Netbook at Discount Drug - Back To School 2009kennethlucas2
The document discusses trends in netbooks and ultra-portable laptops for back-to-school shopping in 2009. It notes that netbook sales are increasing while average PC prices are dropping. Features of netbooks and ultra-portable laptops include small size, light weight, long battery life, and affordable prices. The document provides examples of specific netbooks and their prices from various manufacturers.
The document discusses the fall of Nokia's mobile dominance and its partnership with Microsoft. It notes that in the 2000s, Nokia had over 35% of the global mobile market and over 73% of the smartphone market, but that its market share declined rapidly after 2007. In 2011, Nokia's CEO acknowledged in a memo that the company was "standing on a burning platform" and not innovating fast enough. Shortly after, Nokia announced a partnership with Microsoft to use its Windows platform instead of Nokia's own Symbian software. In 2013, Microsoft fully acquired Nokia's mobile business for $7.2 billion.
Betting on Games
How do you get people to pay for playing games? How to get them to pay up for each and every time they play? And still have fun. Well, let them make a bet.
The first on-line lotteries opened in 1996 and since then the lottery and i-gaming industries have moved into more entertaining games. While traditional lottery games appeal to the older crowd, the younger generation that grew up on-line, are playing more entertaining games, like Poker, Blackjack, and Bingo, sports betting games like live betting, multiplayer games like Yatzy and Ludo.
The document summarizes key developments in virtual reality (VR) in 2017 and makes predictions. Some of the main points covered are:
- VR adoption is accelerating but is still in the early innings, with high-end systems seeing slow adoption due to lack of killer apps and issues like low resolution.
- 360 video and mobile VR are areas that will see significant growth in 2017. New products will lower costs and improve ease of use.
- Major new announcements from companies like Microsoft, Apple, Google, and Magic Leap could reorder the VR/AR landscape.
- 2017 may be a breakout year for augmented reality as it addresses limitations of VR like being less restrictive to wear.
The rise of smartphones and tablets has led to an explosion in mobile games. Key factors enabling this ecosystem include high-quality devices, app stores for distribution, and payment systems. While iOS has a large installed base, Android is growing rapidly. However, the mobile games industry is still in its early stages, with challenges around discovery, multi-platform development, and social connectivity. The future of mobile gaming remains uncertain, with questions around the roles of location, tablets, platforms, and HTML5.
Netbook at Discount Drug - Back To School 2009kennethlucas2
The document discusses trends in netbooks and ultra-portable laptops for back-to-school shopping in 2009. It notes that netbook sales are increasing while average PC prices are dropping. Features of netbooks and ultra-portable laptops include small size, light weight, long battery life, and affordable prices. The document provides examples of specific netbooks and their prices from various manufacturers.
The document discusses the fall of Nokia's mobile dominance and its partnership with Microsoft. It notes that in the 2000s, Nokia had over 35% of the global mobile market and over 73% of the smartphone market, but that its market share declined rapidly after 2007. In 2011, Nokia's CEO acknowledged in a memo that the company was "standing on a burning platform" and not innovating fast enough. Shortly after, Nokia announced a partnership with Microsoft to use its Windows platform instead of Nokia's own Symbian software. In 2013, Microsoft fully acquired Nokia's mobile business for $7.2 billion.
Betting on Games
How do you get people to pay for playing games? How to get them to pay up for each and every time they play? And still have fun. Well, let them make a bet.
The first on-line lotteries opened in 1996 and since then the lottery and i-gaming industries have moved into more entertaining games. While traditional lottery games appeal to the older crowd, the younger generation that grew up on-line, are playing more entertaining games, like Poker, Blackjack, and Bingo, sports betting games like live betting, multiplayer games like Yatzy and Ludo.
The document summarizes key developments in virtual reality (VR) in 2017 and makes predictions. Some of the main points covered are:
- VR adoption is accelerating but is still in the early innings, with high-end systems seeing slow adoption due to lack of killer apps and issues like low resolution.
- 360 video and mobile VR are areas that will see significant growth in 2017. New products will lower costs and improve ease of use.
- Major new announcements from companies like Microsoft, Apple, Google, and Magic Leap could reorder the VR/AR landscape.
- 2017 may be a breakout year for augmented reality as it addresses limitations of VR like being less restrictive to wear.
The rise of smartphones and tablets has led to an explosion in mobile games. Key factors enabling this ecosystem include high-quality devices, app stores for distribution, and payment systems. While iOS has a large installed base, Android is growing rapidly. However, the mobile games industry is still in its early stages, with challenges around discovery, multi-platform development, and social connectivity. The future of mobile gaming remains uncertain, with questions around the roles of location, tablets, platforms, and HTML5.
There is a huge cultural shift taking place. For the last 10 years, since 2000 we have experienced how everything is getting digital. The mobile phone is today just as powerful as a desktop computer in 2000. We have all this power in our pocket.
This presentation was given at the Gambling Technology Strategies 2011 in London.
This document summarizes the evolution of game development from the 1960s-1970s to present day. It outlines how in the early days, game scope was limited, costs were high, platforms were few, and the market was niche. Over time, development budgets and team sizes soared, numerous platforms emerged, and financial models changed. However, some things stayed the same - a bad game remains unpopular, simple designs are still effective, small studios can still succeed, and hardcore fans endure. The business now rivals the movie industry in financial terms.
This document discusses opportunities for indie game developers on Windows and Windows Phone platforms. It notes that customers are downloading more games than any other app type and are willing to spend money. The Windows 8 and Windows Phone 8 platforms provide opportunities to give customers what they want through a shared development experience across devices. Several indie developers are highlighted who have found success on the Windows platforms with one game achieving over 1 million downloads. The document promotes resources and programs available to indie developers, including free developer accounts and the Imagine Cup game development competition.
There is 100% chances you are going to engage your customers on mobile first, but converting them into lifetime and faithful promoters is a multi-screen journey. For brands, media and retailers it is then critical to select the most relevant device-agnostic technology and the
This document discusses disruptive innovation through examples of Amazon and Nintendo. It describes how Amazon simplified technology infrastructure through cloud computing services like AWS, which offers pay-per-use pricing with no subscription fees or upfront costs. This disruptive business model targets new B2B and B2C markets. The document also explains how Nintendo disrupted the gaming industry by simplifying game controls with the Wii motion controllers and targeting non-gamers with family-friendly games, helping expand the market.
Development Trends For Mobile Platforms And Its Technologyvkalve
Kristaps Skutelis discusses trends in mobile platforms and technologies. He outlines the evolution of mobile devices from basic "dumb phones" to smartphones with touchscreens, apps and mobile internet access. He analyzes the market share and app stores of different platforms like Android and iOS. Emerging trends include more powerful hardware, tablets, NFC payments, augmented reality and utilizing interconnected devices through social networks and cloud services.
The document discusses virtual worlds and organizations' activities in virtual worlds like Second Life. It summarizes what companies are doing in Second Life (marketing, branding, sales, recruiting), challenges (lack of return on investment and critical mass), and potential future scenarios for virtual worlds in 2012. It considers whether virtual worlds will become more widely used and integrated with real world or remain limited and fragmented.
The document discusses emerging technologies and their educational applications, focusing on cell phones, iPods/iPhones, game controllers, gaming consoles, and virtual learning communities. It provides examples of how these technologies are being used for podcasting, video/photo sharing, mobile web access, games, and virtual 3D learning environments like Second Life.
The document discusses the current and potential future uses of virtual worlds like Second Life by organizations. Currently, many large companies use virtual worlds for marketing, branding, sales, recruiting, training and education. However, return on investment is still limited. The document outlines four possible scenarios for how virtual worlds may be used and integrated by 2012, and suggests organizations experiment with virtual worlds to learn and stay aware of emerging opportunities while considering their potential disruptive nature.
CES Rewind
Fallon Creative Technologist Jacob Abernathy presents 10 trends you and your brands need to know about the gadgets revealed at this year's Consumer Electronic Show – ground zero for the future of consumer electronics and technology!
Jacob will put perspective on everything you missed in an engaging multimedia demonstration that details trends ranging from the rise of tablet computing, and gaming everywhere, to the explosion of car technologies powering our everyday driving.
1) Polycom is a manufacturer of voice and video communication software and solutions founded in 1990. It produces video and voice conferencing endpoints and management software. Polycom has expanded through acquisitions and its products are used for communications worldwide.
2) Eidos is a leading developer and publisher of video games for consoles and PCs. It releases popular franchises and operates worldwide with a focus on gameplay experiences.
3) Borland creates software that allows flexible development and deployment across platforms. It has customers in many industries and has expanded into space by providing software for NASA missions.
Lekcija "Development Trends For Mobile Platforms And Its Technology" (10.12.2...Kristaps Skutelis
Kristaps Skutelis is a technology blogger who discusses trends in mobile platforms and technologies. He outlines the evolution of mobile devices from basic phones to smartphones, and the growth of app ecosystems like Android Market and the iOS App Store. He notes that handset sales are now driven by user interfaces and available applications rather than hardware features alone. Emerging trends include more powerful processors, tablets, NFC technology, cloud services, and augmented reality.
The Opportunity of Windows Norwich Indie DevLee Stott
Lee Stott discusses the opportunity for developers with Windows and Windows Phone. He notes that Windows has over 1 billion users and Windows Phone usage is growing rapidly. For indie game developers, this means access to a large and expanding platform. Stott highlights examples of successful indie games on Windows and Windows Phone. He encourages developers to take advantage of the growing platforms and revenue share models available in their stores.
Presentation on the use of multiple access devices. The growing range of devices that will support web access and where everything eventually becomes a PC. First Presented after Tommorows World Coverage, in January 2000.
An action-packed F2P game where you challenge gunslingers around the world to become the most wanted gunslinger of them all. Your phone is your weapon as you can start live-action holstering, drawing, and shooting in seconds. Win duels and collect rewards money, customize your look with classy Western clothes, unlock deadly guns, and arm yourself with special items from the Indian Trading Post.
The document discusses Intel's Edison development platform and its goal of lowering barriers for inventors, entrepreneurs, and designers to create Internet of Things (IoT) and wearable computing products. It provides an overview of the Intel Edison offering, which includes the Edison module, expansion boards to support different applications, software like Yocto and developer tools, and an ecosystem of partners to provide support. It also outlines factors for success like clear use cases, price points, and ease of use. Finally, it describes Intel's "Dream It" and "Build It" programs which provide funding, mentorship, and other support to help bring innovative concepts to life.
In this session I show together with Jan Tielens how you can integrate the physical world and the virtual together by using sensors, netduino, microsoft azure,
Golden years of IT: Past Present and FutureAltaf Rehmani
Golden Years of IT, Past Present and Future: A keynote presentation by Altaf Rehmani from redbytes software to 350 students of computer science in Sinhgad university
The document discusses the future of various technologies and education. It focuses on the One Laptop Per Child (OLPC) initiative which aims to provide affordable, rugged, low-power laptops to children globally. The OLPC laptops will cost $100 each by 2008, utilize a Linux operating system, and have dual-display modes for indoor/outdoor use. The project aims to reach over 100 million children by 2008 across initial partner countries through a non-profit association funded by donations.
Fyrirlestur fyrir Félag tölvunarfræðinga og Verkfræðingafélagið þann 18.05.2022
Nýsköpun er forsenda tækniframfara sem eru forsendur framþróunar. Nýsköpun byrjar yfirleitt smátt og þarf margar ítranir til að virka. Frumkvöðlar sem eru að búa til nýjungar þurfa ekki einungis að glíma við tæknina og takmarkanir hennar, heldur einnig skoðanir og álit samtímamanna sem sjá ekki alltaf tilgang með nýrri tækni. Í þessum fyrirlestri skoðar Ólafur Andri nýsköpun og þær framfarir sem hafa orðið. Einnig skoðar hann hvert tækniframfarir nútímans muni leiða okkur á komandi árum.
Ólafur Andri Ragnarsson er aðjúnkt við Háskólann í Reykjavík og kennir þar námskeið um tækniþróun og hvernig tæknibreytingar hafa áhrif á fyrirtæki. Hann er tölvunarfræðingur (Msc) að mennt frá Oregon University í Bandaríkjanum. Ólafur Andri er frumkvöðull og stofnaði, ásamt fleirum, Margmiðlun og síðar Betware. Þá tók Ólafur Andri þátt í að stofna leikjafyrirtækið Raw Fury AB í Stokkhólmi.
Fyrirlestur haldinn fyrir tæknifaghóp Stjórnvísi þann 13. október 2020.
Undanfarna áratugi höfum við séð gríðalegar framfarir í tækni og nýsköpun á heimsvísu. Þessar framfarir hafa skapað mannkyninu öllu aukna hagsæld. Þrátt fyrir veirufaraldur á heimsvísu eru framfarir ekkert að minnka heldur munu bara aukast næstu árum. Gervgreind, róbotar, sýndarveruleiki, hlutanetið og margt fleira er að búa til nýjar lausnir og ný tækifæri. Framtíðin er í senn sveipuð dulúð og getur verið spennandi og ógnvekjandi í senn. Eina sem við vitum fyrir vissu er að framtíðin verður alltaf betri. Í þessu fyrirlestri ætlar Ólafur Andri Ragnarsson kennari við HR að fjalla um nýjustu tækni og framtíðina.
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There is a huge cultural shift taking place. For the last 10 years, since 2000 we have experienced how everything is getting digital. The mobile phone is today just as powerful as a desktop computer in 2000. We have all this power in our pocket.
This presentation was given at the Gambling Technology Strategies 2011 in London.
This document summarizes the evolution of game development from the 1960s-1970s to present day. It outlines how in the early days, game scope was limited, costs were high, platforms were few, and the market was niche. Over time, development budgets and team sizes soared, numerous platforms emerged, and financial models changed. However, some things stayed the same - a bad game remains unpopular, simple designs are still effective, small studios can still succeed, and hardcore fans endure. The business now rivals the movie industry in financial terms.
This document discusses opportunities for indie game developers on Windows and Windows Phone platforms. It notes that customers are downloading more games than any other app type and are willing to spend money. The Windows 8 and Windows Phone 8 platforms provide opportunities to give customers what they want through a shared development experience across devices. Several indie developers are highlighted who have found success on the Windows platforms with one game achieving over 1 million downloads. The document promotes resources and programs available to indie developers, including free developer accounts and the Imagine Cup game development competition.
There is 100% chances you are going to engage your customers on mobile first, but converting them into lifetime and faithful promoters is a multi-screen journey. For brands, media and retailers it is then critical to select the most relevant device-agnostic technology and the
This document discusses disruptive innovation through examples of Amazon and Nintendo. It describes how Amazon simplified technology infrastructure through cloud computing services like AWS, which offers pay-per-use pricing with no subscription fees or upfront costs. This disruptive business model targets new B2B and B2C markets. The document also explains how Nintendo disrupted the gaming industry by simplifying game controls with the Wii motion controllers and targeting non-gamers with family-friendly games, helping expand the market.
Development Trends For Mobile Platforms And Its Technologyvkalve
Kristaps Skutelis discusses trends in mobile platforms and technologies. He outlines the evolution of mobile devices from basic "dumb phones" to smartphones with touchscreens, apps and mobile internet access. He analyzes the market share and app stores of different platforms like Android and iOS. Emerging trends include more powerful hardware, tablets, NFC payments, augmented reality and utilizing interconnected devices through social networks and cloud services.
The document discusses virtual worlds and organizations' activities in virtual worlds like Second Life. It summarizes what companies are doing in Second Life (marketing, branding, sales, recruiting), challenges (lack of return on investment and critical mass), and potential future scenarios for virtual worlds in 2012. It considers whether virtual worlds will become more widely used and integrated with real world or remain limited and fragmented.
The document discusses emerging technologies and their educational applications, focusing on cell phones, iPods/iPhones, game controllers, gaming consoles, and virtual learning communities. It provides examples of how these technologies are being used for podcasting, video/photo sharing, mobile web access, games, and virtual 3D learning environments like Second Life.
The document discusses the current and potential future uses of virtual worlds like Second Life by organizations. Currently, many large companies use virtual worlds for marketing, branding, sales, recruiting, training and education. However, return on investment is still limited. The document outlines four possible scenarios for how virtual worlds may be used and integrated by 2012, and suggests organizations experiment with virtual worlds to learn and stay aware of emerging opportunities while considering their potential disruptive nature.
CES Rewind
Fallon Creative Technologist Jacob Abernathy presents 10 trends you and your brands need to know about the gadgets revealed at this year's Consumer Electronic Show – ground zero for the future of consumer electronics and technology!
Jacob will put perspective on everything you missed in an engaging multimedia demonstration that details trends ranging from the rise of tablet computing, and gaming everywhere, to the explosion of car technologies powering our everyday driving.
1) Polycom is a manufacturer of voice and video communication software and solutions founded in 1990. It produces video and voice conferencing endpoints and management software. Polycom has expanded through acquisitions and its products are used for communications worldwide.
2) Eidos is a leading developer and publisher of video games for consoles and PCs. It releases popular franchises and operates worldwide with a focus on gameplay experiences.
3) Borland creates software that allows flexible development and deployment across platforms. It has customers in many industries and has expanded into space by providing software for NASA missions.
Lekcija "Development Trends For Mobile Platforms And Its Technology" (10.12.2...Kristaps Skutelis
Kristaps Skutelis is a technology blogger who discusses trends in mobile platforms and technologies. He outlines the evolution of mobile devices from basic phones to smartphones, and the growth of app ecosystems like Android Market and the iOS App Store. He notes that handset sales are now driven by user interfaces and available applications rather than hardware features alone. Emerging trends include more powerful processors, tablets, NFC technology, cloud services, and augmented reality.
The Opportunity of Windows Norwich Indie DevLee Stott
Lee Stott discusses the opportunity for developers with Windows and Windows Phone. He notes that Windows has over 1 billion users and Windows Phone usage is growing rapidly. For indie game developers, this means access to a large and expanding platform. Stott highlights examples of successful indie games on Windows and Windows Phone. He encourages developers to take advantage of the growing platforms and revenue share models available in their stores.
Presentation on the use of multiple access devices. The growing range of devices that will support web access and where everything eventually becomes a PC. First Presented after Tommorows World Coverage, in January 2000.
An action-packed F2P game where you challenge gunslingers around the world to become the most wanted gunslinger of them all. Your phone is your weapon as you can start live-action holstering, drawing, and shooting in seconds. Win duels and collect rewards money, customize your look with classy Western clothes, unlock deadly guns, and arm yourself with special items from the Indian Trading Post.
The document discusses Intel's Edison development platform and its goal of lowering barriers for inventors, entrepreneurs, and designers to create Internet of Things (IoT) and wearable computing products. It provides an overview of the Intel Edison offering, which includes the Edison module, expansion boards to support different applications, software like Yocto and developer tools, and an ecosystem of partners to provide support. It also outlines factors for success like clear use cases, price points, and ease of use. Finally, it describes Intel's "Dream It" and "Build It" programs which provide funding, mentorship, and other support to help bring innovative concepts to life.
In this session I show together with Jan Tielens how you can integrate the physical world and the virtual together by using sensors, netduino, microsoft azure,
Golden years of IT: Past Present and FutureAltaf Rehmani
Golden Years of IT, Past Present and Future: A keynote presentation by Altaf Rehmani from redbytes software to 350 students of computer science in Sinhgad university
The document discusses the future of various technologies and education. It focuses on the One Laptop Per Child (OLPC) initiative which aims to provide affordable, rugged, low-power laptops to children globally. The OLPC laptops will cost $100 each by 2008, utilize a Linux operating system, and have dual-display modes for indoor/outdoor use. The project aims to reach over 100 million children by 2008 across initial partner countries through a non-profit association funded by donations.
Similar to Game Development In A Distributed Environment (20)
Fyrirlestur fyrir Félag tölvunarfræðinga og Verkfræðingafélagið þann 18.05.2022
Nýsköpun er forsenda tækniframfara sem eru forsendur framþróunar. Nýsköpun byrjar yfirleitt smátt og þarf margar ítranir til að virka. Frumkvöðlar sem eru að búa til nýjungar þurfa ekki einungis að glíma við tæknina og takmarkanir hennar, heldur einnig skoðanir og álit samtímamanna sem sjá ekki alltaf tilgang með nýrri tækni. Í þessum fyrirlestri skoðar Ólafur Andri nýsköpun og þær framfarir sem hafa orðið. Einnig skoðar hann hvert tækniframfarir nútímans muni leiða okkur á komandi árum.
Ólafur Andri Ragnarsson er aðjúnkt við Háskólann í Reykjavík og kennir þar námskeið um tækniþróun og hvernig tæknibreytingar hafa áhrif á fyrirtæki. Hann er tölvunarfræðingur (Msc) að mennt frá Oregon University í Bandaríkjanum. Ólafur Andri er frumkvöðull og stofnaði, ásamt fleirum, Margmiðlun og síðar Betware. Þá tók Ólafur Andri þátt í að stofna leikjafyrirtækið Raw Fury AB í Stokkhólmi.
Fyrirlestur haldinn fyrir tæknifaghóp Stjórnvísi þann 13. október 2020.
Undanfarna áratugi höfum við séð gríðalegar framfarir í tækni og nýsköpun á heimsvísu. Þessar framfarir hafa skapað mannkyninu öllu aukna hagsæld. Þrátt fyrir veirufaraldur á heimsvísu eru framfarir ekkert að minnka heldur munu bara aukast næstu árum. Gervgreind, róbotar, sýndarveruleiki, hlutanetið og margt fleira er að búa til nýjar lausnir og ný tækifæri. Framtíðin er í senn sveipuð dulúð og getur verið spennandi og ógnvekjandi í senn. Eina sem við vitum fyrir vissu er að framtíðin verður alltaf betri. Í þessu fyrirlestri ætlar Ólafur Andri Ragnarsson kennari við HR að fjalla um nýjustu tækni og framtíðina.
Technology is one of the factors of change. When new disruptive technology is introduced, it can change industries. We have many examples of that and will start this journey it one of the most important innovation that has come in our lifetimes, the smartphone. We will explore the impact of the smartphone and the fate of existing companies at the time when iPhone, the first smartphone as we know them, was introduced to the world.
We will also look at other examples from history. Then we look at the broader picture, past industrial revolutions and the one that we are experiencing now, the fourth industrial revolution. Specifically we look briefly at the technologies that fuel this revolution, for example artificial intelligence, robotics, drones, internet of things and more.
This document summarizes a lecture on robotics and drones. It discusses the history of robots dating back to ancient times. It also covers modern industrial robots, robotic developments in the 21st century including robots that can see, hear and sense. The document outlines Isaac Asimov's three laws of robotics. It discusses self-driving cars and their levels of automation. Finally, it covers unmanned aerial vehicles including military drones and delivery drones, and concludes that the robot revolution has only just begun.
The normal interaction with computers is with keyboard and a mouse. For display a rectangular somewhat small screen is used with 2D windowing systems. The mouse was invented more the 40 years ago and has been for 20 years dominant input. Now we are seeing new types of input devices. Multi-touch adds new dimensions and new applications. Natural user interfaces or gesture interfaces where people point to drag objects. Computers are also beginning to recognize facial expressions of people, so it knows if you are smiling. Voice and natural language understanding is getting to a usable stage. All this calls all types of new applications.
Displays are getting bigger. What if any surface was a screen? If you could spray the wall with screen? Or have you phone project images to the wall.
This lectures explores some of these new types of interactions with computers and software. It makes the old mouse look old.
Local is the Lo in SoLoMo, the buzz word. Local is not only about location, it's also about your digital track record. Over 70% of Netflix users watch the films recommend. Mining data to understand people's behaviour is getting to be a huge and valuable business. Advertisers see opportunities in getting direct to their target groups. Predictive intelligence is also about where you will be at some time in the future, and where somebody you know will be.
It turns out that Facebook and Google know you better than you think you know yourself. The world is about to get really scary.
Over two billion people signed up for Facebook. This site the most used site for people when using the Internet. People are not watching TV so much anymore - they using Facebook, Youtube and Netflix and number of popular web sites.
Some people denote their time working for others online. What drives people to write an article on Wikipedia? They don´t get paid. Companies are enlisting people to help with innovations and sites such as Galaxy Zoo ask people to help identifying images. And why do people have to film themselves singing when they cannot sing and post the video on Youtube?
In this lecture we talk about how people are using the web to interact in new ways, and doing stuff.
With the computer revolution vast amount of digital data has become available. With the Internet and smart connected product, the data is growing exponentially. It is estimated that every year, more data is generated than all history prior. And this has repeated over several years.
With all this data, it becomes a platform for something new of its own. In this lecture, we look at what big data is and look at several examples of how to use data. There are many well-know algorithms to analyse data, like clustering and machine learning.
After the computing industry got started, a new problem quickly emerged. How do you operate this machines and how to you program them. The development of operating systems was relatively slow compared to the advances in hardware. First system were primitive but slowly got better as demand for computing power increased. The ideas of the Graphical User Interfaces or GUI (Gooey) go back to Doug Engelbarts Demo of the Century. However, this did not have much impact on the computer industry. One company though, Xerox, a photocopy company explored these ideas with Palo Alto Park. Steve Jobs of Apple and Bill Gates of Microsoft took notice and Apple introduced first Apple Lisa and the Macintosh.
In this lecture on we look so lessons for the development of software, and see how our business theories apply.
In this lecture on we look so lessons for the development of algorithms or software, and see how our business theories apply.
In the second part we look at where software is going, namely Artificial Intelligence. Resent developments in AI are causing an AI boom and new AI application are coming all the time. We look at machine learning and deep learning to get an understanding of the current trends.
We are currently living in times of great transformation. We have over the last couple of decade seen the Internet become the most powerful disrupting force in the world, connecting everyone and transforming businesses. Now everyday objects - things we use are getting smart with sensors and software. And they are connecting. What does this mean?
We will see the world become alive. Cars will talk to road sensors that talk to systems that guide traffic. Plants will talk to weather systems that talk to scientists that research climate change. Farming fields will talk to the farming system that talks to robots that do fertilising and harvesting. Home appliances like refrigerators, ovens, coffee machines and microwaves ovens will talk to the home food and cooking system that will inform the store that you are running out butter, cheese, laundry detergent and coffee beans, which will inform the robot driver to get this to your house after consulting your calendar upon when someone is at home.
In this lecture we explore the Internet of Things, IoT.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialization of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
The Internet grew out of US efforts to build the ARPANET, a network of peer computers built during the cold war. The two major players were military and academia. The network was simple and required no efforts for security or social responsibility. The early Internet community was mainly highly educated and respectable scientist. In the early 1990s the World Wide Web, a hypertext system is introduced, and soon browsers start to appear, leading the commercialisation of Net. New businesses emerge and a technology boom known as the dot-com era.
The network, now over 40, is being stretched. Problems such as spam, viruses, antisocial behaviour, and demands for more content are prompting reinvention of the Net and threatening its neutrality. Add to this government efforts to regulate and limit the network.
In this lecture we look at the Internet and the impact of the network. We will also look at the future of the Internet.
- Mobile phones are now the most common device in the world, with over 8.5 billion connections globally as of 2017.
- The development of mobile phones was enabled by earlier innovations in electromagnetism and radio in the late 19th century, but mobile phones did not become practical until the 1980s with the invention of the microchip.
- Mobile technology has advanced through generations from analog 1G networks in the 1980s, to digital 2G networks in the 1990s incorporating texting, and 3G packet switched networks in the 2000s enabling more data and applications.
Did you know that the term "Computer" once meant a profession? And what did people or computers actually do? They computed mathematical problems. Some problems were tedious and error prone. And it is not surprising that people started to develop machines to aid in the effort. The first mechanical computers were actually created to get rid of errors in human computation. Then came tabulating machines and cash registers. It was not until telephone companies were well established that computing machines became practical.
First computers were huge mainframes, but soon minicomputers like DEC’s PDP started to appear. The transistor was introduced in 1947, but its usefulness was not truly realized until in 1958 when the integrated circuit was invented. This led to the invention of the microprocessor. Intel, in 1971, marketed the 4004 – and the personal computer revolution started. One of the first Personal Computers was MITS’ Altair. This was a simple device and soon others saw the opportunities.
In this lecture we start our coverage of computing and look at some of the early machines and the impact they had.
Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people's behaviour and how people shop and use services. The organisational structure created in the 20th century cannot survive when new digital solution are being offered. Software is changing the way traditional business operate. People now have smartphones in their pockets - a supercomputer that is 25,000 times more powerful and the minicomputers of the 1960s. This is changing people's behaviour and how people shop and use services. The organisational structure created in the 20th century cannot survive when new digital solution are being offered. The hierarchical structure of these established companies assumes high coordination cost due to human activity. But when the coordination cost drops
The organisational structure that companies in the 20th century established was based on the fact that employees needed to do all the work. The coordination cost was high due to the effort and cost of employees, housing etc. Now we have software that can do this for use and the coordination cost drops to close-to-zero. Another thing is that things become free. Consider Flickr. Anybody can sign up and use the service for free. Only a fraction of the users get pro account and pay. How can Flickr make money on that? It turns out that services like this can.
Many businesses make money by giving things away. How can that possibly work? The music business has suffered severely with digital distribution of content. Should musicians put all their songs on YouTube? What is the future business model for music?
One of the great irony of successful companies is how easily they can fail. New companies are founded to take advantage of some new technology. They become highly successful and but when the technology shifts, something new comes along, they are unable to adapt and fail. This is the innovator’s dilemma.
Then there are companies that manage to survive. For example, Kodak survived two platform shift, only til fail the third. IBM has survived over 100 years. What do successful companies do differently?
History has many examples of great innovators who had difficult time convincing their contemporaries of new technology. Even incumbent and powerful companies regarded new technologies as inferior and dismissed it as "toys". Then when disruptive technologies take off they often are overhyped and can cause bubbles like the Internet bubble of the late 1990s.
In this lecture we look at some examples of disruptive technologies and the impact they had. We look at the The Disruptive Innovation Theory by Harvard Professor Clayton Christensen.
Technology evolves in big waves that we call revolutions. The first revolution was the Industrial revolution that started in Britain in 1771. Since than we have see more revolutions come and how we are in the fifth. These revolutions follow a similar path. First there is an installation period where the new technologies are installed and deployed, creating wealth to those who were are the right place at the right time. This is followed by a frenzy, where financial markets wants to be apart. The there is crash and turning point, followed by synergy, a golden age.
In 1908, a new technological revolution started. It was the Age of Oil and Automobile. The technology trigger was Henry Ford´s new assembly line technique that allowed the manufacturing of standardized, low cost automobile. This created the car industry and other manufacturing companies. This also created demand for gas thus creating the oil industry. During the Roaring Twenties the stock prices rose to new levels, until a crash and the Great Depression. Only after World War II, came a turnaround point followed by a golden age in the post-war boom.
In this lecture we look at a framework for understanding technological revolutions. There revolutions completely change societies and replace the old with new technologies. We will explore how these revolutions take place. We should now be in the golden age phase.
We also look at generations.
In the early days of product development, the technology is inferior and lacking in performance. The focus is very much on the technology itself. The users are enthusiast who like the idea of the product, find use for it, and except the lack of performance. Then as the product becomes more mature, other factors become important, such as price, design, features, portability. The product moves from being a technology to become a consumer item, and even a community.
In this lecture we explore the change from technology focus to consumer focus, and look at why people stand in line overnight to buy the latest gadgets.
This document summarizes a lecture about the diffusion of innovation. It discusses how new ideas are developed through collaboration and exchange. It also discusses how innovations diffuse slowly at first, gaining momentum over time as they are adopted by pragmatists and conservatives seeking convenient solutions. The rate of adoption follows an S-curve, with innovators and enthusiasts driving early adoption and the mass market adopting later. Customers' motivations for adoption change over time, initially valuing the innovation's benefits and later valuing its functionality. Factors like network effects, convenience, and compatibility influence adoption rates.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
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.
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
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Introducing Milvus Lite: Easy-to-Install, Easy-to-Use vector database for you...Zilliz
Join us to introduce Milvus Lite, a vector database that can run on notebooks and laptops, share the same API with Milvus, and integrate with every popular GenAI framework. This webinar is perfect for developers seeking easy-to-use, well-integrated vector databases for their GenAI apps.
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.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
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.
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.
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:
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
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.
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.
4. Betware DK Bröndby Denmark Head Quarters Betware Reykjavík Betware Sp. z o.o. Warsaw Poland Certus Odense Denmark Betware Solutions CA Kamloops, BC Betware Madrid Spain Betware currently has 101 employees worldwide
15. Technology Adaption Early Adaptors Mass Market Laggards Super Smart Phones Internet TV stations E-book Readers Netbooks
16. The Three Screens Strategy Big Screen TV, Video Games Many Persons Local Entertainment Personal Screen Desktop, Laptop, Single Person Some Portability Work Small Screen Phones, Netbooks, eReaders Single Person Easy portability Mobility