This style sheet provides formatting guidelines for an L3 Y1 print project, specifying that the masthead should be formatted as "Masthead / MASTHEAD", headlines as "Headlines / HEADLINES", and body text as "Body Text / BODY TEXT".
The document discusses style elements for a pre-production project, including color scheme, fonts, and layouts. The color scheme contrasts light and dark tones to represent factions and atmosphere. Three fonts were chosen for their elegance, boldness, and edge to symbolize themes. Layouts include a profile silhouette with a symbol, a chessboard aesthetic representing strategy, and columns of interconnected text blocks. Resources and contingency plans are also outlined.
The document discusses style choices for a pre-production project including color scheme, fonts, and layouts. The color scheme contrasts light and dark tones to represent factions and atmosphere. Three fonts were chosen for their elegance, boldness, and edge to symbolize themes. Layouts include a profile silhouette with a symbol, a chessboard aesthetic representing strategy, and blocks of text. Resources, contingency plans, and health and safety considerations are also outlined.
The document discusses the creator's process for creating digital images in Photoshop. They prefer to keep project elements separate until merging them and enjoy using the Polygonal Lasso, Magic Wand, Eye Dropper and Paint Bucket tools to build pieces. When designing, they consider how elements flow together and whether anything clashes. They were satisfied with their finished piece and the employment of new techniques, seeing it as simple yet powerful in its symbolism.
The document discusses the creator's process for working on digital art projects in Photoshop. They prefer to keep project elements separate until ready to merge them together. Their preferred tools are the Polygonal Lasso for precise selections, Magic Wand for automatic color-based selections, Eye Dropper for copying colors, and Paint Bucket for filling large areas. They build a solid base with these simple tools before expanding. When creating elements, they consider how colors and aspects flow together and may clash. A muted palette with bold colors helps direct attention. While more could be done, they are satisfied with applying new techniques and the minimal, monochromatic aesthetic highlighting subtle symbolism.
The document provides details on pre-production materials for a game project, including a style sheet, color scheme, fonts, and layout designs. The style sheet establishes contrasts in light and dark tones to represent factions in the game and an overall desolate atmosphere. Fonts were selected for elegance, boldness, and edge to symbolize themes in the game. Colors are associated with different themes and emotions. Three layout designs are presented - one featuring a woman's silhouette, one with a chessboard aesthetic, and one with large blocks of interconnected text. Contingency plans and health and safety considerations are also outlined.
The document discusses existing techniques for visual products including textures, minimalism, and sketching. Textures can add depth and convey meaning while minimalism stands out through light/dark contrast. Sketching allows control over details and fixes before finalizing in Photoshop. These techniques aim to flesh out flat images, highlight opposing elements, and create harmonious products.
The document discusses techniques for promotional artwork for video games. It describes how textures can convey meaning and depth. It also discusses how a minimalist aesthetic with light and dark contrasts can stand out while highlighting opposing elements. Additionally, it notes that sketching out ideas before finalizing in Photoshop allows for improvements and control over details. The techniques aim to entice audiences through visuals and imparting a sense of the game's themes, stories, and worlds.
The document outlines the student's initial plans for their Final Major Project which will be a series of posters for a fake supernatural video game. They chose this project because they are experienced with print design and software like Photoshop. Over an 8 week period they will create the posters using inspiration from their mood board and mind maps that focus on things like exaggerated character designs, attention to detail, and diverse aesthetics.
The document discusses style elements for a pre-production project, including color scheme, fonts, and layouts. The color scheme contrasts light and dark tones to represent factions and atmosphere. Three fonts were chosen for their elegance, boldness, and edge to symbolize themes. Layouts include a profile silhouette with a symbol, a chessboard aesthetic representing strategy, and columns of interconnected text blocks. Resources and contingency plans are also outlined.
The document discusses style choices for a pre-production project including color scheme, fonts, and layouts. The color scheme contrasts light and dark tones to represent factions and atmosphere. Three fonts were chosen for their elegance, boldness, and edge to symbolize themes. Layouts include a profile silhouette with a symbol, a chessboard aesthetic representing strategy, and blocks of text. Resources, contingency plans, and health and safety considerations are also outlined.
The document discusses the creator's process for creating digital images in Photoshop. They prefer to keep project elements separate until merging them and enjoy using the Polygonal Lasso, Magic Wand, Eye Dropper and Paint Bucket tools to build pieces. When designing, they consider how elements flow together and whether anything clashes. They were satisfied with their finished piece and the employment of new techniques, seeing it as simple yet powerful in its symbolism.
The document discusses the creator's process for working on digital art projects in Photoshop. They prefer to keep project elements separate until ready to merge them together. Their preferred tools are the Polygonal Lasso for precise selections, Magic Wand for automatic color-based selections, Eye Dropper for copying colors, and Paint Bucket for filling large areas. They build a solid base with these simple tools before expanding. When creating elements, they consider how colors and aspects flow together and may clash. A muted palette with bold colors helps direct attention. While more could be done, they are satisfied with applying new techniques and the minimal, monochromatic aesthetic highlighting subtle symbolism.
The document provides details on pre-production materials for a game project, including a style sheet, color scheme, fonts, and layout designs. The style sheet establishes contrasts in light and dark tones to represent factions in the game and an overall desolate atmosphere. Fonts were selected for elegance, boldness, and edge to symbolize themes in the game. Colors are associated with different themes and emotions. Three layout designs are presented - one featuring a woman's silhouette, one with a chessboard aesthetic, and one with large blocks of interconnected text. Contingency plans and health and safety considerations are also outlined.
The document discusses existing techniques for visual products including textures, minimalism, and sketching. Textures can add depth and convey meaning while minimalism stands out through light/dark contrast. Sketching allows control over details and fixes before finalizing in Photoshop. These techniques aim to flesh out flat images, highlight opposing elements, and create harmonious products.
The document discusses techniques for promotional artwork for video games. It describes how textures can convey meaning and depth. It also discusses how a minimalist aesthetic with light and dark contrasts can stand out while highlighting opposing elements. Additionally, it notes that sketching out ideas before finalizing in Photoshop allows for improvements and control over details. The techniques aim to entice audiences through visuals and imparting a sense of the game's themes, stories, and worlds.
The document outlines the student's initial plans for their Final Major Project which will be a series of posters for a fake supernatural video game. They chose this project because they are experienced with print design and software like Photoshop. Over an 8 week period they will create the posters using inspiration from their mood board and mind maps that focus on things like exaggerated character designs, attention to detail, and diverse aesthetics.
The document discusses the creator's process for digital image creation in Photoshop. They prefer to keep project elements separate until merging them when ready. Their preferred tools are the Polygonal Lasso, Magic Wand, Eye Dropper and Paint Bucket which allow selection and filling of areas. They build up a solid base and then expand on it. When creating, they consider how elements flow together and may clash. Muted shades contrast with bold colors for a minimalist aesthetic. While room for improvement exists, they are satisfied with employing unfamiliar techniques simply and powerfully through monochrome colors highlighting symbolism.
1. The document outlines a proposal for a student project to create promotional materials for a fictional video game. It includes details on the target audience, rationale, concept, schedule, and evaluation criteria.
2. The schedule lays out a 10-week plan, with tasks including research, experiments, pre-production, production of multiple promotional items, and a final evaluation.
3. The proposal provides details on the game's investigative and choice-based gameplay, and how stylistic elements like color theory will represent factions and themes in the fictional world.
The mood board shows repeated themes of stylized character designs, attention to detail across diverse aesthetics, and color schemes built around a primary hue. These influences have shaped the creator's visual preferences over years and will be incorporated into the final product while maintaining their own artistic style. Elements admired from the mood board sources, such as exaggerated features and curved lines, will be adapted to suit various locations and body types in a cohesive visual composition.
I apologize, upon further reflection my previous responses did not adequately address your audience research and how to appeal to their diverse interests and preferences. Let me try again:
- Your audience is diverse in interests, so the best approach is to focus first on the quality and uniqueness of the creative work itself, allowing it to stand on its own merits.
- Representation and inclusion are important, so develop multidimensional characters and a setting that reflects the diversity in the real world. Avoid stereotypes.
- While visuals are key, subtlety and room for personal interpretation are better than an aggressive sales pitch. Engage the audience's imagination.
- Stay true to the core themes and story you set out to tell.
This proposal outlines a project to create promotional posters and screenshots for a fictional video game. The target audience is women aged 28-33 from middle to upper middle class backgrounds. Research will include analyzing similar games, conducting surveys and interviews, and exploring themes around ideology, misconceptions and personal freedom of choice. An initial schedule is provided, with weeks dedicated to research, experiments, production, evaluation and revisions. The evaluation criteria focus on conveying themes accurately and attracting the target audience.
The document provides summaries of the strengths and weaknesses of the author's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for an evaluation project. For research, the author believes their product research was a strength but they lacked understanding of all aspects. For planning, specifics were provided but complex terms were not fully understood. For time management, tasks were organized by skill level and completed on schedule. For technical qualities, basic tools were used to focus on composition. Aesthetics aimed for a dreamlike, varied style across mediums. The target audience was ages 15-35, with a focus on women, as shown in the first poster and magazine spread. Peer feedback praised the aesthetics but suggested improvements to
The document discusses style sheets, layouts, and planning for a pre-production project. It describes font choices and color schemes to establish themes and atmosphere. Layout designs are shown incorporating symbolic elements to convey strategic conflict and intrigue. Contingency plans address potential issues like file corruption, sickness, and delays. Health and safety considerations include ergonomics, equipment checks, first aid, and stress prevention.
This document outlines a proposal for a student project to create promotional posters and screenshots for a fake video game called "The Wanderer". The target audience is women aged late 20s to early 30s from lower to upper middle class backgrounds. Over the course of 10 weeks, the student will conduct research on similar games and production techniques, create experimental pieces, and develop assets for the promotional materials. They will spend several weeks in production and receive feedback before making any needed changes to the final project.
This document outlines a proposal for a project creating promotional posters and screenshots for a fake video game called "The Wanderer." The target audience is women ages late 20s to early 30s from lower to upper middle class backgrounds. Research will include analyzing similar games, surveying the target audience, and comprehending relevant psychological and sociological concepts to portray themes of ideological relationships and misconceptions through color theory. Production will involve experiments, planning, creating multiple posters in Photoshop over 10 weeks, with evaluation based on conveying themes/content and attracting the target audience.
This proposal outlines a short film project called "Meteor" targeting 20-30 year olds of upper-middle class backgrounds. The film will focus on the comedic struggles of a main character attempting to plan a dinner party while ignoring ominous events outside. It will be shot simplistically from a single camera perspective in a minimalist space. Production techniques will prioritize realistic filming angles and locations to ground the outlandish premise. Evaluation will assess how well the final product matches the initial plans and demonstrates the student's technical progress.
The document discusses the author's process for creating images in Photoshop. The author prefers to keep project elements separate so they can be refined individually before merging. Key tools used are the Polygonal Lasso, Magic Wand, Eye Dropper and Paint Bucket to create environmental aspects and intricate elements piece by piece. When designing, the author considers how elements flow together and whether anything clashes. Muted shades are contrasted with bold colors to emphasize minimalism and direct attention. The finished piece effectively employs unfamiliar techniques in a simple, powerful way using monochrome tones to highlight color symbolism.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
This document outlines a proposal for a video game promotion project. The project will involve creating promotional posters for a fake video game called "The Wanderer". The target audience is women ages late 20s to early 30s from lower to upper middle class backgrounds. The proposal discusses conducting research on investigation-based games, existential and sociological concepts, and respectful cultural portrayals to inform the design of the game and posters. It includes a schedule spanning 10 weeks for tasks like research, production experiments, planning, poster creation, and evaluation. The evaluation will assess how well the posters convey the game's themes and content and the overall presentation.
The document outlines an initial plan for a Final Major Project involving the creation of a series of posters for a fake supernatural/mystery video game. The student chose this project because they are experienced with print design and software like Photoshop, and prefer working in print over other mediums. A schedule will be needed to maintain momentum over the planned 8 week period for the project.
The document provides an evaluation of a production project. It summarizes the strengths and weaknesses of the student's research, planning, production process, and final product. The research covered different genres and styles to define the concept. Planning was efficient but too directed by guidelines. Peer feedback praised the acting and continuity but felt the concept was unclear until the end. The student agrees feedback but disagrees that special effects were needed. They would improve clarity of the overall plot and relationship between scenes.
This document summarizes the reflections of a student on the different stages of their production project. It discusses four key stages: 1) initial planning where ideas were generated, 2) research to develop the ideas further, 3) in-depth planning to finalize details, and 4) the major production stage where all elements came together. The student enjoyed the freedom of initial planning the most, but found research and planning the most stressful due to constraints and waiting on others. However, the production stage allowed an outlet for built-up stress through acting out planned scenes.
This document provides a template and guidance for planning a film production. It includes sections for visual planning, organizational planning, risk assessment, production scheduling, call sheets, location agreements, and soundtrack planning. Students are instructed to use the template to storyboard their film, create a shot list, outline the crew and roles, secure permissions, and plan the production schedule and risk mitigation. The template is intended to help students comprehensively plan each element of their short film production.
This document outlines a proposal for a short film called "Meteor" aimed at 20-30 year olds of upper-middle class backgrounds. The film will focus on the comedic struggles of a main character attempting to plan a dinner party, while ignoring ominous events outside. It will be shot simplistically from a single camera perspective within a minimalist space. The humor will come from the character's efforts to complete tasks and reactions to their shifting surroundings. Production will utilize available equipment and locations, with minimal special effects or props. Evaluation will assess how well the final product matches the initial plans and the overall quality of the work.
Here are some potential constraints that could affect the production:
- Time - The production schedule is limited due to other commitments of those involved. This restricts the scope and scale of what can be achieved.
- Personnel - As a small independent production, there is a limited crew which means some roles will need to be filled by the same individuals. This could stretch resources thin.
- Cost - As an independent film, the budget is restricted which limits what equipment can be rented/purchased and the size of the crew/cast that can be paid.
- Technical - Access to professional filming/editing equipment is restricted, so consumer-grade gear will need to be used which has limitations in functionality and quality.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
The document discusses the creator's process for digital image creation in Photoshop. They prefer to keep project elements separate until merging them when ready. Their preferred tools are the Polygonal Lasso, Magic Wand, Eye Dropper and Paint Bucket which allow selection and filling of areas. They build up a solid base and then expand on it. When creating, they consider how elements flow together and may clash. Muted shades contrast with bold colors for a minimalist aesthetic. While room for improvement exists, they are satisfied with employing unfamiliar techniques simply and powerfully through monochrome colors highlighting symbolism.
1. The document outlines a proposal for a student project to create promotional materials for a fictional video game. It includes details on the target audience, rationale, concept, schedule, and evaluation criteria.
2. The schedule lays out a 10-week plan, with tasks including research, experiments, pre-production, production of multiple promotional items, and a final evaluation.
3. The proposal provides details on the game's investigative and choice-based gameplay, and how stylistic elements like color theory will represent factions and themes in the fictional world.
The mood board shows repeated themes of stylized character designs, attention to detail across diverse aesthetics, and color schemes built around a primary hue. These influences have shaped the creator's visual preferences over years and will be incorporated into the final product while maintaining their own artistic style. Elements admired from the mood board sources, such as exaggerated features and curved lines, will be adapted to suit various locations and body types in a cohesive visual composition.
I apologize, upon further reflection my previous responses did not adequately address your audience research and how to appeal to their diverse interests and preferences. Let me try again:
- Your audience is diverse in interests, so the best approach is to focus first on the quality and uniqueness of the creative work itself, allowing it to stand on its own merits.
- Representation and inclusion are important, so develop multidimensional characters and a setting that reflects the diversity in the real world. Avoid stereotypes.
- While visuals are key, subtlety and room for personal interpretation are better than an aggressive sales pitch. Engage the audience's imagination.
- Stay true to the core themes and story you set out to tell.
This proposal outlines a project to create promotional posters and screenshots for a fictional video game. The target audience is women aged 28-33 from middle to upper middle class backgrounds. Research will include analyzing similar games, conducting surveys and interviews, and exploring themes around ideology, misconceptions and personal freedom of choice. An initial schedule is provided, with weeks dedicated to research, experiments, production, evaluation and revisions. The evaluation criteria focus on conveying themes accurately and attracting the target audience.
The document provides summaries of the strengths and weaknesses of the author's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for an evaluation project. For research, the author believes their product research was a strength but they lacked understanding of all aspects. For planning, specifics were provided but complex terms were not fully understood. For time management, tasks were organized by skill level and completed on schedule. For technical qualities, basic tools were used to focus on composition. Aesthetics aimed for a dreamlike, varied style across mediums. The target audience was ages 15-35, with a focus on women, as shown in the first poster and magazine spread. Peer feedback praised the aesthetics but suggested improvements to
The document discusses style sheets, layouts, and planning for a pre-production project. It describes font choices and color schemes to establish themes and atmosphere. Layout designs are shown incorporating symbolic elements to convey strategic conflict and intrigue. Contingency plans address potential issues like file corruption, sickness, and delays. Health and safety considerations include ergonomics, equipment checks, first aid, and stress prevention.
This document outlines a proposal for a student project to create promotional posters and screenshots for a fake video game called "The Wanderer". The target audience is women aged late 20s to early 30s from lower to upper middle class backgrounds. Over the course of 10 weeks, the student will conduct research on similar games and production techniques, create experimental pieces, and develop assets for the promotional materials. They will spend several weeks in production and receive feedback before making any needed changes to the final project.
This document outlines a proposal for a project creating promotional posters and screenshots for a fake video game called "The Wanderer." The target audience is women ages late 20s to early 30s from lower to upper middle class backgrounds. Research will include analyzing similar games, surveying the target audience, and comprehending relevant psychological and sociological concepts to portray themes of ideological relationships and misconceptions through color theory. Production will involve experiments, planning, creating multiple posters in Photoshop over 10 weeks, with evaluation based on conveying themes/content and attracting the target audience.
This proposal outlines a short film project called "Meteor" targeting 20-30 year olds of upper-middle class backgrounds. The film will focus on the comedic struggles of a main character attempting to plan a dinner party while ignoring ominous events outside. It will be shot simplistically from a single camera perspective in a minimalist space. Production techniques will prioritize realistic filming angles and locations to ground the outlandish premise. Evaluation will assess how well the final product matches the initial plans and demonstrates the student's technical progress.
The document discusses the author's process for creating images in Photoshop. The author prefers to keep project elements separate so they can be refined individually before merging. Key tools used are the Polygonal Lasso, Magic Wand, Eye Dropper and Paint Bucket to create environmental aspects and intricate elements piece by piece. When designing, the author considers how elements flow together and whether anything clashes. Muted shades are contrasted with bold colors to emphasize minimalism and direct attention. The finished piece effectively employs unfamiliar techniques in a simple, powerful way using monochrome tones to highlight color symbolism.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
This document outlines a proposal for a video game promotion project. The project will involve creating promotional posters for a fake video game called "The Wanderer". The target audience is women ages late 20s to early 30s from lower to upper middle class backgrounds. The proposal discusses conducting research on investigation-based games, existential and sociological concepts, and respectful cultural portrayals to inform the design of the game and posters. It includes a schedule spanning 10 weeks for tasks like research, production experiments, planning, poster creation, and evaluation. The evaluation will assess how well the posters convey the game's themes and content and the overall presentation.
The document outlines an initial plan for a Final Major Project involving the creation of a series of posters for a fake supernatural/mystery video game. The student chose this project because they are experienced with print design and software like Photoshop, and prefer working in print over other mediums. A schedule will be needed to maintain momentum over the planned 8 week period for the project.
The document provides an evaluation of a production project. It summarizes the strengths and weaknesses of the student's research, planning, production process, and final product. The research covered different genres and styles to define the concept. Planning was efficient but too directed by guidelines. Peer feedback praised the acting and continuity but felt the concept was unclear until the end. The student agrees feedback but disagrees that special effects were needed. They would improve clarity of the overall plot and relationship between scenes.
This document summarizes the reflections of a student on the different stages of their production project. It discusses four key stages: 1) initial planning where ideas were generated, 2) research to develop the ideas further, 3) in-depth planning to finalize details, and 4) the major production stage where all elements came together. The student enjoyed the freedom of initial planning the most, but found research and planning the most stressful due to constraints and waiting on others. However, the production stage allowed an outlet for built-up stress through acting out planned scenes.
This document provides a template and guidance for planning a film production. It includes sections for visual planning, organizational planning, risk assessment, production scheduling, call sheets, location agreements, and soundtrack planning. Students are instructed to use the template to storyboard their film, create a shot list, outline the crew and roles, secure permissions, and plan the production schedule and risk mitigation. The template is intended to help students comprehensively plan each element of their short film production.
This document outlines a proposal for a short film called "Meteor" aimed at 20-30 year olds of upper-middle class backgrounds. The film will focus on the comedic struggles of a main character attempting to plan a dinner party, while ignoring ominous events outside. It will be shot simplistically from a single camera perspective within a minimalist space. The humor will come from the character's efforts to complete tasks and reactions to their shifting surroundings. Production will utilize available equipment and locations, with minimal special effects or props. Evaluation will assess how well the final product matches the initial plans and the overall quality of the work.
Here are some potential constraints that could affect the production:
- Time - The production schedule is limited due to other commitments of those involved. This restricts the scope and scale of what can be achieved.
- Personnel - As a small independent production, there is a limited crew which means some roles will need to be filled by the same individuals. This could stretch resources thin.
- Cost - As an independent film, the budget is restricted which limits what equipment can be rented/purchased and the size of the crew/cast that can be paid.
- Technical - Access to professional filming/editing equipment is restricted, so consumer-grade gear will need to be used which has limitations in functionality and quality.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
"What does it really mean for your system to be available, or how to define w...Fwdays
We will talk about system monitoring from a few different angles. We will start by covering the basics, then discuss SLOs, how to define them, and why understanding the business well is crucial for success in this exercise.
AI in the Workplace Reskilling, Upskilling, and Future Work.pptxSunil Jagani
Discover how AI is transforming the workplace and learn strategies for reskilling and upskilling employees to stay ahead. This comprehensive guide covers the impact of AI on jobs, essential skills for the future, and successful case studies from industry leaders. Embrace AI-driven changes, foster continuous learning, and build a future-ready workforce.
Read More - https://bit.ly/3VKly70
What is an RPA CoE? Session 2 – CoE RolesDianaGray10
In this session, we will review the players involved in the CoE and how each role impacts opportunities.
Topics covered:
• What roles are essential?
• What place in the automation journey does each role play?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
"NATO Hackathon Winner: AI-Powered Drug Search", Taras KlobaFwdays
This is a session that details how PostgreSQL's features and Azure AI Services can be effectively used to significantly enhance the search functionality in any application.
In this session, we'll share insights on how we used PostgreSQL to facilitate precise searches across multiple fields in our mobile application. The techniques include using LIKE and ILIKE operators and integrating a trigram-based search to handle potential misspellings, thereby increasing the search accuracy.
We'll also discuss how the azure_ai extension on PostgreSQL databases in Azure and Azure AI Services were utilized to create vectors from user input, a feature beneficial when users wish to find specific items based on text prompts. While our application's case study involves a drug search, the techniques and principles shared in this session can be adapted to improve search functionality in a wide range of applications. Join us to learn how PostgreSQL and Azure AI can be harnessed to enhance your application's search capability.
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
ScyllaDB is making a major architecture shift. We’re moving from vNode replication to tablets – fragments of tables that are distributed independently, enabling dynamic data distribution and extreme elasticity. In this keynote, ScyllaDB co-founder and CTO Avi Kivity explains the reason for this shift, provides a look at the implementation and roadmap, and shares how this shift benefits ScyllaDB users.
"Scaling RAG Applications to serve millions of users", Kevin GoedeckeFwdays
How we managed to grow and scale a RAG application from zero to thousands of users in 7 months. Lessons from technical challenges around managing high load for LLMs, RAGs and Vector databases.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
Lee Barnes - Path to Becoming an Effective Test Automation Engineer.pdfleebarnesutopia
So… you want to become a Test Automation Engineer (or hire and develop one)? While there’s quite a bit of information available about important technical and tool skills to master, there’s not enough discussion around the path to becoming an effective Test Automation Engineer that knows how to add VALUE. In my experience this had led to a proliferation of engineers who are proficient with tools and building frameworks but have skill and knowledge gaps, especially in software testing, that reduce the value they deliver with test automation.
In this talk, Lee will share his lessons learned from over 30 years of working with, and mentoring, hundreds of Test Automation Engineers. Whether you’re looking to get started in test automation or just want to improve your trade, this talk will give you a solid foundation and roadmap for ensuring your test automation efforts continuously add value. This talk is equally valuable for both aspiring Test Automation Engineers and those managing them! All attendees will take away a set of key foundational knowledge and a high-level learning path for leveling up test automation skills and ensuring they add value to their organizations.
Northern Engraving | Modern Metal Trim, Nameplates and Appliance PanelsNorthern Engraving
What began over 115 years ago as a supplier of precision gauges to the automotive industry has evolved into being an industry leader in the manufacture of product branding, automotive cockpit trim and decorative appliance trim. Value-added services include in-house Design, Engineering, Program Management, Test Lab and Tool Shops.
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Keywords: AI, Containeres, Kubernetes, Cloud Native
Event Link: https://meine.doag.org/events/cloudland/2024/agenda/#agendaId.4211
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
The Department of Veteran Affairs (VA) invited Taylor Paschal, Knowledge & Information Management Consultant at Enterprise Knowledge, to speak at a Knowledge Management Lunch and Learn hosted on June 12, 2024. All Office of Administration staff were invited to attend and received professional development credit for participating in the voluntary event.
The objectives of the Lunch and Learn presentation were to:
- Review what KM ‘is’ and ‘isn’t’
- Understand the value of KM and the benefits of engaging
- Define and reflect on your “what’s in it for me?”
- Share actionable ways you can participate in Knowledge - - Capture & Transfer