Presentation by Rabindra Basnet on the basis of survey reports and other secondary method of available virtual realities evidences in modern healthcare system.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
How to generate game character behaviors using AI and ML - Unite CopenhagenUnity Technologies
Artificial intelligence and machine learning offer new mechanisms for generating animations and behaviors for game characters. In this video, we walk through the Unity Behavior Planner, Unity ML-Agents Toolkit and Unity Inference Engine, three tools that leverage state-of-the-art AI algorithms to help you hit the ground running on your next game. The team showcases these tools with real examples.
No need to be an AI expert – this session is for anyone interested in harnessing new tools to help you do more, faster.
Speakers:
Mantas Puida - Unity
Vincent-Pierre Berges - Unity
Robin Lindh Nilsson - Carry Castle
Watch the session on Youtube: https://youtu.be/2M3ytOo7LQQ
Presentation by Rabindra Basnet on the basis of survey reports and other secondary method of available virtual realities evidences in modern healthcare system.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
How to generate game character behaviors using AI and ML - Unite CopenhagenUnity Technologies
Artificial intelligence and machine learning offer new mechanisms for generating animations and behaviors for game characters. In this video, we walk through the Unity Behavior Planner, Unity ML-Agents Toolkit and Unity Inference Engine, three tools that leverage state-of-the-art AI algorithms to help you hit the ground running on your next game. The team showcases these tools with real examples.
No need to be an AI expert – this session is for anyone interested in harnessing new tools to help you do more, faster.
Speakers:
Mantas Puida - Unity
Vincent-Pierre Berges - Unity
Robin Lindh Nilsson - Carry Castle
Watch the session on Youtube: https://youtu.be/2M3ytOo7LQQ
Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
Gamification ist in Wissenschaft, Wirtschaft und Technik angekommen. Grundsätzliche Idee dahinter ist den Spieltrieb der Menschen anzusprechen.
Folgende Ziele stehen dabei im Vordergrund:
Nicht zur Unterhaltung vorgesehen
Erlernen von neuen Fähigkeiten und Kompetenzen
Lerninhalt integriert
Spielerische Vermittlung & Training neuer Fähigkeiten
Marketing
Der Nutzen von Gamification ist vielfältig. So auch die Einsatzszenarien, in denen Gamification angewendet wird. Sei es im Human Resources Bereich für das Recruiting, in der Ausbildung/Weiterbildung, in Marketing und Vertrieb zur Produkteinführung, Kundenbindung, Produktwerbung oder in der Wissenschaft um kollektive Intelligenz und Fähigkeiten weltweit zu nutzen, um Probleme zu lösen.
Die Charts geben einen Einblick in Einsatzszenarien und Erfolgsfaktoren von Gamification.
Recurrent Neural Networks (RNNs) represent the reference class of Deep Learning models for learning from sequential data. Despite the widespread success, a major downside of RNNs and commonly derived ‘gating’ variants (LSTM, GRU) is given by the high cost of the involved training algorithms. In this context, an increasingly popular alternative is the Reservoir Computing (RC) approach, which enables limiting the training algorithm to operate only on a restricted set of (output) parameters. RC is appealing for several reasons, including the amenability of being implemented in low-powerful edge devices, enabling adaptation and personalization in IoT and cyber-physical systems applications.
This webinar will introduce Reservoir Computing from scratch, covering all the fundamental design topics as well as good practices. It is targeted to both researchers and practitioners that are interested in setting up fastly-trained Deep Learning models for sequential data.
This presentation is basically a manual on how to use the paper Designing Game Feel, A Survey, which is available here: https://arxiv.org/abs/2011.09201
Abstract:
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design. We analysed over 200 sources and categorised their content according to design pur- poses. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing, which determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs level design. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player’s reaction. The presented framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.
Visual Prompt Tuning (VPT),Parameter-efficient fine-tuning
지금까지 발표한 논문 :https://github.com/Lilcob/-DL_PaperReadingMeeting
발표자료 : https://www.slideshare.net/taeseonryu/mplug
안녕하세요 딥러닝 논문읽기 모임 입니다! 오늘 소개 드릴 논문은 'Visual Prompt Tuning for Transformers with Frozen Weights' 입니다.
오늘 소개하는 논문은 대규모 Transformer 모델을 비전에 효율적이고 효과적으로 미세조정하는 대안인 Visual Prompt Tuning (VPT)를 소개하고 있습니다. VPT는 입력 공간에서 작은 양의 훈련 가능한 매개변수를 도입하면서 모델 백본을 고정합니다.
이 방법을 통해, VPT는 다른 매개변수 효율적인 튜닝 프로토콜에 비해 상당한 성능 향상을 달성하며, 많은 경우에는 전체 미세조정을 능가하면서 작업당 저장 비용을 줄인다는 것을 실험적으로 보여줍니다.
이 논문은 효과성과 효율성 면에서 대규모 사전 훈련된 Transformer를 하위 작업에 적용하는 도전을 다룹니다. 이를 통해, 더 효율적인 방식으로 다양한 비전-언어 작업에 대한 성능을 향상시킬 수 있음을 보여줍니다.
오늘 논문 리뷰를 위해 이미지처리 조경진님이 자세한 리뷰를 도와주셨습니다 많은 관심 미리 감사드립니다!
https://youtu.be/bVOk-hSYyZw
Presentation of the paper titled "Combining Global and Local Attention with Positional Encoding for Video Summarization", by E. Apostolidis, G. Balaouras, V. Mezaris, I. Patras, delivered at the IEEE Int. Symposium on Multimedia (ISM), Dec. 2021. The corresponding software is available at https://github.com/e-apostolidis/PGL-SUM.
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Homeostasis is nature’s engineering behind the most complex autonomic system that exists: the human body. Homeostasis is a self-regulating process by which biological systems tend to maintain stability while adjusting to conditions that are optimal for survival. Disruption in homeostasis results in malfunctioning of natural autonomic system causing chronic diseases. Chronic diseases have been the leading cause of death and human suffering in the last 50 years. They also have resulted in highest financial burden for individuals and countries. This can be corrected using external augmentation of the homeostasis loop. Recent progress in artificial pancreas for Type 1 Diabetes is a compelling example for such augmentation. In this presentation we discuss emerging multimodal approaches for such augmentation in the context of chronic diseases. We show that multimodal sensing and fundamental technology developed for multimedia computing may offer powerful augmentation of natural homeostasis to assist in management of chronic diseases.
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Artificial Intelligence (AI), specifically deep learning, is revolutionizing industries, products, and core capabilities by delivering dramatically enhanced experiences. However, the deep neural networks of today use too much memory, compute, and energy. Plus, to make AI truly ubiquitous, networks need to run on the end device within a tight power and thermal budget. One approach to help address these issues is quantization, which attempts to reduce the number of bits used for weight parameters and activation calculations without sacrificing model accuracy. This presentation covers: why quantization is important, existing quantization challenges, Qualcomm AI Research's existing quantization research, and how developers and researchers can take advantage of quantization on Qualcomm Snapdragon.
In this project, we propose methods for semantic segmentation with the deep learning state-of-the-art models. Moreover,
we want to filterize the segmentation to the specific object in specific application. Instead of concentrating on unnecessary objects we
can focus on special ones and make it more specialize and effecient for special purposes. Furtheromore, In this project, we leverage
models that are suitable for face segmentation. The models that are used in this project are Mask-RCNN and DeepLabv3. The
experimental results clearly indicate that how illustrated approach are efficient and robust in the segmentation task to the previous work
in the field of segmentation. These models are reached to 74.4 and 86.6 precision of Mean of Intersection over Union. The visual
Results of the models are shown in Appendix part.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
It's very easy to assume what people want, but until you ask them, you won't provide a great User Experience. This is a quick visual to show what our team has tried to do. Staff and Students were interviewed either in person or through writing feedback.
Gamification is the use of game based elements such as point scoring, implementation of goals, and competition and game principals in non game contexts. It is the application of elements of video games, game thinking, and game mechanics to help solve everyday real life problems. It has emerged as a promising area of imparting education. It transforms students from passive participants to active ones. It assumes that students learn best when they are also having fun. The goal of gamification is to maximize teaching and engagement by capturing student interest and inspiring them to continue learning. This paper provides an overview on gamification in education and its applications. Matthew N. O. Sadiku | Uwakwe C. Chukwu | Abayomi Ajayi-Majebi | Sarhan M. Musa "Gamification in Education: An Overview" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-6 | Issue-7 , December 2022, URL: https://www.ijtsrd.com/papers/ijtsrd52425.pdf Paper URL: https://www.ijtsrd.com/humanities-and-the-arts/education/52425/gamification-in-education-an-overview/matthew-n-o-sadiku
Gamification ist in Wissenschaft, Wirtschaft und Technik angekommen. Grundsätzliche Idee dahinter ist den Spieltrieb der Menschen anzusprechen.
Folgende Ziele stehen dabei im Vordergrund:
Nicht zur Unterhaltung vorgesehen
Erlernen von neuen Fähigkeiten und Kompetenzen
Lerninhalt integriert
Spielerische Vermittlung & Training neuer Fähigkeiten
Marketing
Der Nutzen von Gamification ist vielfältig. So auch die Einsatzszenarien, in denen Gamification angewendet wird. Sei es im Human Resources Bereich für das Recruiting, in der Ausbildung/Weiterbildung, in Marketing und Vertrieb zur Produkteinführung, Kundenbindung, Produktwerbung oder in der Wissenschaft um kollektive Intelligenz und Fähigkeiten weltweit zu nutzen, um Probleme zu lösen.
Die Charts geben einen Einblick in Einsatzszenarien und Erfolgsfaktoren von Gamification.
Recurrent Neural Networks (RNNs) represent the reference class of Deep Learning models for learning from sequential data. Despite the widespread success, a major downside of RNNs and commonly derived ‘gating’ variants (LSTM, GRU) is given by the high cost of the involved training algorithms. In this context, an increasingly popular alternative is the Reservoir Computing (RC) approach, which enables limiting the training algorithm to operate only on a restricted set of (output) parameters. RC is appealing for several reasons, including the amenability of being implemented in low-powerful edge devices, enabling adaptation and personalization in IoT and cyber-physical systems applications.
This webinar will introduce Reservoir Computing from scratch, covering all the fundamental design topics as well as good practices. It is targeted to both researchers and practitioners that are interested in setting up fastly-trained Deep Learning models for sequential data.
This presentation is basically a manual on how to use the paper Designing Game Feel, A Survey, which is available here: https://arxiv.org/abs/2011.09201
Abstract:
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design. We analysed over 200 sources and categorised their content according to design pur- poses. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing, which determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs level design. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player’s reaction. The presented framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.
Visual Prompt Tuning (VPT),Parameter-efficient fine-tuning
지금까지 발표한 논문 :https://github.com/Lilcob/-DL_PaperReadingMeeting
발표자료 : https://www.slideshare.net/taeseonryu/mplug
안녕하세요 딥러닝 논문읽기 모임 입니다! 오늘 소개 드릴 논문은 'Visual Prompt Tuning for Transformers with Frozen Weights' 입니다.
오늘 소개하는 논문은 대규모 Transformer 모델을 비전에 효율적이고 효과적으로 미세조정하는 대안인 Visual Prompt Tuning (VPT)를 소개하고 있습니다. VPT는 입력 공간에서 작은 양의 훈련 가능한 매개변수를 도입하면서 모델 백본을 고정합니다.
이 방법을 통해, VPT는 다른 매개변수 효율적인 튜닝 프로토콜에 비해 상당한 성능 향상을 달성하며, 많은 경우에는 전체 미세조정을 능가하면서 작업당 저장 비용을 줄인다는 것을 실험적으로 보여줍니다.
이 논문은 효과성과 효율성 면에서 대규모 사전 훈련된 Transformer를 하위 작업에 적용하는 도전을 다룹니다. 이를 통해, 더 효율적인 방식으로 다양한 비전-언어 작업에 대한 성능을 향상시킬 수 있음을 보여줍니다.
오늘 논문 리뷰를 위해 이미지처리 조경진님이 자세한 리뷰를 도와주셨습니다 많은 관심 미리 감사드립니다!
https://youtu.be/bVOk-hSYyZw
Presentation of the paper titled "Combining Global and Local Attention with Positional Encoding for Video Summarization", by E. Apostolidis, G. Balaouras, V. Mezaris, I. Patras, delivered at the IEEE Int. Symposium on Multimedia (ISM), Dec. 2021. The corresponding software is available at https://github.com/e-apostolidis/PGL-SUM.
This was given as a 1.5 hour lecture to the MDES students at CCA, removing the opening game play and the later exercise. It's better at 2-3 one hour lectures, plus game play.
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
This booklet outlines important aspects of game design including; controls, mechanics, gameplay (achievements, competition and challenge), learning, immersion, storyline (characters, plot, location), graphics and sound.
Homeostasis is nature’s engineering behind the most complex autonomic system that exists: the human body. Homeostasis is a self-regulating process by which biological systems tend to maintain stability while adjusting to conditions that are optimal for survival. Disruption in homeostasis results in malfunctioning of natural autonomic system causing chronic diseases. Chronic diseases have been the leading cause of death and human suffering in the last 50 years. They also have resulted in highest financial burden for individuals and countries. This can be corrected using external augmentation of the homeostasis loop. Recent progress in artificial pancreas for Type 1 Diabetes is a compelling example for such augmentation. In this presentation we discuss emerging multimodal approaches for such augmentation in the context of chronic diseases. We show that multimodal sensing and fundamental technology developed for multimedia computing may offer powerful augmentation of natural homeostasis to assist in management of chronic diseases.
Stream games and apps to any device. Use public cloud services like AWS. Utilizing desktop class GPU from Nvidia or AMD to offer full HD game streaming service.
Artificial Intelligence (AI), specifically deep learning, is revolutionizing industries, products, and core capabilities by delivering dramatically enhanced experiences. However, the deep neural networks of today use too much memory, compute, and energy. Plus, to make AI truly ubiquitous, networks need to run on the end device within a tight power and thermal budget. One approach to help address these issues is quantization, which attempts to reduce the number of bits used for weight parameters and activation calculations without sacrificing model accuracy. This presentation covers: why quantization is important, existing quantization challenges, Qualcomm AI Research's existing quantization research, and how developers and researchers can take advantage of quantization on Qualcomm Snapdragon.
In this project, we propose methods for semantic segmentation with the deep learning state-of-the-art models. Moreover,
we want to filterize the segmentation to the specific object in specific application. Instead of concentrating on unnecessary objects we
can focus on special ones and make it more specialize and effecient for special purposes. Furtheromore, In this project, we leverage
models that are suitable for face segmentation. The models that are used in this project are Mask-RCNN and DeepLabv3. The
experimental results clearly indicate that how illustrated approach are efficient and robust in the segmentation task to the previous work
in the field of segmentation. These models are reached to 74.4 and 86.6 precision of Mean of Intersection over Union. The visual
Results of the models are shown in Appendix part.
We presented this deck at the ESOMAR Congress 2011 conference in Amsterdam where it was nominated for "Best Methodological Paper".
The meat of this deck is a collection of case studies showing the efficacy of gamification in various BUSINESS contexts. It took us ages to contact and collate these various examples, so hopefully having them all in one place will save you time.
A big thank you very much to the various folks who helped us put this piece of research together!
If you have any questions, comments, requests, or are interested in the original paper that this deck is based on, please feel free to drop us a line :)
It's very easy to assume what people want, but until you ask them, you won't provide a great User Experience. This is a quick visual to show what our team has tried to do. Staff and Students were interviewed either in person or through writing feedback.
Edinburgh Napier University offers a Work Based Learning Module which integrates professionalism into the various courses.
In this presentation I praise the merits of doing a placement.
Generation Y, the demographic born between 1980 and 2000, has not only grown up in a digital world. They are also enthusiastic online gamers, driving the growth of an industry that Gartner reckons will be worth $112 billion globally by 2015. These consumers are rapidly becoming employees as well—by 2015, they’ll form the majority of the US working population. And they like to be communicated with, both when shopping and at work, via the game-like mechanisms they plainly love (http://www.accenture.com/us-en/outlook/Pages/outlook-journal-2013-why-gamification-is-serious-business.aspx).
This is an extended version of my presentation about Game Design & Gamification, where I made it during "Design of Serious Games" Class @Tallinn University on behalf of my team mates.
Thanks to Martin Sillaouts and Iván Martínez-Ortiz.
This presentation is a boiled down version of a workshop i do with startups.
The goal of the workshop is to start with customer interviews and improve or pivot the startup's product.
It is based on the method of customer development by steve blank but focuses mainly on how to do interviews the right way.
The Clean 9 Program can help you to jumpstart your journey to a slimmer, healthier you in 9 days. This effective, easy-to-follow cleansing program will give you the tools you need to start transforming your body today! http://www.aloe4us.com/forever-clean-9.html
The “Immernet”: Immersive Learning through Games, Gamification and Virtual Wo...Karl Kapp
What is the immersive internet-the Immernet and why should learning and development professionals care? In this learning event, we will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person's behavior, how storytelling helps learners memorize facts and how gamification can lead to improved health. This research-based session demonstrates how simple techniques engage and immerse learners in the content they need to learn.You will be provided with tips and techniques for matching research findings to your own immersive learning design. We'll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can immerse learners in the learning experience. Discover how research-based practices can drive immersive learning experiences and behavior change.Session repeated Thursday, TH404-Apply three simple, low-tech techniques for creating engaging learning experiences.-Use four instructional design methods that encourage immersive learning.-Create learning experiences tied to interactivity, immersion and game-based elements.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
Connecting to learners means connecting to the tools of their everyday world. Therefore, video games, now ubiquitous among two full generations, must be considered when examining curriculum and instruction. In this session, participants will deconstruct the learning and design concepts behind video games, examine how these concepts align with research-based classroom practice, and explore ways in which gaming should be incorporated into the definition of what it means to be literate in society today.
Modellazione affettiva sull’utente per migliorare l’interazione uomo-computer...Women&Technologies
Women&Technologies: Research and Innovation. Nell'ambito del prestigioso WCC, (World Computer Congress), una conferenza nella conferenza dedicata alle donne e alle tecnologie, con un particolare focus su ricerca e innovazione. Presentazione per l'intervento a distanza di Cristina Conati (University of British Columbia, Vancouver), intitolato "Modellazione affettiva sull’utente per migliorare l’interazione uomo-computer".
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
Interactivity, Games and Gamification: Creating Engaged LearnersKarl Kapp
Based on the bestselling learning book, “The Gamification of Learning and Instruction” this presentation introduces, defines, and describes the concepts of gamification, games for learning and interactivity. It then dissects the elements of games and describes how they can be applied to the design and development of interactive learning.
The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, creating engaging learning using game-based thinking requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the presentation explores three methods for designing interactive learning based on concepts from games.
Gaming to Learn: Research Meets Classroom PracticeLeigh Zeitz
Presentation given at the 2016 UNI Ed Summit on 3/10/16. Given to a room of about 20 people ranging from 18 - 60 years old. It was presented as a discussion of the essence of gaming, how it could be used in learning and the results of the research on how successful gaming can be in math, science, language learning, and history.
A presentation made to the 2009 Coventry Teachers' Conference. There are screen builds so may only be properly viewable when downloaded. CC licence 3.0 noncommercial, attribute, sharealike
Collection of pieces of advice and tips for working in virtual teams,derived from two research projects, some literature and personal experience. creative commons 3.0 nonprofit, attribution, sharealike
Learning in virtual worlds: why Rosa keeps dancingMark Childs
A summary of the work of my PhD, explaining the role of presence, embodiment and identity in learning in virtual worlds. This was presented as a keynote at the SOLSTICE conference in Ormskirk in June 2011.
Presentation put together for Lisa Whistlecroft to present at RSC North Eastern on 21st April. This is an overview of the very preliminary findings from the Theatron project I've been doing. It's in a pps format not because i don't trust you (you wouldn't lift my slides without crediting me would you?) but so that none of the punchlines are spoiled.
GridMate - End to end testing is a critical piece to ensure quality and avoid...ThomasParaiso2
End to end testing is a critical piece to ensure quality and avoid regressions. In this session, we share our journey building an E2E testing pipeline for GridMate components (LWC and Aura) using Cypress, JSForce, FakerJS…
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
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.
20 Comprehensive Checklist of Designing and Developing a WebsitePixlogix Infotech
Dive into the world of Website Designing and Developing with Pixlogix! Looking to create a stunning online presence? Look no further! Our comprehensive checklist covers everything you need to know to craft a website that stands out. From user-friendly design to seamless functionality, we've got you covered. Don't miss out on this invaluable resource! Check out our checklist now at Pixlogix and start your journey towards a captivating online presence today.
Dr. Sean Tan, Head of Data Science, Changi Airport Group
Discover how Changi Airport Group (CAG) leverages graph technologies and generative AI to revolutionize their search capabilities. This session delves into the unique search needs of CAG’s diverse passengers and customers, showcasing how graph data structures enhance the accuracy and relevance of AI-generated search results, mitigating the risk of “hallucinations” and improving the overall customer journey.
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
zkStudyClub - Reef: Fast Succinct Non-Interactive Zero-Knowledge Regex ProofsAlex Pruden
This paper presents Reef, a system for generating publicly verifiable succinct non-interactive zero-knowledge proofs that a committed document matches or does not match a regular expression. We describe applications such as proving the strength of passwords, the provenance of email despite redactions, the validity of oblivious DNS queries, and the existence of mutations in DNA. Reef supports the Perl Compatible Regular Expression syntax, including wildcards, alternation, ranges, capture groups, Kleene star, negations, and lookarounds. Reef introduces a new type of automata, Skipping Alternating Finite Automata (SAFA), that skips irrelevant parts of a document when producing proofs without undermining soundness, and instantiates SAFA with a lookup argument. Our experimental evaluation confirms that Reef can generate proofs for documents with 32M characters; the proofs are small and cheap to verify (under a second).
Paper: https://eprint.iacr.org/2023/1886
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
Building RAG with self-deployed Milvus vector database and Snowpark Container...Zilliz
This talk will give hands-on advice on building RAG applications with an open-source Milvus database deployed as a docker container. We will also introduce the integration of Milvus with Snowpark Container Services.
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
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!