City and Spectacle: A Vision of Pre-Earthquake LisbonGwyneth Llewelyn
Workshop done for VAST2008/Eurographics in Braga, Dec 2 2008, covering Beta Technologies\' work in recreating Lisbon\'s Terreiro do Paço before the earthquake of 1755.
A Beta Technologies é uma empresa que desenvolve mundos virtuais 3D para clientes institucionais. Possui escritórios em Lisboa, Nova Iorque e Munique e uma equipa multidisciplinar espalhada por vários continentes. Fornece soluções completas como consultoria, modelação 3D, animação e gestão de projetos virtuais.
Beta Technologies is a company that develops 3D virtual worlds for institutional clients. It has offices in several countries and a multinational team with a variety of skills. Beta Technologies provides turnkey solutions for clients in corporate, academic, and other markets. Some of its clients include Xerox, Grundfos, MMC/RTV Slovenija, Language Lab, Dolce Vita Shopping, New Media Consortium, and Saxo Bank. It creates virtual content such as company presentations, educational spaces, promotional videos, and recreations of historical buildings.
City and Spectacle: A Vision of Pre-Earthquake Lisbon (Presentation for VSMM ...Gwyneth Llewelyn
This document provides information about a project to recreate pre-earthquake Lisbon in 1755 using Second Life virtual world technology. The project aims to model the architectural landscape and daily life of Lisbon before it was destroyed by a catastrophic earthquake. It discusses the progress made in recreating buildings like the Royal Palace and Opera House. It also explains why Second Life is a useful platform for hosting this type of virtual reconstruction project due to its widespread use, collaborative capabilities, and relatively low costs compared to other 3D modeling tools.
A short presentation on Beta Technologies portfolio and areas of activity as a Metaverse Development Company in the virtual world of Second Life, done by Moon Adamant
Second Life is a virtual world platform that allows users to interact with each other through avatars. It has over 14 million users from around the world who use it for social networking, education, and business opportunities. Many real-world companies have a presence in Second Life to market and sell products. While virtual, Second Life has its own economy and currency that are exchanged with U.S. dollars.
- Second Life is a 3D virtual world created by Linden Research and launched in 2003 where users create avatars to explore, socialize and participate in activities.
- Residents can explore the virtual world, communicate via text or voice chat, build objects, and participate in an internal economy using the Linden dollar currency.
- Many real-world organizations have established a presence in Second Life for purposes like education, religious meetings, and embassies.
City and Spectacle: A Vision of Pre-Earthquake LisbonGwyneth Llewelyn
Workshop done for VAST2008/Eurographics in Braga, Dec 2 2008, covering Beta Technologies\' work in recreating Lisbon\'s Terreiro do Paço before the earthquake of 1755.
A Beta Technologies é uma empresa que desenvolve mundos virtuais 3D para clientes institucionais. Possui escritórios em Lisboa, Nova Iorque e Munique e uma equipa multidisciplinar espalhada por vários continentes. Fornece soluções completas como consultoria, modelação 3D, animação e gestão de projetos virtuais.
Beta Technologies is a company that develops 3D virtual worlds for institutional clients. It has offices in several countries and a multinational team with a variety of skills. Beta Technologies provides turnkey solutions for clients in corporate, academic, and other markets. Some of its clients include Xerox, Grundfos, MMC/RTV Slovenija, Language Lab, Dolce Vita Shopping, New Media Consortium, and Saxo Bank. It creates virtual content such as company presentations, educational spaces, promotional videos, and recreations of historical buildings.
City and Spectacle: A Vision of Pre-Earthquake Lisbon (Presentation for VSMM ...Gwyneth Llewelyn
This document provides information about a project to recreate pre-earthquake Lisbon in 1755 using Second Life virtual world technology. The project aims to model the architectural landscape and daily life of Lisbon before it was destroyed by a catastrophic earthquake. It discusses the progress made in recreating buildings like the Royal Palace and Opera House. It also explains why Second Life is a useful platform for hosting this type of virtual reconstruction project due to its widespread use, collaborative capabilities, and relatively low costs compared to other 3D modeling tools.
A short presentation on Beta Technologies portfolio and areas of activity as a Metaverse Development Company in the virtual world of Second Life, done by Moon Adamant
Second Life is a virtual world platform that allows users to interact with each other through avatars. It has over 14 million users from around the world who use it for social networking, education, and business opportunities. Many real-world companies have a presence in Second Life to market and sell products. While virtual, Second Life has its own economy and currency that are exchanged with U.S. dollars.
- Second Life is a 3D virtual world created by Linden Research and launched in 2003 where users create avatars to explore, socialize and participate in activities.
- Residents can explore the virtual world, communicate via text or voice chat, build objects, and participate in an internal economy using the Linden dollar currency.
- Many real-world organizations have established a presence in Second Life for purposes like education, religious meetings, and embassies.
Second Life is an online virtual world where users create avatars to interact with others. Users can socialize, attend events, play games, and build virtual objects. It has been used educationally by allowing students to engage in experiential learning activities. While useful, Second Life requires technical resources and its adult rating limits K-12 use. Alternatives like OpenSimulator provide free, private virtual worlds for education but with less stability than Second Life.
The document provides a history and overview of Second Life, including:
1) It describes the evolution of Second Life from its beginnings in 1999 to the present, including the introduction of new features and policies over time.
2) It discusses who uses Second Life, including educational institutions, businesses, non-profits, and individuals.
3) It outlines opportunities for libraries and librarians to get involved in Second Life through hosting events, providing reference services, or volunteering at virtual libraries.
Second Life is a virtual world where users create avatars to interact socially and participate in activities. It has over 7 million registered users. Various brands have hosted events, sold products, and tested designs and marketing strategies within Second Life to engage customers. Examples include Sun Microsystems holding a press conference, American Apparel launching a virtual store, and Lego hosting robot-building events. Educational institutions like Dartmouth College also have a presence in Second Life for activities like emergency response exercises.
COMM4325 Introduction to Second Life Workshop Spring 2013E S
This document provides an introduction to Second Life. It begins by introducing the Second Life team at Texas State University. It then defines Second Life as a 3D virtual world where users are represented by customizable avatars. It describes some of the activities available in Second Life like building, shopping, education and roleplaying. It also showcases the virtual campus that Texas State University has built in Second Life including buildings and facilities. The document concludes with a quick orientation on basic Second Life skills like navigation, camera controls, chatting, teleporting and avatar customization.
Second Life is a 3D virtual world created by users where residents interact through avatars. Residents can explore the virtual world, build objects, and participate in activities like education, religion, and business. The economy allows for the buying and selling of virtual goods using Linden dollars. Communication occurs through chat, messaging, and email. Many companies and organizations have a presence in Second Life to reach users. While virtual, Second Life has become integrated into popular culture through literature, television, movies, and music.
The Magic Circle presentation @ Wharton's Tech-FastTimothy Michael
These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.
Avatars as media Stars: Second Life as a Global Media EventSenikl
1. Second Life is an online virtual world where users create avatars to represent themselves and interact in a 3D environment.
2. Within Second Life, some avatars have become media stars, like Anshe Chung who became a successful virtual real estate mogul.
3. Real media organizations like newspapers, TV stations, and news agencies now have a presence in Second Life, creating virtual media events like live concerts and interviews that bring together avatars and people in the real world.
Second Life is an online virtual world where users create avatars and their own virtual lands. It is entirely user-generated content driven. Residents can own virtual property, and the in-game economy uses "Lindens" that have a direct value to US dollars, allowing some users to earn over $1 million annually. Second Life also hosts real-world events and shares live data, such as IBM's recreation of the Wimbledon tennis matches. It serves as an interactive platform for businesses, entertainment, and education.
This document discusses the rise of virtual worlds and how people are representing themselves online through avatars and digital media. It notes that over 2.7 billion Google searches are performed each month, and the number of text messages sent daily exceeds Earth's population. Second Life is highlighted as a successful virtual world with over 8.6 million accounts where users socialize and participate in an economy through user-generated content and virtual property. The document suggests that virtual worlds will continue growing and transforming the internet into a 3D environment where people interact through avatars.
Kopimi, greyzones, and the terror of the shuffle buttonrsms kopimi
The document discusses the history and future of copyright law from 1800 to present day in relation to new technologies and their impact on how digital content is shared and experienced. It notes that while downloading massive amounts of music without permission is common, making large archives of music meaningful through tools like indexing is not accepted legally. The text argues that copyright law needs to move beyond distinguishing only between private/non-commercial use and public/commercial distribution, and recognize cultural activities and communities that exist between those boundaries.
This document discusses the evolution of digital design and the internet of things (IoT). It notes that every tool and service that utilizes digital technology will follow Moore's law and experience accelerated change. As more "things" become connected online, the number of touchpoints and opportunities for stories will multiply. The internet of things (IoT) will connect billions of objects, creating the potential for any object to tell stories and become an interactive experience. New tools like virtual and augmented reality will provide new ways to create and experience stories, potentially turning any object or space into an interactive theater.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
041408 Linden Labs Past Present And Future Metanomics TranscriptRemedy Communications
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
This document discusses using Second Life to support educational events in 3 parts:
1. An introduction to Second Life including how to join, what you can do, and technical requirements.
2. How Second Life can be used to support events through various communication and recording tools.
3. It raises some issues to consider regarding user acceptance of virtual worlds and the availability of alternative platforms to Second Life.
What is Digital Transformation? Find out exactly what it is, how it came about and how it's going to have an impact on your business and everyday life.
This document discusses virtual worlds and their potential uses for education. It describes how virtual worlds allow for immersive digital environments using avatars. Popular virtual worlds mentioned include Second Life, Active Worlds, There, Whyville, Project Wonderland, and World of Warcraft. The document outlines various educational activities that take place in these worlds like teaching, collaboration, meetings, and 3D visualization. Challenges with virtual worlds are also noted around technical issues, time demands, and social concerns.
The document summarizes key developments in the history of the internet and digital technology from 1969 to 2011. It describes the creation of ARPANET in 1969 which served as the basis for the modern internet. Other early developments included the invention of email in 1971 and the first commercial cell phone being released by Motorola in 1983. Major events and innovations discussed include the creation of the World Wide Web in 1989, the invention of MP3 technology in 1989, the founding of Google in 1998, the launch of Napster and file sharing in 2000, the creation of Wikipedia and Apple's iPod in 2001, the rise of social media platforms like MySpace, Facebook, YouTube and Twitter between 2003-2006, and the release of the iPhone in
Ruth Catlow is an artist and co-founder of Furtherfield, an arts organization that uses digital technologies and participatory art practices to engage harder to reach groups. Furtherfield creates online and physical spaces for exhibitions, workshops, and residencies exploring arts, technology, and social change. It also produces works like Play Your Place, an open online game where communities collaboratively design levels representing desired changes in their neighborhoods. Furtherfield's goal is to create globally accessible art that responds to and creates open data about different places, shaped by local insights and a diverse range of people.
Alternative dispute resolution (ADR) provides methods for settling disputes outside of litigation. In Second Life, ADR can help resolve commerce and business disputes in a neutral way. The eJustice Centre was created to offer ADR services through mediation and arbitration. Trained professionals conduct mediation to help parties find compromise. If mediation fails, arbitration judges make a binding decision. Their goal is to establish trust and neutrality in resolving conflicts for Second Life residents.
Second Life is an online virtual world where users create avatars to interact with others. Users can socialize, attend events, play games, and build virtual objects. It has been used educationally by allowing students to engage in experiential learning activities. While useful, Second Life requires technical resources and its adult rating limits K-12 use. Alternatives like OpenSimulator provide free, private virtual worlds for education but with less stability than Second Life.
The document provides a history and overview of Second Life, including:
1) It describes the evolution of Second Life from its beginnings in 1999 to the present, including the introduction of new features and policies over time.
2) It discusses who uses Second Life, including educational institutions, businesses, non-profits, and individuals.
3) It outlines opportunities for libraries and librarians to get involved in Second Life through hosting events, providing reference services, or volunteering at virtual libraries.
Second Life is a virtual world where users create avatars to interact socially and participate in activities. It has over 7 million registered users. Various brands have hosted events, sold products, and tested designs and marketing strategies within Second Life to engage customers. Examples include Sun Microsystems holding a press conference, American Apparel launching a virtual store, and Lego hosting robot-building events. Educational institutions like Dartmouth College also have a presence in Second Life for activities like emergency response exercises.
COMM4325 Introduction to Second Life Workshop Spring 2013E S
This document provides an introduction to Second Life. It begins by introducing the Second Life team at Texas State University. It then defines Second Life as a 3D virtual world where users are represented by customizable avatars. It describes some of the activities available in Second Life like building, shopping, education and roleplaying. It also showcases the virtual campus that Texas State University has built in Second Life including buildings and facilities. The document concludes with a quick orientation on basic Second Life skills like navigation, camera controls, chatting, teleporting and avatar customization.
Second Life is a 3D virtual world created by users where residents interact through avatars. Residents can explore the virtual world, build objects, and participate in activities like education, religion, and business. The economy allows for the buying and selling of virtual goods using Linden dollars. Communication occurs through chat, messaging, and email. Many companies and organizations have a presence in Second Life to reach users. While virtual, Second Life has become integrated into popular culture through literature, television, movies, and music.
The Magic Circle presentation @ Wharton's Tech-FastTimothy Michael
These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.
Avatars as media Stars: Second Life as a Global Media EventSenikl
1. Second Life is an online virtual world where users create avatars to represent themselves and interact in a 3D environment.
2. Within Second Life, some avatars have become media stars, like Anshe Chung who became a successful virtual real estate mogul.
3. Real media organizations like newspapers, TV stations, and news agencies now have a presence in Second Life, creating virtual media events like live concerts and interviews that bring together avatars and people in the real world.
Second Life is an online virtual world where users create avatars and their own virtual lands. It is entirely user-generated content driven. Residents can own virtual property, and the in-game economy uses "Lindens" that have a direct value to US dollars, allowing some users to earn over $1 million annually. Second Life also hosts real-world events and shares live data, such as IBM's recreation of the Wimbledon tennis matches. It serves as an interactive platform for businesses, entertainment, and education.
This document discusses the rise of virtual worlds and how people are representing themselves online through avatars and digital media. It notes that over 2.7 billion Google searches are performed each month, and the number of text messages sent daily exceeds Earth's population. Second Life is highlighted as a successful virtual world with over 8.6 million accounts where users socialize and participate in an economy through user-generated content and virtual property. The document suggests that virtual worlds will continue growing and transforming the internet into a 3D environment where people interact through avatars.
Kopimi, greyzones, and the terror of the shuffle buttonrsms kopimi
The document discusses the history and future of copyright law from 1800 to present day in relation to new technologies and their impact on how digital content is shared and experienced. It notes that while downloading massive amounts of music without permission is common, making large archives of music meaningful through tools like indexing is not accepted legally. The text argues that copyright law needs to move beyond distinguishing only between private/non-commercial use and public/commercial distribution, and recognize cultural activities and communities that exist between those boundaries.
This document discusses the evolution of digital design and the internet of things (IoT). It notes that every tool and service that utilizes digital technology will follow Moore's law and experience accelerated change. As more "things" become connected online, the number of touchpoints and opportunities for stories will multiply. The internet of things (IoT) will connect billions of objects, creating the potential for any object to tell stories and become an interactive experience. New tools like virtual and augmented reality will provide new ways to create and experience stories, potentially turning any object or space into an interactive theater.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
041408 Linden Labs Past Present And Future Metanomics TranscriptRemedy Communications
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
This document discusses using Second Life to support educational events in 3 parts:
1. An introduction to Second Life including how to join, what you can do, and technical requirements.
2. How Second Life can be used to support events through various communication and recording tools.
3. It raises some issues to consider regarding user acceptance of virtual worlds and the availability of alternative platforms to Second Life.
What is Digital Transformation? Find out exactly what it is, how it came about and how it's going to have an impact on your business and everyday life.
This document discusses virtual worlds and their potential uses for education. It describes how virtual worlds allow for immersive digital environments using avatars. Popular virtual worlds mentioned include Second Life, Active Worlds, There, Whyville, Project Wonderland, and World of Warcraft. The document outlines various educational activities that take place in these worlds like teaching, collaboration, meetings, and 3D visualization. Challenges with virtual worlds are also noted around technical issues, time demands, and social concerns.
The document summarizes key developments in the history of the internet and digital technology from 1969 to 2011. It describes the creation of ARPANET in 1969 which served as the basis for the modern internet. Other early developments included the invention of email in 1971 and the first commercial cell phone being released by Motorola in 1983. Major events and innovations discussed include the creation of the World Wide Web in 1989, the invention of MP3 technology in 1989, the founding of Google in 1998, the launch of Napster and file sharing in 2000, the creation of Wikipedia and Apple's iPod in 2001, the rise of social media platforms like MySpace, Facebook, YouTube and Twitter between 2003-2006, and the release of the iPhone in
Ruth Catlow is an artist and co-founder of Furtherfield, an arts organization that uses digital technologies and participatory art practices to engage harder to reach groups. Furtherfield creates online and physical spaces for exhibitions, workshops, and residencies exploring arts, technology, and social change. It also produces works like Play Your Place, an open online game where communities collaboratively design levels representing desired changes in their neighborhoods. Furtherfield's goal is to create globally accessible art that responds to and creates open data about different places, shaped by local insights and a diverse range of people.
Alternative dispute resolution (ADR) provides methods for settling disputes outside of litigation. In Second Life, ADR can help resolve commerce and business disputes in a neutral way. The eJustice Centre was created to offer ADR services through mediation and arbitration. Trained professionals conduct mediation to help parties find compromise. If mediation fails, arbitration judges make a binding decision. Their goal is to establish trust and neutrality in resolving conflicts for Second Life residents.
This document discusses different options for setting up a virtual presence in Second Life, including using it for publicity ("Splash"), product evaluation, educating customers, and increasing brand awareness. It provides the purpose, focus, target audience, and examples for each option, such as using a virtual presence for good PR, attracting media attention ("Splash"), testing new products with a virtual audience, educating customers through simulations, and increasing brand recognition among Second Life residents through branded virtual items.
This document outlines etiquette guidelines for behaving politely and respectfully as a resident in the metaverse. It recommends following the Golden Rule of treating others as you wish to be treated, respecting community rules, not abusing one's power or spamming others, and maintaining anonymity if desired while still building a good reputation through knowledge sharing. Specific to Second Life, it also notes the importance of respecting others' time and not viewing the virtual world as centered solely around oneself.
Second Life® as a front-end to next-generation application serversGwyneth Llewelyn
Second Life has the potential to serve as a front-end interface for next-generation application servers by dynamically generating virtual environments and interfaces based on data from backend databases and services, similar to how early dynamic websites retrieved information from various servers to generate customized web pages for users. While the early web involved static pages that were manually created and uploaded, it evolved to feature dynamically-generated content from databases and integration with other systems, and then fully switched to the client-server model where entire applications ran on servers and were accessed through browsers. Second Life could follow a similar progression by using its virtual world platform as an interface to complex applications hosted and computed elsewhere.
This document discusses different types of jobs available in Second Life. It separates jobs into unskilled jobs like dancers and models, and more skilled jobs like builders, texturizers, animators, and event hosts that require real-life skills be applied in the virtual world. It cautions that working in Second Life requires real effort and skills, just like in real life, and that success depends on what real-life skills and talents residents can contribute to the virtual environment. Jobs are further classified based on whether they require no skills, skills related to the 3D virtual world, or skills related to the economy and society within Second Life.
Like outsourcing, crowdsourcing is a
model that depends on work being done
outside the traditional company walls, but
while outsourcing is typically performed
by lower paid professionals,
crowdsourcing relies on a combination of
volunteers and low-paid amateurs who
use their spare time to create content,
solve problems, or even do corporate R&D.
This document provides an introduction to the basics of Second Life for new users. It covers getting help, common terminology, abiding by the terms of service, earning and spending money, acquiring and using land, buying items in-world, attending social events, developing skills and finding jobs, using the forums, and balancing time spent in-world. The goal is to help new residents understand the essential aspects of navigating and participating in the virtual world of Second Life.
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!
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
Must Know Postgres Extension for DBA and Developer during MigrationMydbops
Mydbops Opensource Database Meetup 16
Topic: Must-Know PostgreSQL Extensions for Developers and DBAs During Migration
Speaker: Deepak Mahto, Founder of DataCloudGaze Consulting
Date & Time: 8th June | 10 AM - 1 PM IST
Venue: Bangalore International Centre, Bangalore
Abstract: Discover how PostgreSQL extensions can be your secret weapon! This talk explores how key extensions enhance database capabilities and streamline the migration process for users moving from other relational databases like Oracle.
Key Takeaways:
* Learn about crucial extensions like oracle_fdw, pgtt, and pg_audit that ease migration complexities.
* Gain valuable strategies for implementing these extensions in PostgreSQL to achieve license freedom.
* Discover how these key extensions can empower both developers and DBAs during the migration process.
* Don't miss this chance to gain practical knowledge from an industry expert and stay updated on the latest open-source database trends.
Mydbops Managed Services specializes in taking the pain out of database management while optimizing performance. Since 2015, we have been providing top-notch support and assistance for the top three open-source databases: MySQL, MongoDB, and PostgreSQL.
Our team offers a wide range of services, including assistance, support, consulting, 24/7 operations, and expertise in all relevant technologies. We help organizations improve their database's performance, scalability, efficiency, and availability.
Contact us: info@mydbops.com
Visit: https://www.mydbops.com/
Follow us on LinkedIn: https://in.linkedin.com/company/mydbops
For more details and updates, please follow up the below links.
Meetup Page : https://www.meetup.com/mydbops-databa...
Twitter: https://twitter.com/mydbopsofficial
Blogs: https://www.mydbops.com/blog/
Facebook(Meta): https://www.facebook.com/mydbops/
Introducing BoxLang : A new JVM language for productivity and modularity!Ortus Solutions, Corp
Just like life, our code must adapt to the ever changing world we live in. From one day coding for the web, to the next for our tablets or APIs or for running serverless applications. Multi-runtime development is the future of coding, the future is to be dynamic. Let us introduce you to BoxLang.
Dynamic. Modular. Productive.
BoxLang redefines development with its dynamic nature, empowering developers to craft expressive and functional code effortlessly. Its modular architecture prioritizes flexibility, allowing for seamless integration into existing ecosystems.
Interoperability at its Core
With 100% interoperability with Java, BoxLang seamlessly bridges the gap between traditional and modern development paradigms, unlocking new possibilities for innovation and collaboration.
Multi-Runtime
From the tiny 2m operating system binary to running on our pure Java web server, CommandBox, Jakarta EE, AWS Lambda, Microsoft Functions, Web Assembly, Android and more. BoxLang has been designed to enhance and adapt according to it's runnable runtime.
The Fusion of Modernity and Tradition
Experience the fusion of modern features inspired by CFML, Node, Ruby, Kotlin, Java, and Clojure, combined with the familiarity of Java bytecode compilation, making BoxLang a language of choice for forward-thinking developers.
Empowering Transition with Transpiler Support
Transitioning from CFML to BoxLang is seamless with our JIT transpiler, facilitating smooth migration and preserving existing code investments.
Unlocking Creativity with IDE Tools
Unleash your creativity with powerful IDE tools tailored for BoxLang, providing an intuitive development experience and streamlining your workflow. Join us as we embark on a journey to redefine JVM development. Welcome to the era of BoxLang.
MySQL InnoDB Storage Engine: Deep Dive - MydbopsMydbops
This presentation, titled "MySQL - InnoDB" and delivered by Mayank Prasad at the Mydbops Open Source Database Meetup 16 on June 8th, 2024, covers dynamic configuration of REDO logs and instant ADD/DROP columns in InnoDB.
This presentation dives deep into the world of InnoDB, exploring two ground-breaking features introduced in MySQL 8.0:
• Dynamic Configuration of REDO Logs: Enhance your database's performance and flexibility with on-the-fly adjustments to REDO log capacity. Unleash the power of the snake metaphor to visualize how InnoDB manages REDO log files.
• Instant ADD/DROP Columns: Say goodbye to costly table rebuilds! This presentation unveils how InnoDB now enables seamless addition and removal of columns without compromising data integrity or incurring downtime.
Key Learnings:
• Grasp the concept of REDO logs and their significance in InnoDB's transaction management.
• Discover the advantages of dynamic REDO log configuration and how to leverage it for optimal performance.
• Understand the inner workings of instant ADD/DROP columns and their impact on database operations.
• Gain valuable insights into the row versioning mechanism that empowers instant column modifications.
In our second session, we shall learn all about the main features and fundamentals of UiPath Studio that enable us to use the building blocks for any automation project.
📕 Detailed agenda:
Variables and Datatypes
Workflow Layouts
Arguments
Control Flows and Loops
Conditional Statements
💻 Extra training through UiPath Academy:
Variables, Constants, and Arguments in Studio
Control Flow in Studio
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.
"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.
LF Energy Webinar: Carbon Data Specifications: Mechanisms to Improve Data Acc...DanBrown980551
This LF Energy webinar took place June 20, 2024. It featured:
-Alex Thornton, LF Energy
-Hallie Cramer, Google
-Daniel Roesler, UtilityAPI
-Henry Richardson, WattTime
In response to the urgency and scale required to effectively address climate change, open source solutions offer significant potential for driving innovation and progress. Currently, there is a growing demand for standardization and interoperability in energy data and modeling. Open source standards and specifications within the energy sector can also alleviate challenges associated with data fragmentation, transparency, and accessibility. At the same time, it is crucial to consider privacy and security concerns throughout the development of open source platforms.
This webinar will delve into the motivations behind establishing LF Energy’s Carbon Data Specification Consortium. It will provide an overview of the draft specifications and the ongoing progress made by the respective working groups.
Three primary specifications will be discussed:
-Discovery and client registration, emphasizing transparent processes and secure and private access
-Customer data, centering around customer tariffs, bills, energy usage, and full consumption disclosure
-Power systems data, focusing on grid data, inclusive of transmission and distribution networks, generation, intergrid power flows, and market settlement data
QA or the Highway - Component Testing: Bridging the gap between frontend appl...zjhamm304
These are the slides for the presentation, "Component Testing: Bridging the gap between frontend applications" that was presented at QA or the Highway 2024 in Columbus, OH by Zachary Hamm.
GlobalLogic Java Community Webinar #18 “How to Improve Web Application Perfor...GlobalLogic Ukraine
Під час доповіді відповімо на питання, навіщо потрібно підвищувати продуктивність аплікації і які є найефективніші способи для цього. А також поговоримо про те, що таке кеш, які його види бувають та, основне — як знайти performance bottleneck?
Відео та деталі заходу: https://bit.ly/45tILxj
Session 1 - Intro to Robotic Process Automation.pdfUiPathCommunity
👉 Check out our full 'Africa Series - Automation Student Developers (EN)' page to register for the full program:
https://bit.ly/Automation_Student_Kickstart
In this session, we shall introduce you to the world of automation, the UiPath Platform, and guide you on how to install and setup UiPath Studio on your Windows PC.
📕 Detailed agenda:
What is RPA? Benefits of RPA?
RPA Applications
The UiPath End-to-End Automation Platform
UiPath Studio CE Installation and Setup
💻 Extra training through UiPath Academy:
Introduction to Automation
UiPath Business Automation Platform
Explore automation development with UiPath Studio
👉 Register here for our upcoming Session 2 on June 20: Introduction to UiPath Studio Fundamentals: https://community.uipath.com/events/details/uipath-lagos-presents-session-2-introduction-to-uipath-studio-fundamentals/
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
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