This document contains an introduction to the topics of artificial intelligence and cyborgs. It discusses the early development of AI from the first computer art depicting a pin-up girl to expert systems capable of playing chess. It also examines how AI and cyborgism are portrayed in works like Star Trek with its holodeck. The chapter concludes with an interview of the cyborg artist Stelarc and discusses his views on integrating technology with the human body.
Colorado Highlands is a renewable energy company located in Sterling, Colorado. The company is owned by Jonathan Langford and focuses on renewable energy projects. Langford's company, IEA Renewables, is looking to expand its operations in Colorado.
Miami has experienced increasing wind speeds over the past decade that have damaged homes and businesses. The city is considering an initiative to install small wind turbines on residents' rooftops to capture this renewable energy source and reduce electricity costs. If successful, the program could serve as a model for other cities facing greater extreme weather events due to climate change.
Counterterrorism and Cybersecurity: Total Information AwarenessNewton Lee
From 9/11 to Charlie Hebdo along with Sony-pocalypse and DARPA's $2 million Cyber Grand Challenge, this book examines counterterrorism and cyber security history, strategies and technologies from a thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from thought leaders and the make-believe of Hollywood such as 24, Homeland and The Americans. President Barack Obama also said in his 2015 State of the Union address, "We are making sure our government integrates intelligence to combat cyber threats, just as we have done to combat terrorism."
In this new edition, there are seven completely new chapters, including three new contributed chapters by healthcare chief information security officer Ray Balut and Jean C. Stanford, DEF CON speaker Philip Polstra and security engineer and Black Hat speaker Darren Manners, as well as new commentaries by communications expert Andy Marken and DEF CON speaker Emily Peed.
The book offers practical advice for businesses, governments and individuals to better secure the world and protect cyberspace.
The document discusses conflict in the workplace. It defines conflict and discusses various causes of conflict between colleagues, including differences in communication styles, work styles, ideas, leadership styles, and cultural backgrounds. Conflict arises from a lack of communication as well as clashes between different personalities and opinions. The document emphasizes that some level of conflict is inevitable in any workplace with diverse individuals and that managing conflict requires open-mindedness and respect between colleagues.
The chapter discusses the role of music producers and how they impact vocal recordings. It describes the production process and techniques used by producers to shape vocals. Producers use tools like compression, EQ, reverb and delay to manipulate elements like volume, tone and spatial qualities. They also rely on intuition and non-verbal communication to guide artists. The chapter examines how various production features and functions can influence a recording's sound and impact listeners. Overall, the chapter explores how music producers play a key role in crafting the final sound of vocal performances through technical skills and creative instincts.
Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet.
Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences.
Through an insider’s perspective of Disney’s legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including The Lion King Animated Story Book, Disney Blast and Toontown.
Disney Stories: Getting to Digital is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
La ville de Trois-Rivières intègre un volet cartographique à son processusACSG Section Montréal
La ville de Trois-Rivières intègre un volet cartographique à son processus de gestion des requêtes. Dans le cadre de la mise en place d’un Système de Transport Intelligent (STI), pour lequel une subvention de Transport Canada lui a été octroyée, la Ville de Trois-Rivières a décidé d’optimiser l’informatisation des méthodes de travail de son département de Travaux Publics La solution choisie vise à optimiser l’identification, la localisation, la prise en compte et le traitement des requêtes (plaintes) en rapport avec la gestion du territoire. Par la même occasion, la Ville veut tirer avantage des possibilités d’utilisation de son outil de gestion cartographique dans des environnements embarqués ou déconnectés. Un volet cartographique a donc été jumelé au processus de gestion des requêtes. Les employés de la Ville peuvent désormais, sur le terrain, localiser les requêtes, les modifier, les fermer, etc. Quinze véhicules du département des Travaux Publics ont été initialement équipés d’un ordinateur « embarqué », d’un modem, d’une antenne cellulaire et d’une antenne GPS. Chacun des véhicules est en permanence « géo-localisé » sur l’ordinateur embarqué à partir de l’application cartographique. Les employés affectés au véhicule peuvent en tous temps identifier un point précis sur la carte, et générer en temps réel, une requête d’intervention qui sera, elle aussi, géolocalisée. L’ensemble des requêtes émises sont identifiées sur la carte par des symboles de différentes couleur, en fonction de leur statut. Elles sont visibles par les employés selon les droits dont ils disposent (par type de requêtes, par secteur, par service, est…). Une infobulle apparaît au passage de la souris sur la requête et contient les principales informations relatives à cette dernière.
Facebook Nation: Total Information AwarenessNewton Lee
Facebook’s psychological experiments and Edward Snowden’s NSA leaks epitomize a world of increasing information awareness in the social media ecosystem. With over a billion monthly active users, Facebook as a nation is overtaking China as the largest country in the world.
President Barack Obama, in his 2011 State of the Union Address, called America “the nation of Edison and the Wright brothers” and “of Google and Facebook.” U.S. Chief Information Officer Steven VanRoekel opines that America has become a “Facebook nation” that demands increased transparency and interactivity from the federal government.
Ubiquitous social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies, infrastructures, and big data necessary for Total Information Awareness – a controversial surveillance program proposed by DARPA after the 9/11 attacks. NSA’s secret PRISM program has reinvigorated WikiLeaks founder Julian Assange’s accusation that “Facebook is the most appalling spying machine that has ever been invented.” Facebook CEO Mark Zuckerberg once said, “We exist at the intersection of technology and social issues.” This book offers discourse and practical advice on the privacy issue in the age of big data, business intelligence in social media, e-government and e-activism, as well as personal total information awareness.
This expanded edition also includes insights from Wikipedian Emily Temple-Wood and Facebook ROI experts Dennis Yu and Alex Houg.
Colorado Highlands is a renewable energy company located in Sterling, Colorado. The company is owned by Jonathan Langford and focuses on renewable energy projects. Langford's company, IEA Renewables, is looking to expand its operations in Colorado.
Miami has experienced increasing wind speeds over the past decade that have damaged homes and businesses. The city is considering an initiative to install small wind turbines on residents' rooftops to capture this renewable energy source and reduce electricity costs. If successful, the program could serve as a model for other cities facing greater extreme weather events due to climate change.
Counterterrorism and Cybersecurity: Total Information AwarenessNewton Lee
From 9/11 to Charlie Hebdo along with Sony-pocalypse and DARPA's $2 million Cyber Grand Challenge, this book examines counterterrorism and cyber security history, strategies and technologies from a thought-provoking approach that encompasses personal experiences, investigative journalism, historical and current events, ideas from thought leaders and the make-believe of Hollywood such as 24, Homeland and The Americans. President Barack Obama also said in his 2015 State of the Union address, "We are making sure our government integrates intelligence to combat cyber threats, just as we have done to combat terrorism."
In this new edition, there are seven completely new chapters, including three new contributed chapters by healthcare chief information security officer Ray Balut and Jean C. Stanford, DEF CON speaker Philip Polstra and security engineer and Black Hat speaker Darren Manners, as well as new commentaries by communications expert Andy Marken and DEF CON speaker Emily Peed.
The book offers practical advice for businesses, governments and individuals to better secure the world and protect cyberspace.
The document discusses conflict in the workplace. It defines conflict and discusses various causes of conflict between colleagues, including differences in communication styles, work styles, ideas, leadership styles, and cultural backgrounds. Conflict arises from a lack of communication as well as clashes between different personalities and opinions. The document emphasizes that some level of conflict is inevitable in any workplace with diverse individuals and that managing conflict requires open-mindedness and respect between colleagues.
The chapter discusses the role of music producers and how they impact vocal recordings. It describes the production process and techniques used by producers to shape vocals. Producers use tools like compression, EQ, reverb and delay to manipulate elements like volume, tone and spatial qualities. They also rely on intuition and non-verbal communication to guide artists. The chapter examines how various production features and functions can influence a recording's sound and impact listeners. Overall, the chapter explores how music producers play a key role in crafting the final sound of vocal performances through technical skills and creative instincts.
Disney Stories: Getting to Digital explores how Disney, the man and the company, used technological innovation to create characters and stories that engage audiences in many different media, in particular in Video Games and on the Internet.
Drawing on Disney films from the twenties and thirties, as well as the writings of historians, screenwriters and producers, Disney Stories: Getting to Digital explains how new film and animation techniques, many developed by Disney, worked together to evolve character and content development and produce entertaining stories that riveted audiences.
Through an insider’s perspective of Disney’s legendary creation process, the book closely examines how the Disney Company moved its stories into the digital world in the 1990s and the virtual, online communities of the 2000s. By embracing the digital era, Disney led storytelling and technological innovation by granting their audience the unique opportunity to take part in their creation process through their online games, including The Lion King Animated Story Book, Disney Blast and Toontown.
Disney Stories: Getting to Digital is intended for Disney fans and current practitioners looking to study the creation process of one of the most famous animation studios in existence. Professors teaching courses in new media, animation and interactive storytelling will also find this book a valuable asset.
La ville de Trois-Rivières intègre un volet cartographique à son processusACSG Section Montréal
La ville de Trois-Rivières intègre un volet cartographique à son processus de gestion des requêtes. Dans le cadre de la mise en place d’un Système de Transport Intelligent (STI), pour lequel une subvention de Transport Canada lui a été octroyée, la Ville de Trois-Rivières a décidé d’optimiser l’informatisation des méthodes de travail de son département de Travaux Publics La solution choisie vise à optimiser l’identification, la localisation, la prise en compte et le traitement des requêtes (plaintes) en rapport avec la gestion du territoire. Par la même occasion, la Ville veut tirer avantage des possibilités d’utilisation de son outil de gestion cartographique dans des environnements embarqués ou déconnectés. Un volet cartographique a donc été jumelé au processus de gestion des requêtes. Les employés de la Ville peuvent désormais, sur le terrain, localiser les requêtes, les modifier, les fermer, etc. Quinze véhicules du département des Travaux Publics ont été initialement équipés d’un ordinateur « embarqué », d’un modem, d’une antenne cellulaire et d’une antenne GPS. Chacun des véhicules est en permanence « géo-localisé » sur l’ordinateur embarqué à partir de l’application cartographique. Les employés affectés au véhicule peuvent en tous temps identifier un point précis sur la carte, et générer en temps réel, une requête d’intervention qui sera, elle aussi, géolocalisée. L’ensemble des requêtes émises sont identifiées sur la carte par des symboles de différentes couleur, en fonction de leur statut. Elles sont visibles par les employés selon les droits dont ils disposent (par type de requêtes, par secteur, par service, est…). Une infobulle apparaît au passage de la souris sur la requête et contient les principales informations relatives à cette dernière.
Facebook Nation: Total Information AwarenessNewton Lee
Facebook’s psychological experiments and Edward Snowden’s NSA leaks epitomize a world of increasing information awareness in the social media ecosystem. With over a billion monthly active users, Facebook as a nation is overtaking China as the largest country in the world.
President Barack Obama, in his 2011 State of the Union Address, called America “the nation of Edison and the Wright brothers” and “of Google and Facebook.” U.S. Chief Information Officer Steven VanRoekel opines that America has become a “Facebook nation” that demands increased transparency and interactivity from the federal government.
Ubiquitous social networks such as Facebook, Google+, Twitter, and YouTube are creating the technologies, infrastructures, and big data necessary for Total Information Awareness – a controversial surveillance program proposed by DARPA after the 9/11 attacks. NSA’s secret PRISM program has reinvigorated WikiLeaks founder Julian Assange’s accusation that “Facebook is the most appalling spying machine that has ever been invented.” Facebook CEO Mark Zuckerberg once said, “We exist at the intersection of technology and social issues.” This book offers discourse and practical advice on the privacy issue in the age of big data, business intelligence in social media, e-government and e-activism, as well as personal total information awareness.
This expanded edition also includes insights from Wikipedian Emily Temple-Wood and Facebook ROI experts Dennis Yu and Alex Houg.
The document discusses a Comenius workshop on healthy food held at a school. The school promotes healthy diets by inviting experts to talk and by organizing "healthy Wednesdays," where pupils have a healthy breakfast prepared by teachers and students. Students are shown that healthy food can be tasty and are motivated to complete notebooks on healthy eating. The goal is to teach students the importance of a nutritious diet.
La 3e dimension et sa pertinence pour des applications cadastralesACSG Section Montréal
Les modèles 3D, très exploités pour des applications en génie et qui permettent de voir et d’analyser simultanément les trois dimensions géométriques d’une réalité, sont encore de nos jours peu utilisés pour appuyer des tâches de planification régionale et urbaine ou pour supporter la prise de décisions publiques. Si on porte un regard particulier au système cadastral, et qu’on ne limite pas son utilisation à un plan qui représente les limites de la propriété foncière, on peut rapidement mettre en évidence l’apport de la modélisation 3D. Par exemple, la connaissance de la position verticale et de la dimension volumétrique des infrastructures souterraines comme un tunnel ou un réseau d’aqueduc qui croisent plusieurs parcelles de terrain contribuerait à l’efficacité du système d’enregistrement des droits et des servitudes et à la gestion des limitations des usages du sol. Lorsque les propriétés sont localisées les unes sur les autres comme les centres commerciaux et les stationnements souterrains et les édifices d’habitation, l’intégration de la composante 3D ne peut qu’aider à assurer une saine gestion des droits, des restrictions et des obligations tout en participant à la planification des espaces souterrains. Cette présentation cherche donc à faire le bilan de l’utilisation du 3D pour des applications cadastrales à travers le monde, tout en portant un regard spécifique sur l’implantation potentielle d’un tel système au Québec. Nous en dégagerons les impacts éventuels sur l’immatriculation des immeubles et l’enregistrement et l’établissement des droits fonciers. Cette réflexion s’inscrit dans un nouveau programme de recherche subventionné par le CRSNG et pour lequel des discussions sont en cours avec le MRNF, l’OAGQ, la FIG (Working group on 3D Cadastre). Cette présentation vise également à faire connaitre ses travaux et ainsi aider à la formation de groupe de discussion d’organismes intéressés par cette question du cadastre 3D.
The document discusses using use case planning to drive feature development. It explains that use case planning involves answering four questions: 1) who are the actors and their roles, 2) what is the purpose of the feature, 3) what are the use cases, and 4) how do the use cases relate to each other. An example use case is provided about processing a credit card payment. It identifies the actors and their roles, the purpose of taking a payment, examples of happy, sad, evil and weird paths a payment could take, and how the different use cases interconnect. The document advocates that use case planning allows all stakeholders to have input, uncovers issues early, makes features easier to change and guides development to have fewer bugs
The education system in Poland is centrally managed by the Ministry of National Education and Ministry of Science and Higher Education. Compulsory education begins at age 5 and lasts until age 18, consisting of primary school from ages 6/7-13, and lower secondary (gimnazjum) from ages 13-16. Students then have the option to attend various types of upper secondary schools from ages 16-18/20 to obtain qualifications for employment or higher education. Assessment of students is done continuously by teachers and also through external tests and examinations at the ends of primary school, lower secondary, and post-compulsory education, with the matura examination allowing entrance to university.
Nurulnufatin binti Daud, an assistant marketing officer at Syarikat Aku Kaya (AK) Cycle, prepared a sales report for the first quarter of 2015. The report included charts showing monthly sales figures for different bike types from January to March and sales in different zones in Malaysia. It also included examples of bike products and notes. The report provided sales data and analysis to evaluate performance in the first part of the year.
Slaid menerangkan tentang Perniagaan Pakaian Bayi yang menyediakan berbagai bentuk pakaian dan peralatan anak-anak anda berjenama HELLO TOMEY.
#tugasan
This document provides an overview of Poland, including its geography, flag, coat of arms, anthem, history, cities, and famous people. Poland is located in Central Europe and has borders with Russia, Lithuania, Belarus, Ukraine, Slovakia, Czech Republic, and Germany. Its flag features two horizontal stripes, white on top and red on bottom. The national coat of arms is a white eagle. Poland first became a Christian state in 966 and was later partitioned in the late 18th century before re-establishing independence in 1918. Major cities include Warsaw, Krakow, Gdansk, Poznan, Wroclaw, and Zakopane. Famous Poles mentioned include scientist
US Digital Media is a leading consumer electronics company that prides itself on sustainability and fair labor practices. It has experienced exponential growth, allowing it to become a major player in the industry. The company develops, designs, tests, prints, and packages all of its products in its 31,000 square foot facility in Phoenix, Arizona, where it has added over 50 new jobs between 2012 and 2015. US Digital Media has also established a stringent code of conduct that meets and exceeds Fair Labor Association requirements to ensure decent and humane working conditions at its facility and with partners worldwide.
Intersection Scale and Social Machines 2016David De Roure
1. David De Roure discusses intersection, scale, and social machines in the context of the humanities in the digital age. He presents examples of how digital technologies are enabling new forms of scholarship across disciplines through tools like social media, citizen science, and the internet of things.
2. The document outlines emerging areas at the intersection of disciplines like computational methods, digital scholarship, and big data. It also discusses how social machines as defined by Tim Berners-Lee allow people to collaboratively create new forms of social processes and development online.
3. De Roure argues that while the goals of humanities research remain the same, digital technologies are providing new methods for inquiry and doing new types of scholarship. Other
Alan Turing was a pioneering mathematician and computer scientist. He made seminal contributions in areas such as computability, artificial intelligence, cryptography and more. Some of his most influential works included developing the concept of a universal machine, breaking German codes at Bletchley Park during WWII, and laying the foundations for artificial intelligence with the Turing Test. Turing sadly committed suicide at the young age of 41 after being criminally prosecuted for his homosexuality. He is now widely recognized as one of the most important scientists of the 20th century.
AILongForSemi very useful material for any AI courseKhanKhaja1
This document discusses the history of attempts to create artificial intelligence and build intelligent machines. It describes early attempts dating back to Greek logic and machines created by Pascal, Leibniz, and Babbage. Major milestones included the Dartmouth conference in 1956 that defined the field of AI, and Deep Blue's victory over Kasparov in chess in 1997. The document also examines the differences between symbolic and subsymbolic approaches to AI, and how a lack of understanding of knowledge, complexity, and perception limited early predictions about creating human-level machine intelligence.
This document discusses the history of attempts to create artificial intelligence and build intelligent machines. It describes early attempts dating back to Greek logic and machines created by Pascal, Leibniz, and Babbage. Major milestones included the Dartmouth conference in 1956 that named the field, Deep Blue beating Kasparov at chess in 1997, and the development of neural networks that can perform tasks like computer vision. Symbolic and subsymbolic approaches are compared, and challenges like commonsense reasoning and the need for vast amounts of knowledge and processing power are examined.
This document discusses the history of attempts to create artificial intelligence and build intelligent machines. It describes early attempts dating back to Greek logic and machines like Babbage's Analytical Engine. Major milestones included the Dartmouth Conference in 1956 that coined the term "artificial intelligence" and Deep Blue beating Kasparov at chess in 1997. The document also examines the differences between symbolic and subsymbolic approaches to AI and how the field has evolved from initial optimism to addressing challenges like commonsense reasoning and perception.
Artificial intelligence (AI) is intelligence exhibited by machines. In computer science, the field of AI research defines itself as the study of "intelligent agents": any device that perceives its environment and takes actions that maximize its chance of success at some goal
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
The document discusses a Comenius workshop on healthy food held at a school. The school promotes healthy diets by inviting experts to talk and by organizing "healthy Wednesdays," where pupils have a healthy breakfast prepared by teachers and students. Students are shown that healthy food can be tasty and are motivated to complete notebooks on healthy eating. The goal is to teach students the importance of a nutritious diet.
La 3e dimension et sa pertinence pour des applications cadastralesACSG Section Montréal
Les modèles 3D, très exploités pour des applications en génie et qui permettent de voir et d’analyser simultanément les trois dimensions géométriques d’une réalité, sont encore de nos jours peu utilisés pour appuyer des tâches de planification régionale et urbaine ou pour supporter la prise de décisions publiques. Si on porte un regard particulier au système cadastral, et qu’on ne limite pas son utilisation à un plan qui représente les limites de la propriété foncière, on peut rapidement mettre en évidence l’apport de la modélisation 3D. Par exemple, la connaissance de la position verticale et de la dimension volumétrique des infrastructures souterraines comme un tunnel ou un réseau d’aqueduc qui croisent plusieurs parcelles de terrain contribuerait à l’efficacité du système d’enregistrement des droits et des servitudes et à la gestion des limitations des usages du sol. Lorsque les propriétés sont localisées les unes sur les autres comme les centres commerciaux et les stationnements souterrains et les édifices d’habitation, l’intégration de la composante 3D ne peut qu’aider à assurer une saine gestion des droits, des restrictions et des obligations tout en participant à la planification des espaces souterrains. Cette présentation cherche donc à faire le bilan de l’utilisation du 3D pour des applications cadastrales à travers le monde, tout en portant un regard spécifique sur l’implantation potentielle d’un tel système au Québec. Nous en dégagerons les impacts éventuels sur l’immatriculation des immeubles et l’enregistrement et l’établissement des droits fonciers. Cette réflexion s’inscrit dans un nouveau programme de recherche subventionné par le CRSNG et pour lequel des discussions sont en cours avec le MRNF, l’OAGQ, la FIG (Working group on 3D Cadastre). Cette présentation vise également à faire connaitre ses travaux et ainsi aider à la formation de groupe de discussion d’organismes intéressés par cette question du cadastre 3D.
The document discusses using use case planning to drive feature development. It explains that use case planning involves answering four questions: 1) who are the actors and their roles, 2) what is the purpose of the feature, 3) what are the use cases, and 4) how do the use cases relate to each other. An example use case is provided about processing a credit card payment. It identifies the actors and their roles, the purpose of taking a payment, examples of happy, sad, evil and weird paths a payment could take, and how the different use cases interconnect. The document advocates that use case planning allows all stakeholders to have input, uncovers issues early, makes features easier to change and guides development to have fewer bugs
The education system in Poland is centrally managed by the Ministry of National Education and Ministry of Science and Higher Education. Compulsory education begins at age 5 and lasts until age 18, consisting of primary school from ages 6/7-13, and lower secondary (gimnazjum) from ages 13-16. Students then have the option to attend various types of upper secondary schools from ages 16-18/20 to obtain qualifications for employment or higher education. Assessment of students is done continuously by teachers and also through external tests and examinations at the ends of primary school, lower secondary, and post-compulsory education, with the matura examination allowing entrance to university.
Nurulnufatin binti Daud, an assistant marketing officer at Syarikat Aku Kaya (AK) Cycle, prepared a sales report for the first quarter of 2015. The report included charts showing monthly sales figures for different bike types from January to March and sales in different zones in Malaysia. It also included examples of bike products and notes. The report provided sales data and analysis to evaluate performance in the first part of the year.
Slaid menerangkan tentang Perniagaan Pakaian Bayi yang menyediakan berbagai bentuk pakaian dan peralatan anak-anak anda berjenama HELLO TOMEY.
#tugasan
This document provides an overview of Poland, including its geography, flag, coat of arms, anthem, history, cities, and famous people. Poland is located in Central Europe and has borders with Russia, Lithuania, Belarus, Ukraine, Slovakia, Czech Republic, and Germany. Its flag features two horizontal stripes, white on top and red on bottom. The national coat of arms is a white eagle. Poland first became a Christian state in 966 and was later partitioned in the late 18th century before re-establishing independence in 1918. Major cities include Warsaw, Krakow, Gdansk, Poznan, Wroclaw, and Zakopane. Famous Poles mentioned include scientist
US Digital Media is a leading consumer electronics company that prides itself on sustainability and fair labor practices. It has experienced exponential growth, allowing it to become a major player in the industry. The company develops, designs, tests, prints, and packages all of its products in its 31,000 square foot facility in Phoenix, Arizona, where it has added over 50 new jobs between 2012 and 2015. US Digital Media has also established a stringent code of conduct that meets and exceeds Fair Labor Association requirements to ensure decent and humane working conditions at its facility and with partners worldwide.
Intersection Scale and Social Machines 2016David De Roure
1. David De Roure discusses intersection, scale, and social machines in the context of the humanities in the digital age. He presents examples of how digital technologies are enabling new forms of scholarship across disciplines through tools like social media, citizen science, and the internet of things.
2. The document outlines emerging areas at the intersection of disciplines like computational methods, digital scholarship, and big data. It also discusses how social machines as defined by Tim Berners-Lee allow people to collaboratively create new forms of social processes and development online.
3. De Roure argues that while the goals of humanities research remain the same, digital technologies are providing new methods for inquiry and doing new types of scholarship. Other
Alan Turing was a pioneering mathematician and computer scientist. He made seminal contributions in areas such as computability, artificial intelligence, cryptography and more. Some of his most influential works included developing the concept of a universal machine, breaking German codes at Bletchley Park during WWII, and laying the foundations for artificial intelligence with the Turing Test. Turing sadly committed suicide at the young age of 41 after being criminally prosecuted for his homosexuality. He is now widely recognized as one of the most important scientists of the 20th century.
AILongForSemi very useful material for any AI courseKhanKhaja1
This document discusses the history of attempts to create artificial intelligence and build intelligent machines. It describes early attempts dating back to Greek logic and machines created by Pascal, Leibniz, and Babbage. Major milestones included the Dartmouth conference in 1956 that defined the field of AI, and Deep Blue's victory over Kasparov in chess in 1997. The document also examines the differences between symbolic and subsymbolic approaches to AI, and how a lack of understanding of knowledge, complexity, and perception limited early predictions about creating human-level machine intelligence.
This document discusses the history of attempts to create artificial intelligence and build intelligent machines. It describes early attempts dating back to Greek logic and machines created by Pascal, Leibniz, and Babbage. Major milestones included the Dartmouth conference in 1956 that named the field, Deep Blue beating Kasparov at chess in 1997, and the development of neural networks that can perform tasks like computer vision. Symbolic and subsymbolic approaches are compared, and challenges like commonsense reasoning and the need for vast amounts of knowledge and processing power are examined.
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Artificial intelligence (AI) is intelligence exhibited by machines. In computer science, the field of AI research defines itself as the study of "intelligent agents": any device that perceives its environment and takes actions that maximize its chance of success at some goal
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Digital Da Vinci: Computers in the Arts and Sciences
1. ix
Contents
1 From a Pin-up Girl to Star Trek’s Holodeck: Artificial
Intelligence and Cyborgs ���������������������������������������������������������������������������� 1
Newton Lee
1 The World’s First Computer Art: A Pin-Up Girl�������������������������������������� 1
2 Artificial Intelligence (A.I.): The Turing Test������������������������������������������ 2
3 A.I. and Expert Systems: From Chemistry To Chess To Jeopardy!��������� 3
4 Gödel, Escher, Bach: Consciousness And Intelligence ��������������������������� 4
5 Hal and Star Trek’s Holodeck: A.I., Arts, and Sciences �������������������������� 5
6 Cyborg in the Arts and Sciences�������������������������������������������������������������� 7
7 An Interview With Cyborg Artist Stelarc (By Darren Tofts) ������������������� 8
8 Epilogue��������������������������������������������������������������������������������������������������� 18
References������������������������������������������������������������������������������������������������������ 19
2 Experimental Creative Practices���������������������������������������������������������������� 23
Gavin Sade
1 Introduction���������������������������������������������������������������������������������������������� 23
2 Art + Science�������������������������������������������������������������������������������������������� 23
3 Art and Science—Genealogy of Sorts ����������������������������������������������������� 25
4 From Inter to Trans Disciplinary�������������������������������������������������������������� 27
5 Art Science and the Experimental?���������������������������������������������������������� 30
6 Australian Context������������������������������������������������������������������������������������ 35
7 Conclusions���������������������������������������������������������������������������������������������� 45
References������������������������������������������������������������������������������������������������������ 46
3 Repeating Circles, Changing Stars: Learning from the
Medieval Art of Visual Computation��������������������������������������������������������� 49
Mine Özkar
1 Repetition: The Computable Goodness of Design ���������������������������������� 49
2 Variation: The Visually Computable Counterpart to Repetition�������������� 51
2. x Contents
3 Seljuk Patterns: Repetitions of Constraints and Variations
Upon Sight��������������������������������������������������������������������������������������������� 52
4 Variations on a Repetition���������������������������������������������������������������������� 55
5 Seeing the Broader Picture��������������������������������������������������������������������� 61
References���������������������������������������������������������������������������������������������������� 63
4 Brain, Technology and Creativity. BrainArt: A BCI-Based
Entertainment Tool to Enact Creativity and Create Drawing
from Cerebral Rhythms���������������������������������������������������������������������������� 65
Raffaella Folgieri, Claudio Lucchiari, Marco Granato
and Daniele Grechi
1 Introduction�������������������������������������������������������������������������������������������� 65
2 Art, Brain and Technology��������������������������������������������������������������������� 68
3 The BrainArt Workbench����������������������������������������������������������������������� 80
4 Conclusions and Further Developments������������������������������������������������ 93
References���������������������������������������������������������������������������������������������������� 95
5 Video Ergo Sum: An Artist’s Thoughts On Inventing With
Computer Technology In The Creation Of Artworks����������������������������� 99
Nathan Cohen
1 Introduction�������������������������������������������������������������������������������������������� 99
2 Perception and Visual Experimentation: Incorporating
Computer Technology in Recent Interactive Artworks�������������������������� 101
3 Interactive Wall Installation������������������������������������������������������������������� 102
4 Intangible Spaces����������������������������������������������������������������������������������� 104
5 Encountering Ourselves in the Interpretation of an Image�������������������� 107
6 Back to the Computer Screen����������������������������������������������������������������� 108
References���������������������������������������������������������������������������������������������������� 111
6 Wasting Time? Art, Science and New Experience. Examining
the Artwork, Knowmore (House of Commons) �������������������������������������� 113
Keith Armstrong
1 Introduction�������������������������������������������������������������������������������������������� 113
2 Wasting Time ����������������������������������������������������������������������������������������� 115
3 Cultural Change������������������������������������������������������������������������������������� 117
4 Lost Time����������������������������������������������������������������������������������������������� 117
5 Knowmore (House of Commons)���������������������������������������������������������� 118
6 Commonality in Difference�������������������������������������������������������������������� 123
7 My Own Journey������������������������������������������������������������������������������������ 124
8 Time Manifesting����������������������������������������������������������������������������������� 124
9 Concluding Thoughts����������������������������������������������������������������������������� 126
10 Credits���������������������������������������������������������������������������������������������������� 127
References���������������������������������������������������������������������������������������������������� 127
3. xiContents
7 The Information Train ������������������������������������������������������������������������������ 129
Diomidis Spinellis
1 Introduction�������������������������������������������������������������������������������������������� 129
2 Sender Implementation�������������������������������������������������������������������������� 130
3 Receiver Implementation����������������������������������������������������������������������� 135
4 The Etoys Factor������������������������������������������������������������������������������������ 138
5 Experience and Lessons Learned ���������������������������������������������������������� 139
References���������������������������������������������������������������������������������������������������� 141
8 The QUARTIC Process Model for Developing Serious
Games: ‘Green My Place’ Case Study����������������������������������������������������� 143
Benjamin Cowley
1 Introduction�������������������������������������������������������������������������������������������� 143
2 Background and State of the Art������������������������������������������������������������ 148
3 Requirements (1st order)������������������������������������������������������������������������ 153
4 Mapping (2nd order)������������������������������������������������������������������������������ 156
5 Contextualisation (3rd order)����������������������������������������������������������������� 160
6 Modelling (4th order)����������������������������������������������������������������������������� 164
7 Evaluation���������������������������������������������������������������������������������������������� 166
8 Conclusions�������������������������������������������������������������������������������������������� 168
References���������������������������������������������������������������������������������������������������� 171
9 3-D Manufacturing: The Beginning of Common Creativity
Revolution��������������������������������������������������������������������������������������������������� 173
Robert Niewiadomski and Dennis Anderson
1 The Common Creativity������������������������������������������������������������������������� 173
2 What is Additive Manufacturing?���������������������������������������������������������� 176
3 The Third Industrial Revolution?����������������������������������������������������������� 177
4 Print Out Your Thoughts������������������������������������������������������������������������ 181
5 Print Out Your body������������������������������������������������������������������������������� 183
6 Guns and Drugs�������������������������������������������������������������������������������������� 188
7 Can 3-D Printing Change Our Perspective on Intellectual Property?���� 191
8 Navigating the Changing Landscape����������������������������������������������������� 193
References���������������������������������������������������������������������������������������������������� 194
10 The Shape of the Sound of the Shape of the Sound …���������������������������� 197
Stephen Barrass
1 Introduction�������������������������������������������������������������������������������������������� 197
2 Background�������������������������������������������������������������������������������������������� 198
3 Digital Fabrication of a Bell ������������������������������������������������������������������ 202
4 Recursive Bells �������������������������������������������������������������������������������������� 203
5 Discussion���������������������������������������������������������������������������������������������� 208
6 Conclusion ��������������������������������������������������������������������������������������������� 209
References���������������������������������������������������������������������������������������������������� 210
4. xii Contents
11 Human-Robot Interaction in Prepared Environments:
Introducing an Element of Surprise by Reassigning Identities
in Familiar Objects������������������������������������������������������������������������������������ 211
Mari Velonaki
1 Preamble������������������������������������������������������������������������������������������������� 211
2 Fish-Bird (2004–2006)��������������������������������������������������������������������������� 212
3 The Fragile Balances Series: Circle D and Circle E (2008–2010)��������� 214
4 Diamandini (2009–2013)����������������������������������������������������������������������� 217
5 Conclusion ��������������������������������������������������������������������������������������������� 221
References���������������������������������������������������������������������������������������������������� 222
12 The Messages of Media Machines: Man-Machine Symbiosis���������������� 223
Roman Danylak
1 Introduction�������������������������������������������������������������������������������������������� 223
2 The Message of the Printed Book: The Rise of the Individual�������������� 224
3 Painting: A Medium with a Message that Reflects upon the Medium��� 225
4 Photography and Modern Sculpture: Machine-Made Art���������������������� 228
5 The Qualities of Interactive Film����������������������������������������������������������� 230
6 Conclusion ��������������������������������������������������������������������������������������������� 232
References���������������������������������������������������������������������������������������������������� 233
Appendix����������������������������������������������������������������������������������������������������������� 235
Appendix A. Digital Artwork by Aleksei Kostyuk�������������������������������������� 235
Appendix B. Digital Artwork by Pawel Nolbert������������������������������������������ 258
Appendix C. Digital Artwork by Tanya Varga��������������������������������������������� 264
Index������������������������������������������������������������������������������������������������������������������ 279