PlayStation 3 leads the stereoscopic 3D entertainment world as every PS3 supports S3D. Games are ideal for S3D as they are immersive and don't mind wearing glasses. While 2.5D/3D chips could improve rendering performance for better S3D, challenges include cost, testing, reliability, and supporting multiple suppliers. Future S3D technologies may include personal 3D displays, head mounted displays, motion tracking, and interactive 3D experiences.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Cloud gaming is a promising application of the rapidly expanding cloud computing infrastructure. Existing cloud gaming systems, however, are closed-source with proprietary protocols, which raises the bars to setting up testbeds for experiencing cloud games. In this paper, we present a complete cloud gaming system, called GamingAnywhere, which is to the best of our knowledge the first open cloud gaming system. In addition to its openness, we design GamingAnywhere for high extensibility, portability, and reconfigurability. We implement GamingAnywhere on Windows, Linux, and OS X, while its client can be readily ported to other OS's, including iOS and Android. We conduct extensive experiments to evaluate the performance of GamingAnywhere, and compare it against two well-known cloud gaming systems: OnLive and StreamMyGame. Our experimental results indicate that GamingAnywhere is efficient and provides high responsiveness and video quality. For example, GamingAnywhere yields a per-frame processing delay of 34 ms, which is 3+ and 10+ times shorter than OnLive and StreamMyGame, respectively. Our experiments also reveal that all these performance gains are achieved without the expense of higher network loads; in fact, GamingAnywhere incurs less network traffic. The proposed GamingAnywhere can be employed by the researchers, game developers, service providers, and end users for setting up cloud gaming testbeds, which, we believe, will stimulate more research innovations on cloud gaming systems.
GamingAnywhere is now publicly available at http://gaminganywhere.org.
Are All Games Equally Cloud-Gaming-Friendly? An Electromyographic ApproachAcademia Sinica
Cloud gaming makes any computer game playable on a thin client without worrying the hardware requirements as before. It frees players from the need to constantly upgrade their computers as they can now play games that host on remote servers with a broadband Internet connection and a thin client. However, cloud games are intrinsically more susceptible to latency than online games because game graphics are rendered on server nodes and thin clients do not possess game state information that is required by delay compensation techniques.
In this paper, we investigate how the response latency would affect users' experience when playing games on clouds and how the impact of latency on players' experience varies across different games. We show that not all games are equally friendly to cloud gaming. The same degree of latency may have very different impact on a game's quality of experience depending on the game's real-time strictness. We thus develop a model that can predict a game's real-time strictness based on the rate of players' inputs and game screen dynamics. The model can be used to enhance players' experience in cloud gaming and optimize data center operation cost simultaneously.
Games on demand, a.k.a., cloud gaming, refers to a new way to deliver computer games to users, where computationally complex games are executed and rendered on powerful cloud servers rather than local computing devices. In this talk, I will give an overview of the challenges in developing cloud gaming systems, what we have done, and what remains to do. I will start from GamingAnywhere, an open-source cloud gaming system, followed by a number of studies based on the system. Finally I will conclude the talk with open issues in providing highly real-time and high-definition audio/visual quality multimedia experience (e.g., in the form of gaming and virtual reality).
Cloud Gaming Architectures: From Social to Mobile to MMOAWS Germany
October 21st 2015, Cloud Gaming Architectures: From Social to Mobile to MMO, Mark Bate
Das AWS Pop-up Loft in Berlin ist nur für kurze Zeit geöffnet. Vom 15.10. bis 13.11.2015 haben Sie die einmalige Gelegenheit Teil von etwas Besonderem zu sein. Werden Sie jetzt kostenlos Loft Member und erhalten Sie exklusiven Zugang zu den attraktiven Loft-Angeboten. http://aws.amazon.com/de/start-ups/loft/de-loft/
Mobile Cloud Computing for Games - Gamelet Anand Bhojan
In recent years, cloud computing services have been increasing in greater pace. High penetration rate of mobile devices and resource limited devices escalate the demand for cloud services further. Even though the cloud industry continues to grow exponentially, the cloud gaming service has been left behind due to the limitations in today's technology. There are three well known reasons for the slower growth - latency, server scalability (esp. bandwidth) and lack of game data at client side to use latency hiding and synchronisation techniques such as Dead-reckoning. In this paper, we propose a novel distributed micro-cloud infrastructure with a next generation device called Gamelet to mitigate the limitations in traditional cloud system for multiplayer cloud gaming on resource limited mobile devices. The paper also investigates the opportunities, issues and possible solutions for Gamelet infrastructure for mobile games with a demonstrable prototype.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Qualcomm Vuforia Mobile Vision Platform: Smart Terrain for Depth-Sensing CamerasQualcomm Developer Network
Learn how to build breakthrough gaming and shopping experiences that take advantage of what the Smart Terrain™ feature of the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Experiences, Inc. can offer. Intended for developers who have built at least one Vuforia app or who are proficient with Unity, this session provides a workflow overview and insights on how best to optimize for depth-sensing cameras.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=1RmyHZ2_vg0
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Quantifying User Satisfaction in Mobile Cloud GamesAcademia Sinica
We conduct real experiments to quantify user satisfaction in mobile cloud games using a real cloud gaming system built on the open-sourced GamingAnywhere. We share our experiences in porting GamingAnywhere client to Android OS and perform extensive experiments on both the mobile and desktop clients. The experiment results reveal several new insights: (1) gamers are more satisfied with the graphics quality on mobile devices, while they are more satisfied with the control quality on desktops, (2) the bitrate, frame rate, and network delay significantly affect the graphics and smoothness quality, and (3) the control quality only depends on the client type (mobile versus desktop). To the best of our knowledge, such user studies have never been done in the literature.
Qualcomm Vuforia Mobile Vision Platform: Smart Terrain for Depth-Sensing CamerasQualcomm Developer Network
Learn how to build breakthrough gaming and shopping experiences that take advantage of what the Smart Terrain™ feature of the Qualcomm® Vuforia™ mobile vision platform, a product of Qualcomm Connected Experiences, Inc. can offer. Intended for developers who have built at least one Vuforia app or who are proficient with Unity, this session provides a workflow overview and insights on how best to optimize for depth-sensing cameras.
Watch this presentation on YouTube: https://www.youtube.com/watch?v=1RmyHZ2_vg0
Cloud Gaming Onward: Research Opportunities and OutlookAcademia Sinica
Cloud gaming has become increasingly more popular in the academia and the industry, evident by the large numbers of related research papers and startup companies. Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on the future cloud gaming research, and point out several research problems spanning over a wide spectrum of different directions: including distributed systems, video codecs, virtualization, human-computer interaction, quality of experience, resource allocation, and dynamic adaptation. Solving these research problems will allow service providers to offer high-quality cloud gaming services yet remain profitable, which in turn results in even more successful cloud gaming eco-environment. In addition, we believe there will be many more novel ideas to capitalize the abundant and elastic cloud resources for better gaming experience, and we will see these ideas and associated challenges in the years to come.
Cloud gaming, sometimes called gaming on demand, is a type of online gaming. Currently there are two main types of cloud gaming: cloud gaming based on video streaming and cloud gaming based on file streaming. Cloud gaming aims to provide end users frictionless and direct play-ability of games across various devices.
Gaming on demand is a game service which takes advantage of a broadband connection, large server clusters, encryption and compression to stream game content to a subscriber's device. Users can play games without downloading or installing the actual game. Game content is not stored on the user's hard drive and game code execution occurs primarily at the server cluster, so the subscriber can use a less powerful computer to play the game than the game would normally require, since the server does all performance-intensive operations usually done by the end user's computer.
To Know More: https://en.wikipedia.org/wiki/Cloud_gaming
Understanding The Performance of Thin-Client GamingAcademia Sinica
The thin-client model is considered a perfect fit for online gaming. As modern games normally require tremendous computing and rendering power at the game client, deploying games with such models can transfer the burden of hardware upgrades from players to game operators. As a result, there are a variety of solutions proposed for thin-client gaming today. However, little is known about the performance of such thinclient systems in different scenarios, and there is no systematic means yet to conduct such analysis.
In this paper, we propose a methodology for quantifying the performance of thin-clients on gaming, even for thin-clients which are close-sourced. Taking a classic game, Ms. Pac-Man, and three popular thin-clients, LogMeIn, TeamViewer, and UltraVNC, as examples, we perform a demonstration study and determine that 1) display frame rate and frame distortion are both critical to gaming; and 2) different thin-client implementations may have very different levels of robustness against network impairments. Generally, LogMeIn performs best when network conditions are reasonably good, while TeamViewer and UltraVNC are the better choices under certain network conditions.
Let me tell you in short what this is.
This is a part of my Class Assignment and what you see is a 'PowerPoint Slide Show' of the first three Outcomes from UNIT 20 - 'Computer Game Platform & Technologies'.
Here, at first, I've explained Game Platforms & their types in short and then moved on over to my 2D Platform Game - 'Tales Of Mushroom Land', by considering its Game Platform and the Hardware & Software requirements for the game. I've also showcased some performance tests for my game at the end which I had taken on different systems/machines.
This is about the first three Outcomes - Game Platforms, Hardware & Software.
The second-last slide hosts a reference about 'Outcome 4', which is a video in which I've showcased a playable demo of my game and a bit of support for common errors.
(Of course, the video won't be present over there.)
Now, in order to watch the video for 'Outcome 4' and to get more information and to know what is a 'UNIT', 'Outcomes' - please visit by log - ' phadkeakshay@wordpress.com '.
the name of my blog is - ' The GameBuilder's Inn '.
Next generation mobile gp us and rendering techniques - niklas smedbergMary Chan
This session provides a detailed analysis of next-generation mobile graphics hardware and points out special caveats and opportunities that are specific to mobile. This is followed by an in-depth explanation of advanced rendering techniques that were previously only considered for high-end PCs or dedicated gaming consoles, but which have now been brought over to mobile devices in Unreal Engine 4 - including features such as physically-based rendering, HDR and image-based lighting.
this is based on JNVU jodhpur for BCA student
prepared by :
Assistant Professor
Gajendra Jinagr
for more update connected with me 9166304153(whatsapp+)
Streamed Cloud Gaming Solutions for Android* and PC GamesIntel® Software
Cloud gaming is getting a lot of press lately. As the leading cloud service provider in China, Tencent is embracing the cloud to deliver graphic-intensive PC and mobile games, as well as core developer solutions.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Search and Society: Reimagining Information Access for Radical FuturesBhaskar Mitra
The field of Information retrieval (IR) is currently undergoing a transformative shift, at least partly due to the emerging applications of generative AI to information access. In this talk, we will deliberate on the sociotechnical implications of generative AI for information access. We will argue that there is both a critical necessity and an exciting opportunity for the IR community to re-center our research agendas on societal needs while dismantling the artificial separation between the work on fairness, accountability, transparency, and ethics in IR and the rest of IR research. Instead of adopting a reactionary strategy of trying to mitigate potential social harms from emerging technologies, the community should aim to proactively set the research agenda for the kinds of systems we should build inspired by diverse explicitly stated sociotechnical imaginaries. The sociotechnical imaginaries that underpin the design and development of information access technologies needs to be explicitly articulated, and we need to develop theories of change in context of these diverse perspectives. Our guiding future imaginaries must be informed by other academic fields, such as democratic theory and critical theory, and should be co-developed with social science scholars, legal scholars, civil rights and social justice activists, and artists, among others.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
5. Table of Contents
1. Market Update
2. Stereoscopic 3D (S3D) and Games
3. S3D & 2.5D/3D Chip
4. Challenges of 2.5/3D Chip
5. Future Technology of S3D and Contents
12. Perfect Mach of Game &
S3D
1. Game Industry struggle for seeking the new exciting
experience
2. Reality is the critical trend of Gaming
3. Interactive S3D brings you to next Level
4. Do not mind wearing 3D Glasses
Game is the Concentration-required Media
5. Relatively Easy to add S3D functionality to 3D Game
5 Major Characteristics to explain
13. Graphics Evolution
3D is the key word of Modern Game
3D Graphics S3D Graphics
World’s First
Real-time 3D
Graphics
Game Console
END-to-END
3D Graphics
Improve the quality
of Real-time 3D
Graphics
14. “Reality”is the key trend of the
Home console games
• FPS (First Person Shooter)
• Free World / Sports / Driving
• Games Become Real-World Simulator thanks
to the improvement of Quality in Graphics
S3D Adds new dimension of Reality to the Game
16. Add S3D function to the game
Modeling
Data
Display Image
Display Image
Screen
17. Rendering Performance
• Two times Rendering for Left and Right Images
• The biggest issue for adding S3D is the performance
overhead of two times rendering
• Normally needs to tune up the rendering performance
• Relatively easy tuning performance
– 60Hz Refresh Game
– Split Screen Multi Player
Split Screen Multi Player
Player B
Player A
19. Prepare several angle images for wider range of angle viewing
Naked-eye Stereoscopic View
RLRL
R
L
R
L
R
L
R
L
Lenticular Lens
20. S3D & 3D CHIP
Rendering performance is the key to S3D
21. S3D require render performance
Modeling
Data
Display Image
Rendering
2D S3D with Glass Naked-eye S3D
Modeling
Data
Rendering
Modeling
Data
Rendering
2x Render Performance 10x Render Performance
22. Bandwidth is the key factor for
render performance
• GPU & VRAM bandwidth is the key
– PS2 GPU embedded DRAM solution
• Bandwidth High Memory size Small
– PS3 GPU off chip VRAM solution
• Bandwidth Medium Memory size Large
GPU
VRAM
PS2 GPU
GPU VRAM
PS3 GPU
23. Expectation to 2.5/3D chip
• High Bandwidth & Large size of Memory by 2.5D/3D
chip technology
– Improve Render Performance
• Pixel Fill Rate Improve by higher bandwidth
– Improve Render Latency
• Alpha Blending Performance (ReadModifyWrite)
– Low Power
• These are very attractive for improving S3D Image
quality
• But there are some issues and challenges
25. Uniqueness of Game Industry
• Buy-all Condition
– No Binning, Fixed Frequency
• Cost Sensitive
– To enhance install base , HW should be provided
with very low price
• The state of art technology
– Requires the same performance during a long
lifetime; the performance should be stretched at
the launch time
26. Challenges of 2.5D/3D Chip
• We think there are several issues to
introduce 2.5D/3D to Game Industry
– Test
– Cost
– Thermal
– Reliability
– Multiple Supplier
27. Cost
• If 2.5D/3D chip stacking is used to enhance
the performance of the system,
– How much premium margin should we pay ?
– This is the critical topic
• The cost of Through-silicon-via (TSV)
28. Test
• Yield at the final test needs to be very high
– Each die needs to be tested enough in order to
guarantee high yield at the final test.
– Technologies such as build-in self test, die level
probing need to be improved.
29. Thermal conductivity
• How to escape the heat from lower and
middle layer chips
– High performance chips that are used in a game
console generate a lot of heat.
– In order to reduce the cost of cooling, the
thermal conductivity inside the package needs to
be very high.
30. Reliability
• Game machines are required to have
relatively longer life than PC
– Requires manufacturing and testing technology to
guarantee the reliability of 3D-IC.
• Clarifying the responsibility
– It is typically difficult to clarify which die supplier is
responsible for the problem.
31. Multiple supplier
• Devices such as memory should be supplied by
multiple vendors in order to obtain a competitive
price.
• We need to define a common footprint for the
TSV, but each supplier has a different preference.
Particularly when the pin count is high, making
common footprint introduces additional area
and/or metal layers to the die.
32. 3D IC is the promising technology
but ..
• Issues are
– Test, Cost ,Heat ,Reliability , Multiple-supplier
• We have been using chip stack technology using
microbump in the current Playstation2 and PSP for
cost reduction purpose.
• There are still some issues to be resolved in order to
introduce 3D-IC technology in high performance game
consoles such as PS3.
33. COMING TECHNOLOGY OF
S3D AND CONTENTS
Glimpse of future exciting technologies with demonstrations
34. 3D Display for PS3
• Personal 3D Display to enjoy 3D experience
with PS3
– 24 Inch size
– 4 times frame sequential ,
high quality 3D image
– Two different 2D images for each players
– Stereo 2ch + Sub Woofer ,
high quality sound
– Simple & Slim Design
– Affordable Price
• 3D Monitor / 3D Glass/ 3D Game / HDMI Cable $499 in US
Launch 2011 Fall in World Wide
35. HMD
• Head Mount Display with 2 OLED panels
– Ultra High Quality Image
– No Cross Talk
– Suitable for focus content like Game
36. Motion Tracking & S3D
• NIKUDAN
• Motion Controller
+ S3D Display
• VR Experience
– Player surrounded
by 3D Game World
42. Finally...
• PlayStation 3 has been evolved to be the native
S3D gaming system
• To achieve better S3D experience ,
render performance is the key factor
• 2.5D/3D chip technology is the promising
solution to increase render performance
• Coming 3D applications bring the exciting new
user experience