1. Knutsson's idea divides the game world into regions and assigns a region coordinator to store states for each region.
2. Players contact coordinators to read/write object states in a region. Regions and nodes are hashed into the same ID space, with the closest node becoming the coordinator.
3. Scribe constructs a multicast tree for each region to disseminate updates from the coordinator to subscribers. If the coordinator fails, the next closest node serves as backup coordinator.
The document provides an overview of binary systems and how computers use binary to represent data and perform computations. It begins by explaining that computers represent all data and programs as sequences of zeros and ones, using binary rather than decimal. It then discusses the decimal numbering system to provide context for explaining binary. The bulk of the document defines the binary system, how numbers are represented with powers of two, and how to convert between decimal and binary numbers with examples. It concludes by discussing how computers work with groups of bits and standard units of data storage.
This document discusses basic theories related to technology, including discrete mathematics, number systems, signed binary numbers, logic, sets, probabilities, and permutations. It explains how computers use binary numbers and how to convert between binary, decimal, octal, and hexadecimal numbers. Algorithms, logic operations, and basic probability concepts like permutations are also covered at a high level.
Course in digital electronics. Numeration systems, Logic Gates, Boolean Algebra, Digital Arithmetic, Combinatory Logic, Sequential Logic, Counters, Digital Storage. By NGOUNE Jean-Paul.
1) The document discusses various number systems including binary, octal, hexadecimal, and floating point numbers. It covers how to convert between decimal, binary, octal, and hexadecimal.
2) Complementary arithmetic techniques like 1's and 2's complement are introduced for binary numbers. Signed magnitude representation is also covered.
3) Errors in floating point representation and computations are addressed, such as the "hole at zero" problem and compounding of rounding errors.
DWT-SVD Based Visual Cryptography Scheme for Audio Watermarkinginventionjournals
This document proposes a DWT-SVD based visual cryptography scheme for audio watermarking. It aims to securely communicate hidden messages for military defense systems. The scheme works as follows:
1. A secret image is encrypted into two shares using visual cryptography.
2. Each share is then embedded as a watermark into an audio file using DWT-SVD. The DWT decomposes the audio into levels, and SVD modifies the singular values to embed the image bits.
3. To extract the shares, the watermarked audio is decomposed with DWT-SVD. The image bits are extracted from the singular values and used to reconstruct the shares.
4. The shares are combined
1) The document discusses linear regression and how it can be used to model the relationship between input variables (x) and output variables (y).
2) Linear regression finds the best fitting linear relationship by minimizing the sum of squared errors between the actual y values and the predicted y values from the linear model.
3) The maximum likelihood estimate of the parameters for linear regression can be found in closed form as a function of the input and output data.
The document summarizes how Twitter handles and analyzes big data in real-time. It discusses how tweets, timelines, social graphs, and search indices are stored and processed. Tweets are partitioned and indexed to support high throughput. Timelines are pre-computed offline but cached for low latency. Social graphs store connections in both directions to support complex queries efficiently.
This document provides an overview of visual cryptography, including its introduction, types, implementation methods, advantages, disadvantages, and applications. Visual cryptography allows visual information like pictures and text to be encrypted in a way that can be decrypted by the human visual system. It was pioneered in 1994 and works by splitting an image into shares such that stacking a sufficient number of shares reveals the original image. The document discusses various visual cryptography schemes and their properties.
The document provides an overview of binary systems and how computers use binary to represent data and perform computations. It begins by explaining that computers represent all data and programs as sequences of zeros and ones, using binary rather than decimal. It then discusses the decimal numbering system to provide context for explaining binary. The bulk of the document defines the binary system, how numbers are represented with powers of two, and how to convert between decimal and binary numbers with examples. It concludes by discussing how computers work with groups of bits and standard units of data storage.
This document discusses basic theories related to technology, including discrete mathematics, number systems, signed binary numbers, logic, sets, probabilities, and permutations. It explains how computers use binary numbers and how to convert between binary, decimal, octal, and hexadecimal numbers. Algorithms, logic operations, and basic probability concepts like permutations are also covered at a high level.
Course in digital electronics. Numeration systems, Logic Gates, Boolean Algebra, Digital Arithmetic, Combinatory Logic, Sequential Logic, Counters, Digital Storage. By NGOUNE Jean-Paul.
1) The document discusses various number systems including binary, octal, hexadecimal, and floating point numbers. It covers how to convert between decimal, binary, octal, and hexadecimal.
2) Complementary arithmetic techniques like 1's and 2's complement are introduced for binary numbers. Signed magnitude representation is also covered.
3) Errors in floating point representation and computations are addressed, such as the "hole at zero" problem and compounding of rounding errors.
DWT-SVD Based Visual Cryptography Scheme for Audio Watermarkinginventionjournals
This document proposes a DWT-SVD based visual cryptography scheme for audio watermarking. It aims to securely communicate hidden messages for military defense systems. The scheme works as follows:
1. A secret image is encrypted into two shares using visual cryptography.
2. Each share is then embedded as a watermark into an audio file using DWT-SVD. The DWT decomposes the audio into levels, and SVD modifies the singular values to embed the image bits.
3. To extract the shares, the watermarked audio is decomposed with DWT-SVD. The image bits are extracted from the singular values and used to reconstruct the shares.
4. The shares are combined
1) The document discusses linear regression and how it can be used to model the relationship between input variables (x) and output variables (y).
2) Linear regression finds the best fitting linear relationship by minimizing the sum of squared errors between the actual y values and the predicted y values from the linear model.
3) The maximum likelihood estimate of the parameters for linear regression can be found in closed form as a function of the input and output data.
The document summarizes how Twitter handles and analyzes big data in real-time. It discusses how tweets, timelines, social graphs, and search indices are stored and processed. Tweets are partitioned and indexed to support high throughput. Timelines are pre-computed offline but cached for low latency. Social graphs store connections in both directions to support complex queries efficiently.
This document provides an overview of visual cryptography, including its introduction, types, implementation methods, advantages, disadvantages, and applications. Visual cryptography allows visual information like pictures and text to be encrypted in a way that can be decrypted by the human visual system. It was pioneered in 1994 and works by splitting an image into shares such that stacking a sufficient number of shares reveals the original image. The document discusses various visual cryptography schemes and their properties.
This document discusses arithmetic coding, an entropy encoding technique. It begins with an introduction comparing arithmetic coding to Huffman coding. The document then provides pseudocode for the basic encoding and decoding algorithms. It describes how scaling techniques like E1 and E2 scaling allow for incremental encoding and decoding as well as achieving infinite precision with finite-precision integers. The document outlines applications of arithmetic coding in areas like JBIG, H.264, and JPEG 2000.
The document discusses binary representation of data in computers. It begins by explaining how binary circuitry uses only two states, 1 and 0, to represent information in a cheap, reliable way that can be extended to complex logic. It then describes how computers work with electricity and voltage pulses internally to represent 1s and 0s. The document explores how different types of data like numbers, characters, images and instructions can be represented with only binary digits. It provides examples of representing decimal numbers in binary and converting between the two number systems. Finally, it briefly touches on performing addition and subtraction in binary.
NoSQL addresses issues related to large volumes of data, including poorly structured data, simplicity of data management, frequent reads and writes, big data streams, huge data storage needs, fast data filtering, complex relationships, and real-time processing and analysis. It works by chopping data into smaller, manageable pieces, separating reads from writes, using techniques like caching, and designing for unlimited data growth. Key aspects include minimizing relations, parallelizing and distributing operations, and avoiding single points of failure.
The document provides an overview of networking concepts including the 7-layer OSI model, network layer protocols like IP, and transport layer protocols like TCP and UDP. It discusses key topics such as packet structure, IP addressing, forwarding and routing, and transport layer functions including connection establishment, reliability, and congestion/flow control.
The document discusses floating point numbers and the IEEE 754 standard. It describes how floating point numbers represent numbers with fractions using a sign bit, exponent field, and fraction field. The IEEE 754 standard uses a biased exponent representation for normalized floating point values, along with special values like infinity and NaN. It also details denormalized numbers, which allow gradual underflow to zero.
This document provides an introduction to subnetting basics. It begins by covering prerequisite knowledge, including classful network addressing, subnet masks in dotted decimal and prefix length notation, and the default subnet masks for Classes A, B, and C. It then explains how to identify the subnet and host bits when given an IP address and prefix length. The document demonstrates how to calculate the number of subnets and hosts available by using binary math equations. It provides an example of analyzing an IP address of 192.168.32.158/28 to determine its subnet ID and host ID.
Module I - Digital Systems & Logic Gates.pptAbhiRamPB2
a good presentation topic about digital systems and logic gates in electronics..This will surely help you to clear out the basics of logic gates and important things in DCF. Try it out
1) 7 processes will be created as each fork() call duplicates the current process. With 3 iterations of fork(), 2^3 = 8 processes are created.
2) The output of Line A will be "PARENT: value = 5" as the child process increments its copy of value to 20 but the parent's value is unchanged.
3) Two ways to avoid duplicating the core image during fork() only to overwrite it during execve() are: 1) Call execve() directly in the parent without forking. 2) Use vfork() instead of fork() which does not duplicate the memory space until execve() is called.
The document discusses the computer science behind video streaming and sharing platforms. It addresses challenges like efficiently uploading, downloading, storing, and serving huge amounts of video content to millions of viewers worldwide. It also covers techniques for video compression, distributed systems, content analysis, recommendations, and database management that are used to optimize these systems.
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesWei Tsang Ooi
The document discusses transport protocols for networked games and compares TCP and UDP. While TCP provides reliable delivery, it has higher latency than UDP. UDP has lower overhead but is unreliable. The document examines why certain popular games use TCP or UDP and outlines strategies to make TCP perform better for games, such as reducing delays, retransmitting bundles of data, and combining thin streams. It suggests the Stream Control Transmission Protocol (SCTP) as a potentially ideal transport for games since it allows flexibility in reliability and ordering of messages.
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficWei Tsang Ooi
The document discusses the characteristics of network traffic generated by online games. Some key points are:
1) Counter-Strike was found to be the 3rd largest source of UDP packets in 2002, generating small, periodic packets between clients and servers.
2) Analysis of packet traces from a Counter-Strike server showed an average bandwidth of 542kbps outgoing and 341kbps incoming, with most packets around 23-27 bytes.
3) Online games typically generate small, periodic packets between clients and servers that exhibit predictable communication patterns and temporal and spatial locality.
The document discusses different architectures for multiplayer online games, including fully centralized, fully decentralized, and hybrid architectures. It describes several hybrid architectures such as peer-to-peer with a central arbiter, mirrored servers, zoned servers, and supporting seamless game worlds. Generic gaming proxies are also introduced that can provide specialized services like timestamping and message ordering to prevent cheating.
The document discusses interest management techniques for peer-to-peer architectures without global information. It introduces frontier sets, which are based on cell-based visibility to reduce unnecessary location updates. Frontier sets for two peers consist of cells visible to one but not the other. The document proves this is a valid approach and evaluates its performance savings compared to naive updating of all peers. It also covers Voronoi overlay networks, which define areas of interest to dynamically determine relevant neighbors to exchange updates with.
The document discusses point-to-point network architectures for multiplayer online games, including using bucket synchronization to order events across clients, detecting various types of cheating behaviors like look-ahead cheating, and lock-step and pipelined lock-step protocols to prevent cheating while maintaining consistency between clients. It analyzes tradeoffs between latency, consistency and scalability in different synchronization approaches.
1. The document discusses various techniques for interest management in distributed virtual environments, including relevance filtering, aura/area-of-interest, and distance-based, cell-based, and visibility-based interest management.
2. It describes how to compute cell-to-cell visibility by modeling it as a problem of finding a separating line between linearly separable point sets, and how to break cells into smaller cells if occlusion does not align with cell boundaries.
3. The document presents a generalized interest management approach where subscriptions can be based on any attributes and overlap testing can be done by first sorting attribute values and then scanning to find overlapping regions.
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterWei Tsang Ooi
The document discusses techniques for predicting the state of objects in multiplayer online games to reduce network traffic and latency, including dead reckoning using velocity and acceleration to predict positions, and a local perception filter that converges a player's view of an object to the server's actual position when the error exceeds a threshold. It notes challenges involving space and time inconsistencies and setting an appropriate error threshold.
1) The document discusses client-server architecture for multiplayer online games and the tradeoffs between consistency and responsiveness when synchronizing game states across clients.
2) User studies with games like Quake III Arena and Unreal Tournament found that latency below 100ms had little effect on gameplay but latency over 200ms started to become annoying to players.
3) Different types of games, like real-time strategy games, can tolerate higher latency than first-person shooter games due to differences in required reaction time. Maintaining consistency is more important than maximizing responsiveness depending on the game.
This document provides an introduction to the CS4344 lecture on technical issues and solutions in networked and mobile game development. It outlines the course objectives, assessment breakdown, workload, and additional resources. The lecture then discusses key concepts like networked games, multiplayer game architectures, and the challenges of building consistent, responsive, fair, and scalable networked games over best-effort networks.
This document summarizes a study on DNS performance and caching effectiveness. It analyzes DNS query logs from MIT networks over three 1-week periods. The study finds that A lookups have a cache hit rate of 80-87%, but caching is less effective due to browsers also caching. It also finds that unanswered lookups and referral loops generate a significant number of retransmissions, accounting for around 60% of all queries. Popular domains have shorter Time To Live (TTL) values that reduce over time.
CS5229 09/10 Lecture 10: Internet RoutingWei Tsang Ooi
The document discusses routing in computer networks and the findings of a study on internet routing paths. Some key points:
- Routing can occur both within autonomous systems (intra-domain) and between autonomous systems (inter-domain routing using BGP).
- A 1996 study found that approximately 50% of routes were asymmetric, with different paths for traffic between two points. Route persistence varied significantly between sites but paths often lasted hours or days.
- The study observed routing pathologies like loops and routing errors. Alternative paths sometimes had lower delay, loss rates or higher bandwidth, suggesting routes were not always optimal. Removing certain hosts or autonomous systems impacted the findings.
- In general paths were dominated by a single
This document discusses arithmetic coding, an entropy encoding technique. It begins with an introduction comparing arithmetic coding to Huffman coding. The document then provides pseudocode for the basic encoding and decoding algorithms. It describes how scaling techniques like E1 and E2 scaling allow for incremental encoding and decoding as well as achieving infinite precision with finite-precision integers. The document outlines applications of arithmetic coding in areas like JBIG, H.264, and JPEG 2000.
The document discusses binary representation of data in computers. It begins by explaining how binary circuitry uses only two states, 1 and 0, to represent information in a cheap, reliable way that can be extended to complex logic. It then describes how computers work with electricity and voltage pulses internally to represent 1s and 0s. The document explores how different types of data like numbers, characters, images and instructions can be represented with only binary digits. It provides examples of representing decimal numbers in binary and converting between the two number systems. Finally, it briefly touches on performing addition and subtraction in binary.
NoSQL addresses issues related to large volumes of data, including poorly structured data, simplicity of data management, frequent reads and writes, big data streams, huge data storage needs, fast data filtering, complex relationships, and real-time processing and analysis. It works by chopping data into smaller, manageable pieces, separating reads from writes, using techniques like caching, and designing for unlimited data growth. Key aspects include minimizing relations, parallelizing and distributing operations, and avoiding single points of failure.
The document provides an overview of networking concepts including the 7-layer OSI model, network layer protocols like IP, and transport layer protocols like TCP and UDP. It discusses key topics such as packet structure, IP addressing, forwarding and routing, and transport layer functions including connection establishment, reliability, and congestion/flow control.
The document discusses floating point numbers and the IEEE 754 standard. It describes how floating point numbers represent numbers with fractions using a sign bit, exponent field, and fraction field. The IEEE 754 standard uses a biased exponent representation for normalized floating point values, along with special values like infinity and NaN. It also details denormalized numbers, which allow gradual underflow to zero.
This document provides an introduction to subnetting basics. It begins by covering prerequisite knowledge, including classful network addressing, subnet masks in dotted decimal and prefix length notation, and the default subnet masks for Classes A, B, and C. It then explains how to identify the subnet and host bits when given an IP address and prefix length. The document demonstrates how to calculate the number of subnets and hosts available by using binary math equations. It provides an example of analyzing an IP address of 192.168.32.158/28 to determine its subnet ID and host ID.
Module I - Digital Systems & Logic Gates.pptAbhiRamPB2
a good presentation topic about digital systems and logic gates in electronics..This will surely help you to clear out the basics of logic gates and important things in DCF. Try it out
1) 7 processes will be created as each fork() call duplicates the current process. With 3 iterations of fork(), 2^3 = 8 processes are created.
2) The output of Line A will be "PARENT: value = 5" as the child process increments its copy of value to 20 but the parent's value is unchanged.
3) Two ways to avoid duplicating the core image during fork() only to overwrite it during execve() are: 1) Call execve() directly in the parent without forking. 2) Use vfork() instead of fork() which does not duplicate the memory space until execve() is called.
The document discusses the computer science behind video streaming and sharing platforms. It addresses challenges like efficiently uploading, downloading, storing, and serving huge amounts of video content to millions of viewers worldwide. It also covers techniques for video compression, distributed systems, content analysis, recommendations, and database management that are used to optimize these systems.
CS4344 09/10 Lecture 10: Transport Protocol for Networked GamesWei Tsang Ooi
The document discusses transport protocols for networked games and compares TCP and UDP. While TCP provides reliable delivery, it has higher latency than UDP. UDP has lower overhead but is unreliable. The document examines why certain popular games use TCP or UDP and outlines strategies to make TCP perform better for games, such as reducing delays, retransmitting bundles of data, and combining thin streams. It suggests the Stream Control Transmission Protocol (SCTP) as a potentially ideal transport for games since it allows flexibility in reliability and ordering of messages.
CS4344 09/10 Lecture 9: Characteristics of Networked Game TrafficWei Tsang Ooi
The document discusses the characteristics of network traffic generated by online games. Some key points are:
1) Counter-Strike was found to be the 3rd largest source of UDP packets in 2002, generating small, periodic packets between clients and servers.
2) Analysis of packet traces from a Counter-Strike server showed an average bandwidth of 542kbps outgoing and 341kbps incoming, with most packets around 23-27 bytes.
3) Online games typically generate small, periodic packets between clients and servers that exhibit predictable communication patterns and temporal and spatial locality.
The document discusses different architectures for multiplayer online games, including fully centralized, fully decentralized, and hybrid architectures. It describes several hybrid architectures such as peer-to-peer with a central arbiter, mirrored servers, zoned servers, and supporting seamless game worlds. Generic gaming proxies are also introduced that can provide specialized services like timestamping and message ordering to prevent cheating.
The document discusses interest management techniques for peer-to-peer architectures without global information. It introduces frontier sets, which are based on cell-based visibility to reduce unnecessary location updates. Frontier sets for two peers consist of cells visible to one but not the other. The document proves this is a valid approach and evaluates its performance savings compared to naive updating of all peers. It also covers Voronoi overlay networks, which define areas of interest to dynamically determine relevant neighbors to exchange updates with.
The document discusses point-to-point network architectures for multiplayer online games, including using bucket synchronization to order events across clients, detecting various types of cheating behaviors like look-ahead cheating, and lock-step and pipelined lock-step protocols to prevent cheating while maintaining consistency between clients. It analyzes tradeoffs between latency, consistency and scalability in different synchronization approaches.
1. The document discusses various techniques for interest management in distributed virtual environments, including relevance filtering, aura/area-of-interest, and distance-based, cell-based, and visibility-based interest management.
2. It describes how to compute cell-to-cell visibility by modeling it as a problem of finding a separating line between linearly separable point sets, and how to break cells into smaller cells if occlusion does not align with cell boundaries.
3. The document presents a generalized interest management approach where subscriptions can be based on any attributes and overlap testing can be done by first sorting attribute values and then scanning to find overlapping regions.
CS4344 09/10 Lecture 3: Dead Reckoning and Local Perception FilterWei Tsang Ooi
The document discusses techniques for predicting the state of objects in multiplayer online games to reduce network traffic and latency, including dead reckoning using velocity and acceleration to predict positions, and a local perception filter that converges a player's view of an object to the server's actual position when the error exceeds a threshold. It notes challenges involving space and time inconsistencies and setting an appropriate error threshold.
1) The document discusses client-server architecture for multiplayer online games and the tradeoffs between consistency and responsiveness when synchronizing game states across clients.
2) User studies with games like Quake III Arena and Unreal Tournament found that latency below 100ms had little effect on gameplay but latency over 200ms started to become annoying to players.
3) Different types of games, like real-time strategy games, can tolerate higher latency than first-person shooter games due to differences in required reaction time. Maintaining consistency is more important than maximizing responsiveness depending on the game.
This document provides an introduction to the CS4344 lecture on technical issues and solutions in networked and mobile game development. It outlines the course objectives, assessment breakdown, workload, and additional resources. The lecture then discusses key concepts like networked games, multiplayer game architectures, and the challenges of building consistent, responsive, fair, and scalable networked games over best-effort networks.
This document summarizes a study on DNS performance and caching effectiveness. It analyzes DNS query logs from MIT networks over three 1-week periods. The study finds that A lookups have a cache hit rate of 80-87%, but caching is less effective due to browsers also caching. It also finds that unanswered lookups and referral loops generate a significant number of retransmissions, accounting for around 60% of all queries. Popular domains have shorter Time To Live (TTL) values that reduce over time.
CS5229 09/10 Lecture 10: Internet RoutingWei Tsang Ooi
The document discusses routing in computer networks and the findings of a study on internet routing paths. Some key points:
- Routing can occur both within autonomous systems (intra-domain) and between autonomous systems (inter-domain routing using BGP).
- A 1996 study found that approximately 50% of routes were asymmetric, with different paths for traffic between two points. Route persistence varied significantly between sites but paths often lasted hours or days.
- The study observed routing pathologies like loops and routing errors. Alternative paths sometimes had lower delay, loss rates or higher bandwidth, suggesting routes were not always optimal. Removing certain hosts or autonomous systems impacted the findings.
- In general paths were dominated by a single
CS5229 09/10 Lecture 9: Internet Packet DynamicsWei Tsang Ooi
This document summarizes Vern Paxson's 1997/1999 paper "End-to-End Internet Packet Dynamics". The paper studied packet reordering, loss, and bottleneck bandwidth on the Internet through analyzing packet traces collected in 1994 and 1995. It found significant levels of packet reordering due to route changes. Packet loss rates were around 2-5% but most connections experienced no loss. The paper introduced new techniques to measure bottleneck bandwidth and addressed challenges in accurate measurement.
The document discusses the challenges of simulating computer networks like the Internet. It notes that the Internet is heterogeneous with different end devices, links, transport protocols, and applications. It is also huge with hundreds of millions of hosts. Additionally, it is constantly changing. This makes it difficult to determine the appropriate topology, protocols, applications and level of congestion to model in a simulation. The document also discusses approaches for validating simulations, such as looking for invariant properties, exploring a wide range of parameter values, using real traffic traces, and publishing simulation scripts for others to verify.
The document describes Random Early Detection (RED), a queue management algorithm used in routers. RED aims to avoid network congestion by randomly dropping some packets before the queue is full. This prevents synchronization between connections and biases less against bursty traffic. The key aspects of RED are calculating an exponentially weighted average queue size, determining a dropping probability based on the average, and dropping packets probabilistically when the average exceeds thresholds. Variations include Weighted RED which accounts for packet size. RED improves over Drop Tail by increasing throughput and controlling delays.
The document discusses various TCP congestion control algorithms including TCP Reno, NewReno, and SACK. It provides details on how each algorithm performs congestion control including congestion window adjustments and fast retransmit/recovery. It also discusses the deployment of these algorithms and introduces TCP-friendly rate control (TFRC) as an equation-based congestion control for unreliable transports like UDP.
Lecture 2: Congestion Control and AvoidanceWei Tsang Ooi
The document summarizes Van Jacobson's 1988 paper on congestion avoidance and control in TCP. It describes how the original TCP specification led to congestion collapse in 1986 when network loads increased. Jacobson proposed modifications to TCP including slow start, congestion avoidance, and estimating retransmission timeouts (RTOs) based on measured variance in round-trip times. This introduced the concepts of additive increase, multiplicative decrease to gradually probe and respond to available bandwidth without overloading networks. The TCP Tahoe and Reno algorithms incorporated these ideas to provide early congestion control and avoidance in TCP.
This document outlines the syllabus for the course CS5229 Advanced Computer Networks at the National University of Singapore. The course covers fundamental principles and techniques in computer networking through reading classic and influential research papers. Students will complete three assignments involving surveying, measuring, and simulating computer networks, as well as midterm and final exams. Background knowledge in undergraduate-level networking concepts is assumed.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
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.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
leewayhertz.com-AI in predictive maintenance Use cases technologies benefits ...alexjohnson7307
Predictive maintenance is a proactive approach that anticipates equipment failures before they happen. At the forefront of this innovative strategy is Artificial Intelligence (AI), which brings unprecedented precision and efficiency. AI in predictive maintenance is transforming industries by reducing downtime, minimizing costs, and enhancing productivity.
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!
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
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.
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
A Comprehensive Guide to DeFi Development Services in 2024Intelisync
DeFi represents a paradigm shift in the financial industry. Instead of relying on traditional, centralized institutions like banks, DeFi leverages blockchain technology to create a decentralized network of financial services. This means that financial transactions can occur directly between parties, without intermediaries, using smart contracts on platforms like Ethereum.
In 2024, we are witnessing an explosion of new DeFi projects and protocols, each pushing the boundaries of what’s possible in finance.
In summary, DeFi in 2024 is not just a trend; it’s a revolution that democratizes finance, enhances security and transparency, and fosters continuous innovation. As we proceed through this presentation, we'll explore the various components and services of DeFi in detail, shedding light on how they are transforming the financial landscape.
At Intelisync, we specialize in providing comprehensive DeFi development services tailored to meet the unique needs of our clients. From smart contract development to dApp creation and security audits, we ensure that your DeFi project is built with innovation, security, and scalability in mind. Trust Intelisync to guide you through the intricate landscape of decentralized finance and unlock the full potential of blockchain technology.
Ready to take your DeFi project to the next level? Partner with Intelisync for expert DeFi development services today!
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.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
31. A node knows (m)x(n-1) neighbors
-- m groups, each group with n-1
entries.
31
32. Each node i keeps a table
next(k,d) = address of node j such that
1. i and j share prefix of length k
2. (k+1)-th digit of j is d
3. node j is the “physically closest” match
32
62. Knutsson’s Idea: divide game world into regions
and assign a region coordinator to keep the states
in each region.
mana=9, life=3
mana=5, life=1
:
62
63. When a player needs to read/write the state of an
object, it contacts the coordinator.
player X’s
mana=10
63
64. Hash regions and nodes into the same ID space. The node
whose ID is closest to the ID of a region becomes the
coordinator.
Game Map DHT ID space
64
65. The coordinator is likely to be not from the same
region it is coordinating, reducing the possibility of
cheating.
Game Map DHT ID space
65
66. Once the update message reaches the coordinator,
the coordinator informs all subscribers to the region
through a multicast tree using Scribe.
nodes
interested
in region
edges in
multicast
tree
66
85. Without a trusted central server:
1. how to order events?
2. how to prevent cheat?
3. how to do interest management?
4. who should store the states?
85
86. Many interesting proposals, but no perfect
solution.
1. Increase message overhead
2. Increase latency
3. No conflict resolution
4. Cheating
5. Robustness is hard
86
87. Many tricks we learnt from pure P2P
architecture is useful if we have a
cluster of servers for games
“P2P among servers”
87