Eron is a precision platformer developed by a single developer that aims to be as challenging as Super Meat Boy. While the gameplay concept is simple - traversing levels by shifting between parallel realms to avoid obstacles - the execution is extremely difficult and frantic. The game has some positives like its artistic style and satisfying gameplay once mastered. However, it lacks clear explanations, has frustrating keyboard controls, and artificially increases difficulty through mechanics like a run button. Overall, the reviewer finds the game competent but in need of more polish and balance to be worth most players' time.
The document summarizes a proposed board game called Winter King. It is a battle royale style game for 4 players where each player controls a mage character. The goal is to be the last player standing within 28 turns. Each mage has unique spells and abilities, but using spells comes at a cost called a "price" that provides strategic risks. If no one wins in 28 turns, a powerful enemy called the Winter King spawns and the goal becomes defeating it. The game is meant to appeal to fans of fantasy and more complex board games. Detailed rules are provided around turns, movement, character stats, spells, shops, and the game board layout.
The document discusses problem solving issues encountered while creating a parallax scrolling background in GameSalad. Initially, having many background instances caused lag and crashes. To address this, the developers created spawner and destroyer actors to renew background instances once they moved off screen, but this led to instances spawning and destroying on top of each other. To fix this, attributes were used to communicate when instances should spawn and destroy, which improved the cycling. Some additional issues with building sizes and positioning were also addressed.
The document outlines the Hero's Journey structure and applies it to the film Kingsman: The Golden Circle, with sections analyzing the ordinary world, call to adventure, refusal of the call, crossing the threshold, allies and enemies, approach, ordeal, reward, and road back. It also includes templates to categorize characters based on Propp's model and analyze key events using the Who, What, When, Where, Why, and How framework.
This document analyzes different shots from a zombie film trailer. It describes 7 shots in detail: 1) a title card with a red font signaling danger, 2) quick flashes of a virus to set an uncomfortable mood, 3) a long shot of people fleeing in panic over the zombie virus, 4) a medium shot of a news report about the virus to convey its severity, 5) an extreme close-up of a bullet hole in glass representing societal breakdown, 6) an extreme close-up of a flatlining heartbeat monitor representing the zombie cycle of death and reanimation, 7) a medium shot of soldiers and the White House setting the story in America but showing the military's willingness to kill civilians when threatened by zombies
The document summarizes three action scenes from the James Bond film "The World is Not Enough". The first scene describes a high-speed boat chase between Bond and an assassin. The second scene depicts Bond and Elektra being chased on snowmobiles by henchmen of the villain Renard. The third and final scene shows a fight between Bond and Renard in an underground nuclear bomb room as Renard attempts to escape with the bomb.
This documentary examines the popular video game character Lara Croft and her impact. It uses interviews and footage from the games and films to tell the story in three parts - introducing Lara Croft, exploring the Tomb Raider films, and how Lara Croft became a global icon. The documentary employs techniques like a male voiceover, fast-paced editing to match the energy of games, and graphics/text to enhance the narrative and keep the target gaming audience engaged.
Analysis to opening sequence of a thriller, kingsman, the secret serviceAidan Bradshaw
The opening sequence of Kingsman: The Secret Service establishes the tone and conventions of a thriller film. It starts slowly with meditative music to build suspense. Scenes then show a dangerous desert setting and two men being killed, increasing tension. The sequence introduces the superior heroes and ends focusing ominously on a tied-up villain under low lighting, hinting he is the threat central to the plot. Overall, the opening grips the audience with mysteries while using music, violence and visual conventions to set the thriller genre.
Eron is a precision platformer developed by a single developer that aims to be as challenging as Super Meat Boy. While the gameplay concept is simple - traversing levels by shifting between parallel realms to avoid obstacles - the execution is extremely difficult and frantic. The game has some positives like its artistic style and satisfying gameplay once mastered. However, it lacks clear explanations, has frustrating keyboard controls, and artificially increases difficulty through mechanics like a run button. Overall, the reviewer finds the game competent but in need of more polish and balance to be worth most players' time.
The document summarizes a proposed board game called Winter King. It is a battle royale style game for 4 players where each player controls a mage character. The goal is to be the last player standing within 28 turns. Each mage has unique spells and abilities, but using spells comes at a cost called a "price" that provides strategic risks. If no one wins in 28 turns, a powerful enemy called the Winter King spawns and the goal becomes defeating it. The game is meant to appeal to fans of fantasy and more complex board games. Detailed rules are provided around turns, movement, character stats, spells, shops, and the game board layout.
The document discusses problem solving issues encountered while creating a parallax scrolling background in GameSalad. Initially, having many background instances caused lag and crashes. To address this, the developers created spawner and destroyer actors to renew background instances once they moved off screen, but this led to instances spawning and destroying on top of each other. To fix this, attributes were used to communicate when instances should spawn and destroy, which improved the cycling. Some additional issues with building sizes and positioning were also addressed.
The document outlines the Hero's Journey structure and applies it to the film Kingsman: The Golden Circle, with sections analyzing the ordinary world, call to adventure, refusal of the call, crossing the threshold, allies and enemies, approach, ordeal, reward, and road back. It also includes templates to categorize characters based on Propp's model and analyze key events using the Who, What, When, Where, Why, and How framework.
This document analyzes different shots from a zombie film trailer. It describes 7 shots in detail: 1) a title card with a red font signaling danger, 2) quick flashes of a virus to set an uncomfortable mood, 3) a long shot of people fleeing in panic over the zombie virus, 4) a medium shot of a news report about the virus to convey its severity, 5) an extreme close-up of a bullet hole in glass representing societal breakdown, 6) an extreme close-up of a flatlining heartbeat monitor representing the zombie cycle of death and reanimation, 7) a medium shot of soldiers and the White House setting the story in America but showing the military's willingness to kill civilians when threatened by zombies
The document summarizes three action scenes from the James Bond film "The World is Not Enough". The first scene describes a high-speed boat chase between Bond and an assassin. The second scene depicts Bond and Elektra being chased on snowmobiles by henchmen of the villain Renard. The third and final scene shows a fight between Bond and Renard in an underground nuclear bomb room as Renard attempts to escape with the bomb.
This documentary examines the popular video game character Lara Croft and her impact. It uses interviews and footage from the games and films to tell the story in three parts - introducing Lara Croft, exploring the Tomb Raider films, and how Lara Croft became a global icon. The documentary employs techniques like a male voiceover, fast-paced editing to match the energy of games, and graphics/text to enhance the narrative and keep the target gaming audience engaged.
Analysis to opening sequence of a thriller, kingsman, the secret serviceAidan Bradshaw
The opening sequence of Kingsman: The Secret Service establishes the tone and conventions of a thriller film. It starts slowly with meditative music to build suspense. Scenes then show a dangerous desert setting and two men being killed, increasing tension. The sequence introduces the superior heroes and ends focusing ominously on a tied-up villain under low lighting, hinting he is the threat central to the plot. Overall, the opening grips the audience with mysteries while using music, violence and visual conventions to set the thriller genre.
This house was in need of complete refurbishment including rewiring, replumbing, rebuilding of a wall and preparing rooms to be fit for residential tenants
هذه المحاضرة ألقيت في الاجتماع الثاني عشر للشرقية قيكس في الغرفة التجارية في الخبر في أوكتوبر 2010. تحدثت فيها عن إنجازات الشرقية قيكس في سنة و التجارب المستفادة من تنظيم الإجتماعات التقنية.
An assignment for EdTech 522 about a Web 2.0 tool for instruction using an online presentational program or hosting site.
Clipart courtesy of Microsoft
Class project for EdTech 501
A sample Technology Use Plan for a fictional school as a ppt presentation to a school and community team as an educational technician
Conserving marine biodiversity and the role of individuals: A case study of ...Ria Tan
This document summarizes the efforts of a group of individuals called "Friends of Chek Jawa" who campaigned to conserve the biodiversity of Chek Jawa, an intertidal wetland area in Singapore that was slated for land reclamation. Through media coverage, exhibitions, surveys of the marine life, and presentations of data to the government, the group was able to convince the Singapore government to defer the proposed reclamation. As a result of the group's efforts, Chek Jawa's rich biodiversity was preserved for future generations.
Untiny is a URL shortening service that expands shortened URLs. It was created because some URL shortening services are blocked in Saudi Arabia. Untiny supports over 200 shortening services and has expanded over 4 million URLs so far. It provides an API and add-ons for different platforms. Upcoming features include trying to solve the problem of tracking the spread of shortened URLs and implementing Google's Safe Browsing service. The document also recommends creating single service sites that focus on solving one problem simply.
Find out more about the the Comprehensive Marine Biodiversity Survey of Singapore: action plan, operational set up and deliverables, in this powerpoint shared by NParks.
The document summarizes a study monitoring the recovery of corals in Singapore that bleached during the 1998 global bleaching event. Surveys of coral reefs in June 1998 found 50-90% of corals were bleached. A monitoring program tagged 35 coral colonies over 10 surveys. Some corals recovered but others died. Recovery varied between genera. Chlorophyll levels increased over time. Sea surface temperatures in early 1998 were unusually high, likely causing the bleaching. Continued monitoring is needed to understand bleaching and aid coral reef recovery.
The document discusses key aspects of teaching science effectively, including:
- Understanding science content as well as pedagogical strategies and curriculum knowledge is important for quality science teachers.
- The science curriculum focuses on building understanding of conceptual ideas in life, matter, energy, earth and space as well as experiencing how science is applied.
- Effective classroom strategies include using the whiteboard well, asking good questions, giving clear instructions, incorporating practical work while maintaining safety, and managing timing and student movement.
Emergent Narrative: What We Can Learn From Dungeons & DragonsFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Interactive narrative hasn’t changed much in forty years – it’s still ruled by limited options and predestined outcomes. While digital RPG gameplay has become more sophisticated, the stories remain rather basic (albeit better disguised). Remarkably, we still haven’t matched the tabletop role-playing experience.
We need to approach interactive story from a different angle, one that’s natively digital and that takes full advantage of the new content platform paradigm. It won’t be easy, it’ll take a lot of time… but WE’RE WIZARDS, right?!
Objective
To explore the potential of a truly emergent narrative, and explain how playing tabletop role-playing games can get us there.
Target Audience
Storytellers, creators, writers, game developers, and gamers.
Five Things Audience Members Will Learn
An abbreviated history of interactive storytelling
Different approaches to interactive narrative; their pros and cons
Sneaky tricks good Game Masters use to get players invested in a game
How to convert player agency into dramatic agency (also great for GMs)
That they want to play a tabletop RPG (if they haven’t already).
This document defines and explains the key elements of fiction, including setting, characters, plot, conflict, climax, and resolution. It uses the classic story "Goldilocks and the Three Bears" as an example to illustrate these concepts. The setting is a cottage in the woods long ago. The main characters are Goldilocks, Papa Bear, Mama Bear, and Baby Bear. The plot involves Goldilocks wandering into the bears' home while they are away. She faces the internal conflict of being hungry and tired, and the external conflict of the bears returning home. The climax occurs when Goldilocks discovers the bears approaching, and the resolution finds her running away at their arrival.
The document provides an overview of plot structure and elements in stories. It discusses key components of plot including exposition, inciting incidents, rising action, climaxes, resolutions, and more. Examples are given from films like Independence Day, Get Out, and Titanic to illustrate different plot devices and how they create suspense and engage audiences. Readers are prompted throughout to analyze the plot of a story they know well. The document aims to help readers understand plot as the backbone that moves a story forward and keeps audiences interested.
This document provides an introduction to analyzing plot in stories. It discusses key elements of plot, including exposition, inciting incidents, rising action, climaxes, resolutions, and more. Students are encouraged to analyze plots in films, TV shows, or novels they are familiar with for bonus points. Questions are provided to help structure potential response essays about how well works utilize various plot elements.
This house was in need of complete refurbishment including rewiring, replumbing, rebuilding of a wall and preparing rooms to be fit for residential tenants
هذه المحاضرة ألقيت في الاجتماع الثاني عشر للشرقية قيكس في الغرفة التجارية في الخبر في أوكتوبر 2010. تحدثت فيها عن إنجازات الشرقية قيكس في سنة و التجارب المستفادة من تنظيم الإجتماعات التقنية.
An assignment for EdTech 522 about a Web 2.0 tool for instruction using an online presentational program or hosting site.
Clipart courtesy of Microsoft
Class project for EdTech 501
A sample Technology Use Plan for a fictional school as a ppt presentation to a school and community team as an educational technician
Conserving marine biodiversity and the role of individuals: A case study of ...Ria Tan
This document summarizes the efforts of a group of individuals called "Friends of Chek Jawa" who campaigned to conserve the biodiversity of Chek Jawa, an intertidal wetland area in Singapore that was slated for land reclamation. Through media coverage, exhibitions, surveys of the marine life, and presentations of data to the government, the group was able to convince the Singapore government to defer the proposed reclamation. As a result of the group's efforts, Chek Jawa's rich biodiversity was preserved for future generations.
Untiny is a URL shortening service that expands shortened URLs. It was created because some URL shortening services are blocked in Saudi Arabia. Untiny supports over 200 shortening services and has expanded over 4 million URLs so far. It provides an API and add-ons for different platforms. Upcoming features include trying to solve the problem of tracking the spread of shortened URLs and implementing Google's Safe Browsing service. The document also recommends creating single service sites that focus on solving one problem simply.
Find out more about the the Comprehensive Marine Biodiversity Survey of Singapore: action plan, operational set up and deliverables, in this powerpoint shared by NParks.
The document summarizes a study monitoring the recovery of corals in Singapore that bleached during the 1998 global bleaching event. Surveys of coral reefs in June 1998 found 50-90% of corals were bleached. A monitoring program tagged 35 coral colonies over 10 surveys. Some corals recovered but others died. Recovery varied between genera. Chlorophyll levels increased over time. Sea surface temperatures in early 1998 were unusually high, likely causing the bleaching. Continued monitoring is needed to understand bleaching and aid coral reef recovery.
The document discusses key aspects of teaching science effectively, including:
- Understanding science content as well as pedagogical strategies and curriculum knowledge is important for quality science teachers.
- The science curriculum focuses on building understanding of conceptual ideas in life, matter, energy, earth and space as well as experiencing how science is applied.
- Effective classroom strategies include using the whiteboard well, asking good questions, giving clear instructions, incorporating practical work while maintaining safety, and managing timing and student movement.
Emergent Narrative: What We Can Learn From Dungeons & DragonsFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Interactive narrative hasn’t changed much in forty years – it’s still ruled by limited options and predestined outcomes. While digital RPG gameplay has become more sophisticated, the stories remain rather basic (albeit better disguised). Remarkably, we still haven’t matched the tabletop role-playing experience.
We need to approach interactive story from a different angle, one that’s natively digital and that takes full advantage of the new content platform paradigm. It won’t be easy, it’ll take a lot of time… but WE’RE WIZARDS, right?!
Objective
To explore the potential of a truly emergent narrative, and explain how playing tabletop role-playing games can get us there.
Target Audience
Storytellers, creators, writers, game developers, and gamers.
Five Things Audience Members Will Learn
An abbreviated history of interactive storytelling
Different approaches to interactive narrative; their pros and cons
Sneaky tricks good Game Masters use to get players invested in a game
How to convert player agency into dramatic agency (also great for GMs)
That they want to play a tabletop RPG (if they haven’t already).
This document defines and explains the key elements of fiction, including setting, characters, plot, conflict, climax, and resolution. It uses the classic story "Goldilocks and the Three Bears" as an example to illustrate these concepts. The setting is a cottage in the woods long ago. The main characters are Goldilocks, Papa Bear, Mama Bear, and Baby Bear. The plot involves Goldilocks wandering into the bears' home while they are away. She faces the internal conflict of being hungry and tired, and the external conflict of the bears returning home. The climax occurs when Goldilocks discovers the bears approaching, and the resolution finds her running away at their arrival.
The document provides an overview of plot structure and elements in stories. It discusses key components of plot including exposition, inciting incidents, rising action, climaxes, resolutions, and more. Examples are given from films like Independence Day, Get Out, and Titanic to illustrate different plot devices and how they create suspense and engage audiences. Readers are prompted throughout to analyze the plot of a story they know well. The document aims to help readers understand plot as the backbone that moves a story forward and keeps audiences interested.
This document provides an introduction to analyzing plot in stories. It discusses key elements of plot, including exposition, inciting incidents, rising action, climaxes, resolutions, and more. Students are encouraged to analyze plots in films, TV shows, or novels they are familiar with for bonus points. Questions are provided to help structure potential response essays about how well works utilize various plot elements.
This document provides an introduction to plot structure in storytelling. It discusses the key elements of plot, including exposition, inciting incidents, rising action, climax, and resolution. Examples are given from films like Independence Day, Titanic, and Get Out to illustrate these different plot points. The document encourages analyzing the plot structure of other stories and offers bonus points for submitting a plot analysis of a film, TV show, or book.
This document provides an introduction to analyzing plot in literary works. It discusses key elements of plot, including exposition, inciting incidents, rising action, climax, and resolution. It also provides examples from films like Independence Day and novels like Stardust to illustrate these plot concepts. The purpose is to give students tools to analyze how plot works in pieces they will read for an upcoming essay assignment.
Canonical conceptions of narrative might find such a story-game equation problematic but the borders between the narrative and the ludic have always been fluid and allowed varying degrees of overlap between the two. With older games, this might not have been as obvious but with the sophisticated machinic narratives developing within and through computer games, it is clear that current conceptions about narrative have to take into account the ludic and the machinic nature of stories to be able to explain the functioning of problematic forms, like the narratives created within computer games. Such changing conceptions of narrative also need to address the participatory and constructive role that the reader has in the development of the narrative. In computer games, the narratives are formed within the game system (i.e. a base narrative) but through a complex identification with the in-game protagonists whose actions (and therefore the player’s) play the story into existence, thus establishing a constant interplay between playing and reading. Keeping the above in view, this paper will try to analyse the workings of narratives with reference to computer games and other new media as well as by identifying how older media also incorporate similar characteristics, hitherto ignored. It will therefore try to re-examine some key issues that inform essential conceptions of narratives and also show how Alice, in both kinds of texts, plays a videogame.
The document discusses plot structure in fiction. It defines plot as the events and conflict in a narrative. Good stories have a character with a desire, and dangers that prevent them from fulfilling that desire, creating drama. A character's journey through a story involves a setup, rising action towards a climax, and resolution. The character should transform by the end as a result of the choices they make. Complex stories don't have simple outcomes and a character may achieve their desire but lose something else. Causality and how earlier events impact later ones is important for plot development.
Play me a Story: Player Action as Narrative ArticulationAltug Isigan
The document summarizes a lecture about narrative elements in video games. It discusses four layers that form a narrative: narrative situation, storytelling/narration, story persons/actants, and events/functions. For each layer it provides examples from games like Diablo to illustrate techniques used in different layers. It notes that early games primarily allowed players to influence the events layer through their actions, but modern games now also allow modification of other layers like characters, environments, and narration.
Similar to Emergent Systems As A Narrative Device (9)
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
UiPath Test Automation using UiPath Test Suite series, part 5DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 5. In this session, we will cover CI/CD with devops.
Topics covered:
CI/CD with in UiPath
End-to-end overview of CI/CD pipeline with Azure devops
Speaker:
Lyndsey Byblow, Test Suite Sales Engineer @ UiPath, Inc.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
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.
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!
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
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
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.
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!
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
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.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
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.
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
2. The Importance of Stories “ Man … is the storytelling animal. He has to go on telling stories. He has to keep on making them up. As long as there's a story, it's all right. Even in his last moments, it's said, in the split second of a fatal fall--or when he's about to drown--he sees, passing rapidly before him, the story of his whole life.” Graham Swift, Waterland How many stories have you told about Halo? How many of those were about toppling the covenant? How many of them were about messing around with plasma grenades? We want to tell OUR stories
3. Emergent Systems “ Complexity is intrinsically linked to meaningful play. Playing a game is synonymous with exploring a game’s space of possibility. If a system is fixed, periodic, or chaotic, it does not provide a space of possibility large or flexible enough for players to explore through meaningful play” Eric Zimmerman, “Rules of Play” “ When we’re at our best [as game designers] we can even create systems that allow [users] to set in motion events that we don’t control, can’t anticipate, and didn’t plan for … and that’s when things get really interesting!” Warren Spector
4. Definitions Story: A sequence of events, preferably structured & compelling. Narrative: The means by which these events are portrayed or communicated.
5. Plot: A sequence of events that show causality. The King died, then The Queen died. = Story The King died, then The Queen died = Story OF GRIEF PLOT EM Forster
6. “ A story should have a beginning, a middle and an end … but not necessarily in that order” - Jean Luc Godard “ My wiener dog has a beginning, a middle and an end, but that doesn’t make him a story.” - Anonymous Beginning Middle End
7. Standard Game Narrative (Half Life) Beginning Middle End Branching Game Narrative (Mass Effect) Beginning Optional Branching Paths Funnelled Back To The Middle More Branches Small Number Of Endings
8. Beginning Middle End Standard Narrative + Side Quests (Fallout / KOTOR) (also most dramatic cinema) Beginning End ? No Central Narrative (Emergent Games) So what drives the player?
9. Middle End ? The Player’s Own Story “ Implicit Narrative” It happens in comic strips & movies already!
12. A Typical Minecraft Story I need Coal! I Seal Myself In A Cave And Wait … The Sun Is Setting! Coal! Glorious Coal! I have Torches … I am Secure!
13. Jenova Chen’s “Flow in Games” Abilities increase over time when playing Abilities = Time Tension rises with increasing challenge Challenge = Tension
14. Emergent Game = Chains of Causality Chains of Causality = Plot
15. Do Emergent Games Have A Story? So … Do Comic Books Have A Story? Well … Do Films Have A Story? And …
16. “ Closure” It’s what Scott McCloud called It’s why there’s a million stories about Minecraft … … but not so many about Tetris. The natural desire to see characters and stories in things we recognise and understand.
17. Looking Forward: Emergence is the Essence of Gaming Emergence doesn’t mean No Story Creating a network of causal events can create a compelling plot Conflict between interactive elements creates rising tension Familiarity breeds Closure
Editor's Notes
Welcome to “Emergent Systems as Narrative Devices”, a look at how stories and play come together in the least likely of places
Stories are important to us – they’re how we remember things, and they’re essentially how we experience our lives. There’s something natural about them that is hardwired into how we think. When it comes to games, people often debate the issue as gameplay vs story – but when we talk about games, we’re sharing stories about playing games. In my previous studies, I asked people for memories of games, and what I found was that almost nobody told me about the actual “plot” of a story-driven game – they almost exclusively spoke about what they actually DID in the game. The truth is we want to tell OUR stories about games.
A lot has been said about emergent games – they’re essentially the most “pure” of games experiences. Some of the biggest games of today are almost completely emergent. But all too often they are viewed as having “no story” – possibly by the same people who think that you can only have story OR game. Hopefully today I can show you something different.
In order to do this study, its important we know what we mean when we say “Narrative” and “Story”. To this end, I’ll offer these definitions: a story is a sequence of events, preferably structured & compelling, while the narrative is the means by which they are portrayed. Thus, we can have numerous different narratives with one story.
Plot is what drives a story. This example here comes from EM Forster, who described plot as sequence of events that are not necessarily linear or sequential, but have a chain of causality running through them.
But more than any of this, we have to understand what story really is. Jean Luc Goddard described it as a beginning, a middle and an end – but that is up for debate.
Traditionally, games have more or less stuck to that structure and that structure alone. Any deviation is created by forming extra lines, essentially just making many stories and overlapping them.
A lot of role-playing games work by using “side quests” and diversions to pad out the experience. A lot of drama uses alternate stories. Emergent systems creates these minature quests by creating needs for the player and placing obstacles in their way, but there’s no structure.
This lets the player derive more of their own story by giving a basic structure and implying connections between events. This already happens in the space between frames in a comic book, or between scenes in a movie!
To understand where this comes from, we need to visualise the story. This is a very standard diagram of story intensity over time. As our story progresses, the tension of the story and the intensity of the confrontations increases, reaching an eventual climax just before the end.
Minecraft creates complex networks of desires based on the interactions between the elements in the game. One of the first desires it instils in the player is security, a desire it creates through the dangerous enemies in the game and that it exploits and drives by tying the defense against these dangers to the central play mechanic of mining and crafting. This in turn takes time, bringing the onset of night, and slowly rising the tension.
This system creates an implied narrative that makes the game’s story compelling. The game implies a goal to the player without stating it implicitly. The rules of the game impede the player’s progress, creating rising dramatic tension. The player then overcomes the goal, resulting in a denouement and resolution.
You might have noticed, but rising tension is not anything new to game designers. Jenova Chen likened it to the concept of “Flow”. The challenge of a game increases as play progresses. This is how we’re used to interacting with a game system – in the same form in which a story operates. The structure of compelling play is closely related to the structure of a compelling story.
So we’ve seen that the structure of challenge within a compelling play experience closely mirrors that of tension within a story a story. In 2004, Randy & Harvey Smith demonstrated emergent game systems with this diagram. This shows how emergent systems are, in fact, a network of causal events. A network of causal events, as we saw from EM Forster earlier, is a plot. So we have rising tension, and now we have a plot.
So where does this leave us? Do we have a story in our emergent game yet? Or do we just have a bunch of causally linked events arranged into a rough storylike fashion? Where does that last leap come from? The answer lies in other media – after all, what are comic books other than a series of unconnected images? What connects the separate cuts of a film into a cohesive storyline?
Scott McCloud wrote about this in his book “Understanding Comics: The Invisible Art”. He calls the concept “Closure” – it’s the ability of people to see a story in a series of otherwise unconnected images in a comic book or scenes in a movie. Its what makes us see a face in a group of dots and lines, or see an axe, hear a scream and “commit the victim to a thousand unseen deaths” (as McCloud put it). In games, its why we talk in stories about Minecraft, but are a lot less to talk about Tetris beyond our high scores. If we can’t identify with the game elements, we won’t find the story.
Looking forward, we can see how emergent games – the games where we can’t fully predict the outcome of the player’s actions – are right at the heart of what it means to make games. We can see that just because we’re creating emergent games, we don’t have to create them without story. Creating a network of causal events creates a sense of plot, and creating cyclical conflict within the interactive elements of the system can drive up the tension as the player explores the possibilities in the system. Finally, to make that last leap, by making those elements familiar to the player, we can breed a sense of closure, and suddenly our “storyless” games because story engines that allow people to not only have an experience that is their own, but take a story away from that experience by which to remember it.