Check out the Lee Space Graphic Novel and join the crew from an alternative universe as they prepare for the adventure of a lifetime.
http://leespacegt.com/
This document provides 10 suggestions for activities that can be done online including sharing pictures and videos through sites like Flickr and Facebook, watching TV shows and movies on sites like YouTube and Hulu, playing games on sites like Google and virtual worlds, buying and selling items through auction sites and virtual worlds, taking virtual tours of art museums, building paper models of airplanes, taking virtual trips through space simulators and Google Earth, reading eBooks and digital books, searching for signals from space or helping with medical research, and contributing to charitable causes by supporting small businesses or adopting a child.
The document discusses ideas for incorporating bugs into a futuristic sci-fi film involving a race. It is proposed that the bugs would be menacing and destructive, incorporating human form into their designs. They would have abilities like wings, weapons, shields, and communication through scent. The setting could include desert, space, grasslands, skies, playgrounds, seas, cities, and skyscrapers. The environment is envisioned as a futuristic world with very tall buildings, and the bugs would live in the dirty, dusty slums at the bottom.
This document provides an overview of the 2014 film Dawn of the Planet of the Apes. It discusses the film's production, including the use of visual effects to depict the apes. It summarizes the film's plot, release, marketing campaign featuring a viral "Simian flu" website, and commercial performance grossing over $208 million in the US. The document also provides context on the Planet of the Apes franchise and compares the darker tone of Dawn to the previous film.
Digital Publishers is a company founded by gamers and fiction lovers that publishes speculative fiction, gaming materials, graphic novels, and art in digital formats like PDF, Epub, and Mobi. It is made up of editors, writers, and artists. The company publishes through various websites to target the growing young adult market and capitalize on increasing demand for digital content and graphic novels. Example interactive graphic novels were described that allow the reader to interact with on-screen interfaces. The company requested funds for website upgrades, consulting, and artwork.
Storytelling with AR HTML5 and Whats NextMark Silva
On April 4 at ad:tech SF Tommy Giovagnoli, Executive Creative Director at Anthem Worldwide and Kevin Doohan, head of Digital at Red Bull chatted about where Augmented Reality and HTML5 fit in the tradition of storytelling and marketing for Big Brands. You can also find a Pinterest Board with all of the examples pinned here: http://pinterest.com/anthemdigital/
The document discusses the rise of the sharing economy and collaborative consumption. It is divided into three sections - product service systems, redistribution markets, and collaborative lifestyles. Examples are given for each category such as car sharing services like Zipcar, marketplace sites like Craigslist, and coworking spaces. The sharing economy allows for greater access to goods and services through collaboration between individuals and businesses.
Este documento presenta una propuesta para diseminar recursos educativos abiertos (REA) sobre análisis curricular a través de una actividad de aprendizaje dirigida a estudiantes de licenciatura. La propuesta incluye objetivos, estrategias, medios y evaluación para la diseminación de los REA. Se busca que los estudiantes utilicen REA e información pública para analizar programas educativos como parte de su aprendizaje.
La tecnología en logística permite mejorar la eficiencia de los procesos de distribución y almacenamiento. El uso de sistemas de automatización, software de planificación, y dispositivos móviles ayuda a optimizar rutas, reducir tiempos de entrega, y mejorar el control de inventarios.
This document provides 10 suggestions for activities that can be done online including sharing pictures and videos through sites like Flickr and Facebook, watching TV shows and movies on sites like YouTube and Hulu, playing games on sites like Google and virtual worlds, buying and selling items through auction sites and virtual worlds, taking virtual tours of art museums, building paper models of airplanes, taking virtual trips through space simulators and Google Earth, reading eBooks and digital books, searching for signals from space or helping with medical research, and contributing to charitable causes by supporting small businesses or adopting a child.
The document discusses ideas for incorporating bugs into a futuristic sci-fi film involving a race. It is proposed that the bugs would be menacing and destructive, incorporating human form into their designs. They would have abilities like wings, weapons, shields, and communication through scent. The setting could include desert, space, grasslands, skies, playgrounds, seas, cities, and skyscrapers. The environment is envisioned as a futuristic world with very tall buildings, and the bugs would live in the dirty, dusty slums at the bottom.
This document provides an overview of the 2014 film Dawn of the Planet of the Apes. It discusses the film's production, including the use of visual effects to depict the apes. It summarizes the film's plot, release, marketing campaign featuring a viral "Simian flu" website, and commercial performance grossing over $208 million in the US. The document also provides context on the Planet of the Apes franchise and compares the darker tone of Dawn to the previous film.
Digital Publishers is a company founded by gamers and fiction lovers that publishes speculative fiction, gaming materials, graphic novels, and art in digital formats like PDF, Epub, and Mobi. It is made up of editors, writers, and artists. The company publishes through various websites to target the growing young adult market and capitalize on increasing demand for digital content and graphic novels. Example interactive graphic novels were described that allow the reader to interact with on-screen interfaces. The company requested funds for website upgrades, consulting, and artwork.
Storytelling with AR HTML5 and Whats NextMark Silva
On April 4 at ad:tech SF Tommy Giovagnoli, Executive Creative Director at Anthem Worldwide and Kevin Doohan, head of Digital at Red Bull chatted about where Augmented Reality and HTML5 fit in the tradition of storytelling and marketing for Big Brands. You can also find a Pinterest Board with all of the examples pinned here: http://pinterest.com/anthemdigital/
The document discusses the rise of the sharing economy and collaborative consumption. It is divided into three sections - product service systems, redistribution markets, and collaborative lifestyles. Examples are given for each category such as car sharing services like Zipcar, marketplace sites like Craigslist, and coworking spaces. The sharing economy allows for greater access to goods and services through collaboration between individuals and businesses.
Este documento presenta una propuesta para diseminar recursos educativos abiertos (REA) sobre análisis curricular a través de una actividad de aprendizaje dirigida a estudiantes de licenciatura. La propuesta incluye objetivos, estrategias, medios y evaluación para la diseminación de los REA. Se busca que los estudiantes utilicen REA e información pública para analizar programas educativos como parte de su aprendizaje.
La tecnología en logística permite mejorar la eficiencia de los procesos de distribución y almacenamiento. El uso de sistemas de automatización, software de planificación, y dispositivos móviles ayuda a optimizar rutas, reducir tiempos de entrega, y mejorar el control de inventarios.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
The Magic Circle presentation @ Wharton's Tech-FastTimothy Michael
These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.
This document discusses the emergence of Web 2.0 storytelling practices that have grown out of new technologies and cultural forms on the Internet. It provides examples of early storytelling online through websites and blogs. It also explores various platforms used for collaborative and transmedia storytelling such as wikis, social networking sites, photo sharing sites, podcasts, and videos. Alternate reality games are discussed as a form of interactive narrative that blurs boundaries between games and stories. Potential futures of Web 2.0 storytelling are considered.
The document discusses a technical, tangible, and social game called "Picture the Impossible" created by the RIT Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to learn about their city by exploring local arts, food, history, and charities through challenges and socialization. Despite challenges in coordinating partnerships and funding, the game engaged over 2,000 players who contributed photos, recipes, historical facts, and used the game's location-based aspects on a weekly basis with no budget. The document demonstrates how the game brought a community together through a virtual experience that promoted real-world social and educational goals.
Celestia is a free real-time space simulation program that allows users to visually experience the universe in 3D. It was created in 2001 by Chris Laurel to provide an accurate virtual universe without limitations. Over time, thousands of volunteers have expanded Celestia with additional content totaling over 18GB, including detailed planets, spacecraft, and astronomical phenomena. The guide introduces Celestia's capabilities and provides an overview of some of the experiences users can have when exploring the solar system, Milky Way galaxy, and beyond.
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar...Bruce Damer
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar 2003), title: Virtual worlds as a public commons and the code of this commons.
The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
This document summarizes and discusses emerging technologies like augmented reality (AR) and HTML5 and their potential impact on storytelling. It provides examples of how AR can add interactive layers to stories and experiences, such as overlaying historical images on locations or bringing characters to life. It also discusses how HTML5 can enhance storytelling by creating immersive and responsive experiences across different devices. The document suggests these technologies will change how stories are experienced and shared by pulling audiences into the narratives and allowing them to help shape the story. It envisions a future where wearable tech and image detection enable persistent AR layers and new storytelling formats emerge.
Essay About Ethnic Groups In The PhilippinesMegan Sanchez
The World Bank and IMF were both established post-World War 2 to provide financial support to countries and promote global economic cooperation. They work to stabilize the international monetary system and enable global trade. While the World Bank focuses on long-term loans for economic development projects, the IMF provides short-term loans and technical assistance to countries facing economic crises. Both institutions are governed by the finance ministries and central banks of their member countries.
Topics include:
Why build a world: One vs many and how to decide
The problem of exposition
Creating gods in fantasy, science fiction and game
Creating species in fantasy, science fiction and game
How to create monsters, plants, animals and undead characters
Acec2014 secondary worlds and computer gaming in educationJason Zagami
1) The document discusses secondary worlds, which are detailed fictional settings that sustain imaginative exploration beyond basic narratives.
2) It focuses on how computer games can create persistent secondary worlds that allow players to influence and change the world, share experiences with others, and contribute to the mythology in a way that literature and film cannot.
3) The popularity of computer games is examined, noting they provide temporary escape, even if worlds are shallow, and some games do not engage imagination as fully as a well-developed secondary world could.
The document discusses transmedia storytelling and how stories can be expanded across different mediums to increase engagement. It uses the examples of Star Wars and the children's book Flotsam to show how they were expanded from their original forms into other mediums like movies, toys, video games and more. The author discusses experiments they conducted taking Flotsam and developing an interactive app and physical exploration kit to extend the story's world. However, the most successful experiment blended the digital and physical by using AR-enabled collectible cards. The document concludes by discussing the research question of how to better blend the digital and physical worlds in transmedia stories and play experiences to enhance 21st century learning.
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
This document provides an agenda and guidance for improving PowerPoint presentations. It begins with an icebreaker game called PowerPoint Karaoke. It then discusses common problems with PowerPoint such as [1] including all text from the presenter's script on slides, [2] overusing bullet points and cluttered designs, and [3] distracting backgrounds. The document recommends designing simple slides with few words following the "10/20/30 rule" and provides tips for using images, fonts, videos, and templates. It also introduces tools for sharing presentations like SlideShare and alternatives to PowerPoint like Keynote and Prezi. The overall message is about engaging audiences with concise, visually appealing slide designs.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
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.
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
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
The Magic Circle: Realistic Expectations for Virtual WorldsTimothy Michael
This document provides an overview of virtual worlds and avatars. It begins with definitions of key terms like simulator, region, rez, and avatar. It then discusses the concept of the "Magic Circle" and how rules do not necessarily apply the same in virtual worlds. The document traces the evolution of avatars and virtual worlds from early text-based MUDs to modern 3D virtual worlds like Second Life. It covers major events and technological developments. It also discusses perceptions of virtual worlds, both positive hype and negative reactions. Finally, it considers new technologies and platforms for virtual worlds and concludes by encouraging imagination, rule-breaking, avoiding hype, and having fun.
The Magic Circle presentation @ Wharton's Tech-FastTimothy Michael
These are the slides from the presentation I gave at The Wharton School's Tech-Fast on August 5th, 2011 on the history of virtual worlds, best practices, different options, and the future.
This document discusses the emergence of Web 2.0 storytelling practices that have grown out of new technologies and cultural forms on the Internet. It provides examples of early storytelling online through websites and blogs. It also explores various platforms used for collaborative and transmedia storytelling such as wikis, social networking sites, photo sharing sites, podcasts, and videos. Alternate reality games are discussed as a form of interactive narrative that blurs boundaries between games and stories. Potential futures of Web 2.0 storytelling are considered.
The document discusses a technical, tangible, and social game called "Picture the Impossible" created by the RIT Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to learn about their city by exploring local arts, food, history, and charities through challenges and socialization. Despite challenges in coordinating partnerships and funding, the game engaged over 2,000 players who contributed photos, recipes, historical facts, and used the game's location-based aspects on a weekly basis with no budget. The document demonstrates how the game brought a community together through a virtual experience that promoted real-world social and educational goals.
Celestia is a free real-time space simulation program that allows users to visually experience the universe in 3D. It was created in 2001 by Chris Laurel to provide an accurate virtual universe without limitations. Over time, thousands of volunteers have expanded Celestia with additional content totaling over 18GB, including detailed planets, spacecraft, and astronomical phenomena. The guide introduces Celestia's capabilities and provides an overview of some of the experiences users can have when exploring the solar system, Milky Way galaxy, and beyond.
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar...Bruce Damer
Bruce Damer's presentation for Larry Lessig's Cyberlaw class at Stanford (Mar 2003), title: Virtual worlds as a public commons and the code of this commons.
The document summarizes a technical, tangible, and social game called "Picture the Impossible" created by RIT's Lab for Social Computing and the Rochester Democrat & Chronicle. The game encouraged community members to come together, learn about their city through games, support local charities, and imagine possibilities through location-based games and challenges. Despite challenges like funding, partnerships, and selling sponsorships, over 2,000 players participated, sharing photos, recipes, and local history facts. The game achieved its goals of learning, exploration, giving back, and socialization.
This document summarizes and discusses emerging technologies like augmented reality (AR) and HTML5 and their potential impact on storytelling. It provides examples of how AR can add interactive layers to stories and experiences, such as overlaying historical images on locations or bringing characters to life. It also discusses how HTML5 can enhance storytelling by creating immersive and responsive experiences across different devices. The document suggests these technologies will change how stories are experienced and shared by pulling audiences into the narratives and allowing them to help shape the story. It envisions a future where wearable tech and image detection enable persistent AR layers and new storytelling formats emerge.
Essay About Ethnic Groups In The PhilippinesMegan Sanchez
The World Bank and IMF were both established post-World War 2 to provide financial support to countries and promote global economic cooperation. They work to stabilize the international monetary system and enable global trade. While the World Bank focuses on long-term loans for economic development projects, the IMF provides short-term loans and technical assistance to countries facing economic crises. Both institutions are governed by the finance ministries and central banks of their member countries.
Topics include:
Why build a world: One vs many and how to decide
The problem of exposition
Creating gods in fantasy, science fiction and game
Creating species in fantasy, science fiction and game
How to create monsters, plants, animals and undead characters
Acec2014 secondary worlds and computer gaming in educationJason Zagami
1) The document discusses secondary worlds, which are detailed fictional settings that sustain imaginative exploration beyond basic narratives.
2) It focuses on how computer games can create persistent secondary worlds that allow players to influence and change the world, share experiences with others, and contribute to the mythology in a way that literature and film cannot.
3) The popularity of computer games is examined, noting they provide temporary escape, even if worlds are shallow, and some games do not engage imagination as fully as a well-developed secondary world could.
The document discusses transmedia storytelling and how stories can be expanded across different mediums to increase engagement. It uses the examples of Star Wars and the children's book Flotsam to show how they were expanded from their original forms into other mediums like movies, toys, video games and more. The author discusses experiments they conducted taking Flotsam and developing an interactive app and physical exploration kit to extend the story's world. However, the most successful experiment blended the digital and physical by using AR-enabled collectible cards. The document concludes by discussing the research question of how to better blend the digital and physical worlds in transmedia stories and play experiences to enhance 21st century learning.
A keynote address by Dr. Cynthia Calongne or the International Conference on Media in Education (iCoME) 2023 on August 16, 2023, which appears August 17, 2023 by invitation of the College of Education at Wenzhou University, China. Many thanks to the Organizing Committee, Bert Kimura, and Curtis HO at TCC at the University of Hawai'i at Manoa. The session illustrates the Metaverse, how we teach and learn, and the transformation for online and campus education.
This document provides an agenda and guidance for improving PowerPoint presentations. It begins with an icebreaker game called PowerPoint Karaoke. It then discusses common problems with PowerPoint such as [1] including all text from the presenter's script on slides, [2] overusing bullet points and cluttered designs, and [3] distracting backgrounds. The document recommends designing simple slides with few words following the "10/20/30 rule" and provides tips for using images, fonts, videos, and templates. It also introduces tools for sharing presentations like SlideShare and alternatives to PowerPoint like Keynote and Prezi. The overall message is about engaging audiences with concise, visually appealing slide designs.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
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.
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
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
Leonard Jayamohan, Partner & Generative AI Lead, Deloitte
This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Full-RAG: A modern architecture for hyper-personalizationZilliz
Mike Del Balso, CEO & Co-Founder at Tecton, presents "Full RAG," a novel approach to AI recommendation systems, aiming to push beyond the limitations of traditional models through a deep integration of contextual insights and real-time data, leveraging the Retrieval-Augmented Generation architecture. This talk will outline Full RAG's potential to significantly enhance personalization, address engineering challenges such as data management and model training, and introduce data enrichment with reranking as a key solution. Attendees will gain crucial insights into the importance of hyperpersonalization in AI, the capabilities of Full RAG for advanced personalization, and strategies for managing complex data integrations for deploying cutting-edge AI solutions.
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.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
AI 101: An Introduction to the Basics and Impact of Artificial IntelligenceIndexBug
Imagine a world where machines not only perform tasks but also learn, adapt, and make decisions. This is the promise of Artificial Intelligence (AI), a technology that's not just enhancing our lives but revolutionizing entire industries.
Infrastructure Challenges in Scaling RAG with Custom AI modelsZilliz
Building Retrieval-Augmented Generation (RAG) systems with open-source and custom AI models is a complex task. This talk explores the challenges in productionizing RAG systems, including retrieval performance, response synthesis, and evaluation. We’ll discuss how to leverage open-source models like text embeddings, language models, and custom fine-tuned models to enhance RAG performance. Additionally, we’ll cover how BentoML can help orchestrate and scale these AI components efficiently, ensuring seamless deployment and management of RAG systems in the cloud.
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
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
Observability Concepts EVERY Developer Should Know -- DeveloperWeek Europe.pdfPaige Cruz
Monitoring and observability aren’t traditionally found in software curriculums and many of us cobble this knowledge together from whatever vendor or ecosystem we were first introduced to and whatever is a part of your current company’s observability stack.
While the dev and ops silo continues to crumble….many organizations still relegate monitoring & observability as the purview of ops, infra and SRE teams. This is a mistake - achieving a highly observable system requires collaboration up and down the stack.
I, a former op, would like to extend an invitation to all application developers to join the observability party will share these foundational concepts to build on:
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slack
Leespacegt
1. LEESPACEGT
Check out the Lee Space Graphic Novel
and join the crew from an alternative
universe as they prepare for the adventure
of a lifetime. On the side lines play our
browser based single player video games
on us!
2. The Graphic Novel’s Background
Story
Our story begins on a Earth that is more technologically
advanced than our own and is on the verge of deep space
exploration. Easing the possibility of extinction from a lack
of natural resources, a group of brave scientists lead by Sara
Smith embarks on a mission to save their world!
3. What is Lee Space?
The Lee Space social community picks up where the
Graphic Novel left off in the story. A virtual 3D universe
created entirely by its residents.
Purchase the Graphic Novel & Reserve your Spot in Private
Alpha!
4. Lee Space Features
Here you will find out what’s available and what is coming
in Lee Space, the social outer space community. All
features listed are currently being built. Check out the Blog
for the latest news on features.
5. What do I get in Private Alpha?
Purchase of Lee Space, The Discovery, (Graphic Novel)
enables the user to reserve their spot in the Private Alpha
launch of Lee Space.
When you join Private Alpha, you'll get the chance to
experience the latest Lee Space developments first hand.
Private Alpha will enable you to do the following before the
public Beta launches
6. Social Networking?
Want Social Networking, in an online community, that is
virtual, and can be trusted? Look no further, Lee Space is
coming and it is a virtual online, multi-player Social
Networking community that is currently under
development from the team at GT Stars. At the same time,
we would like you to sit back and enjoy the release of our
graphic novel, “The Discovery!”
7. The Alternative Universe?
In the Lee Space world, this universe is populated by
powerful telescopes, space ships, and the discovery of an
interplanetary fuel called black matter. To give you an idea
of how advanced technology is on earth, the telescopes are
more powerful than Hubble, and are located on earth. In
addition, heavier spaceships are able to be
launched. Picture the RMS Titanic and multiply that size
by 10 to get the size of the Spaceship Lee, which is the
center of the graphic novel and the social online community
known as Lee Space