This is the presentation from our OpenReality Workshop where we went over OpenReality's vision, use cases, gave an overview of Unity3d and talked about the Duke Nursing Virtual Lab which is a serious game for training nurses.
This is a presentation from our weekly OpenReailty workshop where we had a discussion on the type of uses cases for virtual worlds that OpenReality needs to support.
Presentation I gave at Metameets 2010 on serious game development which included overview of the nursing virtual world project we have been doing for Duke School of Nursing.
Getting Started with Point Clouds Visualisation and AR/VRDavide Zordan
Slides from my session at the Global XR Conference. Nov 2022.
Abstract:
Augmented and Virtual Reality technologies allow advanced interactions in three-dimensional space by projecting digital content into users' field of view using dedicated opaque and see-through head-mounted displays.
At the Global XR Conference 2022, I will show what I have learned by building a software prototype combining AR and VR to transmit in real-time a three-dimensional video.
Point clouds were captured using a mobile depth camera and transmitted to a Virtual Reality device (Meta Quest 2) using a WebSocket server hosted on the Microsoft Azure platform.
Come along, there will be Unity demos, and we will have some fun looking at building a distributed system integrating holograms in a Virtual Reality experience.
This is a presentation on the vision of OpenReality which we gave at our weekly workshop. OpenReality is an open source, open architecture, component based platform that uses Unity3d for developing serious game and virtual worlds
Project Wonderland is an open source, collaborative virtual world platform developed entirely in Java. It allows users to create fully customizable 3D virtual environments for global meetings, trainings, and other collaborative activities. Key features include extensible environments, avatar customization, application sharing, and support for importing 3D content from tools like Blender. Wonderland also supports related technologies like Java 3D for rendering and Project Darkstar for scalable server infrastructure.
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
Virtual worlds differ from other forms of virtual learning by providing real-time participation through avatars in a persistent 3D graphical landscape. Implementing virtual worlds comes with pitfalls like high costs and security risks, but also opportunities for immersive engagement. Key aspects to consider include openness vs. security, and technology vs. content. Major virtual world platforms take different approaches to delivering learning, with some focusing more on games, others on simulations, and others on user-generated content.
This is a presentation from our weekly OpenReailty workshop where we had a discussion on the type of uses cases for virtual worlds that OpenReality needs to support.
Presentation I gave at Metameets 2010 on serious game development which included overview of the nursing virtual world project we have been doing for Duke School of Nursing.
Getting Started with Point Clouds Visualisation and AR/VRDavide Zordan
Slides from my session at the Global XR Conference. Nov 2022.
Abstract:
Augmented and Virtual Reality technologies allow advanced interactions in three-dimensional space by projecting digital content into users' field of view using dedicated opaque and see-through head-mounted displays.
At the Global XR Conference 2022, I will show what I have learned by building a software prototype combining AR and VR to transmit in real-time a three-dimensional video.
Point clouds were captured using a mobile depth camera and transmitted to a Virtual Reality device (Meta Quest 2) using a WebSocket server hosted on the Microsoft Azure platform.
Come along, there will be Unity demos, and we will have some fun looking at building a distributed system integrating holograms in a Virtual Reality experience.
This is a presentation on the vision of OpenReality which we gave at our weekly workshop. OpenReality is an open source, open architecture, component based platform that uses Unity3d for developing serious game and virtual worlds
Project Wonderland is an open source, collaborative virtual world platform developed entirely in Java. It allows users to create fully customizable 3D virtual environments for global meetings, trainings, and other collaborative activities. Key features include extensible environments, avatar customization, application sharing, and support for importing 3D content from tools like Blender. Wonderland also supports related technologies like Java 3D for rendering and Project Darkstar for scalable server infrastructure.
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
Virtual worlds differ from other forms of virtual learning by providing real-time participation through avatars in a persistent 3D graphical landscape. Implementing virtual worlds comes with pitfalls like high costs and security risks, but also opportunities for immersive engagement. Key aspects to consider include openness vs. security, and technology vs. content. Major virtual world platforms take different approaches to delivering learning, with some focusing more on games, others on simulations, and others on user-generated content.
vLearning: From Second Life to FieldscapesDavid Burden
My presentation at the Virtual Worlds Best Practice in Education Conference 2017 describing how our experiences in Second Life have influenced the development of Fieldscapes.
Product Based Virtual Worlds For College RecruitingAndrew Hughes
The document discusses virtual world options for educational institutions. It provides information on commercial virtual worlds like Second Life, open source options like OpenSim, and browser-based virtual worlds. It also introduces 3D Virtual Campus Tours, a product designed by Designing Digitally specifically for higher education recruitment. Key features highlighted are that it is fully browser-based, specialized for enrollment, and can replicate a campus in high quality graphics. Potential downfalls discussed are higher pricing and lack of editing tools compared to other virtual worlds.
Live Mesh allows users to synchronize their data across devices including PCs, phones and the web. It enables collaboration by letting users easily share files and data with others. Live Mesh uses open standards and web services to provide synchronization and sharing capabilities to developers and users anywhere through a browser or mobile apps.
Virtual reality in e learning – redefining the learning experienceRapidValue
With the advent of technology, the education sector has revolutionized. From print media to the web, we
have seen information getting richer and easily accessible. Thus, it has always made sense to bring web-based learning systems that is inundated with information.
Virtual Reality, a computer technology that uses software-generated realistic images, sounds and other sensations to replicate a real environment, is another such technology, which has contributed to big change in the education system.
E-Learning (eLearning) has become a popular method of sharing materials in various formats including videos and webinars. The benefit of providing continuous learning anywhere, and being cost effective at the same time, has made the adoption of eLearning grow at a staggering rate of over 40% in some countries.
In a research by Ambient Insight, Laos tops the list of such countries with the adoption growth rate as high as 49%. Considering the five-year compounded annual growth rate of 0.4%, the revenues for the eLearning industry are expected to reach $47.9 billion by 2020 from $46.9 in 2015.
This paper explains the importance of Virtual Reality in eLearning and how it can be incorporated into
existing mobile learning applications to redefine the learning experience.
Slides I gave at the ITEC defence training event talking about PIVOTE and then our wider view of a new thinking about virtual worlds as a superset of gaming/simulation, and as the 3D user interface
This document discusses the need for common data transmission and exchange protocols between devices like those that exist for the internet (TCP/IP and HTTP). It introduces Resonai's work on building standards for augmented reality experiences through their Vera platform. Vera allows for context-aware, immersive AR experiences that can be consumed across multiple users and devices by understanding the 3D environment through scene scanning and recognition of objects. It provides examples of how AR content could interact with real-world spaces and be synced between multiple agents depending on who owns the rights to project content in public spaces.
Erica Driver at the vBusiness Expo, April 2008CleverZebra
The document discusses the emerging technology of Web3D and its potential to transform how people work and interact online in the next 5-7 years. It defines Web3D as a system of linked interactive 3D and 2D environments that will provide an immersive experience. Factors driving Web3D adoption include rising expectations from new technologies, a changing workforce, and investor activity. The document predicts that by 2013-2015, Web3D sites and applications will be commonplace, enabling innovative organizations to gain competitive advantages through new forms of collaboration, training, and project management.
The document discusses the emerging technology of Web3D and its potential to transform how people work and interact online in the next 5-7 years. It defines Web3D as a system of linked interactive 3D and 2D environments that will provide an immersive experience. Factors driving Web3D adoption include rising expectations from new technologies, a changing workforce, and investor activity. The document predicts that by 2013-2015, Web3D sites and applications will be commonplace, enabling innovative organizations to gain competitive advantages through new forms of collaboration, training, and project management.
The document discusses mixed reality and its components. Mixed reality combines the physical and digital worlds across a spectrum with physical reality on one end and fully virtual reality on the other. Key components of mixed reality discussed include body storming to map scenes, acting and feedback, and storyboarding to create a mental map. HoloLens and holograms are mentioned, with holograms defined as using wavefronts to record and reconstruct 3D images. Augmented reality is also referenced.
A Framework To Generate 3D Learning ExperienceNathan Mathis
The document discusses a framework called OpenWebTalk (OWT) that was created to generate configurable 3D learning experiences. OWT is a declarative 3D component framework based on XML documents that describe both the formal structure of the virtual world and the complex set of interaction rules that govern user interactions. This framework aims to help fast prototyping and easy building of collaborative applications. It decouples all phases of authoring, allows easy definition and composition of virtual sessions in a component-oriented fashion, and can drive and control interactions to stimulate collaboration. The framework also provides a high-performance 3D rendering engine configurable through XML.
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
The document presents a mobile virtual network classroom system. It introduces mobile learning (m-learning) and how it allows interactive virtual classes through mobile devices. The system architecture has layers for streaming/encoding, a broadcasting/management server, and client-side mobile apps. Key features include real-time audio/video, whiteboarding, polling, and print/save. Limitations include technical requirements, limited instructor assistance, and some subjects not being suitable for online learning. The conclusion is that the system provides an accessible way for distance learning and mobile learners.
Generating Value
Digital Skin transforms real world training into virtual simulations By bringing People, Content, Environment, Technology and Objectives together in a virtual solution, Digital Skin creates value in two major ways: 1. Reducing expenses. Reducing travel, accommodation, meeting and real world training costs. 2. Peak Performance.
Increasing organizational performance through new efficiencies around teamwork, learning and collaboration
Azure Day Rome Reloaded 2019 - Getting Started with Unity, AR/VR and Azure Co...azuredayit
We all see the cool demos of how augmented and virtual reality are going to be the future of our interaction with devices, but it often feels like there’s a significant barrier to getting started in building these types of apps.
This session is here to help. If you’ve ever thought about developing for Oculus Rift S, HTC VIVE or the Windows Mixed Reality headsets, but haven’t known where to start, this is the session for you.
At Azure day, I will present what I learned building a small game, set in a mysterious dungeon using Unity, the SteamVR plugin and Azure Cognitive Services. We'll explore how to import assets from the Unity store, how to implement locomotion techniques and interactions using the motion/touch controllers, including some tips for optimising performance and avoid motion sickness.
Come along, there’ll be .NET code, demos and we’ll have some fun looking at how you can get started on your first VR/AR project enhanced by Azure and the intelligent cloud.
This document discusses immersive technologies like augmented reality (AR) and virtual reality (VR) for education. It outlines development platforms like Unity and Unreal, standards like WebVR, and tools like Vuforia, ARKit and ARCore. The summary discusses how VR and AR have potential for education and training but are still immature, and that professional-grade solutions supported by machine learning could enable widespread adoption in schools and industries.
Thor II is a desktop studio machine created by Dr. Wuttipong Pongsuwan to allow for affordable, high-quality e-learning media production from a single PC. The machine integrates hardware like capture cards and software like vMix to support multiple video/audio inputs, live streaming, recording, and output. It was tested for streaming courses between campuses 40km apart. The machine was also integrated with the open-source edX platform to create MOOCs for Shinawatra University.
Virtual Reality VR is a computer technology that generates realistic images, sounds and other sensations that simulate a users physical presence in a virtual or imaginary environment. The proposed system nurtures personal traits of an individual which plays a major role in every sector. The system helps to improve an individuals social, personal, and language skills as well as cures phobia of standing in front of audience. With advancement in technology, we are developing a system on Unreal Engine for creation of various environments as well as 3ds Max for creating Virtual Objects which are been placed. The learner is supposed to be in an environment where he she is been judged while appearing for various rounds. Further, video is captured and uploaded on the system and trainers does the evaluation. Trainers are supposed to suggest area of improvement by commenting on the parameters defined. Regular usage of software enhances skills of the user. The proposed system is a VR based verbal non verbal interactive system for enhancing communication skills based on predefined and planned of greeting scenario. Results in each stage are compared and analyzed to get the clear idea of where the person is lacking. The outcome of this practice test leads to improvement in individuals personality, difficulties raised in each environment results in upgradation of selfdom. Tejas Sayankar | Insiyah Kanchwala | Nikita Mahajan | Sayali Mahajan ""Communication Skills Improving Assistance"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-4 , June 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23748.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23748/communication-skills-improving-assistance/tejas-sayankar
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
vLearning: From Second Life to FieldscapesDavid Burden
My presentation at the Virtual Worlds Best Practice in Education Conference 2017 describing how our experiences in Second Life have influenced the development of Fieldscapes.
Product Based Virtual Worlds For College RecruitingAndrew Hughes
The document discusses virtual world options for educational institutions. It provides information on commercial virtual worlds like Second Life, open source options like OpenSim, and browser-based virtual worlds. It also introduces 3D Virtual Campus Tours, a product designed by Designing Digitally specifically for higher education recruitment. Key features highlighted are that it is fully browser-based, specialized for enrollment, and can replicate a campus in high quality graphics. Potential downfalls discussed are higher pricing and lack of editing tools compared to other virtual worlds.
Live Mesh allows users to synchronize their data across devices including PCs, phones and the web. It enables collaboration by letting users easily share files and data with others. Live Mesh uses open standards and web services to provide synchronization and sharing capabilities to developers and users anywhere through a browser or mobile apps.
Virtual reality in e learning – redefining the learning experienceRapidValue
With the advent of technology, the education sector has revolutionized. From print media to the web, we
have seen information getting richer and easily accessible. Thus, it has always made sense to bring web-based learning systems that is inundated with information.
Virtual Reality, a computer technology that uses software-generated realistic images, sounds and other sensations to replicate a real environment, is another such technology, which has contributed to big change in the education system.
E-Learning (eLearning) has become a popular method of sharing materials in various formats including videos and webinars. The benefit of providing continuous learning anywhere, and being cost effective at the same time, has made the adoption of eLearning grow at a staggering rate of over 40% in some countries.
In a research by Ambient Insight, Laos tops the list of such countries with the adoption growth rate as high as 49%. Considering the five-year compounded annual growth rate of 0.4%, the revenues for the eLearning industry are expected to reach $47.9 billion by 2020 from $46.9 in 2015.
This paper explains the importance of Virtual Reality in eLearning and how it can be incorporated into
existing mobile learning applications to redefine the learning experience.
Slides I gave at the ITEC defence training event talking about PIVOTE and then our wider view of a new thinking about virtual worlds as a superset of gaming/simulation, and as the 3D user interface
This document discusses the need for common data transmission and exchange protocols between devices like those that exist for the internet (TCP/IP and HTTP). It introduces Resonai's work on building standards for augmented reality experiences through their Vera platform. Vera allows for context-aware, immersive AR experiences that can be consumed across multiple users and devices by understanding the 3D environment through scene scanning and recognition of objects. It provides examples of how AR content could interact with real-world spaces and be synced between multiple agents depending on who owns the rights to project content in public spaces.
Erica Driver at the vBusiness Expo, April 2008CleverZebra
The document discusses the emerging technology of Web3D and its potential to transform how people work and interact online in the next 5-7 years. It defines Web3D as a system of linked interactive 3D and 2D environments that will provide an immersive experience. Factors driving Web3D adoption include rising expectations from new technologies, a changing workforce, and investor activity. The document predicts that by 2013-2015, Web3D sites and applications will be commonplace, enabling innovative organizations to gain competitive advantages through new forms of collaboration, training, and project management.
The document discusses the emerging technology of Web3D and its potential to transform how people work and interact online in the next 5-7 years. It defines Web3D as a system of linked interactive 3D and 2D environments that will provide an immersive experience. Factors driving Web3D adoption include rising expectations from new technologies, a changing workforce, and investor activity. The document predicts that by 2013-2015, Web3D sites and applications will be commonplace, enabling innovative organizations to gain competitive advantages through new forms of collaboration, training, and project management.
The document discusses mixed reality and its components. Mixed reality combines the physical and digital worlds across a spectrum with physical reality on one end and fully virtual reality on the other. Key components of mixed reality discussed include body storming to map scenes, acting and feedback, and storyboarding to create a mental map. HoloLens and holograms are mentioned, with holograms defined as using wavefronts to record and reconstruct 3D images. Augmented reality is also referenced.
A Framework To Generate 3D Learning ExperienceNathan Mathis
The document discusses a framework called OpenWebTalk (OWT) that was created to generate configurable 3D learning experiences. OWT is a declarative 3D component framework based on XML documents that describe both the formal structure of the virtual world and the complex set of interaction rules that govern user interactions. This framework aims to help fast prototyping and easy building of collaborative applications. It decouples all phases of authoring, allows easy definition and composition of virtual sessions in a component-oriented fashion, and can drive and control interactions to stimulate collaboration. The framework also provides a high-performance 3D rendering engine configurable through XML.
The Glass Class: Rapid Prototyping for Wearable ComputersMark Billinghurst
Talk that was to be given by Mark Billinghurst at the AWE New York conference on March 25th 2014. Unfortunately, due to technical problems this wasn't able to go ahead.
The document presents a mobile virtual network classroom system. It introduces mobile learning (m-learning) and how it allows interactive virtual classes through mobile devices. The system architecture has layers for streaming/encoding, a broadcasting/management server, and client-side mobile apps. Key features include real-time audio/video, whiteboarding, polling, and print/save. Limitations include technical requirements, limited instructor assistance, and some subjects not being suitable for online learning. The conclusion is that the system provides an accessible way for distance learning and mobile learners.
Generating Value
Digital Skin transforms real world training into virtual simulations By bringing People, Content, Environment, Technology and Objectives together in a virtual solution, Digital Skin creates value in two major ways: 1. Reducing expenses. Reducing travel, accommodation, meeting and real world training costs. 2. Peak Performance.
Increasing organizational performance through new efficiencies around teamwork, learning and collaboration
Azure Day Rome Reloaded 2019 - Getting Started with Unity, AR/VR and Azure Co...azuredayit
We all see the cool demos of how augmented and virtual reality are going to be the future of our interaction with devices, but it often feels like there’s a significant barrier to getting started in building these types of apps.
This session is here to help. If you’ve ever thought about developing for Oculus Rift S, HTC VIVE or the Windows Mixed Reality headsets, but haven’t known where to start, this is the session for you.
At Azure day, I will present what I learned building a small game, set in a mysterious dungeon using Unity, the SteamVR plugin and Azure Cognitive Services. We'll explore how to import assets from the Unity store, how to implement locomotion techniques and interactions using the motion/touch controllers, including some tips for optimising performance and avoid motion sickness.
Come along, there’ll be .NET code, demos and we’ll have some fun looking at how you can get started on your first VR/AR project enhanced by Azure and the intelligent cloud.
This document discusses immersive technologies like augmented reality (AR) and virtual reality (VR) for education. It outlines development platforms like Unity and Unreal, standards like WebVR, and tools like Vuforia, ARKit and ARCore. The summary discusses how VR and AR have potential for education and training but are still immature, and that professional-grade solutions supported by machine learning could enable widespread adoption in schools and industries.
Thor II is a desktop studio machine created by Dr. Wuttipong Pongsuwan to allow for affordable, high-quality e-learning media production from a single PC. The machine integrates hardware like capture cards and software like vMix to support multiple video/audio inputs, live streaming, recording, and output. It was tested for streaming courses between campuses 40km apart. The machine was also integrated with the open-source edX platform to create MOOCs for Shinawatra University.
Virtual Reality VR is a computer technology that generates realistic images, sounds and other sensations that simulate a users physical presence in a virtual or imaginary environment. The proposed system nurtures personal traits of an individual which plays a major role in every sector. The system helps to improve an individuals social, personal, and language skills as well as cures phobia of standing in front of audience. With advancement in technology, we are developing a system on Unreal Engine for creation of various environments as well as 3ds Max for creating Virtual Objects which are been placed. The learner is supposed to be in an environment where he she is been judged while appearing for various rounds. Further, video is captured and uploaded on the system and trainers does the evaluation. Trainers are supposed to suggest area of improvement by commenting on the parameters defined. Regular usage of software enhances skills of the user. The proposed system is a VR based verbal non verbal interactive system for enhancing communication skills based on predefined and planned of greeting scenario. Results in each stage are compared and analyzed to get the clear idea of where the person is lacking. The outcome of this practice test leads to improvement in individuals personality, difficulties raised in each environment results in upgradation of selfdom. Tejas Sayankar | Insiyah Kanchwala | Nikita Mahajan | Sayali Mahajan ""Communication Skills Improving Assistance"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-4 , June 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23748.pdf
Paper URL: https://www.ijtsrd.com/engineering/computer-engineering/23748/communication-skills-improving-assistance/tejas-sayankar
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
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
FREE A4 Cyber Security Awareness Posters-Social Engineering part 3Data Hops
Free A4 downloadable and printable Cyber Security, Social Engineering Safety and security Training Posters . Promote security awareness in the home or workplace. Lock them Out From training providers datahops.com
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.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
What is an RPA CoE? Session 1 – CoE VisionDianaGray10
In the first session, we will review the organization's vision and how this has an impact on the COE Structure.
Topics covered:
• The role of a steering committee
• How do the organization’s priorities determine CoE Structure?
Speaker:
Chris Bolin, Senior Intelligent Automation Architect Anika Systems
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Freshworks Rethinks NoSQL for Rapid Scaling & Cost-EfficiencyScyllaDB
Freshworks creates AI-boosted business software that helps employees work more efficiently and effectively. Managing data across multiple RDBMS and NoSQL databases was already a challenge at their current scale. To prepare for 10X growth, they knew it was time to rethink their database strategy. Learn how they architected a solution that would simplify scaling while keeping costs under control.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
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.
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/