This is about Dipity.com. An online software for timelines. This presentation briefly tackles What, Who, and Why questions of dipity. With the inclusion of its brief history and why it is named Dipity.
Digg is a social bookmarking site that was founded in 2004 and rebuilt from scratch in 2012. It allows users to bookmark and share articles and generates traffic for popular posts. While it is easy to use and one of the largest bookmarking sites, it can be difficult for individual blogs and posts to gain traction due to influence of top users and spam content. Digg focuses on articles in specific topics rather than broad searches.
The document discusses the various media technologies used at different stages of creating a music video.
At the research and planning stage, YouTube was used to research the music genre and conventions, find inspiration, and learn video techniques through tutorials. Playbuzz, UK Tribes, and YouGov were used to design and distribute an online questionnaire to gather audience feedback.
During construction, Final Cut Pro was used to edit footage and add effects like superimposition and speed/reflection adjustments. Picsart and Photoshop helped design packaging images.
Communication technologies like Skype, WhatsApp, Facebook, and Twitter supported collaboration and promotion. Presentation tools like Prezi, Emaze, and Slideshare were
Erica Hall used various media technologies for researching, planning, constructing, and sharing her music video project. She researched music genres and conventions using online resources like YouTube and Google to find inspiration. Planning involved further Internet research on artists like Eliza Doolittle. A Panasonic camera was used to film footage, which was then edited using Premier Pro software. Photoshop allowed creation of ancillary texts. The finished video was shared on social media sites to gather audience feedback.
Google Inc. is an American public corporation and search engine that has attracted many loyal users due to its simple design and useful search results. As of 2008, Google had over 20,000 employees. While known for its focus on users, innovation, and environmentalism, Google also faces some criticism around privacy, copyright, and censorship issues.
The group used various media technologies at different stages of their music video project. They subscribed to YouTube channels to research genre conventions. They used YouTube tutorials to learn software like Photoshop and Final Cut Pro. YouTube was also used to showcase their finished video. Blogger was used to document their research, planning, tasks, video, and evaluation. Photoshop was used for editing photos and digipaks. Facebook helped set up a focus group and communicate. Wix created a band website. Prezi presented research. A Canon camera filmed footage. Final Cut Pro edited the video professionally. Google searched for audience research and genre examples.
This document lists and provides brief descriptions of popular social media and networking websites including Facebook, Wikipedia, Twitter, Blogger, PB.Works, WordPress, Second Life, Picasa, YouTube, Google, and Google+. Facebook is described as a social network where you can connect with people and share photos. Wikipedia is a free, collaborative online encyclopedia. Twitter allows users to follow people and see updates about what they are doing in the moment.
Progetto Mani d'Africa - Associazione Tulime www.tulime.orgSilvia Liponi
Mani d’Africa nasce nel 2011 dalla collaborazione tra artigiani italiani e tanzaniani.
Obiettivo principale:
promuovere l’artigianato locale, creando progetti originali e di qualità fatti a mano, unendo saperi tradizionali e nuove idee.
Ciò permette alle persone di lavorare e a Tulime di raccogliere fondi da investire all’interno dei suoi progetti.
Terrell wesley final presentation senoir projectrell26
The document discusses implementing audience response systems (ARS) to efficiently collect data and engage constituencies. It provides an overview of ARS technologies and research showing their benefits in classrooms and other settings. Studies found ARS increased student performance, engagement, and the efficiency of receiving responses from large groups. Advances now allow ARS use across multiple devices and locations, improving accessibility. The document concludes ARS is effective for data collection and engagement and its uses could be universally integrated, suggesting its potential for electoral processes.
Digg is a social bookmarking site that was founded in 2004 and rebuilt from scratch in 2012. It allows users to bookmark and share articles and generates traffic for popular posts. While it is easy to use and one of the largest bookmarking sites, it can be difficult for individual blogs and posts to gain traction due to influence of top users and spam content. Digg focuses on articles in specific topics rather than broad searches.
The document discusses the various media technologies used at different stages of creating a music video.
At the research and planning stage, YouTube was used to research the music genre and conventions, find inspiration, and learn video techniques through tutorials. Playbuzz, UK Tribes, and YouGov were used to design and distribute an online questionnaire to gather audience feedback.
During construction, Final Cut Pro was used to edit footage and add effects like superimposition and speed/reflection adjustments. Picsart and Photoshop helped design packaging images.
Communication technologies like Skype, WhatsApp, Facebook, and Twitter supported collaboration and promotion. Presentation tools like Prezi, Emaze, and Slideshare were
Erica Hall used various media technologies for researching, planning, constructing, and sharing her music video project. She researched music genres and conventions using online resources like YouTube and Google to find inspiration. Planning involved further Internet research on artists like Eliza Doolittle. A Panasonic camera was used to film footage, which was then edited using Premier Pro software. Photoshop allowed creation of ancillary texts. The finished video was shared on social media sites to gather audience feedback.
Google Inc. is an American public corporation and search engine that has attracted many loyal users due to its simple design and useful search results. As of 2008, Google had over 20,000 employees. While known for its focus on users, innovation, and environmentalism, Google also faces some criticism around privacy, copyright, and censorship issues.
The group used various media technologies at different stages of their music video project. They subscribed to YouTube channels to research genre conventions. They used YouTube tutorials to learn software like Photoshop and Final Cut Pro. YouTube was also used to showcase their finished video. Blogger was used to document their research, planning, tasks, video, and evaluation. Photoshop was used for editing photos and digipaks. Facebook helped set up a focus group and communicate. Wix created a band website. Prezi presented research. A Canon camera filmed footage. Final Cut Pro edited the video professionally. Google searched for audience research and genre examples.
This document lists and provides brief descriptions of popular social media and networking websites including Facebook, Wikipedia, Twitter, Blogger, PB.Works, WordPress, Second Life, Picasa, YouTube, Google, and Google+. Facebook is described as a social network where you can connect with people and share photos. Wikipedia is a free, collaborative online encyclopedia. Twitter allows users to follow people and see updates about what they are doing in the moment.
Progetto Mani d'Africa - Associazione Tulime www.tulime.orgSilvia Liponi
Mani d’Africa nasce nel 2011 dalla collaborazione tra artigiani italiani e tanzaniani.
Obiettivo principale:
promuovere l’artigianato locale, creando progetti originali e di qualità fatti a mano, unendo saperi tradizionali e nuove idee.
Ciò permette alle persone di lavorare e a Tulime di raccogliere fondi da investire all’interno dei suoi progetti.
Terrell wesley final presentation senoir projectrell26
The document discusses implementing audience response systems (ARS) to efficiently collect data and engage constituencies. It provides an overview of ARS technologies and research showing their benefits in classrooms and other settings. Studies found ARS increased student performance, engagement, and the efficiency of receiving responses from large groups. Advances now allow ARS use across multiple devices and locations, improving accessibility. The document concludes ARS is effective for data collection and engagement and its uses could be universally integrated, suggesting its potential for electoral processes.
The 2013 EV AGM summarized the club's progress and plans to become the leading competitive cycling club in Canada. Key discussions included reviewing the 2012 finances, membership growth, organizing club rides and communications, and developing sustainable programs like dEVo junior racing. The club's sponsorship with Catalyst, TRG, Cannondale and Sugoi was also outlined. Events for 2013 like the Spring Series, Sportif Series, dEVo Classic, WTNC and a cyclocross race were presented. Nominations were taken for the 2013 board of directors prior to adjourning the meeting.
Turning Technologies is a global leader in student response technology. They have over 4 million response cards in use in over 94 countries. Their solutions include polling software, response cards, and presenter tools to enhance instruction and assessment. Research shows that use of response technology improves learning outcomes, increases class participation and attendance, and makes learning more engaging.
Turning Technologies is a global leader in student response technology. They have over 4 million response cards in use in over 94 countries. Their solutions include polling software, response cards, and presenter tools to enhance student engagement, assessment, and learning in classroom and corporate settings. Research shows that use of response technology can increase class attendance, participation, motivation, deeper learning, and improve test scores.
This document provides information about the DEvo U13 and U15 cycling club, including an introduction, club mission and vision, program overview, 2013 practice and race calendar, equipment requirements, and registration fees. The club aims to develop junior cyclists through a training program from April to August including Tuesday and Thursday night practices and Saturday group rides. Racing opportunities include local and out-of-town events from April to September, as well as a fall cyclocross season. Bikes, accessories, and a cycling kit are required equipment. Membership fees are $175 while the core program fee is $600.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Sanjeev Kumar is an experienced IT professional with over 6 years of experience in system administration, system engineering, and virtualization technologies like VMware. He has extensive experience implementing and managing Windows server environments, including Active Directory, DNS, DHCP, and GPO administration. He is proficient in client operating systems like Windows 7/8 and server operating systems such as Windows Server 2003/2008/2012. Kumar holds several technical certifications and has worked in various roles supporting Windows server and desktop environments.
This document summarizes 16 different data visualization tools. Some of the tools highlighted include Fidg't for visualizing social networks, Flickrvision and Twittervision for seeing where photos and tweets are coming from geographically, and various tools for visualizing activity on sites like Digg. Other tools mentioned provide ways to visualize tags on Flickr over time, search the web visually through tag clouds and maps, and visualize real estate listings. The document provides brief descriptions and screenshots of each tool.
This document discusses how various media technologies were used during the research, construction, and evaluation stages of a project. During research, technologies like Google, YouTube, and social media were used to gather information about artists. Blogger was used to document progress. During construction, Wix was used to build websites, Photoshop edited images, and Final Cut edited videos. Survey Monkey collected evaluation feedback. Presentation tools like Prezi and SlideShare were used to share results. Video equipment filmed content, and phones/internet facilitated communication and sharing of work. Green screens added visual interest to evaluations.
The document provides a brief history of the development of the Internet from its origins in the 1960s with ARPANET to modern technologies and websites. It traces major developments like the creation of email in 1971, the world wide web in 1991, popularization of web browsing in the 1990s, and the rise of social media sites from the 2000s like Facebook, YouTube, and Twitter. The document also includes definitions of Web 2.0 that emphasize user interactivity, collaboration, and sharing of user-generated content online.
What Is Instruction Is Through Personal Learning...Tammy Majors
The document discusses personal learning environments (PLEs) which help students take control of their own learning through a combination of tools, communities, and services. PLEs employ different tools like e-portfolios, collaboration tools, and content repositories to help students manage and direct their learning. Implementing PLEs in schools could help close achievement gaps and prepare students for lifelong learning by developing their autonomy.
Ju-Chun Ko received his Ph.D. in Computer Science from National Taiwan University in 2012, with a background in digital media design. He co-founded an app company called Linkwish and organized developer workshops in Taiwan. Ko has received awards for his interactive works combining art and technology and has served as a consultant for the Taiwanese government. He is currently fulfilling his military service in Taiwan and is open to job and academic opportunities abroad after November 2013.
Digital technology provided many benefits for researching, planning, and constructing the opening sequence. Blogger allowed sharing of research, plans, and receiving feedback. Google, Wikipedia, and IMDb were used to research the genre and audience. Final Cut Express was integral for editing footage with transitions, titles created in LiveType were added, and digital cameras captured footage and photos of locations. Planning and collaboration was improved through accessible digital sharing and editing allowed many revisions without permanently changing original footage.
This document discusses the use of Web 2.0 technologies in a project. Web 2.0 allowed the target audience to provide direct feedback through interactive platforms like YouTube and Facebook. These platforms were used throughout planning, creation, and gathering feedback on video content, print designs, and more. Web 2.0 helped the group efficiently share ideas, research, and existing materials despite busy schedules. The audience could also leave comments and feedback through the project's Facebook page.
During the project, various media technologies were used at different stages. Editing software like iMovie and Final Cut Pro, along with online presentation tools such as Prezi and SlideShare, helped produce and share content. Research relied on websites like Wikipedia and YouTube. A Nikon DSLR and Sony camcorder were used to film high quality footage that was easier to edit smoothly. Blogger allowed an online portfolio to track progress virtually through feedback. Web 2.0 like Facebook enabled communal feedback from target audiences to improve products beyond individual work.
The document discusses the growth of online video consumption and introduces Reelgeni.us, a platform that allows users to tag, comment on, and share videos at specific points. Reelgeni.us harnesses crowd-sourcing to index videos with user-generated tags and metadata to improve video discovery. The company aims to map and index the world's digital media beyond basic metadata to surface life's most engaging moments.
The document discusses various websites and applications that were used for research and creating media products for a coursework project. Blogger was used to document work through blog posts that could embed videos, images, and presentations. YouTube was a source for inspiration videos, and to post the group's final music video. Google Images provided photos for mood boards and to analyze digipaks. Spotify was used for music research and finding songs. ThingLink and Prezi created interactive analyses and presentations. Slideshare hosted presentations on the blog. Photoshop and Final Cut Pro were used to create and edit the advert and digipak, while iMovie created supplementary videos.
The document outlines the story of 3 entrepreneurs - Nate Lerner, Jeremiah Johnson, and Brian Keefer - as they develop a social networking app called Who's In over the course of a year. It describes their initial ideas of social bookmarking places and social planning tools. Through user interviews and testing various prototypes, they pivot their focus to how people share their desires with friends. The document ends with them refining their app to help people share both everyday and lifelong desires and finding others who want to participate.
The 2013 EV AGM summarized the club's progress and plans to become the leading competitive cycling club in Canada. Key discussions included reviewing the 2012 finances, membership growth, organizing club rides and communications, and developing sustainable programs like dEVo junior racing. The club's sponsorship with Catalyst, TRG, Cannondale and Sugoi was also outlined. Events for 2013 like the Spring Series, Sportif Series, dEVo Classic, WTNC and a cyclocross race were presented. Nominations were taken for the 2013 board of directors prior to adjourning the meeting.
Turning Technologies is a global leader in student response technology. They have over 4 million response cards in use in over 94 countries. Their solutions include polling software, response cards, and presenter tools to enhance instruction and assessment. Research shows that use of response technology improves learning outcomes, increases class participation and attendance, and makes learning more engaging.
Turning Technologies is a global leader in student response technology. They have over 4 million response cards in use in over 94 countries. Their solutions include polling software, response cards, and presenter tools to enhance student engagement, assessment, and learning in classroom and corporate settings. Research shows that use of response technology can increase class attendance, participation, motivation, deeper learning, and improve test scores.
This document provides information about the DEvo U13 and U15 cycling club, including an introduction, club mission and vision, program overview, 2013 practice and race calendar, equipment requirements, and registration fees. The club aims to develop junior cyclists through a training program from April to August including Tuesday and Thursday night practices and Saturday group rides. Racing opportunities include local and out-of-town events from April to September, as well as a fall cyclocross season. Bikes, accessories, and a cycling kit are required equipment. Membership fees are $175 while the core program fee is $600.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
Sanjeev Kumar is an experienced IT professional with over 6 years of experience in system administration, system engineering, and virtualization technologies like VMware. He has extensive experience implementing and managing Windows server environments, including Active Directory, DNS, DHCP, and GPO administration. He is proficient in client operating systems like Windows 7/8 and server operating systems such as Windows Server 2003/2008/2012. Kumar holds several technical certifications and has worked in various roles supporting Windows server and desktop environments.
This document summarizes 16 different data visualization tools. Some of the tools highlighted include Fidg't for visualizing social networks, Flickrvision and Twittervision for seeing where photos and tweets are coming from geographically, and various tools for visualizing activity on sites like Digg. Other tools mentioned provide ways to visualize tags on Flickr over time, search the web visually through tag clouds and maps, and visualize real estate listings. The document provides brief descriptions and screenshots of each tool.
This document discusses how various media technologies were used during the research, construction, and evaluation stages of a project. During research, technologies like Google, YouTube, and social media were used to gather information about artists. Blogger was used to document progress. During construction, Wix was used to build websites, Photoshop edited images, and Final Cut edited videos. Survey Monkey collected evaluation feedback. Presentation tools like Prezi and SlideShare were used to share results. Video equipment filmed content, and phones/internet facilitated communication and sharing of work. Green screens added visual interest to evaluations.
The document provides a brief history of the development of the Internet from its origins in the 1960s with ARPANET to modern technologies and websites. It traces major developments like the creation of email in 1971, the world wide web in 1991, popularization of web browsing in the 1990s, and the rise of social media sites from the 2000s like Facebook, YouTube, and Twitter. The document also includes definitions of Web 2.0 that emphasize user interactivity, collaboration, and sharing of user-generated content online.
What Is Instruction Is Through Personal Learning...Tammy Majors
The document discusses personal learning environments (PLEs) which help students take control of their own learning through a combination of tools, communities, and services. PLEs employ different tools like e-portfolios, collaboration tools, and content repositories to help students manage and direct their learning. Implementing PLEs in schools could help close achievement gaps and prepare students for lifelong learning by developing their autonomy.
Ju-Chun Ko received his Ph.D. in Computer Science from National Taiwan University in 2012, with a background in digital media design. He co-founded an app company called Linkwish and organized developer workshops in Taiwan. Ko has received awards for his interactive works combining art and technology and has served as a consultant for the Taiwanese government. He is currently fulfilling his military service in Taiwan and is open to job and academic opportunities abroad after November 2013.
Digital technology provided many benefits for researching, planning, and constructing the opening sequence. Blogger allowed sharing of research, plans, and receiving feedback. Google, Wikipedia, and IMDb were used to research the genre and audience. Final Cut Express was integral for editing footage with transitions, titles created in LiveType were added, and digital cameras captured footage and photos of locations. Planning and collaboration was improved through accessible digital sharing and editing allowed many revisions without permanently changing original footage.
This document discusses the use of Web 2.0 technologies in a project. Web 2.0 allowed the target audience to provide direct feedback through interactive platforms like YouTube and Facebook. These platforms were used throughout planning, creation, and gathering feedback on video content, print designs, and more. Web 2.0 helped the group efficiently share ideas, research, and existing materials despite busy schedules. The audience could also leave comments and feedback through the project's Facebook page.
During the project, various media technologies were used at different stages. Editing software like iMovie and Final Cut Pro, along with online presentation tools such as Prezi and SlideShare, helped produce and share content. Research relied on websites like Wikipedia and YouTube. A Nikon DSLR and Sony camcorder were used to film high quality footage that was easier to edit smoothly. Blogger allowed an online portfolio to track progress virtually through feedback. Web 2.0 like Facebook enabled communal feedback from target audiences to improve products beyond individual work.
The document discusses the growth of online video consumption and introduces Reelgeni.us, a platform that allows users to tag, comment on, and share videos at specific points. Reelgeni.us harnesses crowd-sourcing to index videos with user-generated tags and metadata to improve video discovery. The company aims to map and index the world's digital media beyond basic metadata to surface life's most engaging moments.
The document discusses various websites and applications that were used for research and creating media products for a coursework project. Blogger was used to document work through blog posts that could embed videos, images, and presentations. YouTube was a source for inspiration videos, and to post the group's final music video. Google Images provided photos for mood boards and to analyze digipaks. Spotify was used for music research and finding songs. ThingLink and Prezi created interactive analyses and presentations. Slideshare hosted presentations on the blog. Photoshop and Final Cut Pro were used to create and edit the advert and digipak, while iMovie created supplementary videos.
The document outlines the story of 3 entrepreneurs - Nate Lerner, Jeremiah Johnson, and Brian Keefer - as they develop a social networking app called Who's In over the course of a year. It describes their initial ideas of social bookmarking places and social planning tools. Through user interviews and testing various prototypes, they pivot their focus to how people share their desires with friends. The document ends with them refining their app to help people share both everyday and lifelong desires and finding others who want to participate.
The document discusses the various technologies used during the construction, research, planning and evaluation of a video production project. It describes using Bubbl.us for mind mapping ideas, Blogger for sharing documents, Issuu and Scribd to convert documents to HTML, Slideshare to host presentations, YouTube for research and sharing content, Photoshop for creating assets, Facebook and Twitter for promotion and communication, Final Cut Pro for editing, SoundCloud for sourcing audio, Macbooks for work, Photobucket for sharing photos, USBs for storage, Microsoft Word and PowerPoint for documents, Google Drive for storage, an HDV camera for filming, Prezi for presentations, and mobile phones for communication. Problems encountered
The document summarizes Neal's talk about Yahoo's open strategy, which has three goals: make Yahoo more social, open it to third parties, and rewire Yahoo. It discusses how Yahoo is giving developers more APIs and formats to access Yahoo's data and build applications. Developers will be able to write code, access Yahoo's data and social graph, promote and distribute their applications to Yahoo's large user base through upcoming platforms like the Yahoo Application Platform.
During the project's research, planning, construction, and evaluation stages, the group used various media technologies. In research, they used browsers like Safari and Google to research artists. During construction, they used editing software like Photoshop, Final Cut, and Wix to create their music video, digipack, and website. For evaluation, they administered a SurveyMonkey survey and used Prezi to present findings. Throughout the process, technologies like YouTube, blogs, phones, and cameras helped with sharing work and gathering feedback.
New media technologies allow for collaborative work, sharing with remote communities, and enable all users to be producers through digital tools. Key benefits include presenting work in various formats, receiving audience feedback, and editing videos and images digitally. However, some question the true global availability and level of use, and whether new media enhances or limits creativity through reliance on packaged tools.
New media technologies allow for collaborative work, sharing with remote communities, and enable all users to be producers through digital tools. Key benefits include presenting work in various formats like blogs, videos, and presentations. However, questions remain around true global availability and usage, as well as whether new media enhances or limits creativity. Overall, new media is invaluable for media projects while still being a developing platform.
During the project, the group used various media technologies at different stages:
- In research and planning, they used internet browsers, blogs, and online software to gather information.
- In construction, they used editing software like Photoshop and Final Cut to create the video and website. They also used Wix to build draft websites.
- In evaluation, they used SurveyMonkey for a questionnaire, YouTube to view their work, and Prezi to present their findings.
The document discusses the history and evolution of the internet from its inception in the 1960s to the development of Web 2.0 applications in the early 2000s. It provides timelines of key events and innovations such as the creation of ARPANET, email, the world wide web, web browsers, broadband internet, and social media platforms. It then defines Web 2.0 as the transition to a more dynamic and user-generated web, and summarizes several popular Web 2.0 applications such as Wikipedia, Flickr, Facebook, YouTube, and their role in user collaboration and sharing of content.
The student used a variety of media technologies in the construction, research, planning and evaluation of their media coursework. These included Adobe Photoshop and Premiere Pro for ancillary pieces and editing video. A Nikon camera was used to film footage, and a tripod helped capture steady shots. YouTube, Google and surveys provided research resources. Blogger helped with organization, and social media like Facebook spread awareness of the finished video. Some challenges included internet outages, software errors and long rendering times in Premiere Pro. Overall, most technologies worked well apart from a few issues.
The document discusses the various digital tools and platforms used during a project to produce a music video. Blogger was used to organize tasks and allow work to be updated from different locations. The blogger platform allowed for embedding of videos, presentations, and documents from other sites. Microsoft Word and PowerPoint were used for documentation and analysis, while Slideshare helped transfer these files to the blogger site. Photoshop was key for image editing and logo creation. YouTube and Google provided research materials and answers. Prezi and Final Cut Pro were both utilized for presentations and editing of the final music video product. Feedback was gathered through social media sharing and comments on posts.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
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
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Nunit vs XUnit vs MSTest Differences Between These Unit Testing Frameworks.pdfflufftailshop
When it comes to unit testing in the .NET ecosystem, developers have a wide range of options available. Among the most popular choices are NUnit, XUnit, and MSTest. These unit testing frameworks provide essential tools and features to help ensure the quality and reliability of code. However, understanding the differences between these frameworks is crucial for selecting the most suitable one for your projects.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
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.
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.
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
7. THE HISTORY OF DIPITY
Dipity officially became a company on April 12, 2007. After
months of brainstorming, IMs, emails and phone calls, serendipity
occurred only a couple months earlier when founders Derek Dukes
and BJ Heinley met in Los Angeles to lay out the core vision of
Dipity:
1. The Big Picture
Zack was tired of spending a lot of time researching topics on
Wikipedia, but never getting a good sense of the chronological order.
His vision was an online, visual representation of history that would
help Internet users conduct research in a more efficient manner.
8. 2. Patron of the Arts
BJ wanted to explore the influences and trends in various art forms.
His vision included an online tool that would help users track the
evolution of various disciplines across time. Internet users could get a
better sense of how art, or any other subject, was affected in the past
and where it was headed in the future.
3. Digital Breadcrumbs
Derek was frustrated that he could Tweet, upload pictures, write Yelp
reviews and blogs, but had no easy way to track his "digital footprint"
over time. His vision was a product that would allow Internet users to
gather up their digital breadcrumbs and put them into one easy to
follow timeline.
9. With the core vision in place BJ, Zack and Derek set out to work on the technology.
The first version of Dipity came out in April 2008 and version 2.0 was released in October of the
same year. Version 3.0 was released in January 2010. Every week the team is busy fixing bugs,
rolling out new features and responding to user comments and suggestions in order to create a
better site.
4.The Future of Dipity
Dipity 3.0 incorporates many elements outlined in the initial mock-up of the website. The new
version also offers features we never imagined back in 2007. For example, Dipity 3.0 offers real
time updates, content filters, search within a timeline and many, many more.
At Dipity we create timelines to explore the past, but also help prepare for and predict trends in
the future. We are always looking ahead and finding new ways to develop our platform. We rely
on your feedback and suggestions to help make the website user-friendly and valuable to the
consumer.
10. With the core vision in place BJ, Zack and Derek set out to work on the technology.
The first version of Dipity came out in April 2008 and version 2.0 was released in October of the
same year. Version 3.0 was released in January 2010. Every week the team is busy fixing bugs,
rolling out new features and responding to user comments and suggestions in order to create a
better site.
4.The Future of Dipity
Dipity 3.0 incorporates many elements outlined in the initial mock-up of the website. The new
version also offers features we never imagined back in 2007. For example, Dipity 3.0 offers real
time updates, content filters, search within a timeline and many, many more.
At Dipity we create timelines to explore the past, but also help prepare for and predict trends in
the future. We are always looking ahead and finding new ways to develop our platform. We rely
on your feedback and suggestions to help make the website user-friendly and valuable to the
consumer.