A presentation made at LibTech 2013 in St. Paul MN, on how we use a variety of free tools to manage a massive 7 year collaborative project with massive amounts of data. More info at http://modernhypatia.info/accio-data
Masters thesis presentation on Physical | Digital seminarVille Kankainen
This document discusses comparing the experiences of digital and tabletop gaming. It outlines two games - Blood Bowl, a tabletop fantasy football miniature game from 1987, and Fumbbl, an online version of Blood Bowl from 2002. The document discusses themes that will be explored in a study on the social aspects, motivations, materiality, visuals, rules/interaction, and fiction of these two gaming experiences. Interviews with experienced players will be conducted to gather perspectives as co-researchers for the study.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
The document discusses artificial intelligence, including its fields, characteristics of intelligence, foundations in philosophy, mathematics, psychology, linguistics, and applications. It notes that AI aims to build intelligent agents, examines questions about computer and animal intelligence, and lists techniques used in AI like neural networks, genetic algorithms, and fuzzy logic.
The document discusses social networking sites and how they are used. It defines social networking as online communities where people can connect, share interests and ideas, and communicate. It describes the major social networking sites like Facebook, MySpace, and LinkedIn and how they are used by different age groups. It also discusses other types of social media like wikis, blogs, instant messaging and how people use them to collaborate, share content and connect with others. Finally, it outlines some of the benefits and risks of using social media and provides best practices for managing privacy and digital identity online.
This is my talk delivered 06/04/2024 at the CUBE event (https://www.uni-corvinus.hu/post/landing-page/cube/?lang=en) at the Gellért Campus of the Corvinus University.
This document provides information about the COMPSCI 570: Artificial Intelligence course at Duke University taught by Professor Vincent Conitzer. It includes basic course details like meeting times, prerequisites, grading, and an overview of topics to be covered. It also briefly discusses some successes in AI like game playing as well as challenges and concerns regarding superintelligence, consciousness, technological unemployment, and autonomous weapons.
Masters thesis presentation on Physical | Digital seminarVille Kankainen
This document discusses comparing the experiences of digital and tabletop gaming. It outlines two games - Blood Bowl, a tabletop fantasy football miniature game from 1987, and Fumbbl, an online version of Blood Bowl from 2002. The document discusses themes that will be explored in a study on the social aspects, motivations, materiality, visuals, rules/interaction, and fiction of these two gaming experiences. Interviews with experienced players will be conducted to gather perspectives as co-researchers for the study.
Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.
The document discusses artificial intelligence, including its fields, characteristics of intelligence, foundations in philosophy, mathematics, psychology, linguistics, and applications. It notes that AI aims to build intelligent agents, examines questions about computer and animal intelligence, and lists techniques used in AI like neural networks, genetic algorithms, and fuzzy logic.
The document discusses social networking sites and how they are used. It defines social networking as online communities where people can connect, share interests and ideas, and communicate. It describes the major social networking sites like Facebook, MySpace, and LinkedIn and how they are used by different age groups. It also discusses other types of social media like wikis, blogs, instant messaging and how people use them to collaborate, share content and connect with others. Finally, it outlines some of the benefits and risks of using social media and provides best practices for managing privacy and digital identity online.
This is my talk delivered 06/04/2024 at the CUBE event (https://www.uni-corvinus.hu/post/landing-page/cube/?lang=en) at the Gellért Campus of the Corvinus University.
This document provides information about the COMPSCI 570: Artificial Intelligence course at Duke University taught by Professor Vincent Conitzer. It includes basic course details like meeting times, prerequisites, grading, and an overview of topics to be covered. It also briefly discusses some successes in AI like game playing as well as challenges and concerns regarding superintelligence, consciousness, technological unemployment, and autonomous weapons.
The document discusses the history and future of computing and communication technologies from the 1960s to the present. It notes that early visions from the 1960s envisioned an "intergalactic computer network" that could allow communication with aliens. By the 1970s, models of distributed computing using "particles and fields" were being explored. The document suggests that future technologies may treat applications and services as "aliens" that can communicate through open interfaces. It advocates moving beyond normal conceptions to an intergalactic approach that allows scaling across networks.
This presentation give an introduction to Artificial Intelligence subjectiveness and history. The primary goal of the presentation is to provide a deep enough understanding of Artificial Narrow Intelligence and Artificial General Intelligence so that the people can appreciate the strengths or weaknesses of the AI. The presentation also includes a classification(the main domains of AI) and the most relevant examples from the past decades. In the second part it provides some statistics and future possible applications and forecasts.
This document provides an overview of 21st century skills and tools for digital learners. It discusses the importance of technologies like social networks, videos games, and software/websites. It addresses internet myths and safety. Favorite tools mentioned include Google tools, SlideShare, and interactive games. The need for web literacy, critical thinking, and evaluation skills is emphasized. Mobile devices like the iPod Touch are also highlighted.
The document discusses designing systems for social sharing and interaction online. It makes the following key points:
1. Social interaction is now a major part of how people use the web, through activities like online gaming, social networks, and sharing content.
2. Successful social sharing systems center around making the experience personally useful and enjoyable for users while also creating opportunities for social connections through shared content and interactions.
3. Design principles for social systems include making individual contributions valuable yet small, blurring the line between public and private sharing, allowing for various levels of participation, and enabling serendipitous discovery of new content and connections.
The document discusses designing systems for social sharing and outlines several key principles:
1. Make the system personally useful for end users by allowing memorable personal expression and social status.
2. Identify the symbiotic relationship between personal content and social streams by organizing personal content into shared experiences and playlists.
3. Create porous boundaries between public and private by defaulting to public sharing but allowing privacy controls.
4. Allow for different levels of participation beyond just content creation, such as implicit participation through consumption and remixing of others' content.
Massively multiplayer object sharing (Web 2.0 open 2008)Rashmi Sinha
The document discusses the evolution of social networks from early friend-based networks to modern object-centered networks. It outlines several models of how object sharing enables social connections, including watercooler conversations around shared objects, viral sharing of interesting content, and tag-based connections through shared concepts. The document advocates for social network designs that balance personal and social experiences, allow for varying levels of participation, incorporate serendipity and play, and surface alternative viewpoints rather than just the most popular consensus.
The document discusses the evolution of social networks from early friend-based networks to modern object-centered networks. It outlines several models of how object sharing enables social connections, including watercooler conversations around shared objects, viral sharing of interesting content, and tag-based connections through shared concepts. The document advocates for social network designs that balance personal and social experiences, allow for varying levels of participation, incorporate serendipity and play, and surface alternative viewpoints rather than just the most popular consensus.
Tech Keys to Literacy by Gail Lovely in Lincolnshire ILGail Lovely
This document discusses how technology can support literacy development in children. It outlines several types of technologies that motivate children and support a variety of literacy skills, including sequencing, writing, and phonemic awareness. Specific technologies mentioned include robots and coding toys, augmented and virtual reality apps, and digital books and storytelling apps. The document emphasizes that technology should not replace traditional books, but can be used to supplement literacy learning when chosen appropriately for children's developmental needs and interests.
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
This document discusses the educational potential of video games and digital media. It contains quotes from several experts and scholars such as Ian Bogost, James Paul Gee, and Barack Obama who argue that games can help develop important problem solving and systems thinking skills. They note that games externalize how the human mind works better than other technologies. The document also describes several alternate reality games and educational games created by Anastasia Salter to engage students in creative problem solving.
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
New Frontiers in IA: Design in the Era of Cognitive ComputingPaul King
WIAD 2016 - World IA (Information Architecture) Day in Boise, Idaho.
Paul Michael King has an MLIS from the University of Illinois at Urbana-Champaign. Today he works for Healthwise where he has strived for the past four years to lay the groundwork for a patient-centered ontology to support IA across a wide range of use cases. He started his IA career at NASA’s Jet Propulsion Laboratory (JPL) as a Semantic Engineer where he developed the IA for an engineering research portal to preserve a vast body of knowledge left by several generations of retiring engineers. This same work also laid the groundwork for NASA’s emerging enterprise ontology. After JPL he worked for the Informatics & Telematics Institute in Greece where he served as liaison to European projects to support technological innovation and develop semantic technologies within the unified market.
The document discusses different technologies used to manage avatars, including:
1) Virtual reality and augmented reality technologies that allow users to interact with simulated environments and merge virtual elements with the real world.
2) The internet of things, which refers to networks of physical objects like household appliances that can communicate electronically.
3) Assistant technologies that allow avatars to potentially interact with and respond to humans, becoming more personalized as artificial intelligence advances.
The document discusses designing for curiosity. It defines curiosity as being motivated by things that are novel, comprehensible, positively relevant, and safe. It suggests stoking curiosity by inviting people into experiences that are relevant, safe, and have a solvable unpredictability. Some ways to do this include providing safety so people don't feel dumb, making them care before telling them what to know, giving puzzles they can proudly solve, and gradually revealing content rather than all at once. Curiosity can be encouraged through novel experiences, surprises, hinting at hidden information, creating unresolved complexity, and offering rich possibility spaces to explore.
The document discusses different views of hackers, including seeing them as someone who enjoys intellectual challenges, exploring systems creatively, and learning more than just the minimum. It also lists attitudes common among hackers, such as enjoying problem solving, sharing results, disliking boredom and authority. Skills mentioned include programming, using Unix, writing HTML, and English. Statuses include writing and helping with open-source software and systems. Interests include science fiction, martial arts, meditation, music, and wordplay. The document also briefly discusses John Conway's Game of Life and the difference between hackers and crackers.
This document discusses how online games can help develop 21st century skills such as problem solving, communication, and collaboration. It suggests games facilitate these skills through cooperative play, managing information, and thriving in chaotic virtual worlds. Examples are given of the military and researchers seeing value in gaming for skills. Principles for designing effective skill-building games are outlined. The future potential for games as mainstream, lifelong learning platforms that supplement formal education is pondered.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
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The document discusses the history and future of computing and communication technologies from the 1960s to the present. It notes that early visions from the 1960s envisioned an "intergalactic computer network" that could allow communication with aliens. By the 1970s, models of distributed computing using "particles and fields" were being explored. The document suggests that future technologies may treat applications and services as "aliens" that can communicate through open interfaces. It advocates moving beyond normal conceptions to an intergalactic approach that allows scaling across networks.
This presentation give an introduction to Artificial Intelligence subjectiveness and history. The primary goal of the presentation is to provide a deep enough understanding of Artificial Narrow Intelligence and Artificial General Intelligence so that the people can appreciate the strengths or weaknesses of the AI. The presentation also includes a classification(the main domains of AI) and the most relevant examples from the past decades. In the second part it provides some statistics and future possible applications and forecasts.
This document provides an overview of 21st century skills and tools for digital learners. It discusses the importance of technologies like social networks, videos games, and software/websites. It addresses internet myths and safety. Favorite tools mentioned include Google tools, SlideShare, and interactive games. The need for web literacy, critical thinking, and evaluation skills is emphasized. Mobile devices like the iPod Touch are also highlighted.
The document discusses designing systems for social sharing and interaction online. It makes the following key points:
1. Social interaction is now a major part of how people use the web, through activities like online gaming, social networks, and sharing content.
2. Successful social sharing systems center around making the experience personally useful and enjoyable for users while also creating opportunities for social connections through shared content and interactions.
3. Design principles for social systems include making individual contributions valuable yet small, blurring the line between public and private sharing, allowing for various levels of participation, and enabling serendipitous discovery of new content and connections.
The document discusses designing systems for social sharing and outlines several key principles:
1. Make the system personally useful for end users by allowing memorable personal expression and social status.
2. Identify the symbiotic relationship between personal content and social streams by organizing personal content into shared experiences and playlists.
3. Create porous boundaries between public and private by defaulting to public sharing but allowing privacy controls.
4. Allow for different levels of participation beyond just content creation, such as implicit participation through consumption and remixing of others' content.
Massively multiplayer object sharing (Web 2.0 open 2008)Rashmi Sinha
The document discusses the evolution of social networks from early friend-based networks to modern object-centered networks. It outlines several models of how object sharing enables social connections, including watercooler conversations around shared objects, viral sharing of interesting content, and tag-based connections through shared concepts. The document advocates for social network designs that balance personal and social experiences, allow for varying levels of participation, incorporate serendipity and play, and surface alternative viewpoints rather than just the most popular consensus.
The document discusses the evolution of social networks from early friend-based networks to modern object-centered networks. It outlines several models of how object sharing enables social connections, including watercooler conversations around shared objects, viral sharing of interesting content, and tag-based connections through shared concepts. The document advocates for social network designs that balance personal and social experiences, allow for varying levels of participation, incorporate serendipity and play, and surface alternative viewpoints rather than just the most popular consensus.
Tech Keys to Literacy by Gail Lovely in Lincolnshire ILGail Lovely
This document discusses how technology can support literacy development in children. It outlines several types of technologies that motivate children and support a variety of literacy skills, including sequencing, writing, and phonemic awareness. Specific technologies mentioned include robots and coding toys, augmented and virtual reality apps, and digital books and storytelling apps. The document emphasizes that technology should not replace traditional books, but can be used to supplement literacy learning when chosen appropriately for children's developmental needs and interests.
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
This document discusses the educational potential of video games and digital media. It contains quotes from several experts and scholars such as Ian Bogost, James Paul Gee, and Barack Obama who argue that games can help develop important problem solving and systems thinking skills. They note that games externalize how the human mind works better than other technologies. The document also describes several alternate reality games and educational games created by Anastasia Salter to engage students in creative problem solving.
It's Gonna Be The Future Soon: Science Fiction, Video Games, and the Future ...Lucas Gillispie
What if science fiction were a reality? What if the way we interact in games were the way we interacted in real life? Soon, these things will be a reality and they'll impact learning! It's going to be exciting!
1. The document discusses pervasive games, which blur the lines between games and real life by deploying digital content into everyday spaces and activities.
2. Examples are provided of successful alternate reality games (ARGs) like The Beast and I Love Bees that engaged thousands of players by hiding puzzles across websites and real world locations.
3. Both grassroots and commercial ARGs are discussed, noting the importance of community collaboration, dynamic storytelling, and managing player expectations.
New Frontiers in IA: Design in the Era of Cognitive ComputingPaul King
WIAD 2016 - World IA (Information Architecture) Day in Boise, Idaho.
Paul Michael King has an MLIS from the University of Illinois at Urbana-Champaign. Today he works for Healthwise where he has strived for the past four years to lay the groundwork for a patient-centered ontology to support IA across a wide range of use cases. He started his IA career at NASA’s Jet Propulsion Laboratory (JPL) as a Semantic Engineer where he developed the IA for an engineering research portal to preserve a vast body of knowledge left by several generations of retiring engineers. This same work also laid the groundwork for NASA’s emerging enterprise ontology. After JPL he worked for the Informatics & Telematics Institute in Greece where he served as liaison to European projects to support technological innovation and develop semantic technologies within the unified market.
The document discusses different technologies used to manage avatars, including:
1) Virtual reality and augmented reality technologies that allow users to interact with simulated environments and merge virtual elements with the real world.
2) The internet of things, which refers to networks of physical objects like household appliances that can communicate electronically.
3) Assistant technologies that allow avatars to potentially interact with and respond to humans, becoming more personalized as artificial intelligence advances.
The document discusses designing for curiosity. It defines curiosity as being motivated by things that are novel, comprehensible, positively relevant, and safe. It suggests stoking curiosity by inviting people into experiences that are relevant, safe, and have a solvable unpredictability. Some ways to do this include providing safety so people don't feel dumb, making them care before telling them what to know, giving puzzles they can proudly solve, and gradually revealing content rather than all at once. Curiosity can be encouraged through novel experiences, surprises, hinting at hidden information, creating unresolved complexity, and offering rich possibility spaces to explore.
The document discusses different views of hackers, including seeing them as someone who enjoys intellectual challenges, exploring systems creatively, and learning more than just the minimum. It also lists attitudes common among hackers, such as enjoying problem solving, sharing results, disliking boredom and authority. Skills mentioned include programming, using Unix, writing HTML, and English. Statuses include writing and helping with open-source software and systems. Interests include science fiction, martial arts, meditation, music, and wordplay. The document also briefly discusses John Conway's Game of Life and the difference between hackers and crackers.
This document discusses how online games can help develop 21st century skills such as problem solving, communication, and collaboration. It suggests games facilitate these skills through cooperative play, managing information, and thriving in chaotic virtual worlds. Examples are given of the military and researchers seeing value in gaming for skills. Principles for designing effective skill-building games are outlined. The future potential for games as mainstream, lifelong learning platforms that supplement formal education is pondered.
Similar to Accio Data: Collaborative projects using free tools (20)
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
57. graphics
Harry Potter icons :
http://www.softicons.com/free-icons/tv-movie-icons/harry-potter-icons-by-artua.com
http://www.iconarchive.com/artist/anton-gerasimenko.html
Other clipart from ClipArt Collection from Macmanus