Social media has become a major form of communication for society, allowing people to connect through sites like Facebook, Twitter, YouTube, and Instagram. While it offers benefits like easier communication with friends and family and a way to stay up to date with news and events, social media also poses some risks like cyber bullying, stalking, overuse leading to health issues, and publicizing personal information.
This document describes a social media game designed to teach participants how to use different social media tools to market a film or non-profit organization. The game involves individuals and groups drawing cards that present scenarios and contexts for using social media, then choosing which tools would be best to address the situation and creating a short story to demonstrate how it could work. The goal is to have a conversation around using social media to raise awareness and engage audiences.
The document discusses how public libraries can serve gamers. It notes that gaming meets the developmental needs of teens and is a popular medium for the millennial generation. The document recommends that libraries think like gamers, connect games to other materials, research gaming culture, and create gaming experiences through game collections and programs. Successful gaming programs provide variety, are multiplayer and appeal to wide audiences. Circulating and developing gaming collections also helps libraries serve gamer patrons.
The document discusses several State Reserves in Azerbaijan, providing brief descriptions of each one. They were created between 1925-2004 for purposes like preserving natural ecosystems, rare and endangered species of flora and fauna, and preventing soil erosion. The reserves described are Geygel, Gizilagach, Zagatala, Turyanchaysky, Pirgulinsky, Shirvan, Garayazinsky, Basitchaysky, Ismayilli, Gara, Ilisu, Shahbuz, and Eldar Pine Tree.
Social media has become a major form of communication for society, allowing people to connect through sites like Facebook, Twitter, YouTube, and Instagram. While it offers benefits like easier communication with friends and family and a way to stay up to date with news and events, social media also poses some risks like cyber bullying, stalking, overuse leading to health issues, and publicizing personal information.
This document describes a social media game designed to teach participants how to use different social media tools to market a film or non-profit organization. The game involves individuals and groups drawing cards that present scenarios and contexts for using social media, then choosing which tools would be best to address the situation and creating a short story to demonstrate how it could work. The goal is to have a conversation around using social media to raise awareness and engage audiences.
The document discusses how public libraries can serve gamers. It notes that gaming meets the developmental needs of teens and is a popular medium for the millennial generation. The document recommends that libraries think like gamers, connect games to other materials, research gaming culture, and create gaming experiences through game collections and programs. Successful gaming programs provide variety, are multiplayer and appeal to wide audiences. Circulating and developing gaming collections also helps libraries serve gamer patrons.
The document discusses several State Reserves in Azerbaijan, providing brief descriptions of each one. They were created between 1925-2004 for purposes like preserving natural ecosystems, rare and endangered species of flora and fauna, and preventing soil erosion. The reserves described are Geygel, Gizilagach, Zagatala, Turyanchaysky, Pirgulinsky, Shirvan, Garayazinsky, Basitchaysky, Ismayilli, Gara, Ilisu, Shahbuz, and Eldar Pine Tree.
Raquel describes their home, which contains two bedrooms, a living room, kitchen, bathroom, and a large terrace. The living room contains a table, four chairs, a red sofa, and two armchairs. There is also a TV and four lamps. The kitchen is equipped with a fridge, microwave, stove, oven, and sink, along with drawers and 11 cupboards. A bedroom includes a bed, wardrobe, two bedside tables with lamps and drawers, and books. The bathroom has a bath, toilet, sink, and mirror, as well as a cupboard. The small bedroom features a window, bed, bedside table, and lamp, plus a wardrobe and desk. The
The document describes the rooms in the author's ideal house, including a bedroom with a bed, big window, TV and sofa; a bathroom with a toilet, mirror, sink and bath; a living room with a TV, PC, coffee table, two sofas and a lamp; a kitchen with a fridge, microwave, oven, sink and stove; a dining room with a table, two pictures, five chairs and a plant; a cinema with a TV, three armchairs, movies on a shelf and two speakers; and a game room with a pool, two car game simulators, a pinball machine and a slot machine.
UPS seeks to improve its sustainability efforts and respect the natural environment. It aims to not only impact its own operations, but also protect the environment and provide customers opportunities to do the same. UPS offers efficient supply chain services and looks for ways to accommodate carbon reduction strategies, such as using telematics and alternative vehicles. It has experience with packaging and can help customers become more environmentally efficient. UPS has positioned itself to withstand economic downturns by managing costs and maintaining excellent customer service.
The document describes family relationships within the Simpson family, stating that Marge is Ling's aunt, Homer is Herb's brother, Mona is Lisa's grandmother, Bart is Lisa's brother, and Lisa is Maggie's sister.
This presentation was created for the 2015 Indiana Library Federation District Two Conference. It gives an overview why board games are educational, types of board games, using board games for library programming, and circulating board games in library collections.
Computer gaming has evolved significantly since the 1960s. Early games included Spacewar from MIT and text-based interactive fiction games in the late 1970s. The arcade boom of the 1980s saw the rise of elaborate hardware in commercial spaces. PC gaming took off in the 1990s as capacities grew and the internet expanded. The 21st century has seen the rise of consoles, mobile gaming, and over 2 billion gamers worldwide, with the market exceeding $43 billion in 2018. Key aspects of modern gaming include diverse genres, themes of narrative vs mechanics and competition vs cooperation, and the role of hardware, software, and community in the gaming experience.
Indie Games and the Role of Self PublishingPeter Lynch
Talk by Peter Lynch, CEO Fierce Fun at University College Cork's Digital Humanities conference Digitopia. The talk was on (independent) indie games development and role of self publishing in games.
The document discusses how video games can be used as a tool for self-questioning and identity construction. It proposes introducing video games into libraries to attract younger users and allow them to explore identities through gameplay. Specifically, it notes that mass-market games often lack representation for minorities and women, but that games created by LGBTQ communities or games like MMORPGs and The Sims offer more opportunities for users to construct characters reflecting their own identities.
This document provides an overview of the UK video game industry in 2009, including key trends, players, and market segments. It notes that traditional boxed retail game sales were down 5.7% year-over-year due to the recession, while pre-owned game sales and downloadable content grew. The Wii had emerged as the console market leader with its broad appeal, selling 50 million units worldwide compared to 21 million PS3 and 30 million Xbox units. The document also discusses the growth of online multiplayer gaming and cloud gaming services, and notes that the Wii and DS helped expand gaming to new and more female audiences through titles like Wii Fit and Brain Training.
Digitization and convergence have greatly impacted the video game industry. Digitization allowed analog games like Magic: The Gathering and Risk to become digital, enriching the variety of games. Convergence brought together different technologies into single devices, allowing features like WiFi, touchscreens, and motion sensors to enhance multiplayer gaming on devices like PlayStation Vita. These changes fueled tremendous industry growth, with consumers spending over $76 billion on video games annually.
Presentation of Gamification for Change, a talk in GDG Dev Fest, Chennai by Nirmalkumar Sathiamurthi, Founder of Insanelabs.in.
Talks about why games are fun, what makes them engaging, the motivation factors, Types of fun, Game elements, player journey, Stories of Gamification, Behavior Change.
Real life examples of
1. Speed Camera Lottery - http://www.youtube.com/watch?v=cbEKAwCoCKw
2. Deepest Bin - http://www.youtube.com/watch?v=iynzHWwJXaA
3. Piano Staircase - http://www.youtube.com/watch?v=SByymar3bds
4. Linked IN
5. Foursquare
6. Nike - http://www.youtube.com/watch?v=nlwNvCEFL8A
7. Fitbit - http://fitbit.com/
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
This document discusses how gaming can be used effectively to market to teenagers. It notes that teenagers spend much more time online than watching TV, and engage with various social media platforms. Some key points about teenagers are that they are continually connected, influenced by peers, seek recognition, and enjoy sharing content. The document provides tips for connecting with teenagers through gaming, such as not pretending, customizing content, and making everything shareable. It discusses different types of games and why casual games are popular. Examples are given of how gaming content has been used successfully in marketing, such as the Neopets virtual world. The document outlines opportunities for using games in advertising mediums, tournaments, and the benefits of gaming for community building, user acquisition
Raquel describes their home, which contains two bedrooms, a living room, kitchen, bathroom, and a large terrace. The living room contains a table, four chairs, a red sofa, and two armchairs. There is also a TV and four lamps. The kitchen is equipped with a fridge, microwave, stove, oven, and sink, along with drawers and 11 cupboards. A bedroom includes a bed, wardrobe, two bedside tables with lamps and drawers, and books. The bathroom has a bath, toilet, sink, and mirror, as well as a cupboard. The small bedroom features a window, bed, bedside table, and lamp, plus a wardrobe and desk. The
The document describes the rooms in the author's ideal house, including a bedroom with a bed, big window, TV and sofa; a bathroom with a toilet, mirror, sink and bath; a living room with a TV, PC, coffee table, two sofas and a lamp; a kitchen with a fridge, microwave, oven, sink and stove; a dining room with a table, two pictures, five chairs and a plant; a cinema with a TV, three armchairs, movies on a shelf and two speakers; and a game room with a pool, two car game simulators, a pinball machine and a slot machine.
UPS seeks to improve its sustainability efforts and respect the natural environment. It aims to not only impact its own operations, but also protect the environment and provide customers opportunities to do the same. UPS offers efficient supply chain services and looks for ways to accommodate carbon reduction strategies, such as using telematics and alternative vehicles. It has experience with packaging and can help customers become more environmentally efficient. UPS has positioned itself to withstand economic downturns by managing costs and maintaining excellent customer service.
The document describes family relationships within the Simpson family, stating that Marge is Ling's aunt, Homer is Herb's brother, Mona is Lisa's grandmother, Bart is Lisa's brother, and Lisa is Maggie's sister.
This presentation was created for the 2015 Indiana Library Federation District Two Conference. It gives an overview why board games are educational, types of board games, using board games for library programming, and circulating board games in library collections.
Computer gaming has evolved significantly since the 1960s. Early games included Spacewar from MIT and text-based interactive fiction games in the late 1970s. The arcade boom of the 1980s saw the rise of elaborate hardware in commercial spaces. PC gaming took off in the 1990s as capacities grew and the internet expanded. The 21st century has seen the rise of consoles, mobile gaming, and over 2 billion gamers worldwide, with the market exceeding $43 billion in 2018. Key aspects of modern gaming include diverse genres, themes of narrative vs mechanics and competition vs cooperation, and the role of hardware, software, and community in the gaming experience.
Indie Games and the Role of Self PublishingPeter Lynch
Talk by Peter Lynch, CEO Fierce Fun at University College Cork's Digital Humanities conference Digitopia. The talk was on (independent) indie games development and role of self publishing in games.
The document discusses how video games can be used as a tool for self-questioning and identity construction. It proposes introducing video games into libraries to attract younger users and allow them to explore identities through gameplay. Specifically, it notes that mass-market games often lack representation for minorities and women, but that games created by LGBTQ communities or games like MMORPGs and The Sims offer more opportunities for users to construct characters reflecting their own identities.
This document provides an overview of the UK video game industry in 2009, including key trends, players, and market segments. It notes that traditional boxed retail game sales were down 5.7% year-over-year due to the recession, while pre-owned game sales and downloadable content grew. The Wii had emerged as the console market leader with its broad appeal, selling 50 million units worldwide compared to 21 million PS3 and 30 million Xbox units. The document also discusses the growth of online multiplayer gaming and cloud gaming services, and notes that the Wii and DS helped expand gaming to new and more female audiences through titles like Wii Fit and Brain Training.
Digitization and convergence have greatly impacted the video game industry. Digitization allowed analog games like Magic: The Gathering and Risk to become digital, enriching the variety of games. Convergence brought together different technologies into single devices, allowing features like WiFi, touchscreens, and motion sensors to enhance multiplayer gaming on devices like PlayStation Vita. These changes fueled tremendous industry growth, with consumers spending over $76 billion on video games annually.
Presentation of Gamification for Change, a talk in GDG Dev Fest, Chennai by Nirmalkumar Sathiamurthi, Founder of Insanelabs.in.
Talks about why games are fun, what makes them engaging, the motivation factors, Types of fun, Game elements, player journey, Stories of Gamification, Behavior Change.
Real life examples of
1. Speed Camera Lottery - http://www.youtube.com/watch?v=cbEKAwCoCKw
2. Deepest Bin - http://www.youtube.com/watch?v=iynzHWwJXaA
3. Piano Staircase - http://www.youtube.com/watch?v=SByymar3bds
4. Linked IN
5. Foursquare
6. Nike - http://www.youtube.com/watch?v=nlwNvCEFL8A
7. Fitbit - http://fitbit.com/
Achtung! wolfenstien - The objective of this interactive presentation is to raise awareness of some benefits of video games, to reassure people that’s its an acceptable and growing leisure time. To help adults and children become more informed when deciding how much is too much and give some guidance on building social and acceptable play strategies.
This document discusses how gaming can be used effectively to market to teenagers. It notes that teenagers spend much more time online than watching TV, and engage with various social media platforms. Some key points about teenagers are that they are continually connected, influenced by peers, seek recognition, and enjoy sharing content. The document provides tips for connecting with teenagers through gaming, such as not pretending, customizing content, and making everything shareable. It discusses different types of games and why casual games are popular. Examples are given of how gaming content has been used successfully in marketing, such as the Neopets virtual world. The document outlines opportunities for using games in advertising mediums, tournaments, and the benefits of gaming for community building, user acquisition
Tenshi gamification for gamers march 2012jonathannewth
This document discusses gamification and its use in non-game environments. It provides background on the speaker, Jonathan Newth, and outlines the history of video game consoles from the 1970s to today. It then discusses how the gaming world has changed with mobile, social, and online games becoming prominent. The rest of the document discusses what gamification is, examples of gamification mechanics like rewards and leveling up, and how these techniques can be used to engage gamers in non-game contexts. It finishes with lessons learned from digital games and a vision of future convergence between virtual and real worlds.
This document provides an overview of video games including their history, evolution as an industry, genres, major consoles and developers. It discusses how video games have grown from early systems like the Brown Box and Magnavox Odyssey to modern consoles. Key points covered include the major companies that have shaped the industry like Nintendo, Sony, and Microsoft, as well as popular game franchises and the skills required for game design.
In September 2007 I gave this presentation at CoFesta, a Japanese conference associated with Tokyo Game Show. It's fascinating to see how things have progressed since then!
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 provides an overview of video games including their history, evolution, genres, major companies and consoles. It discusses how video games have grown from early systems like the Brown Box and Magnavox Odyssey to modern consoles. Key points covered include the major companies that have dominated the market like Nintendo, Sony and Microsoft, as well as popular game genres and franchises. Career opportunities in the video game industry are also briefly touched on.
The document summarizes the history and development of the internet, media convergence, and digital gaming. It discusses how the ARPAnet was created by the Department of Defense and led to the development of packet switching and TCP/IP protocols. It then outlines the expansion of the internet through fiber optic cable, web browsers, and internet service providers. It also describes how media like music, movies, books, and games have converged on computers and mobile devices. Finally, it analyzes the rise of digital gaming from early arcade games to online multiplayer games and the gaming industry.
This document provides information about the video game Minecraft for students studying media industries and audiences. It discusses Minecraft's commercial context, from independent development to acquisition by Microsoft. It outlines key points students should know about how Minecraft has changed media industries and encourages audience participation. The document also discusses Minecraft's target audience and how technology is used to distribute the game across multiple platforms. Overall, the document serves as a study guide for students examining Minecraft in the context of video game production, distribution, and consumption, as well as related topics like media regulation and convergence.
This document discusses different genres of gaming participation including killing time, hanging out, recreational gaming, organizing and mobilizing, and augmented gameplay. It notes that gaming can provide social benefits when part of a healthy social ecology, allowing people to develop social and technical skills. However, it also acknowledges concerns about gaming becoming too immersed and disconnected from real-world social interaction. The document concludes that debates will continue around the impacts of gaming on youth.
This document discusses games and gaming. It notes that games made $18 billion last year, more than the movie industry, with the average home having 2 game-enabled devices and 1 dedicated to gaming. It discusses how games can be used for understanding as well as collaboration and inspiration. It provides some examples of games like Train that were designed for understanding and notes they involve meaningful choices. It concludes by discussing how to design digital badges or achievements for a class.
Using Games to Teach Children Peace & Tolerance | Tsahi LibermanJessica Tams
Delivered at Casual Connect Europe 2016
Peace, the final frontier. For many, it’s a notion they haven’t known before. What if we could change our children’s lives through education using digital games, and teach them, from early childhood, about peace and tolerance towards each other? In my talk, we will dream in pixels a colorful journey through various conflict zones and their peace based games, searching for a formula for a better world.
This document discusses internet gaming and behavioral problems. It begins by defining internet gaming and explaining its increasing popularity, especially among young people. It then discusses some popular game genres and reasons for addiction. The document outlines several behavioral changes and problems that can result from excessive gaming, such as anxiety, violence, fatigue, suicide, hate speech, cyberbullying, and social awkwardness. It presents statistical data and proposes some solutions to curb gaming addiction, such as limiting device use and focusing on life goals. In conclusion, it acknowledges those who supported the presentation and provides a bibliography.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
FREE A4 Cyber Security Awareness Posters-Social Engineering part 3Data Hops
Free A4 downloadable and printable Cyber Security, Social Engineering Safety and security Training Posters . Promote security awareness in the home or workplace. Lock them Out From training providers datahops.com
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Programming Foundation Models with DSPy - Meetup SlidesZilliz
Prompting language models is hard, while programming language models is easy. In this talk, I will discuss the state-of-the-art framework DSPy for programming foundation models with its powerful optimizers and runtime constraint system.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
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
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
2. Online gaming
• Getting friends through gaming.
• Companies promote multiplayer games.
• Facebook games, like Tetris Battle, Car Town
& Icy Tower.
• Online games, like Counter Strike, World of
Warcraft & Call of Duty.
3. Creativity in gaming
• Multiple options in games such as Hitman &
World of Warcraft.
• Creative inventions in games such as
Minecraft & Map editors.
• https://www.youtube.com/watch?
v=25nsPZjGTUw
4. Age limits
• PEGI age ratings and rating symbols
• Under aged gamers have access to violent
games
• Age rating systems for games.
• Parents tend to misunderstand
the ratings.
5. Present entertainment
• Games are overtaking the entertainment
industry from books and board games etc.
• Social websites are eating up a lot of time.