeared unaware of programs like Twitch ANZ Grassroots, a previous avenue for promoting smaller creators and affiliates.
Clancy then went on to say that his wider strategy revolves around putting money back in creators’ pockets, like lowering the threshold for entering the revenue sharing Plus Program, but did not get into any further specifics.
Even things like booths at shows like PAX have been de-emphasised. Twitch is not alone in this, many major parties in the games industry have been attempting to move away from conventions like PAX in an effort to save money. In Twitch’s case, it moved toward officially sanctioned Gatherings to give creators IRL spaces to socialise and network. Carla immediately disputed this, pointing out how successful the Twitch booth at PAX Australia had been in 2023, well beyond what local Gatherings had been able to accomplish. Clancy appeared unmoved, but admitted in regions as far-flung as ANZ there is a case for retaining the convention booth strategy.
Broadly, what Clancy and Mitchell are saying makes sense as a business case, but it also makes it clear what the layoffs have cost Twitch streamers in ANZ. In 2023, ANZ was using its resources to thrive. Now, we’re bundled up with much larger, more populous, far more important markets, and it shows. Despite Clancy’s insistence that we remain an important market, and his own regular visits, ANZ has plainly been shuffled down the order of priority.
Though Clancy stressed at the beginning of the stream that he hoped it would be a fun conversation, the creators came prepared to play hardball. What they were given was two hours of broad assurances that left Australian creators feeling uncertain and unsatisfied.
Live ANZ reaction
As the chat went on, sentiment from creators watching the stream began to roll in online, and few were feeling positive.
Here, the division between the needs of the region and the needs of the business are cast in black and white. Local creators want more, they want to be taken seriously and given the opportunities of their contemporaries in larger markets. That’s a fair request, but it seems clearer than ever that Twitch can’t help them without spending money it may not have.
Where to now?
For Twitch, Australia has become the same problem it has been to so many American companies: a region too small and underpopulated to worry about when money’s tight. Though I’m sure Clancy meant every nice thing he said about us as a region, his responses paint a picture of a company with too many masters and no money with which to serve their increasingly complex needs. It’s a battle that can’t be won – creators who’ve turned to the platform as a way to make a living are at odds with a company that cannot seem to turn a profit.
If Twitch hopes to take a global view of what it can offer creators and viewers alike, then it needs to ensure that every region gets a fair shake, not just those in the Northern Hemisphere. That feels like it goes without saying, but as Australians know, Americans rarely think about anything that goes on below the equator.
In the end, creators can only hope that the chat gave Clancy something to think about. And if it didn’t, he will hear about it in person in Sydney and Melbourne this October.
27 years ago, I returned home to Australia after two long years living in the USA. I was twelve years old, and my family was re-establishing roots in our old home. One of the first things we did was buy a new computer, with the help of my cousin. My dad only needed something simple for work, but my cousin had priced up a rig with me in mind too. It was a Pentium II 233 MHz, with 128 MB of RAM, a huge 20 GB hard drive, S3 VGA card and a 3dfx Voodoo 3d accelerator.
This was the era of demo discs - gaming magazines almost always came with one taped to the front, packed with the latest demos of new and upcoming games. Many retailers, keen to capture a slice of the growing games market of the Dotcom Boom, also released their own software compilations, usually available at the cash register in store. One of the largest home and appliance retailers in Australia then (and still to this day) was Harvey Norman, and for a brief period in 1997, Harvey Norman stores carried "Harvey Norman: The CD-ROM".
I don't recall exactly how I came into possession of this CD - it's possible that it came with our new computer, or that my childhood friend down the road had brought it by. I recall that my cousin had installed Civilization II on the computer, but other than that, my only access to games, for a while, was the demos on this disc - and what a selection of demos it was.
The thing about demo discs that often gets forgotten is how brilliant they were at exposing gamers to a broad variety of games. In the days before digital distribution, social media, YouTube and Twitch, exposure to games and gaming news was mostly limited to a handful of early gaming websites and monthly gaming magazines. There were no Let's Play videos to watch - the only way you knew if you were going to like a game was if you had read a review, played it on a friend's computer, or tried the demo.
The Harvey Norman CD-ROM was a crash course in gaming tastes. Raptor, Death Rally, Need for Speed II, Wipeout 2097, Quake, Blood, MDK, KKND, X-Wing vs. TIE Fighter, Diablo, Fallout - this demo disc perfectly captured the zeitgeist of late 90s PC gaming, and was foundational in broadening my gaming palette and exposing me to genres and games that I would not have otherwise played.
Like many others, I voraciously consumed demo discs like this every month, trying out every game I could to see which ones I could ask for at Christmas or my birthday. Shortly after settling back into our old home, I was buying monthly issues of PC PowerPlay magazine and methodically working my way through their demos every month.
While those PC PowerPlay demo discs provided many fond memories and exposed me to a vast cross-section of late 90s and early 2000s gaming, I had always placed the Harvey Norman CD-ROM on a pedestal in my memories. This was my first exposure to Fallout, and my first real foray into RPGs outside of Ultima. This was my first experience of Need for Speed, Quake, Diablo and Blood. Hornet 3.0 and F-22 Lightning II were my first combat flight simulators. Two of my favourite games in my youth had been LucasArts' X-Wing and the incredible sequel, TIE Fighter, and X-Wing vs. TIE Fighter was a big leap forward in fidelity and into the world of multiplayer.
So cherished were my memories of this CD, that I had even falsely attributed it as the source of other beloved demos ("Remembering Star Wars Jedi Knight: Dark Forces II" and "Remembering Rocket Jockey") - where I found those demos, I'm not sure, but my hazy memories of the era told me that of course it was this Harvey Norman CD.
The CD was more than just memories of demos, however. As I have discussed previously, my father was not computer literate, and he didn't really "get" games. But I never stopped trying to share my beloved hobby with him. My dad was an avid golfer, and it was an activity I often joined him on. So, when I saw the demo for Jack Nicklaus 4 on the demo disc, I of course introduced him to the game. Dad had this demo installed on his computer for many years, and he probably played the three-hole demo hundreds of times. Years later, he was still playing it, and the image of him sitting at the computer playing the Jack Nicklaus 4 demo is burned into my brain.
At some point in the early 2000s, the Harvey Norman CD-ROM ended up in a box somewhere, or perhaps went in the bin. I'd long since upgraded my computer and moved on to more modern games. The rise of digital distribution via Steam and rapid growth of the Internet had begun to chip away at the dominance of print media like gaming magazines. I was growing up. I had stopped spending my money on games magazines and started spending it on beer, rent and petrol. I could rely on YouTube to gauge whether I wanted to purchase a game. Before long, the era of demo discs was a distant but cherished memory.
It was about ten years ago, during the rise of indie games and the nostalgia boom of remasters, that I started to pay more heed to these memories. I wanted to find those old demo discs, load them up and relive happy, carefree days. But the Harvey Norman CD-ROM was long gone. In 2013, I got in touch with Harvey Norman customer service to ask whether they had an archive of demo CDs, but to no avail. They had thought I was searching for the actual games themselves, but after clarifying that I was looking for the demo disc, they told me they had no archived copies.
I tried again a few years later, this time through various Facebook groups, with no success. Then, again, I tried, about five years ago on the r/Australia subreddit, and two years ago in the r/Melbourne subreddit (Melbourne being my home town). That was the closest I came - one of the responses to my post on the r/Melbourne subreddit directed me to a 1995 Harvey Norman demo CD on the Internet Archive, but this was unfortunately the wrong one. I had all but given up hope. Unless the disc showed up in an old storage container somewhere, I simply had to accept the fact that this would remain nothing more than a memory.
A few weeks ago, I was tinkering with 86box, emulating a Windows 98 PC in order to get some old software running for a SUPERJUMP story. As I tend to do when tinkering with old software and hardware, I soon found myself distracted by nostalgic segues, such as installing After Dark screensavers or playing old games like Hover!. In this nostalgic mindset, I thought once again of the Harvey Norman CD-ROM, and decided to have another try at tracking it down. This time, I'd post on the Whirlpool Forums, a well-known Australian computing forum. If I was going to get my answer anywhere, it would be there.
I began writing my post, explaining what I could remember of the demo disc, when and where I had obtained it. I linked a video of the Harvey Norman jingle that would play in the intro video. For clarity, I wanted to provide a link to that other 1995 Harvey Norman demo CD that the r/Melbourne subreddit had sent me to, and specify that this was not the CD I was looking for. So, to find the link, I went to the Internet Archive and searched "Harvey Norman".
But wait. My search had yielded two results.
Staring back at me from the Internet Archive search results was that familiar rose-gold disc - Harvey Norman: The CD-ROM. Surely this couldn't be real? Is this the right disc? Where did it come from? When was it uploaded?
Hands shaking, I clicked the link, and saw that the disc image had been uploaded on 25 July 2023. I immediately downloaded the file and fired up my 86box Windows 98 virtual machine. I loaded the disc image. I waited. And then it began. That horrendous Harvey Norman jingle imprinted in my mind. The spinning image of the demo disc. The splash screen with the Fallout power armour and the F/A-18 Hornet firing a missile. I smiled in astonishment at the screen, overcome with joy. Tears welled up in my eyes, and the memories came flooding back. Sitting with my best friend, racing around the Pacifica track in Need for Speed II. Laying sticks of dynamite around the town in Outlaws. Watching a gang member get torn to shreds by the minigun in Fallout. Playing Quake Episode 1 over and over again.
Nostalgia is a strange thing. In my mind, I had attributed so much importance to this simple little disc. Hours of my life had been dedicated to it, replaying each demo dozens of times. It had fostered my interest in more than a few game series. There was never any possibility that revisiting it in 2024 could live up to the memories I had attributed to it. But, for a brief few moments, 27 years later, I was 12 years old again....
Whenever I speak to someone visiting Australia from overseas, there's one activity I always recommend without hesitation: get down to Melbourne, and as long as it's between March and September, get yourself tickets to an Australian Football League (AFL) game. I'm not a particularly "sporty" person; I've got the coordination of a drunk octopus, and I'm generally not a big watcher of sports either. But, like many other Australians (particularly those from the southern states), "footy" is more than a sport, it's a thoroughly ingrained part of our cultural identity.
What is AFL?
The first ever game of Australian rules football was played on 15 June 1858 in Melbourne, Australia. It was a match between Melbourne Grammar School and Scotch College. Though the true origins of footy are mysterious, the game's creator is generally credited as Tim Wills, who was born in the New South Wales countryside near the modern-day Australian capital of Canberra. Wills was sent to England in 1850 by his father to attend the prestigious Rugby School, where the sport of Rugby had been born in 1845. Wills earned a reputation for his athletic prowess and love of sport, and upon his return to Australia in 1856, he became involved in local social sporting clubs. There were a number of nascent football-type games with varied rules played in Melbourne at the time, and by 1858, Wills, likely influenced by some of these games, began to codify the rules of what would eventually become Australian rules football.
Over the following years, the sport built a devoted following in the city of Melbourne. It spread to South Australia almost immediately, and eventually to the other colonies - Tasmania, Western Australia, New South Wales, and Queensland. By the 1870s, the rules had developed a degree of consistency, and the game had become a huge part of Australian culture. Crowds in these early days regularly numbered between two and three thousand, with many games attracting 10,000 or more spectators, at the time making it one of the largest sporting events by attendance globally. Though the game was initially favoured in the colonies of New South Wales and Queensland, Australian rules footy eventually gave way to rugby - a divide that persists to this day. The geographic divide between rugby and Australian rules football is known as the "Barassi Line", with rugby being the predominant football code in the northeast, and Australian rules football being dominant in the south, west, and north-west.
It's hard to understate the cultural significance of Australian rules footy. Since the mid-1990s, attendance at games has consistently sat between 30-40 thousand spectators, with that number jumping to 65-75 thousand during the finals season in late August and September. By attendance numbers alone, AFL is one of the largest sports in the world - impressive considering that the sport is barely known outside its small nation of 26 million people. Footy is a defining element in the culture of cities like Melbourne and Adelaide and has long acted as an avenue of assimilation for each wave of immigration. Many clubs maintain deep and enduring ties with ethnic groups in Australia, such as the long association of Carlton Football Club with Italian migrants in Melbourne, or the Western Bulldogs' ties with the Vietnamese community.
The birth of footy games
AFL has a rich history in Melbourne, and it is impossible to go more than a day without hearing some sort of heated debate about the weekend game. And while not as old as footy, video game game development too has deep roots in Melbourne. Most notable of the developers is Beam Software / Melbourne House, a prominent studio throughout the 1980s and 1990s, producing games like The Hobbit (1982), Double Dragon (1987), MechWarrior (1993), Bug! (1995), Gex (1995), and KKND: Krush, Kill n Destroy (1997).
Surprisingly, it wasn't a Melbourne developer that produced the first AFL game - rather, it was the creation of UK developer Clockwize and UK publisher Again Again. Australian Rules Football was released for the Commodore 64, Sinclair ZX Spectrum, and Amstrad CPC in 1989. At the time, the "Australian Football League" hadn't been established - the national contest was still under the banner of the Victorian Football League (VFL), even though it welcomed teams from other states. So Clockwize's game wasn't technically an "AFL" game.
"Australian Rules Footie is supposedly the most violent 'sport' around - probably because there aren't actually any rules."
Rich wasn't far off either - AFL has traditionally been regarded as a fairly rough sport, though like many contact sports, concerns in recent years about Chronic Traumatic Encephalopathy (CTE) have driven rule changes aimed at reducing injuries. And while the statement that footy is a lawless game is a bit of a misrepresentation, the comment does highlight a challenge that AFL games continue to face to this day - the somewhat dynamic and subjective nature of the rules.
Like in other sports, the referee (known as an umpire in AFL) is the arbiter of fair play. However, the fast-paced and dynamic nature of play, unpredictable movement of the ball, physical contact between players, and the fact that there are 36 players on the field at a given time creates a chaotic environment where umpires are frequently required to exercise their judgement. Modern technology has started to erode the singular reliance on the umpire (with assisted decision review technology), but many fans of AFL regard the unpredictability as one of the great hallmarks of the game. That doesn't make a programmer's life any easier though.
The birth of the AFL
In 1990, the VFL renamed itself to more accurately reflect the national reach of the game, and footy games soon followed suit. Melbourne studio Beam Software released the first game under the new league name in 1991, Aussie Rules Footy, on the Nintendo Entertainment System. The game was one of only two titles for the NES released exclusively in Australia (the other being International Cricket), but it was well received, and still comes up in AFL social media feeds.
A five-year hiatus followed the release of Aussie Rules Footy. Though the reception to Beam Software's AFL title was positive, the financial numbers might not have looked good enough for Mattel to invest in a follow-up for the SNES. But in 1996, footy re-emerged on the gaming scene bigger than ever with AFL Finals Fever, from Blue Tongue Entertainment.
AFL Finals Fever was my first exposure to an AFL game. This time, all 16 AFL teams were there in their full glory, along with up-to-date player and coach rosters, photos, team songs, and official AFL branding all over the product. Unfortunately, as professional as this game looked, the gameplay was a little lacking, as was the performance. Despite having stats for all the players, all the character sprites on the ground looked identical, so picking a player to kick to was an exercise in luck rather than strategy.
The EA Sports era
Sports gaming in the late '90s was a fairly common story: Electronics Arts' EA Sports division gobbled up sporting codes worldwide and released titles that, at least at the time, had a reputation for being polished, approachable, and enjoyable. AFL was no different, and in 1998, EA Sports published AFL 98, from developer Creative Assembly (who would eventually achieve widespread recognition for their Total War series).
Like AFL Finals Fever, AFL 98 was an officially licensed AFL product, and also like Finals Fever, was only available for Windows. Sports games are typically best enjoyed on the couch with a few friends, so the decision to once again release only for PC was rather limiting, but it was soon rectified a year later with AFL 99.
AFL 98 and 99 were the dawn of a "golden era" for AFL games; the production value was better than ever before thanks to the high product standard associated with EA Sports. The switch to 3D graphics was also a boon, with the 2D graphics of previous generations inherently limiting to a game with a significant vertical element. AFL 98 gameplay was positively received, and many criticisms were addressed in the 1999 follow-up. Most importantly though, this is when AFL games began to earn a true stamp of authenticity, with up-to-date player lists, and audio commentary from famous Australian broadcaster Bruce McAvaney and retired football legend Leigh Matthews.
The IR Gurus era
For whatever reason, AFL 99 was the last footy game from EA Sports. The next generation of games would be created by sports game developer IR Gurus, starting with the management sim, Kevin Sheedy's AFL Coach 2002 for Windows. "Forgettable" would be an understatement for this game - outside of a few forum posts and a listing in Wikipedia, there seems to be little evidence this game ever existed. Was it any good? I can't honestly say, because outside of a few abandonware sites, it's difficult to track this one down, and even when you do, good luck running it on modern hardware.
However, it wasn't Kevin Sheedy's AFL Coach 2002 that gave the IR Gurus era its reputation as one of footy gaming's great highlights - it was their AFL Live/Premiership series. Starting in 2002, IR Gurus released AFL Live 2003, followed by AFL Live 2004, AFL Live: Premiership Edition, AFL Premiership 2005, AFL Premiership 2006 and finally AFL Premiership 2007. The IR Gurus games were the first truly multi-platform AFL games, with most being released on PC, PlayStation 2, and Xbox. The graphics were (for the time) spectacular, the production value was high, but most importantly the gameplay was solid. AFL Live 2004 in particular is regarded among many fans as the best AFL game ever made, and the addition of Aussie band Grinspoon's "Lost Control" as the theme song added a truly authentic sense of modern Australiana to the experience.
The games in this era were sitting in a sweet spot. Gameplay was approachable and engaging, but not overly complex. Visual fidelity was detailed enough to communicate all the aspects of the game - tackles, height, and distance. Finally, after 15 years of footy games, IR Gurus had nailed the formula, and all they had to do was tweak it.
And that's mostly all they did, to the chagrin of reviewers. AFL Premiership Edition (essential AFL Live 2004 with updated player lists for the 2004 season) was criticised for making very few changes to the gameplay for the asking price. IR Gurus apparently responded to this with AFL Premiership 2005, but the result was derided as a buggy, poorly produced mess. AFL Premiership 2006 jumped up in the review scores again, yet it is barely mentioned by fans today. Then, AFL Premiership 2007 looked to capitalise on this success with the "don't fix what isn't broken" approach - and, like AFL Premiership Edition, IR Gurus were once again criticised for not changing enough.
The latter half of the IR Gurus custodianship of the AFL licence was marked with off-field drama. Publisher Acclaim Entertainment was facing bankruptcy in 2004, disrupting the release of Premiership 2005 and complicating distribution, which was split between THQ and Sony. Sony Computer Entertainment took over as publisher from then on, with Premiership 2006 and 2007 being PlayStation 2 exclusives, without a nod at the seventh generation Xbox 360 and PlayStation 3.
The modern era
As AFL games entered the seventh generation era with the Xbox 360 and PlayStation 3, they fell into a fairly predictable pattern - passable gameplay and middling review scores. From here on, AFL video games would be (mostly) developed by one of two Melbourne-based studios - Wicked Witch Software and Big Ant Studios. Wicked Witch kicked things off with AFL Challenge for the PlayStation Portable in 2009, as well as the rather bizarre Nintendo DS title AFL Mascot Manor, a 3D platformer adventure that seemed to be aimed at younger players.
This is where things get confusing. In 2011 Big Ant Studios released AFL Live for Xbox 360 and PlayStation 3 and Wicked Witch released AFL for the Nintendo Wii. In 2012, Wicked Witch followed up with AFL: Game of the Year Edition, which featured an updated roster of players for the 2012 season, and AFL: Gold Edition, a mobile port for iOS. Also in 2012, Big Ant Studios released AFL Live: Game of the Year Edition. 2013 saw the release of AFL Live 2 for PC, Xbox 360, and PlayStation 3 - by Big Ant Studios, right? Nope. AFL Live 2 was made by Wicked Witch Software. Only the sports genre could produce this sort of licensing shenanigans.
I should also note here that the 2010 - 2020 period saw no less than fourobscure and unofficial football management sims for PC released - Premiership Coach 2010 and 2011 from Southern Cross Studios, and Australian Football Coach 2014 and 2020 by Statto Software.
This highly congested and muddled mess of releases was followed by an extended hiatus until the next console generation, when Wicked Witch Software released AFL Evolution (2017) for PlayStation 4, Xbox One and PC. Another three-year hiatus followed before Wicked Witch released AFL Evolution 2 in 2020, this time adding the Nintendo Switch to the supported platforms. On the management front, Statto Software has continued to plug away with Australian Football Coach 2023-24, and finally in May 2023, Big Ant Studios returned with AFL 23, an unfortunately buggy mess on release, but now vastly improved thanks to post-release support.
The problem with footy games
For over three decades, footy games have struggled to translate to the video game medium. Review scores have been mostly average at best, and sales have never been spectacular, with studios relying on the devotion of die-hard Australian fans south and west of the Barassi Line who treat the game of footy like a religion.
The real issue with making a footy game is two-fold. First of all, the market for them is always going to be niche. As much as a studio can bank on sales to the cross-section of gamers who are AFL diehards, that number is still pretty small. Sports titles like EA's FIFA/FC series and 2K's NBA series are polished and impressive thanks to massive production budgets that are only possible due to annual revenues in the billions.
The other side of the footy game problem is the sport's unstructured complexity. As I've already mentioned, AFL is extremely dynamic. The bounce of the oddly shaped ball adds chaos to an already chaotic game. Players use their hands and feet in equal measure and weave the ball between them during play. Tackles involve unseen jostling that requires a close-in perspective for the gamer, but the kicks can be huge - over 50 metres - requiring the ability for players to easily switch to a wide angled view. The rules of the game are complex, requiring an extensive tutorial mode, but even then, many of the rulings made by umpires in a match are judgment calls that might be difficult to coherently communicate to a player not already familiar with the rules of the game.
Delivering a high-fidelity footy experience on par with NBA 2k, FC24, or Madden might very well be a pipedream; the required budgets are too large and the potential revenue too small to justify it. Perhaps the way forward isn't about striving for the sort of high-fidelity experience one expects of EA Sports or 2K, but about looking backward, focusing on gameplay rather than fidelity.
The future
What comes next for the officially licensed AFL games is anyone's guess. Big Ant has committed to further updates for AFL 23, but who knows whether Wicked Witch Software is about to deliver the next game. In the meantime, indie developer Boot Mode Games is slowly chipping away at Footy Showdown, and until we see some innovative design changes to more effectively translate AFL to the video game medium, I think this might be the way forward.
Footy Showdown harks back to the early days of footy games, most notably Aussie Rules Footy and AFL Finals Fever. The great thing about this approach is that you can ignore sinking development time into accurately modeling close-in contests, and just focus on making an arcade game that is fun to play. The othergreat thing about this is the knowledge that there's a market of die-hard AFL fans who have shown time and again that they are prepared to devour anything that looks remotely like their beloved game. For a small indie developer with low overheads, that's a pretty lucrative combination.
Full-time siren
When I think of footy games, I like to compare them to my beloved North Melbourne Football Club, the Kangaroos. They've got a long history, with moments of greatness, but plenty of pitfalls. They're not wealthy and successful - they're the underdogs. Most criticism is driven by the fact that everyone wants to see them succeed. They have a small but extremely loyal following. And most importantly, they have a promising future and they're here to stay.
So, I'll wrap this brief history of footy games with one final, obligatory statement:
Every so often, the fine folk of Resetera take a break from their usual schedule of complaining that video games journalists get all their news from Resetera, and post a Thing Of Beauty. For example: it's thanks to Resetera member AstralSphere that I know about Alistair Aitcheson's Magic Box and BizHawk retro emulation tools, which - amongst other things - allow you to play old Sonic the Hedgehog games in giddy parallel, shuffling between them whenever you collect a ring.
Every so often, the fine folk of Resetera take a break from their usual schedule of complaining that video games journalists get all their news from Resetera, and post a Thing Of Beauty. For example: it's thanks to Resetera member AstralSphere that I know about Alistair Aitcheson's Magic Box and BizHawk retro emulation tools, which - amongst other things - allow you to play old Sonic the Hedgehog games in giddy parallel, shuffling between them whenever you collect a ring.
This is a sponsored article brought to you by BESydney.
Australia plays a crucial role in global scientific endeavours, with a significant contribution recognized and valued worldwide. Despite comprising only 0.3 percent of the world’s population, it has contributed over 4 percent of the world’s published research.
Renowned for collaboration, Australian scientists work across disciplines and with international counterparts to achieve impactful outcomes. Notably excelling in medical sciences, engineering, and biological sciences, Australia also has globally recognized expertise in astronomy, physics and computer science.
As the country’s innovation hub and leveraging its robust scientific infrastructure, world-class universities and vibrant ecosystem, Sydney is making its mark on this burgeoning industry.
The city’s commitment to quantum research and development is evidenced by its groundbreaking advancements and substantial government support, positioning it at the forefront of the quantum revolution.
Sydney’s blend of academic excellence, industry collaboration and strategic government initiatives is creating a fertile ground for cutting-edge quantum advancements.
Sydney’s quantum ecosystem
Sydney’s quantum industry is bolstered by the Sydney Quantum Academy (SQA), a collaboration between four top-tier universities: University of NSW Sydney (UNSW Sydney), the University of Sydney (USYD), University of Technology Sydney (UTS), and Macquarie University. SQA integrates over 100 experts, fostering a dynamic quantum research and development environment.
With strong government backing Sydney is poised for significant growth in quantum technology, with a projected A$2.2 billion industry value and 8,700 jobs by 2030. The SQA’s mission is to cultivate a quantum-literate workforce, support industry partnerships and accelerate the development of quantum technology.
Professor Hugh Durrant-Whyte, NSW Chief Scientist and Engineer, emphasizes Sydney’s unique position: “We’ve invested in quantum for 20 years, and we have some of the best people at the Quantum Academy in Sydney. This investment and talent pool make Sydney an ideal place for pioneering quantum research and attracting global talent.”
Key institutions and innovations
UNSW’s Centre of Excellence for Quantum Computation and Communication Technology is at the heart of Sydney’s quantum advancements. Led by Scientia Professor Michelle Simmons AO, the founder and CEO of Silicon Quantum Computing, this centre is pioneering efforts to develop the world’s first practical supercomputer. This team is at the vanguard of precision atomic electronics, pioneering the fabrication of devices in silicon that are pivotal for both conventional and quantum computing applications and they have created the narrowest conducting wires and the smallest precision transistors.
“We can now not only put atoms in place but can connect complete circuitry with atomic precision.” —Michelle Simmons, Silicon Quantum Computing
Simmons was named 2018 Australian of the Year and won the 2023 Prime Minister’s Prize for Science for her work in creating the new field of atomic electronics. She is an Australian Research Council Laureate Fellow, a Fellow of the Royal Society of London, the American Academy of Arts and Science, the American Association of the Advancement of Science, the UK Institute of Physics, the Australian Academy of Technology and Engineering and the Australian Academy of Science.
In response to her 2023 accolade, Simmons said: “Twenty years ago, the ability to manipulate individual atoms and put them where we want in a device architecture was unimaginable. We can now not only put atoms in place but can connect complete circuitry with atomic precision—a capability that was developed entirely in Australia.”
The Design Futures Lab at UNSW in Sydney, Australia, is a hands-on teaching and research lab that aims to inspire exploration, innovation, and research into fabrication, emerging technologies, and design theories.UNSW
Government and industry support
In April 2024, the Australian Centre for Quantum Growth program, part of the National Quantum Strategy, provided a substantial four-year grant to support the quantum industry’s expansion in Australia. Managed by the University of Sydney, the initiative aims to establish a central hub that fosters industry growth, collaboration, and research coordination.
This centre will serve as a primary resource for the quantum sector, enhancing Australia’s global competitiveness by promoting industry-led solutions and advancing technology adoption both domestically and internationally. Additionally, the centre will emphasise ethical practices and security in the development and application of quantum technologies.
Additionally, Sydney hosts several leading quantum startups, such as Silicon Quantum Computing, Quantum Brilliance, Diraq and Q-CTRL, which focus on improving the performance and stability of quantum systems.
Educational excellence
Sydney’s universities are globally recognized for their contributions to quantum research. They nurture future quantum leaders, and their academic prowess attracts top talent and fosters a culture of innovation and collaboration.
Sydney hosts several leading quantum startups, such as Silicon Quantum Computing, Quantum Brilliance, Diraq, and Q-CTRL, which focus on improving the performance and stability of quantum systems.
The UNSW Sydney is, one of Sydney’s universities, ranked among the world’s top 20 universities, and boasts the largest concentration of academics working in AI and quantum technologies in Australia.
UNSW Sydney Professor Toby Walsh is Laureate Fellow and Scientia Professor of Artificial Intelligence at the Department of Computer Science and Engineering at the University of New South Wales. He explains the significance of this academic strength: “Our students and researchers are at the cutting edge of quantum science. The collaborative efforts within Sydney’s academic institutions are creating a powerhouse of innovation that is driving the global quantum agenda.”
Sydney’s strategic investments and collaborative efforts in quantum technology have propelled the city to the forefront of this transformative field. With its unique and vibrant ecosystem, a blend of world-leading institutions, globally respected talent and strong government and industry support, Sydney is well-positioned to lead the global quantum revolution for the benefit of all. For more information on Sydney’s science and engineering industries visit besydney.com.au.
In a welcome development for people who care about liberty, Australia's government suspended its efforts to censor the planet. The country's officials suffered pushback from X (formerly Twitter) and condemnation by free speech advocates after attempting to block anybody, anywhere from seeing video of an attack at a Sydney church. At least for the moment, they've conceded defeat based, in part, on recognition that X is protected by American law, making censorship efforts unenforceable.
A Censor Throws In the Towel
"I have decided to discontinue the proceedings in the Federal Court against X Corp in relation to the matter of extreme violent material depicting the real-life graphic stabbing of a religious leader at Wakeley in Sydney on 15 April 2024," the office of Australia's eSafety Commissioner, Julie Inman Grant, announced last week. "We now welcome the opportunity for a thorough and independent merits review of my decision to issue a removal notice to X Corp by the Administrative Appeals Tribunal."
The free speech battle stems from the stabbing in April of Bishop Mar Mari Emmanuel and Father Isaac Royel at an Orthodox Christian Church by a 16-year-old in what is being treated as an Islamist terrorist incident. Both victims recovered, but Australian officials quickly sought to scrub graphic video footage of the incident from the internet. Most social media platforms complied, including X, which geoblocked access to video of the attack from Australia pending an appeal of the order.
But Australian officials fretted that their countrymen might use virtual private networks (VPNs) to evade the blocks. The only solution, they insisted, was to suppress access to the video for the whole world. X understandably pushed back out of fear of the precedent that would set for the globe's control freaks.
Global Content Battle
"Our concern is that if ANY country is allowed to censor content for ALL countries, which is what the Australian 'eSafety Commissar' is demanding, then what is to stop any country from controlling the entire Internet?" responded X owner Elon Musk.
The Electronic Frontier Foundation (EFF) also argued that "no single country should be able to restrict speech across the entire internet" as did the Foundation for Individual Rights and Expression (FIRE). The organizations jointly sought, and received, intervener status in the case based on "the capacity for many global internet users to be substantially affected."
In short, officials lost control over a tussle they tried to portray as a righteous battle by servants of the people against, in the words of Prime Minister Anthony Albanese, "arrogant billionaire" Elon Musk. Instead, civil libertarians correctly saw it as a battle for free speech against grasping politicians who aren't content to misgovern their own country but reach for control over people outside their borders.
Worse for them, one of their own judges agreed.
"The removal notice would govern (and subject to punitive consequences under Australian law) the activities of a foreign corporation in the United States (where X Corp's corporate decision-making occurs) and every country where its servers are located; and it would likewise govern the relationships between that corporation and its users everywhere in the world," noted Justice Geoffrey Kennett in May as he considered the eSafety commissioner's application to extend an injunction against access to the stabbing video. "The Commissioner, exercising her power under s 109, would be deciding what users of social media services throughout the world were allowed to see on those services."
He added, "most likely, the notice would be ignored or disparaged in other countries."
American Speech Protections Shield the World
This is where the U.S. First Amendment and America's strong protections for free speech come into play to thwart Australian officials' efforts to censor the world.
"There is uncontroversial expert evidence that a court in the US (where X Corp is based) would be highly unlikely to enforce a final injunction of the kind sought by the Commissioner," added Kennett. "Courts rightly hesitate to make orders that cannot be enforced, as it has the potential to bring the administration of justice into disrepute."
Rather than have his government exposed as impotently overreaching to impose its will beyond its borders, Kennett refused to extend the injunction.
Three weeks later, with free speech groups joining the case to argue against eSafety's censorious ambitions, the agency dropped its legal case pending review by the Administrative Appeals Tribunal.
"We are pleased that the Commissioner saw the error in her efforts and dropped the action," responded David Greene and Hudson Hongo for EFF. "Global takedown orders threaten freedom of expression around the world, create conflicting legal obligations, and lead to the lowest common denominator of internet content being available around the world, allowing the least tolerant legal system to determine what we all are able to read and distribute online."
But if the world escaped the grasp of Australia's censors, the country's residents may not be so lucky.
Domestic Censorship Politics
The fight between eSafety and X "isn't actually about the Wakeley church stabbing attacks in April — it's about how much power the government ultimately hands the commissioner once it's finished reviewing the Online Safety Act in October," Ange Lavoipierre wrote for the Australian Broadcasting Corporation.
"The video in dispute in the case against X has been used, in my opinion, as a vehicle for the federal government to push for powers to compel social media companies to enforce rules of misinformation and disinformation on their platforms," agrees Morgan Begg of the free-market Institute of Public Affairs, which opposes intrusive government efforts to regulate online content. "The Federal Court's decision highlights the government's fixation with censorship."
That is, the campaign to force X to suppress video of one crime is largely about domestic political maneuvering for power. But it comes as governments around the world—especially that of the European Union—become increasingly aggressive with their plans to control online speech.
If the battle between Australia's eSafety commissioner and X is any indication, the strongest barrier to international censorship lies in countries—the U.S. in particular—that vigorously protect free speech. From such safe havens, authoritarian officials and their grasping content controls can properly be "ignored or disparaged."
Slashdot reader sonlas shared this report from the BBC:
Australia has announced it will ramp up its extraction and use of gas until "2050 and beyond", despite global calls to phase out fossil fuels. Prime Minister Anthony Albanese's government says the move is needed to shore up domestic energy supply while supporting a transition to net zero... Australia — one of the world's largest exporters of liquefied natural gas — has also said the policy is based on "its commitment to being a reliable trading partner". Released on Thursday, the strategy outlines the government's plans to work with industry and state leaders to increase both the production and exploration of the fossil fuel. The government will also continue to support the expansion of the country's existing gas projects, the largest of which are run by Chevron and Woodside Energy Group in Western Australia...
The policy has sparked fierce backlash from environmental groups and critics — who say it puts the interest of powerful fossil fuel companies before people. "Fossil gas is not a transition fuel. It's one of the main contributors to global warming and has been the largest source of increases of CO2 [emissions] over the last decade," Prof Bill Hare, chief executive of Climate Analytics and author of numerous UN climate change reports told the BBC... Successive Australian governments have touted gas as a key "bridging fuel", arguing that turning it off too soon could have "significant adverse impacts" on Australia's economy and energy needs. But Prof Hare and other scientists have warned that building a net zero policy around gas will "contribute to locking in 2.7-3C global warming, which will have catastrophic consequences".
Samsung and Synopsyscollaborated on the first production tapeout of a high-performance mobile SoC design, including CPUs and GPUs, using the Synopsys.ai EDA suite on Samsung Foundry’s gate-all-around (GAA) process. Samsung plans to begin mass production of 2nm process GAA chips in 2025, reports BusinessKorea.
UMCdeveloped the first radio frequency silicon on insulator (RF-SOI)-based 3D IC process for chips used in smartphones and other 5G/6G mobile devices. The process uses wafer-to-wafer bonding technology to address radio frequency interference between stacked dies and reduces die size by 45%.
Fig. 1: UMC’s 3D IC solution for RFSOI technology. Source: UMC
The first programmable chip capable of shaping, splitting, and steering beams of light is now being produced by Skywater Technology and Lumotive. The technology is critical for advancing lidar-based systems used in robotics, automotive, and other 3D sensing applications.
Driven by demand for AI chips, SK hynixrevealed it has already booked its entire production of high-bandwidth memory chips for 2024 and is nearly sold out of its production capacity for 2025, reported the Korea Times, while SEMI reported that silicon wafer shipments declined in Q1 2024, quarter over quarter, a 13% drop, attributed to continued weakness in IC fab utilization and inventory adjustments.
PCI-SIGpublished the CopprLink Internal and External Cable specifications to provide PCIe 5.0 and 6.0 signaling at 32 and 64 GT/s and leverage standard connector form factors for applications including storage, data centers, AI/ML, and disaggregated memory.
The U.S. Department of Commerce (DoC) launched the CHIPS Women in Construction Framework to boost the participation of women and economically disadvantaged people in the workforce, aiming to support on-time and successful completion of CHIPS Act-funded projects. Intel and Micron adopted the framework.
The SiC wafer processing equipment market is growing rapidly, reports Yole. SiC devices will exceed $10B by 2029 at a CAGR of 25%, and the SiC manufacturing tool market is projected to reach $5B by 2026.
imec.xpandlaunched a €300 million (~$321 million) fund that will invest in semiconductor and nanotechnology startups with the potential to push semiconductor innovation beyond traditional applications and drive next-gen technologies.
Blaizeraised $106 million for its programmable graph streaming processor architecture suite and low-code/no-code software platform for edge AI.
Guerrilla RF completed the acquisition of Gallium Semiconductor‘s portfolio of GaN power amplifiers and front-end modules.
About 90% of connected cars sold in 2030 will have embedded 5G capability, reported Counterpoint. Also, about 75% of laptop PCs sold in 2027 will be AI laptop PCs with advanced generative AI, and the global high-level OS (HLOS) or advanced smartwatch market is predicted to grow 15% in 2024.
Global
Powerchip Semiconductoropened a new 300mm facility in northwestern Taiwan targeting the production of AI semiconductors. The facility is expected to produce 50,000 wafers per month at 55, 40, and 28nm nodes.
Taiwan-based KYEC Semiconductor will withdraw its China operations by the third quarter due to increasing geopolitical tensions, reports the South China Morning Post.
Japan will expand its semiconductor export restrictions to China related to four technologies: Scanning electron microscopes, CMOS, FD-SOI, and the outputs of quantum computers, according to TrendForce.
IBM will invest CAD$187 million (~US$137M in Canada’s semiconductor industry, with the bulk of the investment focused on advanced assembly, testing, and packaging operations.
Microsoft will invest US$2.2 billion over the next four years to build Malaysia’s digital infrastructure, create AI skilling opportunities, establish an AI Center of Excellence, and enhance cybersecurity.
In-Depth
New stories and tech talks published by Semiconductor Engineering this week:
Infineon collaborated with ETAS to integrate the ESCRYPT CycurHSM 3.x automotive security software stack into its next-gen AURIX MCUs to optimize security, performance, and functionality.
Synopsys released Polaris Assist, an AI-powered application security assistant on its Polaris Software Integrity Platform, combining LLM technology with application security knowledge and intelligence.
In security research:
UT Dallas, Intel, NXP, and TI published a framework for early anomaly detection in AMS components of automotive SoCs.
The University of Central Florida said that LLMs can be harnessed to automatically rectify security-relevant vulnerabilities inherent in hardware designs within the semiconductor context.
Western University leveraged hardware security modules for enhanced intra-domain security.
A team in India proposed a post-quantum secure PUF-based cross-domain authentication mechanism for Internet of Drones.
U.S. President Biden signed a National Security Memorandum to enhance the resilience of critical infrastructure, and the White House announced key actions taken since Biden’s AI Executive Order, including measures to mitigate risk.
CISA and partners published a fact sheet on pro-Russia hacktivists who seek to compromise industrial control systems and small-scale operational technology systems in North American and European critical infrastructure sectors. CISA issued other alerts including two Microsoft vulnerabilities.
Education and Training
The U.S. National Institute for Innovation and Technology (NIIT) and the Department of Labor (DoL) partnered to celebrate the inaugural Youth Apprenticeship Week on May 5 to 11, highlighting opportunities in critical industries such as semiconductors and advanced manufacturing.
SUNY Polyreceived an additional $4 million from New York State for its Semiconductor Processing to Packaging Research, Education, and Training Center.
The University of Pennsylvanialaunched an online Master of Science in Engineering in AI degree.
The American University of Armeniacelebrated its 10-year collaboration with Siemens, which provides AUA’s Engineering Research Center with annual research grants.
Product News
Renesas and SEGGER Embedded Studiolaunched integrated code generator support for its 32-bit RISC-V MCU.
Rambusintroduced a family of DDR5 server Power Management ICs (PMICs), including an extreme current device for high-performance applications.
Fig. 2: Rambus’ server PMIC on DDR5 RDIMM. Source: Rambus
Keysightadded capabilities to Inspector, part of the company’s recently acquired device security research and test lab Riscure, that are designed to test the robustness of post-quantum cryptography (PQC) and help device and chip vendors identify and fix hardware vulnerabilities. Keysight also validated new conformance test cases for narrowband IoT non-terrestrial networks standards.
Ansys’ RedHawk-SC and Totem power integrity platforms were certified for TSMC‘s N2 nanosheet-based process technology, while its RaptorX solution for on-chip electromagnetic modeling was certified for TSMC’s N5 process.
Netherlands-based athleisure brand PREMIUM INC selected CLEVR to implementSiemens’ Mendix Digital Lifecycle Management for Fashion & Retail solution.
Micron will begin shipping high-capacity DRAM for AI data centers.
Microchipuncorked radiation-tolerant SoC FPGAs for space applications that uses a real-time Linux-capable RISC-V-based microprocessor subsystem.
Quantum
University of Chicago researchers developed a system to boost the efficiency of quantum error correction using a framework based on quantum low-density party-check (qLDPC) codes and new hardware involving reconfigurable atom arrays.
PsiQuantum will receive AUD $940 million (~$620 million) in equity, grants, and loans from the Australian and Queensland governments to deploy a utility-scale quantum computer in the regime of 1 million physical qubits in Brisbane, Australia.
Japan-based RIKEN will co-locateIBM’s Quantum System Two with its Fugaku supercomputer for integrated quantum-classical workflows in a heterogeneous quantum-HPC hybrid computing environment. Fugaku is currently one of the world’s most powerful supercomputers.
QuEra Computing was awarded a ¥6.5 billion (~$41 million) contract by Japan’s National Institute of Advanced Industrial Science and Technology (AIST) to deliver a gate-based neutral-atom quantum computer alongside AIST’s ABCI-Q supercomputer as part of a quantum-classical computing platform.
Novo Holdings, the controlling stakeholder of pharmaceutical company Novo Nordisk, plans to boost the quantum technology startup ecosystem in Denmark with DKK 1.4 billion (~$201 million) in investments.
The University of Sydneyreceived AUD $18.4 million (~$12 million) from the Australian government to help grow the quantum industry and ecosystem.
The European Commissionplans to spend €112 million (~$120 million) to support AI and quantum research and innovation.
Research
Intel researchers developed a 300-millimeter cryogenic probing process to collect high-volume data on the performance of silicon spin qubit devices across whole wafers using CMOS manufacturing techniques.
EPFL researchers used a form of ML called deep reinforcement learning (DRL) to train a four-legged robot to avoid falls by switching between walking, trotting, and pronking.=
The University of Cambridge researchers developed tiny, flexible nerve cuff devices that can wrap around individual nerve fibers without damaging them, useful to treat a range of neurological disorders.
Argonne National Laboratory and Toyota are exploring a direct recycling approach that carefully extracts components from spent batteries. Argonne is also working with Talon Metals on a process that could increase the number of EV batteries produced from mined nickel ore.
Events
Find upcoming chip industry events here, including:
Event
Date
Location
IEEE International Symposium on Hardware Oriented Security and Trust (HOST)
Meet Ella, a gorgeous kangaroo who lives at the Kangaroo Pouch Animal Orphanage. But sshh, she's sleeping, so be very quiet! I just love watching this cutie sleep. If you watch the video, you can see how her ears and nose and mouth and eyes and paws are all twitching—she clearly looks like she's dreaming about something. — Read the rest