The document discusses trends in computing and the concept of "calm technology". It describes three major phases of computing: the mainframe era, the personal computer era, and the upcoming ubiquitous computing era. The ubiquitous computing era will involve many small computers embedded in everyday objects. The document argues that for ubiquitous computing to be successful, technology must be designed to remain calm and unobtrusive by engaging both the center and periphery of human attention. It provides examples of potential calm technologies like inner office windows and internet multicast.
Smart cities: how computers are changing our world for the betterRoberto Siagri
Introduction
The world is flat, hot and crowded, as Thomas Friedman says in his last book. Luckily, we can also say that it is getting more and more intelligent. Our world is increasingly interconnected and increasingly able to talk to us: people, systems and objects can communicate and interact with one another in completely new ways. Now we have the means to measure, hear and see instantaneously the state of all things. When all things, including processes and working methods, are intelligent, we will be able to respond to changing conditions with more speed and more focus, and make more precise forecasting which in turn will lead to optimization of future events. This ongoing transformation has given birth to the concept of Smart Cities, cities that are able to take action and improve the quality of life of their inhabitants, reconciling it with the needs of trades, factories, service industries and institutions by means of an innovative and pervasive use of digital technologies.
The document discusses alternative approaches to input and output devices, including assistive technologies. It then covers ubiquitous computing, which was coined in the 1990s to describe integrating computers seamlessly into the world. Key aspects of ubiquitous computing include pervasive computing, physical computing, ambient intelligence, and the internet of things. The document outlines some design considerations for ubiquitous computing products.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power increased. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of algorithms or software, and see how our business theories apply.
In the second part we look at where software is going, namely Artificial Intelligence. Resent developments in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialisation of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power incresed. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh. In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In the second part we look at where software is going, namely Artifical Intelligence. Resent developmens in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
The document discusses how the Internet has evolved from a small network used by researchers to a global phenomenon that has transformed how people live and work. It notes that while the Internet has already had a huge impact, it is still in its early stages. The document outlines both opportunities and challenges that will arise as the Internet continues to grow, such as protecting privacy and intellectual property, regulating commerce, and ensuring security and access. It argues that governments and businesses must work together to maximize the Internet's potential while addressing these issues.
Smart cities: how computers are changing our world for the betterRoberto Siagri
Introduction
The world is flat, hot and crowded, as Thomas Friedman says in his last book. Luckily, we can also say that it is getting more and more intelligent. Our world is increasingly interconnected and increasingly able to talk to us: people, systems and objects can communicate and interact with one another in completely new ways. Now we have the means to measure, hear and see instantaneously the state of all things. When all things, including processes and working methods, are intelligent, we will be able to respond to changing conditions with more speed and more focus, and make more precise forecasting which in turn will lead to optimization of future events. This ongoing transformation has given birth to the concept of Smart Cities, cities that are able to take action and improve the quality of life of their inhabitants, reconciling it with the needs of trades, factories, service industries and institutions by means of an innovative and pervasive use of digital technologies.
The document discusses alternative approaches to input and output devices, including assistive technologies. It then covers ubiquitous computing, which was coined in the 1990s to describe integrating computers seamlessly into the world. Key aspects of ubiquitous computing include pervasive computing, physical computing, ambient intelligence, and the internet of things. The document outlines some design considerations for ubiquitous computing products.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power increased. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of algorithms or software, and see how our business theories apply.
In the second part we look at where software is going, namely Artificial Intelligence. Resent developments in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialisation of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power incresed. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh. In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In the second part we look at where software is going, namely Artifical Intelligence. Resent developmens in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
The document discusses how the Internet has evolved from a small network used by researchers to a global phenomenon that has transformed how people live and work. It notes that while the Internet has already had a huge impact, it is still in its early stages. The document outlines both opportunities and challenges that will arise as the Internet continues to grow, such as protecting privacy and intellectual property, regulating commerce, and ensuring security and access. It argues that governments and businesses must work together to maximize the Internet's potential while addressing these issues.
Chapter 9 technology_impact_on_businessJonah Howard
This document discusses the impact of technology on business. It explains how simple inventions like the plow led to increased crop production and the growth of agriculture-related businesses. Modern technologies like computers have revolutionized business by allowing electronic storage of files and digital workflows. The internet and e-commerce have created new industries and jobs, and allowed virtual businesses and e-tail to emerge. Overall, technology continues to significantly influence business operations and the growth of new industries.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
Did you know that the term "Computer" once meant a profession? And what did people or computers actually do? They computed mathematical problems. Some problems were tedious and error prone. And it is not surprising that people started to develop machines to aid in the effort. The first mechanical computers were actually created to get rid of errors in human computation. Then came tabulating machines and cash registers. It was not until telephone companies were well established that computing machines became practical.
First computers were huge mainframes, but soon minicomputers like DEC’s PDP started to appear. The transistor was introduced in 1947, but its usefulness was not truly realized until in 1958 when the integrated circuit was invented. This led to the invention of the microprocessor. Intel, in 1971, marketed the 4004 – and the personal computer revolution started. One of the first Personal Computers was MITS’ Altair. This was a simple device and soon others saw the opportunities.
In this lecture we start our coverage of computing and look at some of the early machines and the impact they had.
Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people´s behaviour and how people shop and use services. The organizational structure created in the 20th century cannot survive when new digital solution are being offered. Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people´s behaviour and how people shop and use services. The organisational structure created in the 20th century cannot survive when new digital solution are being offered. The hierarchical structure of these established companies assumes high coordination cost due to human activity. But when the coordination cost drops
The organisational structure that companies in the 20th century established was based on the fact that employees needed to do all the work. The coordination cost was high due to the effort and cost of employees, housing etc. Now we have software that can do this for use and the coordination cost drops to close-to-zero. Another thing is that things become free. Consider Flickr. Anybody can sign up and use the service for free. Only a fraction of the users get pro account and pay. How can Flickr make money on that? It turns out that services like this can.
Many businesses make money by giving things away. How can that possibly work? The music business has suffered severely with digital distribution of content. Should musicians put all there songs on YouTube? What is the future business model for music?
The document discusses the evolution of computing devices from mainframes to modern smartphones and tablets. It outlines how personal computers have transitioned from specialized machines accessed through terminals to ubiquitous internet-connected devices incorporating touchscreens, voice control, augmented and virtual reality. The desktop metaphor is disappearing as interactions move beyond mice and keyboards to gesture, audio and touch-based interfaces. Emerging technologies like wearables, smart home devices and augmented reality suggest computing will continue integrating into everyday objects and environments.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognize facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
Les sciences et le langage sont les principaux facteurs qui alimentent les mécanismes de la transformation précipitée de nos vies privées et sociales. C’est la poésie et la philosophie qui en donneront un sens.
La nouveauté est bien en soi. Il y a une certaine fascination aujourd’hui pour les progrès technologiques. Jusqu’à très récemment, le rythme de ces évolutions s’est soudainement accéléré, projetant de la science-fiction dans notre quotidien. Or on se focalise plutôt sur le mouvement d’un changement que sur son objectif final. Être mobile, s’adapter toujours, innover encore, changer plus vite, sont devenues les principes de notre conscience occidentale, notre nouvelle religion. Il importe alors de s’interroger sur l’intérêt de la transformation de nos organisations afin d’y donner un sens.
Dans ce premier document, j’essaie de comprendre à travers le prisme des entreprises, les origines de cette transformation dont le numérique et la mondialisation ont fortement contribués. Puis, je propose une approche pour sa prise en main. Être un acteur de sa propre évolution dans ce tourbillon d’innovations est un premier pas pour habiter ce monde et mettre l’humanité au cœur de nos activités.
This document discusses digital transformation and its impact across many areas of life and business. It notes that we are living in times of great volatility, uncertainty, complexity and ambiguity. Digital transformation is touching every area of our lives from entertainment to communication to information. The amount of data and connected devices in the world is growing exponentially. Digital transformation is occurring across almost every industry and is bringing about the fourth industrial revolution known as Industry 4.0. While some organizations have succeeded in digital transformation, most fail due to issues with strategy, skills, tools, data management, leadership and culture. To succeed, digital transformation must be a fundamental part of a company's strategy rather than an add-on, and should follow principles like making the customer the
1) The document discusses Computer Supported Co-operative Work (CSCW), which allows people in remote locations to interact through voice, data, and video links.
2) Early CSCW systems included email and Usenet news in the 1970s-1980s, while more recent developments include video conferencing, shared workspaces, and mobile personal communicators.
3) CSCW has driven significant social changes by making it easier for remote workers to communicate and collaborate, leading to a major growth in teleworking.
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 billion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the moble market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
The Future of the Internet: the key trends (Futurist Speaker Gerd Leonhard)Gerd Leonhard
This is an edited version of a presentation I gave at ITUWorld 2013 in Bangkok, Nov 21, 2013, see more details at http://www.futuristgerd.com/2013/11/21/here-is-the-pdf-with-my-slides-from-the-ituworld-event-in-bkk-today/ Topics: US domination of the Internet and cloud computing, big data futures, privacy failure and the global digital rights bill, the importance of trust, key issues for cloud computing, and much more. Check www.gerdtube.com for a video version (should be available soon)
If you enjoy my slideshares please take a look at my new book “Technology vs Humanity” http://www.techvshuman.com or buy it via Amazon http://gerd.fm/globalTVHamazon
More at http://www.futuristgerd.com or www.gerdleonhard.de
Download all of my videos and PDFs at http://www.gerdcloud.net
About my new book: are you ready for the greatest changes in recent human history? Futurism meets humanism in Gerd Leonhard’s ground-breaking new work of critical observation, discussing the multiple Megashifts that will radically alter not just our society and economy but our values and our biology. Wherever you stand on the scale between technomania and nostalgia for a lost world, this is a book to challenge, provoke, warn and inspire.
Broadband, inevitable innovation and developmentDr Lendy Spires
The document discusses how many innovations throughout history have been invented independently and simultaneously by different people due to enabling conditions existing at the time, rather than the genius of individuals. It argues that we are entering an era of "inevitable innovation" enabled by information and communication technologies (ICTs) like the Internet and mobile phones. ICTs contribute to innovation by providing access to global knowledge, enabling new applications and business models, and accelerating the spread of ideas. The rise of broadband networks in particular will further drive this inevitable innovation by connecting more people worldwide.
This document discusses how information technology and automation are affecting work and wealth. It notes that while automation has destroyed some manufacturing and clerical jobs, it has also created new jobs as increased productivity boosts demand. There is debate around whether AI and robots will take over most jobs. The rise of telework and temporary contract work has made long-term employment at a single company less common. Globalization has increased competition but also outsourced some jobs. The digital divide separates those with access to technology from those without, and a winner-take-all phenomenon concentrates wealth among a few top performers.
Carsten Sorensen - Big data: de la investigación científica a la gestión empr...Fundación Ramón Areces
El 3 de julio de 2014, organizamos en la Fundación Ramón Areces una jornada con el lema 'Big Data: de la investigación científica a la gestión empresarial'. En ella estudiamos los retos y oportunidades del Big data en las ciencias sociales, en la economía y en la gestión empresarial. Entre otros ponentes, acudieron expertos de la London School of Economics, BBVA, Deloite, Universidades de Valencia y Oviedo, el Centro Nacional de Supercomputación...
This document summarizes Peter Troxler's background and involvement in the Fab Lab movement. It discusses key thinkers and texts related to digital fabrication and the Third Industrial Revolution, including Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It also touches on challenges around organizing the Fab Lab ecosystem through collective action and self-organization while protecting open access to knowledge.
Cloud Pricing is Broken - by Dr James Mitchell, curated by The Economist Inte...James Mitchell
Commodity trading of cloud services would benefit both buyers and sellers, but the industry’s current pricing models are standing in the way, writes Dr James Mitchell, CEO of Strategic Blue, a financial cloud broker.
History : The History Of Computers
Technology : History Of Computers
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History of Computers
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The document provides an overview of computer evolution and hardware components. It can be summarized as follows:
1) Computer hardware evolved rapidly from early vacuum tube computers to transistor-based systems to today's microprocessor-powered devices. Moore's Law predicted that processing power would double every 18 months.
2) The microprocessor revolutionized computing, allowing the development of personal computers that were as powerful as room-sized mainframes.
3) Modern computer systems consist of an input devices, a central processing unit (CPU), memory, storage devices, and output devices connected via buses. The CPU processes data and memory temporarily stores programs and data.
4) Common storage devices include magnetic disks, optical disks, solid
Chapter 9 technology_impact_on_businessJonah Howard
This document discusses the impact of technology on business. It explains how simple inventions like the plow led to increased crop production and the growth of agriculture-related businesses. Modern technologies like computers have revolutionized business by allowing electronic storage of files and digital workflows. The internet and e-commerce have created new industries and jobs, and allowed virtual businesses and e-tail to emerge. Overall, technology continues to significantly influence business operations and the growth of new industries.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
Did you know that the term "Computer" once meant a profession? And what did people or computers actually do? They computed mathematical problems. Some problems were tedious and error prone. And it is not surprising that people started to develop machines to aid in the effort. The first mechanical computers were actually created to get rid of errors in human computation. Then came tabulating machines and cash registers. It was not until telephone companies were well established that computing machines became practical.
First computers were huge mainframes, but soon minicomputers like DEC’s PDP started to appear. The transistor was introduced in 1947, but its usefulness was not truly realized until in 1958 when the integrated circuit was invented. This led to the invention of the microprocessor. Intel, in 1971, marketed the 4004 – and the personal computer revolution started. One of the first Personal Computers was MITS’ Altair. This was a simple device and soon others saw the opportunities.
In this lecture we start our coverage of computing and look at some of the early machines and the impact they had.
Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people´s behaviour and how people shop and use services. The organizational structure created in the 20th century cannot survive when new digital solution are being offered. Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people´s behaviour and how people shop and use services. The organisational structure created in the 20th century cannot survive when new digital solution are being offered. The hierarchical structure of these established companies assumes high coordination cost due to human activity. But when the coordination cost drops
The organisational structure that companies in the 20th century established was based on the fact that employees needed to do all the work. The coordination cost was high due to the effort and cost of employees, housing etc. Now we have software that can do this for use and the coordination cost drops to close-to-zero. Another thing is that things become free. Consider Flickr. Anybody can sign up and use the service for free. Only a fraction of the users get pro account and pay. How can Flickr make money on that? It turns out that services like this can.
Many businesses make money by giving things away. How can that possibly work? The music business has suffered severely with digital distribution of content. Should musicians put all there songs on YouTube? What is the future business model for music?
The document discusses the evolution of computing devices from mainframes to modern smartphones and tablets. It outlines how personal computers have transitioned from specialized machines accessed through terminals to ubiquitous internet-connected devices incorporating touchscreens, voice control, augmented and virtual reality. The desktop metaphor is disappearing as interactions move beyond mice and keyboards to gesture, audio and touch-based interfaces. Emerging technologies like wearables, smart home devices and augmented reality suggest computing will continue integrating into everyday objects and environments.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognize facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
Les sciences et le langage sont les principaux facteurs qui alimentent les mécanismes de la transformation précipitée de nos vies privées et sociales. C’est la poésie et la philosophie qui en donneront un sens.
La nouveauté est bien en soi. Il y a une certaine fascination aujourd’hui pour les progrès technologiques. Jusqu’à très récemment, le rythme de ces évolutions s’est soudainement accéléré, projetant de la science-fiction dans notre quotidien. Or on se focalise plutôt sur le mouvement d’un changement que sur son objectif final. Être mobile, s’adapter toujours, innover encore, changer plus vite, sont devenues les principes de notre conscience occidentale, notre nouvelle religion. Il importe alors de s’interroger sur l’intérêt de la transformation de nos organisations afin d’y donner un sens.
Dans ce premier document, j’essaie de comprendre à travers le prisme des entreprises, les origines de cette transformation dont le numérique et la mondialisation ont fortement contribués. Puis, je propose une approche pour sa prise en main. Être un acteur de sa propre évolution dans ce tourbillon d’innovations est un premier pas pour habiter ce monde et mettre l’humanité au cœur de nos activités.
This document discusses digital transformation and its impact across many areas of life and business. It notes that we are living in times of great volatility, uncertainty, complexity and ambiguity. Digital transformation is touching every area of our lives from entertainment to communication to information. The amount of data and connected devices in the world is growing exponentially. Digital transformation is occurring across almost every industry and is bringing about the fourth industrial revolution known as Industry 4.0. While some organizations have succeeded in digital transformation, most fail due to issues with strategy, skills, tools, data management, leadership and culture. To succeed, digital transformation must be a fundamental part of a company's strategy rather than an add-on, and should follow principles like making the customer the
1) The document discusses Computer Supported Co-operative Work (CSCW), which allows people in remote locations to interact through voice, data, and video links.
2) Early CSCW systems included email and Usenet news in the 1970s-1980s, while more recent developments include video conferencing, shared workspaces, and mobile personal communicators.
3) CSCW has driven significant social changes by making it easier for remote workers to communicate and collaborate, leading to a major growth in teleworking.
The ideas for cellular phones were developed in the 1940s. However, it was not until the microprocessor becomes available that practical commercial solutions are possible.
Today there are more than 4.7 billion unique mobile phone subscriptions in the world and of them about 2 billion are smartphones. This device is so powerful that people check it over 40 times a day.
In this lecture we look mobile. We also look at the history of communication since the telegraph and how the moble market developed in the 80s and 90s until the iPhone was released in 2007. That same year Western Union stopped sending telegraph messages.
The Future of the Internet: the key trends (Futurist Speaker Gerd Leonhard)Gerd Leonhard
This is an edited version of a presentation I gave at ITUWorld 2013 in Bangkok, Nov 21, 2013, see more details at http://www.futuristgerd.com/2013/11/21/here-is-the-pdf-with-my-slides-from-the-ituworld-event-in-bkk-today/ Topics: US domination of the Internet and cloud computing, big data futures, privacy failure and the global digital rights bill, the importance of trust, key issues for cloud computing, and much more. Check www.gerdtube.com for a video version (should be available soon)
If you enjoy my slideshares please take a look at my new book “Technology vs Humanity” http://www.techvshuman.com or buy it via Amazon http://gerd.fm/globalTVHamazon
More at http://www.futuristgerd.com or www.gerdleonhard.de
Download all of my videos and PDFs at http://www.gerdcloud.net
About my new book: are you ready for the greatest changes in recent human history? Futurism meets humanism in Gerd Leonhard’s ground-breaking new work of critical observation, discussing the multiple Megashifts that will radically alter not just our society and economy but our values and our biology. Wherever you stand on the scale between technomania and nostalgia for a lost world, this is a book to challenge, provoke, warn and inspire.
Broadband, inevitable innovation and developmentDr Lendy Spires
The document discusses how many innovations throughout history have been invented independently and simultaneously by different people due to enabling conditions existing at the time, rather than the genius of individuals. It argues that we are entering an era of "inevitable innovation" enabled by information and communication technologies (ICTs) like the Internet and mobile phones. ICTs contribute to innovation by providing access to global knowledge, enabling new applications and business models, and accelerating the spread of ideas. The rise of broadband networks in particular will further drive this inevitable innovation by connecting more people worldwide.
This document discusses how information technology and automation are affecting work and wealth. It notes that while automation has destroyed some manufacturing and clerical jobs, it has also created new jobs as increased productivity boosts demand. There is debate around whether AI and robots will take over most jobs. The rise of telework and temporary contract work has made long-term employment at a single company less common. Globalization has increased competition but also outsourced some jobs. The digital divide separates those with access to technology from those without, and a winner-take-all phenomenon concentrates wealth among a few top performers.
Carsten Sorensen - Big data: de la investigación científica a la gestión empr...Fundación Ramón Areces
El 3 de julio de 2014, organizamos en la Fundación Ramón Areces una jornada con el lema 'Big Data: de la investigación científica a la gestión empresarial'. En ella estudiamos los retos y oportunidades del Big data en las ciencias sociales, en la economía y en la gestión empresarial. Entre otros ponentes, acudieron expertos de la London School of Economics, BBVA, Deloite, Universidades de Valencia y Oviedo, el Centro Nacional de Supercomputación...
This document summarizes Peter Troxler's background and involvement in the Fab Lab movement. It discusses key thinkers and texts related to digital fabrication and the Third Industrial Revolution, including Neil Gershenfeld, Jeremy Rifkin, and Chris Anderson. It also touches on challenges around organizing the Fab Lab ecosystem through collective action and self-organization while protecting open access to knowledge.
Cloud Pricing is Broken - by Dr James Mitchell, curated by The Economist Inte...James Mitchell
Commodity trading of cloud services would benefit both buyers and sellers, but the industry’s current pricing models are standing in the way, writes Dr James Mitchell, CEO of Strategic Blue, a financial cloud broker.
History : The History Of Computers
Technology : History Of Computers
History of the Development of Computers Essay
Generation of Computers
History of the Computer
The History of Computer Development Essay
Essay about History of the Computer
The History And How Of Computers
Personal Computer Research Paper
The History of Computers
Brief History Of Computers Essay
History of Computer
History of Computers
The History Of Computer Engineering
History of Computers
Essay about History and Anatomy of a Computer
History of Microsoft Windows Essay
Essay about The History of Computers
A Brief History of Computers
The document provides an overview of computer evolution and hardware components. It can be summarized as follows:
1) Computer hardware evolved rapidly from early vacuum tube computers to transistor-based systems to today's microprocessor-powered devices. Moore's Law predicted that processing power would double every 18 months.
2) The microprocessor revolutionized computing, allowing the development of personal computers that were as powerful as room-sized mainframes.
3) Modern computer systems consist of an input devices, a central processing unit (CPU), memory, storage devices, and output devices connected via buses. The CPU processes data and memory temporarily stores programs and data.
4) Common storage devices include magnetic disks, optical disks, solid
The document provides an overview of the evolution of computers from the earliest information processing machines to modern personal computers and networks. It discusses:
1) How early computers took input and produced output but relied on software to direct hardware operations.
2) How computer hardware evolved rapidly through generations using different technologies like vacuum tubes, transistors, integrated circuits and microprocessors making computers smaller, faster and cheaper.
3) How the microprocessor revolutionized computing by enabling the development of microcomputers and personal computers.
4) How networks emerged allowing multiple users to access mainframe computers and later connect personal computers, leading to the Internet revolution.
The invention of modern technology has greatly impacted communication by making it faster, more accessible, and easier between people through the internet, mobile devices, and smartphones. Distance is no longer a barrier to communication as people can now connect across oceans through phone calls, video chats, texts, and online messages. As technology has advanced, it has allowed for improved forms of communication like video calling on smartphones. The development of new software has further increased communication abilities.
How to overcome security issues of smart home.pdfHina Afzal
Ubiquitous computing is a field of research that envisions computers integrated into everyday objects and activities. This document discusses security issues with smart homes, which allow automated control of electronic devices. Specifically, it identifies networking problems, data management challenges, and security risks as barriers to ubiquitous computing applications in homes. Authentication methods and context-aware computing are proposed as potential solutions to better protect smart home networks and users.
The document discusses the history and widespread use of computers. It begins by describing how computers have become ubiquitous in modern life due to their ability to perform calculations quickly. While the first personal computers emerged in the 1970s, computers are now used for work, entertainment, communication and more. The document outlines how computers are used at home for tasks like entertainment, communication, and education. It also explains how computers are essential tools in modern business that improve efficiency. In conclusion, while computers provide many benefits, they also enable some disadvantages like risks to privacy and potential overuse.
The year of the Internet of Things; The Internet of Things probably already influences your life. And if it doesn’t, it soon
will, say computer scientists; Ubiquitous computing names the third wave in computing, just now beginning. First were
mainframes, each shared by lots of people. Now we are in the personal computing era, person and machine staring uneasily at
each other across the desktop. Next comes ubiquitous computing, or the age of calm technology, when technology recedes into
the background of our lives. Alan Kay of Apple calls this "Third Paradigm" computing.
Ubiquitous computing is essentially the term for human interaction with computers in virtually everything.
Ubiquitous computing is roughly the opposite of virtual reality. Where virtual reality puts people inside a computer-generated
world, ubiquitous computing forces the computer to live out here in the world with people. Virtual reality is primarily a horse
power problem; ubiquitous computing is a very difficult integration of human factors, computer science, engineering, and social
sciences.
The approach: Activate the world. Provide hundreds of wireless computing devices per person per office, of all scales (from 1"
displays to wall sized). This has required new work in operating systems, user interfaces, networks, wireless, displays, and many
other areas. We call our work "ubiquitous computing". This is different from PDA's, dynabooks, or information at your
fingertips. It is invisible; everywhere computing that does not live on a personal device of any sort, but is in the woodwork
everywhere. The initial incarnation of ubiquitous computing was in the form of "tabs", "pads", and "boards" built at Xerox
PARC, 1988-1994. Several papers describe this work, and there are web pages for the Tabs and for the Boards (which are a
commercial product now):
Ubiquitous computing will drastically reduce the cost of digital devices and tasks for the average consumer. With laborintensive
components such as processors and hard drives stored in the remote data centers powering the cloud , and with pooled
resources giving individual consumers the benefits of economies of scale, monthly fees similar to a cable bill for services that
feed into a consumer’s phone
www.itu.int/en/Lists/consultation2015/Attachments/41/45.3104.pdf
http://docplayer.net/search/?q=assem+abdel+hamed+mousa
https://www.waset.org/abstracts/5638
http://www.ipoareview.org/wp-content/uploads/2016/05/Statement-by-Dr.Assem-Abdel-Hamied-Mousa-President-of-the-Association-of-Scientists-Developers-and-FacultiesASDF.pdf
Ubiquitous computing will surround users
with a comfortable and convenient information environment and a smart
space that merges physical and computational infrastructures into an integrated
habitat. This habitat will feature a proliferation of hundreds or thousands of
computing devices and sensors that will provide new functionality, offer specialized
services, and boost productivity
and interaction among the devices and
the
users.
The document discusses a game of Monopoly that was played using a stratified setup based on real US income and wealth distributions to demonstrate the realities of different social classes. Certain pieces like the dog and thimble started with little money and property and remained in debt, while the battleship dominated by owning most of the property. The game showed how social mobility is more difficult when not all players start on an equal financial footing.
The document discusses the top 10 technology trends driving the 4th Industrial Revolution according to Bernard Marr. The trends are: 1) artificial intelligence and machine learning, 2) the internet of things, 3) big data, 4) blockchains, 5) cloud and edge computing, 6) robots and cobots, 7) autonomous vehicles, 8) the 5G network, 9) genomics and gene editing, and 10) quantum computing. Marr believes these technologies will transform our lives and the world in the next decade.
The fourth stage of the Industrial Revolution is upon us due to the far-reaching integration, accelerated by the Internet of Things, of Operational Technology (OT) and Information Technology (IT). This creates completely new opportunities as a result of new combinations of mental, physical and mechanical work by integrating the internet, sensors and embedded systems.
The Internet of Things enabled IT/OT convergence leads to cost reduction as a consequence of predictive maintenance, speed and intelligence, thanks to Machine-to-Machine communication and improved forms of Human-Machine Interaction. M2M interaction between and within machines and systems is the cyber-physical heart of the Fourth Industrial Revolution.
Computers are machines that perform tasks according to programmed instructions. Early computers were huge machines requiring teams to operate, while today's computers are thousands of times faster and can fit on a desk or in a pocket. Computers work through an interaction of hardware, like the case and components inside, and software. The central processing unit is the most important hardware component and is a tiny chip that directs the computer's operations.
1. The document discusses emerging trends and innovations in information technology that will shape the future, including faster and more efficient hardware, advanced software and interfaces, intelligent software agents, and ubiquitous computing integrated into everyday tools and environments.
2. It also explores how nanotechnology, artificial life, and the convergence of information technology with biology may further transform society through microscopic machines, synthetic organisms, and enhancements to human abilities.
3. The future of information technology raises important questions about privacy, autonomy, and how technology can be developed and used to empower or control people.
This document provides an overview of digital marketing and disruptive innovation by Apple Inc. It discusses how technologies like the computer, internet and mobile phone have disrupted industries through innovations. Apple is highlighted for innovations like the iPod, iPhone, and how it uses digital marketing strategies. The document also reviews the history of innovations in computing from the personal computer revolution to modern smartphones and social media.
Présentation prospective sur l'avenir du poste de travail informatique et du PC à travers les tendances technologiques et sociétales présentes et à venir.
Computers have become an indispensable part of our daily lives, transforming the way we work, communicate, and navigate the world. The journey of computers from room-sized machines to sleek, portable devices is a testament to the remarkable progress in technology. This article explores the evolution of computers, their impact on society, and the future of computing.
Multihop Routing In Camera Sensor NetworksChuka Okoye
This poster abstract summarizes an experimental study of multihop routing in camera sensor networks. The experiments tested the Collection Tree Protocol (CTP) using CITRIC camera motes and TelosB motes. The experiments varied payload size and delay between packet transmissions to evaluate data rate, reception rate, and latency over different hop counts. The results show that there is a tradeoff between reception rate and latency. Adding a delay between transmissions can improve both data rate and reception rate compared to best effort transmission. The optimal delay depends on the network density and hop count.
Tree Based Collaboration For Target TrackingChuka Okoye
This document proposes a Dynamic Convoy Tree-Based Collaboration (DCTC) framework to detect and track mobile targets in sensor networks. DCTC uses a dynamic convoy tree structure that includes sensor nodes surrounding the target. As the target moves, the tree is reconfigured by adding or removing nodes to maintain coverage while minimizing energy consumption. The document formalizes reconfiguring the convoy tree as an optimization problem and proposes several practical solutions, including tree expansion/pruning schemes and tree reconfiguration schemes. Extensive experiments evaluate and compare the proposed solutions to an optimal solution.
Probablistic Inference With Limited InformationChuka Okoye
The document presents a probabilistic approach to answering queries in sensor networks using limited and stochastic information. It uses a Bayesian network to model the relationships between sensor measurements, enemy agent locations, and whether a friendly agent is surrounded. Approximate inference is performed using Markov Chain Monte Carlo sampling to estimate the posterior probability of being surrounded given the sensor data. Simulation results show the algorithm can effectively handle noisy sensor measurements and provide useful estimates even when direct information is limited or unavailable.
Multihop Routing In Camera Sensor NetworksChuka Okoye
This poster abstract summarizes an experimental study of multihop routing in camera sensor networks. The experiments tested the Collection Tree Protocol (CTP) using CITRIC camera motes and TelosB motes. The experiments varied payload size and delay between packet transmissions to evaluate data rate, reception rate, and latency over different hop counts. The results show that there is a tradeoff between reception rate and latency. Adding a delay between transmissions can improve both data rate and reception rate compared to best effort transmission. The optimal delay depends on the network density and hop count.
This document proposes a system to measure human movement speed and distance from a camera based on analyzing interocular distance. It detects eye position, calculates the distance between the eyes (interocular distance), and uses this to measure the distance from the person to the camera and their movement speed in real-time. The system was tested and achieved 94.11% accuracy in measuring person-to-camera distance. Future work could involve improving accuracy for faces at different angles and considering height, weight, and 3D interocular distance.
HA-OSCAR provides tools for high availability clusters. It was originally designed for OSCAR clusters but is now independent. HA-OSCAR uses a modular architecture and includes frameworks for installation, package management, system profiling, database abstraction and environment sanity checks. It provides tools for node redundancy, service redundancy and data replication to ensure high availability. The project is open source and hosted on Google Code.
The document discusses partnering with a robotics team to work on several robotics projects including an autonomous flying robot using a Bergen R/C helicopter that can lift 11 pounds and contain sensors for autonomous flight, as well as spring robotics competitions involving mazes, sumo wrestling, and anything automated. It invites interested engineers and computer scientists to meet after a presentation with a video.
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/building-and-scaling-ai-applications-with-the-nx-ai-manager-a-presentation-from-network-optix/
Robin van Emden, Senior Director of Data Science at Network Optix, presents the “Building and Scaling AI Applications with the Nx AI Manager,” tutorial at the May 2024 Embedded Vision Summit.
In this presentation, van Emden covers the basics of scaling edge AI solutions using the Nx tool kit. He emphasizes the process of developing AI models and deploying them globally. He also showcases the conversion of AI models and the creation of effective edge AI pipelines, with a focus on pre-processing, model conversion, selecting the appropriate inference engine for the target hardware and post-processing.
van Emden shows how Nx can simplify the developer’s life and facilitate a rapid transition from concept to production-ready applications.He provides valuable insights into developing scalable and efficient edge AI solutions, with a strong focus on practical implementation.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Best 20 SEO Techniques To Improve Website Visibility In SERP
Coming Of Calm Technology
1. THE COMING AGE OF CALM TECHNOLOGY[1] Mark Weiser and John Seely BrownXerox PARCOctober 5, 1996 INTRODUCTION The important waves of technological change are those that fundamentally alter the place of technology in our lives. What matters is not technology itself, but its relationship to us. In the past fifty years of computation there have been two great trends in this relationship: the mainframe relationship, and the PC relationship. Today the Internet is carrying us through an era of widespread distributed computing towards the relationship of ubiquitous computing, characterized by deeply imbedding computation in the world. Ubiquitous computing will require a new approach to fitting technology to our lives, an approach we call
calm technology
. This article briefly describes the relationship trends, and then expands on the challenges of designing for calm using both the center and the periphery of our perception and the world. The Major Trends in ComputingMainframemany people share a computerPersonal Computerone computer, one personInternet - Widespread Distributed Computing. . . transition to . . .Ubiquitous Computingmany computers share each of us PHASE I - THE MAINFRAME ERA The first era we call
mainframe
, to recall the relationship people had with computers that were mostly run by experts behind closed doors. Anytime a computer is a scarce resource, and must be negotiated and shared with others, our relationship is that of the mainframe era. There is mainframe computing today: a shared office PC, and the great physical simulations of everything from weather to virtual reality, have in common sharing a scarce resource. If lots of people share a computer, it is mainframe computing. PHASE II - THE PC ERA The second great trend is that of the personal computer. In 1984 the number of people using personal computers surpassed the number of people using shared computers.[2] The personal computing relationship is personal, even intimate. You have your computer, it contains your stuff, and you interact directly and deeply with it. When doing personal computing you are occupied, you are not doing something else. Some people name their PC - many people curse or complain to their PC. The personal computer is most analogous to the automobile - a special, relatively expensive item, that while it may
take you where you want to go
, requires considerable attention to operate. And just as one can own several cars, one can own several personal computers: for home, for work, and for the road. Any computer with which you have a special relationship, or that fully engages or occupies you when you use it, is a personal computer. Most handheld computers, such as the Zaurus, the Newton, or the Pilot, are today still used as personal computers. A $500 network computer is still a personal computer. TRANSITION - THE INTERNET AND DISTRIBUTED COMPUTING A lot has been written about the Internet and where it is leading. We will say only a little. The Internet is deeply influencing the business and practice of technology. Millions of new people and their information have become interconnected. Late at night, around 6am while falling asleep after twenty hours at the keyboard, the sensitive technologist can sometimes hear those 35 million web pages, 300 thousand hosts, and 90 million users shouting
pay attention to me!
Interestingly, the Internet brings together elements of the mainframe era and the PC era. It is client-server computing on a massive scale, with web clients the PCs and web servers the mainframes (without the MIS department in charge). Although transitional, the Internet is a massive phenomena that calls to our best inventors, our most innovative financiers, and our largest multinational corporations. Over the next decade the results of the massive interconnection of personal, business, and government information will create a new field, a new medium, against which the next great relationship will emerge. PHASE III - THE UC ERA The third wave of computing is that of ubiquitous computing, whose cross-over point with personal computing will be around 2005-2020[3]. The
UC
era will have lots of computers sharing each of us. Some of these computers will be the hundreds we may access in the course of a few minutes of Internet browsing. Others will be imbedded in walls, chairs, clothing, light switches, cars - in everything. UC is fundamentally characterized by the connection of things in the world with computation. This will take place at a many scales, including the microscopic[4]. There is much talk today about
thin clients,
meaning lightweight Internet access devices costing only a few hundred dollars. But UC will see the creation of thin servers, costing only tens of dollars or less, that put a full Internet server into every household appliance and piece of office equipment. The next generation Internet protocol, IPv6[5], can address more than a thousand devices for every atom on the earth's surface[6]. We will need them all. The social impact of imbedded computers may be analogous to two other technologies that have become ubiquitous. The first is writing, which is found everywhere from clothes labels to billboards. The second is electricity, which surges invisibly through the walls of every home, office, and car. Writing and electricity become so commonplace, so unremarkable, that we forget their huge impact on everyday life. So it will be with UC. Two harbingers of the coming UC era are found in the imbedded microprocessor, and the Internet. It is easy to find 40 microprocessors in a middle class home in the U.S.A. today. They will be found in the alarm clocks, the microwave oven, the TV remote controls, the stereo and TV system, the kid's toys, etc. These do not yet qualify as UC for two reasons: they are mostly used one at a time, and they are still masquerading as old-style devices like toasters and clocks. But network them together and they are an enabling technology for UC. Tie them to the Internet, and now you have connected together millions of information sources with hundreds of information delivery systems in your house. Clocks that find out the correct time after a power failure, microwave ovens that download new recipes, kids toys that are ever refreshed with new software and vocabularies, paint that cleans off dust and notifies you of intruders, walls that selectively dampen sounds, are just a few possibilities. The UC will bring information technology beyond the big problems like corporate finance and school homework, to the little annoyances like Where are the car-keys, Can I get a parking place, and Is that shirt I saw last week at Macy's still on the rack? Many researchers are working towards this new era - among them our work at Xerox PARC, MIT's AI-oriented
Things That Think
program[7], the many mobile and wearable computing programs[8] (many funded by ARPA), and the many companies integrating computation into everyday objects, including Mattel and Disney. What qualifies these as fundamental trends? First, they are about basic human relationships, and so are trends about what matters to us, what we cannot avoid. Second, they have the property of building upon one another. It is apparent that the mainframe relationship will never die completely away, nor the personal computing relationship. Each is used as a ground for the next trend, confirming its importance in its own mode of decline. Third, they are each bountiful sources of innovation, and have required reopening old assumptions, and re-appropriating old technology into new contexts. It has been said many times that PC operating systems are about twenty years behind mainframe operating systems - but this statement misunderstands what happens in technological revolutions. The radically new context of the PC - uncontrolled room, uncontrolled third party software, uncontrolled power, third party hardware components, retail sales, low-cost requirements, frequent upgrades - meant that mainframe technologies required considerable adaptation. The era of ubiquitous computing is already starting to see old assumptions questioned top to bottom in computer systems design. For instance, our work on ubiquitous computers required us to introduce new progress metrics such as MIPS/Watt and Bits/Sec/M3. (After over a decade of stagnation, MIPS/Watt has improved over a hundred-fold in the past three years.) Research from radios to user interface, from hardware to theory, are impacted by the changed context of ubiquity.[9] The most potentially interesting, challenging, and profound change implied by the ubiquitous computing era is a focus on calm. If computers are everywhere they better stay out of the way, and that means designing them so that the people being shared by the computers remain serene and in control. Calmness is a new challenge that UC brings to computing. When computers are used behind closed doors by experts, calmness is relevant to only a few. Computers for personal use have focused on the excitement of interaction. But when computers are all around, so that we want to compute while doing something else and have more time to be more fully human, we must radically rethink the goals, context and technology of the computer and all the other technology crowding into our lives. Calmness is a fundamental challenge for all technological design of the next fifty years. The rest of this paper opens a dialogue about the design of calm technology. CALM TECHNOLOGY Designs that encalm and inform meet two human needs not usually met together. Information technology is more often the enemy of calm. Pagers, cellphones, news-services, the World-Wide-Web, email, TV, and radio bombard us frenetically. Can we really look to technology itself for a solution? But some technology does lead to true calm and comfort. There is no less technology involved in a comfortable pair of shoes, in a fine writing pen, or in delivering the New York Times on a Sunday morning, than in a home PC. Why is one often enraging, the others frequently encalming? We believe the difference is in how they engage our attention. Calm technology engages both the center and the periphery of our attention, and in fact moves back and forth between the two. THE PERIPHERY We use
periphery
to name what we are attuned to without attending to explicitly.[10] Ordinarily when driving our attention is centered on the road, the radio, our passenger, but not the noise of the engine. But an unusual noise is noticed immediately, showing that we were attuned to the noise in the periphery, and could come quickly to attend to it. It should be clear that what we mean by the periphery is anything but on the fringe or unimportant. What is in the periphery at one moment may in the next moment come to be at the center of our attention and so be crucial. The same physical form may even have elements in both the center and periphery. The ink that communicates the central words of a text also peripherally clues us into the genre of the text though choice of font and layout. A calm technology will move easily from the periphery of our attention, to the center, and back. This is fundamentally encalming, for two reasons. First, by placing things in the periphery we are able to attune to many more things than we could if everything had to be at the center. Things in the periphery are attuned to by the large portion of our brains devoted to peripheral (sensory) processing. Thus the periphery is informing without overburdening. Second, by recentering something formerly in the periphery we take control of it. Peripherally we may become aware that something is not quite right, as when awkward sentences leave a reader tired and discomforted without knowing why. By moving sentence construction from periphery to center we are empowered to act, either by finding better literature or accepting the source of the unease and continuing. Without centering the periphery might be a source of frantic following of fashion; with centering the periphery is a fundamental enabler of calm through increased awareness and power. Not all technology need be calm. A calm videogame would get little use; the point is to be excited. But too much design focuses on the object itself and its surface features without regard for context. We must learn to design for the periphery so that we can most fully command technology without being dominated by it. Our notion of technology in the periphery is related to the notion of affordances, due to Gibson[11] and applied to technology by Gaver[12] and Norman[13]. An affordance is a relationship between an object in the world and the intentions, perceptions, and capabilities of a person. The side of a door that only pushes out affords this action by offering a flat pushplate. The idea of affordance, powerful as it is, tends to describe the surface of a design. For us the term
affordance
does not reach far enough into the periphery where a design must be attuned to but not attended to. THREE SIGNS OF CALM TECHNOLOGY Technologies encalm as they empower our periphery. This happens in two ways. First, as already mentioned, a calming technology may be one that easily moves from center to periphery and back. Second, a technology may enhance our peripheral reach by bringing more details into the periphery. An example is a video conference that, by comparison to a telephone conference, enables us to attune to nuances of body posture and facialexpression that would otherwise be inaccessible. This is encalming when the enhanced peripheral reach increases our knowledge and so our ability to act without increasing information overload. The result of calm technology is to put us at home, in a familiar place. When our periphery is functioning well we are tuned into what is happening around us, and so also to what is going to happen, and what has just happened. This is a key property of information visualization techniques like the cone tree,[14] that are filled with detail yet engage our pre-attentive periphery so we are never surprised. The periphery connects us effortlessly to a myriad of familiar details. This connection to the world we called
locatedness
, and it is the fundamental gift that the periphery gives us. EXAMPLES OF CALM TECHNOLOGY We now consider a few designs in terms of their motion between center and periphery, peripheral reach, and locatedness. Below we consider inner office windows, Internet Multicast, and the Dangling String. INNER OFFICE WINDOWS We do not know who invented the concept of glass windows from offices out to hallways. But these inner windows are a beautifully simple design that enhances peripheral reach and locatedness. The hallway window extends our periphery by creating a two-way channel for clues about the environment. Whether it is motion of other people down the hall (its time for a lunch; the big meeting is starting), or noticing the same person peeking in for the third time while you are on the phone (they really want to see me; I forgot an appointment), the window connects the person inside to the nearby world. Inner windows also connect with those who are outside the office. A light shining out into the hall means someone is working late; someone picking up their office means this might be a good time for a casual chat. These small clues become part of the periphery of a calm and comfortable workplace. Office windows illustrate a fundamental property of motion between center and periphery. Contrast them with an open office plan in which desks are separated only by low or no partitions. Open offices force too much to the center. For example, a person hanging out near an open cubicle demands attention by social conventions of privacy and politeness. There is less opportunity for the subtle clue of peeking through a window without eavesdropping on a conversation. The individual, not the environment, must be in charge of moving things from center to periphery and back. The inner office window is a metaphor for what is most exciting about the Internet, namely the ability to locate and be located by people passing by on the information highway, while retaining partial control of the context, timing, and use of the information thereby obtained. INTERNET MULTICAST A technology called Internet Multicast[15] may become the next World Wide Web (WWW) phenomenon. Sometimes called the MBone (for Multicast backBONE), multicasting was invented by a then graduate student at Stanford University, Steve Deering. Whereas the World Wide Web (WWW) connects only two computers at a time, and then only for the few moments that information is being downloaded, the MBone continuously connects many computers at the same time. To use the familiar highway metaphor, for any one person the WWW only lets one car on the road at a time, and it must travel straight to its destination with no stops or side trips. By contrast, the MBone opens up streams of traffic between multiple people and so enables the flow of activities that constitute a neighborhood. Where a WWW browser ventures timidly to one location at a time before scurrying back home again a few milliseconds later, the MBone sustains ongoing relationships between machines, places, and people. Multicast is fundamentally about increasing peripheral reach, derived from its ability to cheaply support multiple multimedia (video, audio, etc.) connections all day long. Continuous video from another place is no longer television, and no longer video-conferencing, but more like a window of awareness. A continuous video stream brings new details into the periphery: the room is cleaned up, something important may be about to happen; everyone got in late today on the east coast, must be a big snowstorm or traffic tie-up. Multicast shares with videoconferencing and television an increased opportunity to attune to additional details. Compared to a telephone or fax, the broader channel of full multimedia better projects the person through the wire. The presence is enhanced by the responsiveness that full two-way (or multiway) interaction brings. Like the inner windows, Multicast enables control of the periphery to remain with the individual, not the environment. A properly designed real-time Multicast tool will offer, but not demand. The MBone provides the necessary partial separation for moving between center and periphery that a high bandwidth world alone does not. Less is more, when less bandwidth provides more calmness. Multicast at the moment is not an easy technology to use, and only a few applications have been developed by some very smart people. This could also be said of the digital computer in 1945, and of the Internet in 1975. Multicast in our periphery will utterly change our world over the next fifty years. DANGLING STRING Bits flowing through the wires of a computer network are ordinarily invisible. But a radically new tool shows those bits through motion, sound, and even touch. It communicates both light and heavy network traffic. Its output is so beautifully integrated with human information processing that one does not even need to be looking at it or be very near to it to take advantage of its peripheral clues. It takes no space on your existing computer screen, and in fact does not use or contain a computer at all. It uses no software, only a few dollars in hardware, and can be shared by many people at the same time. It is called the
Dangling String
. Created by artist Natalie Jeremijenko, the
Dangling String
is an 8 foot piece of plastic spaghetti that hangs from a small electric motor mounted in the ceiling. The motor is electrically connected to a nearby Ethernet cable, so that each bit of information that goes past causes a tiny twitch of the motor. A very busy network causes a madly whirling string with a characteristic noise; a quiet network causes only a small twitch every few seconds. Placed in an unused corner of a hallway, the long string is visible and audible from many offices without being obtrusive. It is fun and useful. At first it creates a new center of attention just by being unique. But this center soon becomes peripheral as the gentle waving of the string moves easily to the background. That the string can be both seen and heard helps by increasing the clues for peripheral attunement. The dangling string increases our peripheral reach to the formerly inaccessible network traffic. While screen displays of traffic are common, their symbols require interpretation and attention, and do not peripheralize well. The string, in part because it is actually in the physical world, has a better impedance match with our brain's peripheral nerve centers. IN CONCLUSION It seems contradictory to say, in the face of frequent complaints about information overload, that more information could be encalming. It seems almost nonsensical to say that the way to become attuned to more information is to attend to it less. It is these apparently bizarre features that may account for why so few designs properly take into account center and periphery to achieve an increased sense of locatedness. But such designs are crucial as we move into the era of ubiquitous computing. As we learn to design calm technology, we will enrich not only our space of artifacts, but also our opportunities for being with other people. When our world is filled with interconnected, imbedded computers, calm technology will play a central role in a more humanly empowered twenty-first century. REFERENCES [1] This paper is a revised version of: Weiser & Brown.
Designing Calm Technology
, PowerGrid Journal, v 1.01, http://powergrid.electriciti.com/1.01 (July 1996). [2] IDC.
Transition to the Information Highway Era
in 1995-96 Information Industry and Technology Update.p. 2. [3] IDC. Ibid. [4] Gabriel, K.
Engineering Microscopic Machines.
Scientific American, Sept. 1995, Vol. 273, No. 3, pp. 118-121. [5] Deering, S. Hinden, R.
IPv6 Specification
http://ds.internic.net/rfc/rfc1883.txt, December 1995 [6] Bolt, S. http://www2.wvitcoe.wvnet.edu/~sbolt/ip-density.html [7] MIT Media Lab.
Things That Think.
http://ttt.www.media.mit.edu/ [8] Watson, Terri.
Mobile and Wireless Computing.
http://snapple.cs.washington.edu:600/mobile/mobile_www.html [9] Weiser, M.
Some Computer Science Problems in Ubiquitous Computing,
Communications of the ACM, July 1993. [10] Brown, J.S. and Duguid, P. Keeping It Simple: Investigating Resources in the Periphery Solving the Software Puzzle. Ed. T. Winograd, Stanford University. [11] Gibson, J. The Ecological Approach to Visual Perception. New York: Houghton Mifflin, 1979. [12] Gaver, W.W.
Auditory Icons: Using Sound in Computer Interfaces
J. Human-Computer Interaction. v2n2. 1986. pp. 167-177 [13] Norman, D.A.. The Psychology of Everyday Things. New York: Basic Books, 1988. [14] Robertson, G.G. MacKinlay, J.D. and Card, S.K.
Cone trees: Animated 3D visualizations of hierarchical information.
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MBone: Interactive Multimedia On The Internet
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