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Staff Core Software Engineer: Cryptic Studios

  Cryptic Studios is an industry leader in the development of free-to-play massively multiplayer role-playing games on PC and console including Champions Online, Star Trek Online, and Neverwinter.  We bring these popular properties to life with innovative gameplay mechanics, gorgeous graphics, and impressive sound to create an engaging and immersive player experience.  We have adopted a flexible work policy that allows options for onsite work in our Los Gatos, CA studio or fully remotely from anywhere throughout the US. Come and join us! Cryptic Studios is currently seeking a Staff Core Software Engineer.  The creation and operation of massive multiplayer online games requires a wide range of innovative technologies.  As a Core Software Engineer, you can help define and drive improved workflows and engine features for Cryptic’s game development teams.   Every day you could be: * Collaborating with world-class artists, designers, and engineers to build game systems and powerful tools for the creation of fantastic virtual worlds and gameplay. * Extending systems to meet the ever-changing needs of a massively multiplayer online game. * Upgrading our workflows to improve team productivity and enhance content for customers. * Analyzing performance of key systems and refactoring or re-implementing them to perform and scale better under load. * Working in a custom, state of the art, client-server game engine and tool suite. * Researching and introducing new technologies to all engineers and management.     Systems you might work on     * Core components of Cryptic's game client/server architecture, including simulation technologies (AI, cloth, movement, physics), and audio/visual technologies (animation, audio, visual effects). * The many in-engine tools used to build content for our games. * Integration with platforms such as Xbox Live, PlayStation Network, Steam, and Epic. * Internal improvements to keep up with the latest software development tools * Graphics team support   What we need to see: * 5+ years of experience programming and debugging. * 1+ year of professional experience programming and debugging with C/C++. * Solid understanding of pointers and memory management. * Working knowledge of asynchronous systems such as multi-threaded or multi-process systems. * Ability to work comfortably within a large pre-existing code base * A passion for delivering great work. * Clear and concise communication skills. * Bachelor's degree in Computer Science or related field (or equivalent experience). * Must be eligible to work in the United States.   What we’d like to see: * Experience in the video game industry and with MMO’s is a huge plus! * Worked on a team developing software that shipped in a finished product. * 2+ years of game development experience. * In-depth knowledge of and experience with games.   C/C++ Programming Cryptic’s software engineers work almost exclusively in a high performance, cross-platform C/C++ code base.  In addition to problem solving skills, this job requires a high degree of proficiency with pointers and memory management and the interview process will test for these skills. (Java and C# are not utilized in this job.)   What Cryptic Offers * Remote Work Options - Anywhere Within The US * A fun tight-knit team where your contributions will have a major impact * Full-Time role * Paid Holiday, Sick Time & Paid Time off * Health Insurance & Perks: Medical, Dental, Vision * Company social events  * Pet-Friendly Environment  




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UI Technical Artist: Xbox Game Studios

Turn 10 Studios, the creators of the top selling and critically acclaimed Forza Motorsport franchise, has an exciting opportunity for a UI Technical Artist to join our team. Forza Motorsport boasts a robust UI screen count across many different new and legacy features. This is an exciting and rare opportunity to impact the future of one of the industry’s most successful franchises through your talent, creativity, technical ability and knowledge.    IDEAL CANDIDATE IS:  A detail-oriented art content troubleshooter and problem solver who will help deliver industry-leading HUD and front-end UI. While this is not an engineering role, creating real-time UI can be technically complex and we do expect a technically adept artist who can quickly adapt to in-house tools and script environments.    Turn 10 Studios is located in Redmond (Washington), just outside of Seattle. The Seattle area is a major hub for the tech and gaming industries. With beautiful mountain ranges, diverse wildlife, great hiking/biking trails, and a thriving arts culture, Seattle offers a variety of options to enjoy your life outside of work.     Required Experience: Implement complex UI screens for interactive game features including data driven dynamic layouts, animations and transitions  Troubleshoot UI artist issues with tooling and content authoring pipelines  Contribute to and maintain a visual library of Sketch components for application to UI screens  Work in a dynamic team environment with a mix of developers, designers and other technical UI artists to deliver in-game UI screens  Recommend improvements to UI content workflows through acquiring deep knowledge of our UI content data flow, tooling and rendering techniques  Benchmark, debut and optimize UI content assets, balancing visuals and performance  3+ years of related experience  Experience with one or more major UI creation platforms such as HTML5, Flash, Sketch, Blend, Unity/Unreal  Portfolio that demonstrates examples of problem solving and content creation across a variety of projects, preferably with a UI leaning  Experience shipping content with limited performance budget  Interest in accessibility and multi-platform scalable UI preferred  Preferred: BS/BA in Graphic Design, User Interface, Art, Computer Science or a related field  Passion and experience in AAA gaming  Microsoft is an equal opportunity employer. All qualified applicants will receive consideration for employment without regard to age, ancestry, color, family or medical care leave, gender identity or expression, genetic information, marital status, medical condition, national origin, physical or mental disability, political affiliation, protected veteran status, race, religion, sex (including pregnancy), sexual orientation, or any other characteristic protected by applicable laws, regulations and ordinances.  We also consider qualified applicants regardless of criminal histories, consistent with legal requirements. If you need assistance and/or a reasonable accommodation due to a disability during the application or the recruiting process, please send a request via the Accommodation request form. 




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Lead Concept Artist: Xbox Game Studios

Turn 10 Studios, creators of the award-winning Forza franchise based in Redmond, WA, are looking for the right person to join our high-caliber team. At Turn 10 we make genre-leading racing games for Xbox and Windows that are known for consistent quality, innovation, and authenticity. Our vision is to grow Forza into the world’s leading brand for automotive entertainment. Come play a key role on our team and help us achieve this ambitious goal.    This job involves leveraging advanced artistic abilities to design solutions for a broad host of visual needs, such as: environments, characters, automotive livery and product designs.  Work directly with Art Director and collaborate with other discipline leads to drive visuals for entire product  Create inspirational digital paintings that communicate mood, tone, and direction  Aid multiple departments in problem solving for various visual/graphical needs  Ability to quickly learn basics of proprietary tool sets for in-house engine and technologies  Effectively manage multiple assignments with varying end dates simultaneously  Collaborate with all members of the Concept depart including sharing ideas, receiving and providing critique, and mentorship (when practical)  BA or BFA in Fine Art, Concept Art, or similar  5 years Concept artist role or similar on AAA titles or in film  Strong understanding of visual story-telling and composition  Proficiency in Photoshop  3D modeling, 3D painting (Substance Painter), Adobe After Effects experience a plus  Excellent communication skills, both verbal and written  Up to date with the latest concept production techniques (utilizing 3D models and photo manipulation, etc)    Microsoft is an equal opportunity employer. All qualified applicants will receive consideration for employment without regard to age, ancestry, color, family or medical care leave, gender identity or expression, genetic information, marital status, medical condition, national origin, physical or mental disability, political affiliation, protected veteran status, race, religion, sex (including pregnancy), sexual orientation, or any other characteristic protected by applicable laws, regulations and ordinances.  We also consider qualified applicants regardless of criminal histories, consistent with legal requirements. If you need assistance and/or a reasonable accommodation due to a disability during the application or the recruiting process, please send a request via the Accommodation request form. 




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Staff Infrastructure Software Engineer: Cryptic Studios

  Cryptic Studios is an industry leader in the development of free-to-play massively multiplayer role-playing games on PC and console including Champions Online, Star Trek Online, and Neverwinter.  We bring these popular properties to life with innovative gameplay mechanics, gorgeous graphics, and impressive sound to create an engaging and immersive player experience. We have fully embraced a flexible work policy that allows options for onsite work in our Los Gatos, CA studio or fully remotely from anywhere throughout the US. Come and join us! Cryptic Studios is currently seeking a Staff Infrastructure Software Engineer. The creation and operation of massive multiplayer online games requires a wide range of innovative technologies. As an Infrastructure Software Engineer, you can contribute to advancing the state of the art in back-end systems for online games.   Every day you could be * Working in a team of very talented software engineers to architect, build and maintain exceptional game play systems. * Analyzing game systems to improve game play experiences for players. * Working with operations staff to design and implement new features that will improve the reliability and efficiency of operating Cryptic's games. * Working with game development teams and game engine teams to bring their ideas to live in high performance back-end systems. * Analyzing performance of key systems and refactoring or re-implementing them to perform and scale better under load. * Working in a custom, state of the art, client-server game engine and tool suite. * Developing and extending systems to meet the ever-changing needs of a massively multiplayer online game. * Upgrading our workflows to improve team productivity and enhance content for customers. * Researching and introducing new technologies to all engineers and management.   Systems you might work on * Core components of Cryptic's game server architecture, ranging from gameplay servers, to social systems (such as friends management, chat, and teaming) to economic systems (such as auction). * Integration with platforms such as Xbox Live, PlayStation Network, and Steam. * Entitlement management systems, ranging from designing micro-transactions, through the purchase flows, to tracking and reporting on game monetization. * Management tools for Cryptic's private server cloud, ranging from deployment tools to operational telemetry. * Asset management ranging from internal tracking of game assets to large scale cloud deployment of the game to customers. * Cryptic's custom built NoSQL object database that optimizes for write-mostly, read-rarely use patterns.   What we need to see * 5+ years of experience programming and debugging. * 1+ year of professional experience programming and debugging with C/C++. * Solid understanding of pointers and memory management. * Working knowledge of asynchronous systems such as multi-threaded or multi-process systems. * Ability to work comfortably within a large pre-existing code base * A passion for delivering great work. * Clear and concise communication skills. * Bachelor's degree in Computer Science or related field (or equivalent experience). * Must be eligible to work in the United States.   What we’d like to see * 2+ years of experience with networking, including sockets, ports, firewalls, packet capture, etc. * Familiarity with web services mechanics such as REST, JSON-RPC, etc. * In-depth knowledge of and experience with games. * Experience in the video game industry and with MMO’s is a huge plus!   C/C++ Programming * Cryptic’s software engineers work almost exclusively in a high performance, cross-platform C/C++ code base.  In addition to problem solving skills, this job requires a high degree of proficiency with pointers, memory management, and performance optimization. The interview process will be testing you for these skills. (Java, C# and other high-level languages will not be utilized in this job.)   What Cryptic Offers * Remote Work Options - Anywhere Within The US * A fun tight-knit team where your contributions will have a major impact * Full-Time role * Paid Holiday, Sick Time & Paid Time off * Health Insurance & Perks: Medical, Dental, Vision * Company social events  * Pet-Friendly Environment      




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Senior Environment Artist: Xbox Game Studios

Turn 10 Studios, creators of the award-winning Forza franchise based in Redmond, WA, are looking for the right person to join our high-caliber team. At Turn 10 we make genre-leading racing games for Xbox and Windows that are known for consistent quality, innovation, and authenticity. Our vision is to grow Forza into the world’s leading brand for automotive entertainment. Come play a key role on our team and help us achieve this ambitious goal.  Critically acclaimed Forza Motorsport franchise are seeking a Senior Environment Artist with an exceptional eye for detail and a passion for creating stunning photorealistic environments, You will partner with the Environment Lead and other disciplines and apply your artistic and technical abilities to drive quality set out by our Directors and Leads through research and benchmarking to meet the visual goals of the project to create rich, beautiful and stunning environments that delight our players.   Responsibilities Create stunning photorealistic organic and hard surface content for environments Strong art and technical background and eager to prototype content and drive up visual quality Collaborate and work closely with Art Director/Lead to deliver or exceed established visual bar Research and contribute to processes, workflows and production pipeline improvements Work well within the environment team and able to help educate and guide other team members Document processes for creation of environment art Work collaboratively with internal teams and external partners Review and provide feedback on outsourced content Troubleshoot and problem solve production challenges through collaboration and creative solutions Strong and effective communicator and collaborator Proactively research and stay up to date on new software, industry trends and processes Qualifications 8+ years of industry experiencing building AAA quality game environments. Experience shipping multiple AAA video game titles on consoles and PC (full-cycle) Relevant software proficiencies: 3DSMAX, Substance Designer, Substance Painter, Zbrush, Photoshop Portfolio demonstrating strong examples of photoreal environments and assets Knowledge of natural scenery and composition Experience adapting easily to change and a excellent multi-tasker  Bonus Points Knowledge and experience working with Houdini Experience working with remote teams Foundation in traditional arts   Microsoft is an equal opportunity employer. All qualified applicants will receive consideration for employment without regard to age, ancestry, color, family or medical care leave, gender identity or expression, genetic information, marital status, medical condition, national origin, physical or mental disability, political affiliation, protected veteran status, race, religion, sex (including pregnancy), sexual orientation, or any other characteristic protected by applicable laws, regulations and ordinances.  We also consider qualified applicants regardless of criminal histories, consistent with legal requirements. If you need assistance and/or a reasonable accommodation due to a disability during the application or the recruiting process, please send a request via the Accommodation request form.




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Technical Lighting Artist: Xbox Game Studios

Turn 10 Studios has an exciting opportunity for a technical lighting artist to work alongside the team responsible for creating the top-selling and critically acclaimed Forza Motorsport franchise. A technical lighting artist is a key production conduit between our content lighting artists and our rendering engineers. We are looking for a passionate team member who will work closely with those two teams to help us build cutting-edge visuals that are driven through real-time graphics and technologies that lead our industry. This is an important role that provides the ideal candidate with an opportunity to be responsible for the technical implementation of lighting techniques to help us create a state-of-the-art product   Responsibilities Implement real-time game lighting using a variety of lighting techniques (pre-baked, dynamic real-time, light probe transfer / PRT) Primary support agent for the content team members; support for all core production lighting tasks from pre-production to final polish Lead the development of lighting tools and workflow in collaboration with lighting lead and engineering teams Continuously assess and clearly communicate potential concerns and blockers with engineering, tools and other development teams Work with engineering and tools team to optimize for scalable performance, simplify lighting workflows while still pushing the boundaries of visual quality Collaborate with a mix of production disciplines throughout the studio to (Tools, Gameplay, Design, Concept, VFX, and Environment) to collaboratively help develop areas of our game from early prototype, through to final polish and optimization Help to build our internal technical arts community by encouraging artistic development, showcasing workflows, artistic techniques, providing quality feedback, and mentoring other artists on the team Actively improve skillset by staying on top of industry trends and techniques, new software, and product evaluation Qualifications  Should have 3-5 years of professional experience in a lighting/look development role in games Experience with physically based lighting and shading strategies is required Experience with Autodesk 3DS Max required, other modeling packages also desired. Experience working with lighting elements, emissives, materials, shaders, and luminance values in a game environment required Experience with core applications such as Lightroom, Resolve, Photoshop, Substance Designer, Unreal Engine is highly preferred Experience with offline renderers such as V-Ray, MentalRay, Blender, or Renderman required Demo reel/portfolio must demonstrate a firm understanding of lighting and color theory Must be responsive to deadlines and work well under pressure Demo reel should include samples of work and an exact breakdown of your specific contribution to the material submitted along with resume featuring references.   Microsoft is an equal opportunity employer. All qualified applicants will receive consideration for employment without regard to age, ancestry, color, family or medical care leave, gender identity or expression, genetic information, marital status, medical condition, national origin, physical or mental disability, political affiliation, protected veteran status, race, religion, sex (including pregnancy), sexual orientation, or any other characteristic protected by applicable laws, regulations and ordinances.  We also consider qualified applicants regardless of criminal histories, consistent with legal requirements. If you need assistance and/or a reasonable accommodation due to a disability during the application or the recruiting process, please send a request via the Accommodation request form.




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Fake data on the honeybee waggle dance, followed by the inevitable “It is important to note that the conclusions of our studies remain firm and sound.”

I hadn’t thought about bee dancing for a long time, when someone pointed me to this post by Laura Luebbert and Lior Pachter on a bit of data fraud in biology. Luebbert writes: Four years ago, during the first year … Continue reading




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WCA Announces Judicial Appointment of Doug Christopherson

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Audit Finds 'Major Improvement' in City's Comp Program Under TPA

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Court Overturns Jury Verdict for Railway on Prejudicial Evidentiary Error

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DWC Posts 2025 Profile Audit Standards

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IAIABC Opens Registration for Work Comp Judicial Program

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Res Judicata Doesn't Bar Employer's Claims Against Former Comp Carrier

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DWC Posts 2025 Audit Plan

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DWC Seeks Input on 2025 Medical Audit Plan

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Appeals Court Reverses Order Precluding Worker From Making PPD Claims

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Conversations With Your Client: Hypothetical Case Studies

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Judicial Tips for Litigation Developments - A Day with the Judges

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WCA Seeks Public Comment on Judicial Reappointment

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Res Judicata Does Not Bar Worker's Intentional Tort Claim Against Colleague

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Estudio ofrece ‘evidencia contundente’ para la mejora continua en la atención de derrames cerebrales

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Improve your Audio with our new Automatic Filler Word Cutter

We all know the problem: the content is perfectly prepared, and everything is in place, but the moment you hit the record button, your brain freezes, and what pops out of your mouth is a rain of “ums”, “uhs”, and “mhs” that no listener would enjoy.
Cleaning up a record like that by manually cutting out every single filler word is a painstaking task.

So we heard your requests to automate the filler word removing task, started implementing it, and are now very happy to release our new Automatic Filler Cutter feature. See our Audio Examples and Usage Instructions below.

What is removed?

While the definition of filler words is not the same, depending on who you ask, some words can be used as filler as well as content. For example, “like”, “well”, “you know”, etc. cannot be removed without the risk of removing also content and destroying sentences, even if those words are used as filler words in some cases.

Therefore, we decided to focus on the removal of the obvious fillers, namely any kind of “ums”, “uhs”, “mhs”, German “ähm”, “äh”, “öh”, French “euh”, “euhm” and similar.

Audio Examples

1. English Male Speaker

The first audio example is an excerpt from the interview “From Racing Failure to Red Bull Champion: The Untold Christian Horner Story”. Our algorithm found and removed a remarkable ten filler words in this 45-second snippet:

Screenshot of the Auphonic Audio Inspector: each pale red shaded area corresponds to a cut-out filler word.

Original:
Cut:

2. Austrian-German Female Speaker

The following example is an interview with the Austrian Ex-Foreign Minister, Karin Kneissl, who uses seven filler words within 26 seconds:

Original:
Cut:

Usage Instructions

To use the Auphonic Automatic Filler Cutter feature, you just have to create a production or preset as you are used to and select “Cut Fillers” for “Automatic Cutting” in the section “Audio Algorithms”:

When your production is done, all cut-out filler words will appear as pale red shaded areas in the Auphonic Audio Inspector on the production status page, as you can see in the upper screenshot of the Audio Inspector.

If you want to remove silent segments from your audio as well, please also enable our Automatic Silence Cutting feature.

NOTE: Our Automatic Cutting features (for filler and silence) are not available for video files!

Behind the Scenes

For the training of our Automatic Filler Cutter AI-Algorithm, we created datasets that contain manually labeled audio files, collected from 'real world' audio data. So far, we have labeled, trained, and tested the system with English, German, Spanish, and French data.

However, in the Auphonic Web Service, you can activate and test the Automatic Filler Word Cutter for all languages. We would be very happy to hear how the filler removal works out for completely different-sounding languages from, e.g., the Asian, African, or Slavic language families.

Please send us feedback on any problems or error patterns you discover! This will help us generate specific data for the training to improve the algorithm and eliminate your problems.

Conclusion

Automatic filler word cutting is a powerful tool for podcasters looking to enhance the quality of their content. It boosts clarity and professionalism, all while making your editing process more efficient. Some users, however, see a touch of authenticity in filler words within podcasts. So, we leave it up to you to enable or disable the Automatic Filler Cutter feature for your next Auphonic production, depending on your desired style.

We are currently working on filler word cutting optimizations for more languages, so watch our channels to get all the news on our upgrades!

If you have any feedback for us – how the filler cutter is working in your language, what you do or don't like, what you miss, what else you would want to remove from your audio besides silence and filler words, etc. – you are welcome to contact us via email or directly comment on our production interface!







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Export Cuts for Audio/Video Editors and Filler Cutting Updates

For those of you who like to be in control of every applied cut, we are introducing an update for our Automatic Silence and Filler Word Cutting Algorithms today: The export of Cut Lists allows you to import cuts into your favorite audio/video editor to check and apply the cuts to your files manually.
Thanks to your great feedback, we were able to update our “Filler Word Cutting” algorithm as well.

Cut Lists Export

We now provide the export of various formats of “Cut Lists” in the Auphonic Web Service.
You can use these formats to modify and apply cuts in your post production audio or video editing program:

Screenshot of the Reaper DAW with imported “ReaperRegions.csv”: pale red regions display filler words and pale gray regions mark silence.

To generate the cut lists, choose “Cut List (Filler and Silence)” in the “Output Files” section. By selecting the correct “Ending” you can export the cut lists to a format that is suitable for your post production audio or video editor:

We support regions and EDL (edit decision list) formats:

  • Region formats (“AudacityRegions.txt”, “AuditionRegions.csv” and “ReaperRegions.csv”) list filler and silence cut regions with their respective start and end timestamps.
    You can import those cut region lists into your existing Audacity, Audition, or Reaper projects. There you can edit the cut positions to your liking by deleting, moving, or adding individual cut positions. After that, you may apply the cuts manually.
  • EDL (edit decision list) formats, “SamplitudeReaper.edl”, “FinalCutProLegacy.xml”, “FinalCutProX.xml” and “DaVinciResolve.edl” (also known as “cmx3600” format and compatible with various editors), can be imported in your software to automatically apply cuts from the EDL file. Depending on the software you use, you may also edit individual cuts manually before applying them. Be aware though that in some editors it may not be possible to add them to an existing project. If this is the case, simply open a new project with the EDL file instead.

Please just let us know if we do not yet provide a cut list format for your favorite audio or video editing program!

Export Uncut Audio

To only detect fillers/silence but NOT cut them, choose the “Export Uncut Audio” mode for “Automatic Cutting” in “Audio Algorithms”. Then you can query cutting times via our API or select your favorite Cut List format as “Output File” to only export cut times for later editing, but without applying cuts during the Auphonic audio post production.

Using the option “Export Uncut Audio”, it is also possible to use our cutting algorithms for video productions. In this case, we will just detect and report cuts, and you can import and apply them in your favorite video editing program afterwards.

Filler Word Cutting Updates

Thanks to your great feedback, we've been able to further optimize our Automatic Filler Word Cutting algorithm.
By now you probably know that our filler word cutter removes all types of “uhm”, “uh”, “mh”, “ähm”, “euh”, “eh” and similar sounds. If you haven't heard about it yet, our release blog post might be a good starting point.

  • Enhanced Fade Curves
    We noticed that due to reverb or background noise in input files, some filler cuts did not sound as smooth as they should have. To prevent such rough cuts, we trained our filler detection models with more diverse speech data and compared different fade curve approaches. Now the filler detection is much more robust against noise. Additionally, we developed an asymmetrical fade solution, which, in our opinion, makes the cuts almost inaudible.

    We nonetheless recommend, though, that you use filler cutting in combination with our Dynamic Denoising or Speech Isolation algorithms. These algorithms remove heavy reverb or noise and thus prevent noise artifacts during cutting.

  • Handling of Affirmative Sounds
    Some of you were bothered by the fact that affirmative sounds, like “mhm”, “aha”, and “yeah” were cut along with filler words. Driven by your feedback, we tweaked our filler detection algorithm in a way that will remove considerably fewer of these sounds.

  • Multitrack Filler Silencing
    We also received requests to optimize filler cutting for crosstalk in Multitrack productions.
    Let's assume that two speech tracks are simultaneously active and one of the two tracks contains a filler word. In this case, we can not cut the filler word in one track without destroying parts of the speech in the other track.
    Our original solution was to skip such a filler. Now, however, we replace it with silence instead. This removes the filler words while preserving all the speech content.

Feedback

If you want to provide us feedback on how you like the updated filler cutting algorithm or about any other features that are missing, you are very welcome to contact us. You can also leave a comment in the feedback section on the status page of your concrete production.







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Build Your Audience with These 5 Key Strategies

Does this scenario sound familiar? You’ve poured countless hours into creating something amazing—perhaps a product, website, artwork, or work presentation. With anticipation, you release it to the world, sharing it with your intended audience. Then… silence. No response, no engagement. It’s as if no one cares. Frustrated, you might find yourself enviously eyeing other creators, wondering how they manage to gain traction while your equally impressive work struggles for attention. You review your process, searching for mistakes, but find none. After all, you followed advice from experts, books, and industry gurus. You meticulously planned, designed, and executed your strategy. Moreover, you promoted extensively, creating accounts on every social platform and using all the right hashtags—yet still, crickets. So what’s the missing piece? Why are others succeeding where you’re not?While it’s tempting to blame factors like bigger budgets or larger teams, these aren’t the real culprits. Although such resources can be helpful, the true key to gaining traction is simpler: building an audience.Fortunately, I’m here to help. Let’s explore five crucial steps to effectively build and grow your audience: 1. Balance Creation and Promotion As creators, we often focus solely on producing content. However, to make a real impact, it’s essential...

The post Build Your Audience with These 5 Key Strategies first appeared on Chase Jarvis.

The post Build Your Audience with These 5 Key Strategies appeared first on Chase Jarvis.




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Create and Grow an Engaged Audience

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Environmental Studies Fall Internship Symposium

Nov 25, 2024, 12pm EST

You are invited to the Environmental Studies Fall Internship Symposium event to explore a variety of internships in environmental fields and to support our environmental science students. There will be student presenters speaking on their various internship experiences from companies and organizations they have interned at over the summer.

BuildingAlumnae Hall
Campus Location: Medford/Somerville campus
City: Medford, MA 02155
Campus: Medford/Somerville campus
Location Details: Alumnae Lounge (40 Talbot Ave., Medford, MA 02155)
Open to Public: Yes
Primary Audience(s): Alumni and Friends, Faculty, Staff, Students (Graduate), Students (Undergraduate)
Event Type: Conference/Panel Event/Symposium
Event Sponsor Details: Environmental Studies Program
Event Contact Name: Sinet Kroch
Event Contact Emailsinet.kroch@tufts.edu
More infosites.tufts.edu…



  • 2024/11/25 (Mon)

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