Topic 2 : Material in depth
Content
Material Enviornment
Material Properties
Object Relationship
Reference : http://www.google.com/design/spec/material-design/introduction.html
Gender Inequality in Film 2007-2013 Final for Publication.ashxAshley Chao
This document summarizes a study examining gender inequality in popular films from 2007-2013. Some key findings include:
- Women comprised only 29.2% of speaking characters in the top 100 grossing films of 2013, unchanged from previous years studied.
- Behind the scenes, only 15.9% of directors, writers, and producers were women.
- Women were more likely than men to be shown in sexualized attire or partial/full nudity and be referenced as physically attractive.
- Certain genres like action films depicted women in less than a quarter of speaking roles, while comedy depicted the largest percentage of women.
Este documento presenta información sobre la empresa GUAYAS DE SERVICIOS C.A., la cual ofrece servicios de guayas finas y está comprometida con la seguridad, el ambiente y la higiene ocupacional. Describe la misión, visión, ubicación, actividades, equipos requeridos, recursos humanos necesarios y estructura organizacional de la empresa.
Este documento describe los diferentes métodos y factores a considerar en el proceso de localización de plantas industriales. Explica que la localización es importante para obtener beneficios económicos, tecnológicos y sociales. Luego detalla varios factores clave a analizar como mercados, materias primas, mano de obra, transporte, entre otros. Finalmente, explica dos métodos cuantitativos comúnmente usados para la selección de ubicación: el método de factores ponderados y el método del centro de gravedad.
This document provides tips for creating presentations without using bullet points. It discusses how bullet points are a bad practice as audiences quickly read slides before the presenter talks about them. Bullet points tend to have a lot of text in each line, look the same, and are boring and hard to remember. The document recommends using dedicated slides instead of bullet points, favoring icons over text to help audiences remember messages, and trying different visual layouts to capture attention. Specific tips include using photos and varying visual elements across slides.
Material Design can be simply explained as good design with the innovation and possibility of technology and science. In Material Design lot of new things were introduced like Material Theme, new widgets, custom shadows, vector drawable s and custom animations. This presentation is all about Material Design in Android.
This document provides an overview of Material Design for Android, including:
1. A brief history of Android design and an introduction to Material Design principles like material properties, elevation and shadows.
2. Details on key Material Design layout concepts such as density-independent pixels, baseline grids, spacing guidelines and touch target sizing.
3. How to implement Material Design in Android apps using the Material Theme, animation APIs and support libraries to ensure compatibility on pre-Lollipop devices.
4. Recommendations for third-party libraries that can help bring Material Design elements to older Android versions.
This document summarizes Material Design principles for Android development. It covers the history of Android design, key aspects of Material Design like material properties and elevation, layout guidelines using density-independent pixels, and how to implement Material Design on older Android versions using support libraries and third-party components.
Material design is a visual language developed by Google based on classic design principles of bold graphics, typography, color and motion. It uses 3D environments and lighting effects to give a sense of depth and space. Key principles include using material as a metaphor, motion to provide meaning, subtle feedback and coherent transitions. Objects maintain a consistent 1dp thickness and shadows indicate relative elevation in the z-axis.
Gender Inequality in Film 2007-2013 Final for Publication.ashxAshley Chao
This document summarizes a study examining gender inequality in popular films from 2007-2013. Some key findings include:
- Women comprised only 29.2% of speaking characters in the top 100 grossing films of 2013, unchanged from previous years studied.
- Behind the scenes, only 15.9% of directors, writers, and producers were women.
- Women were more likely than men to be shown in sexualized attire or partial/full nudity and be referenced as physically attractive.
- Certain genres like action films depicted women in less than a quarter of speaking roles, while comedy depicted the largest percentage of women.
Este documento presenta información sobre la empresa GUAYAS DE SERVICIOS C.A., la cual ofrece servicios de guayas finas y está comprometida con la seguridad, el ambiente y la higiene ocupacional. Describe la misión, visión, ubicación, actividades, equipos requeridos, recursos humanos necesarios y estructura organizacional de la empresa.
Este documento describe los diferentes métodos y factores a considerar en el proceso de localización de plantas industriales. Explica que la localización es importante para obtener beneficios económicos, tecnológicos y sociales. Luego detalla varios factores clave a analizar como mercados, materias primas, mano de obra, transporte, entre otros. Finalmente, explica dos métodos cuantitativos comúnmente usados para la selección de ubicación: el método de factores ponderados y el método del centro de gravedad.
This document provides tips for creating presentations without using bullet points. It discusses how bullet points are a bad practice as audiences quickly read slides before the presenter talks about them. Bullet points tend to have a lot of text in each line, look the same, and are boring and hard to remember. The document recommends using dedicated slides instead of bullet points, favoring icons over text to help audiences remember messages, and trying different visual layouts to capture attention. Specific tips include using photos and varying visual elements across slides.
Material Design can be simply explained as good design with the innovation and possibility of technology and science. In Material Design lot of new things were introduced like Material Theme, new widgets, custom shadows, vector drawable s and custom animations. This presentation is all about Material Design in Android.
This document provides an overview of Material Design for Android, including:
1. A brief history of Android design and an introduction to Material Design principles like material properties, elevation and shadows.
2. Details on key Material Design layout concepts such as density-independent pixels, baseline grids, spacing guidelines and touch target sizing.
3. How to implement Material Design in Android apps using the Material Theme, animation APIs and support libraries to ensure compatibility on pre-Lollipop devices.
4. Recommendations for third-party libraries that can help bring Material Design elements to older Android versions.
This document summarizes Material Design principles for Android development. It covers the history of Android design, key aspects of Material Design like material properties and elevation, layout guidelines using density-independent pixels, and how to implement Material Design on older Android versions using support libraries and third-party components.
Material design is a visual language developed by Google based on classic design principles of bold graphics, typography, color and motion. It uses 3D environments and lighting effects to give a sense of depth and space. Key principles include using material as a metaphor, motion to provide meaning, subtle feedback and coherent transitions. Objects maintain a consistent 1dp thickness and shadows indicate relative elevation in the z-axis.
This document discusses advanced computer graphics and realistic image generation techniques. It covers topics like modeling objects, lighting, rendering, visible surface determination, shading, textures, shadows, transparency, camera models, and anti-aliasing. Realism involves modeling objects and lighting conditions, determining visible surfaces, calculating pixel colors based on light reflection, and supporting animation. Rendering techniques like line drawings, shading, and shadows add information to convey depth. Anti-aliasing reduces jagged edges by using techniques like supersampling and weighted area sampling.
This document discusses techniques for creating realistic computer graphics images. It begins by defining what makes an image realistic, noting that realistic images attempt to simulate how light interacts with physical objects. It then outlines various stages in creating realistic images, including modeling objects, defining lighting and viewing conditions, determining visible surfaces, and calculating pixel colors based on light reflection. The document also discusses challenges in achieving total realism given the complexity of the real world. It explores specific rendering techniques for line drawings and shaded images, including projections, depth cueing, illumination modeling, shadows, transparency, and improved camera models.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, modeling accurate objects, applying high-quality materials, using proper lighting, camera placement, and animation can produce a high-quality rendered scene.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, all of these elements can be used to generate high-quality rendered scenes and simulations in 3Ds Max.
Object recognition is the process of identifying objects in images or videos. It involves segmenting objects from scenes, labeling objects, and extracting parametric descriptions. Object recognition has many applications including locating objects to recognize other objects or guide actions. It involves binding visual features into coherent objects and binding objects into spatial arrangements. Major challenges include handling different viewpoints and solving the binding problem of associating features with objects. Common approaches to object recognition include template matching, hierarchical processing of features, and recognizing objects as combinations of geometric parts or geons.
This document discusses several key concepts for animating in Blender including child-parent relationships, constraints, armatures, relative vertex keys, and object physics. Child-parent relationships allow objects to move together while constraints control object properties using target objects. Armatures are used to deform meshes by rotating bones. Relative vertex keys make shape keys more realistic by linking them to bone movement. Object physics simulates movement of rigid and soft bodies using dynamics and particle systems. The document emphasizes that combining these elements is necessary to create a masterpiece in Blender.
- The document discusses object-based image analysis (OBIA) and its advantages over traditional pixel-based image analysis for extracting information from remote sensing imagery.
- OBIA involves segmenting images into image objects based on characteristics like color, shape, texture, and relationships between objects. These objects can then be classified thematically.
- Several software packages that perform OBIA are discussed, including eCognition, IDRISI, ENVI, and MadCat. Key steps in the OBIA process like segmentation, classification rule development, and accuracy assessment are also outlined.
- An example of using OBIA to extract water features from a high resolution image is provided to illustrate the technique.
A Survey on Approaches for Object Trackingjournal ijrtem
This document summarizes various approaches for object tracking in video sequences. It discusses common object detection methods like temporal differencing, optical flow and background subtraction. For object representation, it describes shape-based, motion-based, color-based and texture-based approaches. For object tracking, it analyzes target representation and localization methods like blob tracking and mean shift, as well as filtering and data association approaches like the Kalman filter and particle filter. It provides comparisons between Kalman and particle filters, and between contour tracking and visual feature matching methods. The document concludes that further research could improve computational efficiency and decrease tracking time for diverse video content.
The document discusses immersive design for 3D experiences. It covers topics like the immersive experience in 3D, affordances, multimodal experiences, ideation, innovation, human factors, creating prototypes, using materials, textures, lighting, cameras, scenes, rendering, and 3D file formats. The key aspects of immersive 3D design discussed are using 3D primitives to create more complex shapes, applying materials and textures, setting up proper lighting and cameras, and optimizing file size for performance. Rendering converts the 3D scene into a final output, while different 3D file formats have varying levels of included properties and complexity.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
Material Design incorporates the principles of design and science to set a new framework for designing a unified experience across devices and platforms.
Material design is all about -
making it obvious
making it bold
making it work everywhere
Std 11 Computer Chapter 4 Introduction to LayersNuzhat Memon
Layers in Synfig are used to stack drawing objects above and below each other with top layers hiding bottom layers. Each element in Synfig is broken down into its own layer representing a single primitive like an object, outline, or image. Upper layers can change the behavior of layers below them by distorting or modifying them using effect or filter layers. A practical example demonstrates applying a gradient effect layer to a circle layer by default with the blend method set to composite and effect applied straight onto the object layer using encapsulation to group the effect and object together.
Texture mapping involves applying digital image patterns or "textures" to 3D computer graphics to make objects appear more realistic. Textures can be created by taking photos, scanning images, using texture libraries, or drawing patterns. UV mapping assigns texture pixels to 3D surface polygons to apply textures while avoiding distortion. Bump mapping simulates rough surfaces without increasing polygon count by artificially tilting surface normals. Environmental mapping reflects background images like clouds onto shiny surfaces to add realism.
Object Detection and tracking in Video SequencesIDES Editor
This document summarizes key aspects of object detection and tracking in video sequences. It discusses common object representations used for tracking such as points, primitive shapes, contours, and articulated models. It also covers important visual features for tracking like color, edges, texture, and optical flow. Common object detection approaches described include background subtraction, interest point detection, and segmentation. The summary concludes by noting various categories of object tracking approaches.
Threshold Selection for Image segmentationParijat Sinha
1. The document examines different image segmentation techniques and threshold selection methods. It analyzes thresholding applied to images of rice grains and spots.
2. Global and adaptive thresholding techniques are compared, with adaptive thresholding found to better handle non-uniform backgrounds. Histogram peak and valley methods for optimal threshold selection are described.
3. Analyzing a spot image, adaptive thresholding at 50-75% best identified the spot, while other edge detectors like Roberts failed. Adaptive thresholding and spot profile analysis were concluded to best analyze spot images.
Automated features extraction from satellite images.HimanshuGupta1081
This is the final year civil engineering project presentation in which different features i.e. Buildings, Road Network, Vegetation and Water are extracted automatically from satellite images with the help of Ecognition software. We have done our analysis on satellite images of sikar, rajasthan. In this project object based image analysis (OBIA) approach are used.
Object detection is a computer technology related to computer vision and image processing that deals with detecting instances of semantic objects of a certain class (such as humans, buildings, or cars) in digital images and videos.
A Small Helping Hand from me to my Engineering collegues and my other friends in need of Object Detection
Hidden surface removal algorithms aim to eliminate hidden parts of 3D objects when rendered on a 2D display. They use geometric sorting to distinguish visible from hidden parts, operating in either object or image space. Key considerations for these algorithms include the sorting method, exploiting various types of coherence in the scene, and being optimized for the target machine. Common algorithms are back face removal, Z-buffer, painter's, scan line, and subdivision.
This document discusses orthographic projection and multiview drawings. Orthographic projection uses parallel lines of sight and projection planes to represent a 3D object in 2D. A multiview drawing shows an object through multiple views, such as the front, top, and side views. It accurately depicts an object's size and shape without distortion. The document also explains first and third angle projection systems, which determine the placement of views in a multiview drawing.
GameObjects are the most basic elements in Unity that can have various components attached to define their properties and behavior. A GameObject itself does not do anything without components. Components are added to GameObjects to make them characters, environments, effects etc. The transform component is essential as it defines the GameObject's position, rotation and scale in the scene. Parenting one GameObject to another makes the child object move and rotate with its parent. Scale also affects how GameObjects interact in the scene and with physics.
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.
This document discusses advanced computer graphics and realistic image generation techniques. It covers topics like modeling objects, lighting, rendering, visible surface determination, shading, textures, shadows, transparency, camera models, and anti-aliasing. Realism involves modeling objects and lighting conditions, determining visible surfaces, calculating pixel colors based on light reflection, and supporting animation. Rendering techniques like line drawings, shading, and shadows add information to convey depth. Anti-aliasing reduces jagged edges by using techniques like supersampling and weighted area sampling.
This document discusses techniques for creating realistic computer graphics images. It begins by defining what makes an image realistic, noting that realistic images attempt to simulate how light interacts with physical objects. It then outlines various stages in creating realistic images, including modeling objects, defining lighting and viewing conditions, determining visible surfaces, and calculating pixel colors based on light reflection. The document also discusses challenges in achieving total realism given the complexity of the real world. It explores specific rendering techniques for line drawings and shaded images, including projections, depth cueing, illumination modeling, shadows, transparency, and improved camera models.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, modeling accurate objects, applying high-quality materials, using proper lighting, camera placement, and animation can produce a high-quality rendered scene.
This document discusses the key elements needed to create a good quality scene in 3Ds Max, including objects, materials, lights, cameras, and animation. Objects can be basic shapes or user-designed models. Materials are applied to objects and have properties like diffuse, opacity, and bump mapping. Different light types illuminate scenes in various ways. Cameras are used to render scenes from different angles. Animation is created by altering object properties over time. Together, all of these elements can be used to generate high-quality rendered scenes and simulations in 3Ds Max.
Object recognition is the process of identifying objects in images or videos. It involves segmenting objects from scenes, labeling objects, and extracting parametric descriptions. Object recognition has many applications including locating objects to recognize other objects or guide actions. It involves binding visual features into coherent objects and binding objects into spatial arrangements. Major challenges include handling different viewpoints and solving the binding problem of associating features with objects. Common approaches to object recognition include template matching, hierarchical processing of features, and recognizing objects as combinations of geometric parts or geons.
This document discusses several key concepts for animating in Blender including child-parent relationships, constraints, armatures, relative vertex keys, and object physics. Child-parent relationships allow objects to move together while constraints control object properties using target objects. Armatures are used to deform meshes by rotating bones. Relative vertex keys make shape keys more realistic by linking them to bone movement. Object physics simulates movement of rigid and soft bodies using dynamics and particle systems. The document emphasizes that combining these elements is necessary to create a masterpiece in Blender.
- The document discusses object-based image analysis (OBIA) and its advantages over traditional pixel-based image analysis for extracting information from remote sensing imagery.
- OBIA involves segmenting images into image objects based on characteristics like color, shape, texture, and relationships between objects. These objects can then be classified thematically.
- Several software packages that perform OBIA are discussed, including eCognition, IDRISI, ENVI, and MadCat. Key steps in the OBIA process like segmentation, classification rule development, and accuracy assessment are also outlined.
- An example of using OBIA to extract water features from a high resolution image is provided to illustrate the technique.
A Survey on Approaches for Object Trackingjournal ijrtem
This document summarizes various approaches for object tracking in video sequences. It discusses common object detection methods like temporal differencing, optical flow and background subtraction. For object representation, it describes shape-based, motion-based, color-based and texture-based approaches. For object tracking, it analyzes target representation and localization methods like blob tracking and mean shift, as well as filtering and data association approaches like the Kalman filter and particle filter. It provides comparisons between Kalman and particle filters, and between contour tracking and visual feature matching methods. The document concludes that further research could improve computational efficiency and decrease tracking time for diverse video content.
The document discusses immersive design for 3D experiences. It covers topics like the immersive experience in 3D, affordances, multimodal experiences, ideation, innovation, human factors, creating prototypes, using materials, textures, lighting, cameras, scenes, rendering, and 3D file formats. The key aspects of immersive 3D design discussed are using 3D primitives to create more complex shapes, applying materials and textures, setting up proper lighting and cameras, and optimizing file size for performance. Rendering converts the 3D scene into a final output, while different 3D file formats have varying levels of included properties and complexity.
Rendering involves several steps: identifying visible surfaces, projecting surfaces onto the viewing plane, shading surfaces appropriately, and rasterizing. Rendering can be real-time, as in games, or non-real-time, as in movies. Real-time rendering requires tradeoffs between photorealism and speed, while non-real-time rendering can spend more time per frame. Lighting is an important part of rendering, as the interaction of light with surfaces through illumination, reflection, shading, and shadows affects realism.
Material Design incorporates the principles of design and science to set a new framework for designing a unified experience across devices and platforms.
Material design is all about -
making it obvious
making it bold
making it work everywhere
Std 11 Computer Chapter 4 Introduction to LayersNuzhat Memon
Layers in Synfig are used to stack drawing objects above and below each other with top layers hiding bottom layers. Each element in Synfig is broken down into its own layer representing a single primitive like an object, outline, or image. Upper layers can change the behavior of layers below them by distorting or modifying them using effect or filter layers. A practical example demonstrates applying a gradient effect layer to a circle layer by default with the blend method set to composite and effect applied straight onto the object layer using encapsulation to group the effect and object together.
Texture mapping involves applying digital image patterns or "textures" to 3D computer graphics to make objects appear more realistic. Textures can be created by taking photos, scanning images, using texture libraries, or drawing patterns. UV mapping assigns texture pixels to 3D surface polygons to apply textures while avoiding distortion. Bump mapping simulates rough surfaces without increasing polygon count by artificially tilting surface normals. Environmental mapping reflects background images like clouds onto shiny surfaces to add realism.
Object Detection and tracking in Video SequencesIDES Editor
This document summarizes key aspects of object detection and tracking in video sequences. It discusses common object representations used for tracking such as points, primitive shapes, contours, and articulated models. It also covers important visual features for tracking like color, edges, texture, and optical flow. Common object detection approaches described include background subtraction, interest point detection, and segmentation. The summary concludes by noting various categories of object tracking approaches.
Threshold Selection for Image segmentationParijat Sinha
1. The document examines different image segmentation techniques and threshold selection methods. It analyzes thresholding applied to images of rice grains and spots.
2. Global and adaptive thresholding techniques are compared, with adaptive thresholding found to better handle non-uniform backgrounds. Histogram peak and valley methods for optimal threshold selection are described.
3. Analyzing a spot image, adaptive thresholding at 50-75% best identified the spot, while other edge detectors like Roberts failed. Adaptive thresholding and spot profile analysis were concluded to best analyze spot images.
Automated features extraction from satellite images.HimanshuGupta1081
This is the final year civil engineering project presentation in which different features i.e. Buildings, Road Network, Vegetation and Water are extracted automatically from satellite images with the help of Ecognition software. We have done our analysis on satellite images of sikar, rajasthan. In this project object based image analysis (OBIA) approach are used.
Object detection is a computer technology related to computer vision and image processing that deals with detecting instances of semantic objects of a certain class (such as humans, buildings, or cars) in digital images and videos.
A Small Helping Hand from me to my Engineering collegues and my other friends in need of Object Detection
Hidden surface removal algorithms aim to eliminate hidden parts of 3D objects when rendered on a 2D display. They use geometric sorting to distinguish visible from hidden parts, operating in either object or image space. Key considerations for these algorithms include the sorting method, exploiting various types of coherence in the scene, and being optimized for the target machine. Common algorithms are back face removal, Z-buffer, painter's, scan line, and subdivision.
This document discusses orthographic projection and multiview drawings. Orthographic projection uses parallel lines of sight and projection planes to represent a 3D object in 2D. A multiview drawing shows an object through multiple views, such as the front, top, and side views. It accurately depicts an object's size and shape without distortion. The document also explains first and third angle projection systems, which determine the placement of views in a multiview drawing.
GameObjects are the most basic elements in Unity that can have various components attached to define their properties and behavior. A GameObject itself does not do anything without components. Components are added to GameObjects to make them characters, environments, effects etc. The transform component is essential as it defines the GameObject's position, rotation and scale in the scene. Parenting one GameObject to another makes the child object move and rotate with its parent. Scale also affects how GameObjects interact in the scene and with physics.
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.
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.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
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.
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.
In the rapidly evolving landscape of technologies, XML continues to play a vital role in structuring, storing, and transporting data across diverse systems. The recent advancements in artificial intelligence (AI) present new methodologies for enhancing XML development workflows, introducing efficiency, automation, and intelligent capabilities. This presentation will outline the scope and perspective of utilizing AI in XML development. The potential benefits and the possible pitfalls will be highlighted, providing a balanced view of the subject.
We will explore the capabilities of AI in understanding XML markup languages and autonomously creating structured XML content. Additionally, we will examine the capacity of AI to enrich plain text with appropriate XML markup. Practical examples and methodological guidelines will be provided to elucidate how AI can be effectively prompted to interpret and generate accurate XML markup.
Further emphasis will be placed on the role of AI in developing XSLT, or schemas such as XSD and Schematron. We will address the techniques and strategies adopted to create prompts for generating code, explaining code, or refactoring the code, and the results achieved.
The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
The presentation aims to deliver a comprehensive overview of AI usage in XML development, providing attendees with the necessary knowledge to make informed decisions. Whether you’re at the early stages of adopting AI or considering integrating it in advanced XML development, this presentation will cover all levels of expertise.
By highlighting the potential advantages and challenges of integrating AI with XML development tools and languages, the presentation seeks to inspire thoughtful conversation around the future of XML development. We’ll not only delve into the technical aspects of AI-powered XML development but also discuss practical implications and possible future directions.
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.
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.
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
Dive into the realm of operating systems (OS) with Pravash Chandra Das, a seasoned Digital Forensic Analyst, as your guide. 🚀 This comprehensive presentation illuminates the core concepts, types, and evolution of OS, essential for understanding modern computing landscapes.
Beginning with the foundational definition, Das clarifies the pivotal role of OS as system software orchestrating hardware resources, software applications, and user interactions. Through succinct descriptions, he delineates the diverse types of OS, from single-user, single-task environments like early MS-DOS iterations, to multi-user, multi-tasking systems exemplified by modern Linux distributions.
Crucial components like the kernel and shell are dissected, highlighting their indispensable functions in resource management and user interface interaction. Das elucidates how the kernel acts as the central nervous system, orchestrating process scheduling, memory allocation, and device management. Meanwhile, the shell serves as the gateway for user commands, bridging the gap between human input and machine execution. 💻
The narrative then shifts to a captivating exploration of prominent desktop OSs, Windows, macOS, and Linux. Windows, with its globally ubiquitous presence and user-friendly interface, emerges as a cornerstone in personal computing history. macOS, lauded for its sleek design and seamless integration with Apple's ecosystem, stands as a beacon of stability and creativity. Linux, an open-source marvel, offers unparalleled flexibility and security, revolutionizing the computing landscape. 🖥️
Moving to the realm of mobile devices, Das unravels the dominance of Android and iOS. Android's open-source ethos fosters a vibrant ecosystem of customization and innovation, while iOS boasts a seamless user experience and robust security infrastructure. Meanwhile, discontinued platforms like Symbian and Palm OS evoke nostalgia for their pioneering roles in the smartphone revolution.
The journey concludes with a reflection on the ever-evolving landscape of OS, underscored by the emergence of real-time operating systems (RTOS) and the persistent quest for innovation and efficiency. As technology continues to shape our world, understanding the foundations and evolution of operating systems remains paramount. Join Pravash Chandra Das on this illuminating journey through the heart of computing. 🌟
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
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3. Material in depth
● Environment (continue …)
b. Light and Shadow
Within Material Enviornment, virtual lights illuminate the scene.
There are two light sources in this enviornment.
(I) Key Light :-
Creates directional shadows.
(II) Ambient Light :-
Creates soft shadows from all angles.
In Android development, shadows occur when light sources are
blocked by sheets of material at various positions along the z-axis.
4. Material in depth
● Environment (continue …)
b. Light and Shadow
Shadow cast by key light Shadow cast by ambient light Combined shadow from key and
ambient lights
5. Material in depth
● Material properties
a. Physical properties
b. Transforming material
c. Movement of material
6. Material in depth
● a. Physical properties
– Material may have varied height and width, with
uniform thickness of 1dp.
DO DON'T
7. Material in depth
● a. Physical properties (continue ...)
– Material casts shadows.
– Shadows result naturally from the relative elevation (z-
position) between material elements.
DO DON'T
8. Material in depth
● a. Physical properties (continue …)
- Contents of any shape or color can be displayed.
– Contents Does not add thickness to material.
9. Material in depth
● a. Physical properties (continue …)
– Contents can behave independent of the material but
always remains within the bounds of the Material.
10. Material in depth
● a. Physical properties (continue …)
– Material is solid. Thus, Input event cannot pass
through the material.
DO DON'T
11. Material in depth
● a. Physical properties (continue …)
– Material cannot pass through a material.
12. Material in depth
● b. Transforming properties
– Material can change shape.
– Material Can grow and shrink along its plane.
– Material never bends or folds.
– Sheets of material can join together to make a
single sheet.
– Material can split into parts and can join to regain
original state.
13. Material in depth
● c. Movement of material
– Materials can spontaniously generated and
destroyed anywhere in the enviornment.
– Material can move along any axis.
– Z-axis motion is typically a result of user
interaction with the material.
14. Material in depth
● Objects in 3D space
Objects in material design possess similar qualities to
objects in the physical world. In the physical world, objects
can be stacked or affixed to one another, but cannot pass
through one another. Objects cast shadows and reflect
light.
These qualities form a spatial model that is familiar to
users and can be applied consistently across apps.
a. Elevation (Android)
b. Object Relationship
15. Material in depth
● a. Elevation
It is the relative difference between two surfaces along z-
axis. Elevation is generally measured in density
independent pixels (dp).
Since material has standard 1dp thickness , the differnce
would be from the top of one surface to the top of another.
16. Material in depth
● a. Elevation (continue …)
Resting Elevation
The default elevation of a material is called
resting elevation.The resting elevation for
an object does not change; it is constant
throughout an app. If an object changes
elevation, it should return to its resting
elevation as soon as possible.
17. Material in depth
● a. Elevation (continue …)
Responsive elevation and dynamic elevation offset
Some components performs responsive elevation
which depends upon the user input event (normal,
focused, pressed etc). These elevation changes are
implemented through dynamic elevation offset.
Dynamic elevation offsets are the goal elevation for
the component to move towards, relative to the
component’s resting state
They also ensure that elevation changes are
consistent across actions and component types
18. Material in depth
● a. Elevation (continue …)
Dynamic elevation offset example
19. Material in depth
● a. Elevation (continue …)
Functional shadows
Shadows provide important visual cues about
objects’ depth and directional movement. They
are the only visual cue indicating the amount of
separation between surfaces. An object’s
elevation determines the appearance of its
shadow.
In motion, shadows are a useful tool to provide
cues about an object’s direction of movement and
whether the distance between surfaces is
increasing or decreasing.
20. Material in depth
● b. Object relationship
Object Heirarchy
– Objects can be moved independent to each other or
constrained by objects higher in heirarchy.
– All objects are part of a heirarchy, which defines the
parent – child relationship.
– Parent child specifies :-
● Each object has one parent.
● Each object may have any number of child.
● Children inherit transformative properties from their
parents.
● Sibling are objects at same level of heirarchy.
21. Material in depth
● b. Object relationship (continue …)
Exceptions
Childs , such as primary UI elements move
independently to the parent.
Example – Floating Action Button, Navigation
Drawer, Action Bar, Dialogs.
Interaction
Childrens must have minimal z-axis elevation with
their parents , no other objects gets inserted
between them