Introductory and inspiring session for students on computer science
Date: 19th March 2013
Event: IT workshop for high school students
Venue: President's College, Maharagama
Organized by: Society of Computer Science, University of Sri Jayewardenepura
This document summarizes the history and projects of video game developer Bungie. It discusses their early beginnings developing games for Macintosh computers in the 1990s. It then outlines their major game franchises like Myth, Oni, Marathon, and Halo, highlighting new features with each successive release in the Halo series. The document concludes by noting Bungie's separation from Microsoft and listing some current job openings on their website.
This is my write up on the very first game ever: Spacewar. The role of the tech greats in the development of the first game are highlighted. Going down memory lane on the computing industry gave me a sense of nostalgia.
The document outlines the timeline and evolution of major video game consoles from the 1960s to present day. Some of the earliest consoles included the PDP-1 and Multics computers in the 1960s, while the 1970s saw the release of the Magnavox Odyssey and the popular Atari 2600. The 1980s introduced more powerful consoles like the Intellivision and ColecoVision. The Nintendo 64 and PlayStation popularized 3D graphics and multiplayer gaming in the 1990s. Currently, the Xbox 360 and PlayStation 3 compete in the market and allow wireless multiplayer for up to 4 and 8 players respectively.
You may have played other “TD” games but get ready to play DEATH FORTRESS! In search of resources that are no longer provided on Earth, you followed a probe released by humans years ago in hopes of discovering an alternative planet & mining the resources. Take command of towers with special weapons to hold your defence against endless waves of enemies on the hostile alien planet.
Curiosity collects the first rock samples drilled from Mars. Apple files a patent for a flexible wrist-worn device fueling rumors of an iWatch. Ubisoft announces the next Assassin's Creed set in a pirate background releasing October 29th for all platforms with an extra hour of gameplay for PS3 players.
Samsung will launch its new flagship smartphone, the Galaxy Note 3, on September 4th in Berlin. It will have a 5.68 inch screen, 3GB of RAM, and a 13 megapixel camera. Facebook acquired a company called Mobile Technologies to potentially allow status updates via voice commands. Google launched Android Device Manager to help users track and remotely wipe lost Android devices. Apple is expected to announce new iPhone and iOS 7 updates on September 10th.
The document provides a history of several important video game systems and games from the 1970s to the 1990s. It describes the Sega Master System and Sega Mega Drive/Genesis consoles from the 1980s, including their specifications. It also summarizes the Super Nintendo Entertainment System from 1990 and key games that helped establish genres like platformers, fighting games, first-person shooters, real-time strategy games, and rhythm games. Maze War from 1974 is highlighted as one of the earliest multiplayer 3D games and a precursor to first-person shooters.
The document discusses Roblox's default character skin known as the "bacon man" and asks several questions about Roblox hackers, the default hair, popular YouTubers who play Roblox like DanTheHacker/Poke, whether Roblox can be played on an Android or Smart TV browser, popular games like JailBreak and Bloxburg, fake Robux generators, and what Robux are used for in Roblox.
This document summarizes the history and projects of video game developer Bungie. It discusses their early beginnings developing games for Macintosh computers in the 1990s. It then outlines their major game franchises like Myth, Oni, Marathon, and Halo, highlighting new features with each successive release in the Halo series. The document concludes by noting Bungie's separation from Microsoft and listing some current job openings on their website.
This is my write up on the very first game ever: Spacewar. The role of the tech greats in the development of the first game are highlighted. Going down memory lane on the computing industry gave me a sense of nostalgia.
The document outlines the timeline and evolution of major video game consoles from the 1960s to present day. Some of the earliest consoles included the PDP-1 and Multics computers in the 1960s, while the 1970s saw the release of the Magnavox Odyssey and the popular Atari 2600. The 1980s introduced more powerful consoles like the Intellivision and ColecoVision. The Nintendo 64 and PlayStation popularized 3D graphics and multiplayer gaming in the 1990s. Currently, the Xbox 360 and PlayStation 3 compete in the market and allow wireless multiplayer for up to 4 and 8 players respectively.
You may have played other “TD” games but get ready to play DEATH FORTRESS! In search of resources that are no longer provided on Earth, you followed a probe released by humans years ago in hopes of discovering an alternative planet & mining the resources. Take command of towers with special weapons to hold your defence against endless waves of enemies on the hostile alien planet.
Curiosity collects the first rock samples drilled from Mars. Apple files a patent for a flexible wrist-worn device fueling rumors of an iWatch. Ubisoft announces the next Assassin's Creed set in a pirate background releasing October 29th for all platforms with an extra hour of gameplay for PS3 players.
Samsung will launch its new flagship smartphone, the Galaxy Note 3, on September 4th in Berlin. It will have a 5.68 inch screen, 3GB of RAM, and a 13 megapixel camera. Facebook acquired a company called Mobile Technologies to potentially allow status updates via voice commands. Google launched Android Device Manager to help users track and remotely wipe lost Android devices. Apple is expected to announce new iPhone and iOS 7 updates on September 10th.
The document provides a history of several important video game systems and games from the 1970s to the 1990s. It describes the Sega Master System and Sega Mega Drive/Genesis consoles from the 1980s, including their specifications. It also summarizes the Super Nintendo Entertainment System from 1990 and key games that helped establish genres like platformers, fighting games, first-person shooters, real-time strategy games, and rhythm games. Maze War from 1974 is highlighted as one of the earliest multiplayer 3D games and a precursor to first-person shooters.
The document discusses Roblox's default character skin known as the "bacon man" and asks several questions about Roblox hackers, the default hair, popular YouTubers who play Roblox like DanTheHacker/Poke, whether Roblox can be played on an Android or Smart TV browser, popular games like JailBreak and Bloxburg, fake Robux generators, and what Robux are used for in Roblox.
Urban gaming refers to location-based games played outdoors using mobile devices and GPS. One example is Pac-Manhattan, a 2004 game that placed the classic Pac-Man gameplay in New York City streets. Geocaching is a popular urban game where players use GPS to hide and seek hidden objects called caches in diverse outdoor locations around the world, with over 890,254 caches found as of September 2009 across 100 countries. Some urban games aim to collect useful geospatial data from players to map an area, like CityExplorer which designed games to gather mapping information.
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D graphics and modern consoles. Each new generation brought technological improvements and popular franchises.
David Gottlieb invented the first mass-produced arcade game called Baffle Ball in 1931, which was a precursor to pinball. Although pinball grew in popularity, it was banned in NYC in the 1930s as gambling. Gottlieb introduced new pinball games featuring multiple flippers in 1947 that skirted gambling laws and reignited the arcade industry. The earliest interactive video games emerged in the 1950s and 1960s on computers that filled entire rooms, and Spacewar in 1961 is considered the first interactive video game. Today video games span genres from mobile apps and social networking games to massively multiplayer online games played by millions.
Intellectual property can be franchised IP or serialised original IP. Franchised IP involves licensing characters and settings from existing works like Batman or Avengers for others to use. Serialised original IP is created from scratch like the Warhammer series, building a fictional universe and stories over multiple works. The Batman franchise is successful due to telling compelling stories across films, comics and games that resonate with fans, while Warhammer succeeds through its rich fictional world with interesting characters and storytelling across tabletop games, video games and more.
780 million people cannot afford gaming consoles that cost $300-500. Downloading games also takes a long time and large storage space. Playkey offers a solution where games are run on their servers and streamed as video to devices, allowing affordable and easy access to games on smartphones, computers and smart TVs without downloads. This cloud gaming model is growing fast and offers publishers new monetization options through subscription and in-game payments.
This document provides a history of video games from 1962 to the present. It discusses the development of early games like Spacewar and Pong in the 1960s-1970s and the rise of arcade games and consoles in the following decades. Key events included the release of the Magnavox Odyssey home console in 1972, the Atari 2600 in 1977, and 5th generation 32-64 bit consoles from Nintendo, Sony, and Sega in the 1990s that began the "console wars". The conclusion notes that video games now feature more powerful processors, motion control, and other advanced technologies.
This document provides Poptropica cheats for the Super Power and Comic Book World islands, mentioning that the Super Power island and comic book design world are what set Poptropica apart from other games. It also notes that Betty Jetty is one of the criminal characters players have to defeat among the other five scammers.
This document provides Poptropica cheats for the Super Power and Comic Book World islands, mentioning that the Super Power island and comic book design world are what set Poptropica apart from other games. It also notes that Betty Jetty is one of the criminal characters players have to defeat among the other five scammers.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
The holidays are almost here. It is time to find the best Christmas gift for your loved ones. Use the Christmas Gift Ideas 2011 guide to discover the best gift of the season.
This document discusses research on video games. It includes a survey link for primary research questions. Secondary research examines a list of the top 50 first-person shooter games of all time, highlighting Unreal Tournament, Halo: Combat Evolved, and Half-Life. The document finds that these games helped establish the FPS genre through innovations in multiplayer, narrative-driven action, and gameplay.
This document discusses research on video games and summarizes some of the most influential first-person shooter games. It provides details on 3 FPS games: Unreal Tournament, which helped pioneer competitive esports; Halo: Combat Evolved, which helped usher in narrative-driven FPS games; and Half-Life, which is considered one of the best and most influential games ever made for introducing players to fighting alien invasions with improvised weapons.
The document discusses three of the most popular first-person shooter games of all time: Unreal Tournament (1999), Halo: Combat Evolved (2001), and Half-Life (1998). It provides brief descriptions of each game, highlighting their innovative gameplay, narrative elements, and influence on the genre. Links are included to reviews and information about the games on websites like Wikipedia, GameSpot, and IGN.
Why people are obsessed with new realitiesAnnova Studio
Virtual Reality, Augmented Reality & Mixed Reality are becoming part of our lives. Video Gaming industry gets better every year in making realistic worlds. Why are people obsessed with new realities? Are there natural laws behind it?
This document provides a brief history of early video games, starting from some of the earliest experiments in the 1950s and 1960s and covering the evolution of games through the 1970s and 1980s as the industry began to take shape. Key developments included early experiments with oscilloscopes and mainframe computers in the 1950s and 1960s, the release of the first video game console by Magnavox in the early 1970s, the success of Pong in the mid-1970s, the rise of arcade games in the late 1970s led by Space Invaders, the introduction of home consoles like the Atari 2600 in the late 1970s and early 1980s, and the increased popularity and capabilities of home computers and consoles
LAFS SVI Level 4 - History of Computer and Mobile GamesDavid Mullich
This document provides a brief history of early video games and PC gaming from 1947 to 2007. It summarizes key milestones such as the earliest chess programs in 1947, the first digital computer game in 1951, Spacewar in 1961 being the first influential video game, the first interactive baseball game in 1971, MUDs in 1978 being the earliest virtual worlds, and PC gaming taking off in the 1970s-80s with the rise of the Apple II, Commodore, and IBM PC. Major companies like Sierra, Electronic Arts, Blizzard, and Zynga are also summarized.
This document discusses research on video games, including both primary and secondary research. The primary research section outlines a survey, while the secondary research analyzes top first-person shooter games of all time based on articles, including Unreal Tournament, Halo: Combat Evolved, and Half-Life. It concludes that first-person shooter games are very popular and influential to the genre.
Rockstar owns the intellectual property for the Grand Theft Auto franchise, including the brand and game code, but licenses other technologies like animation and physics engines to develop their realistic open world games. They also pay licensing fees for any music, television or other content included in their games. Publishers often license other popular intellectual properties from films, sports, or music to attract sales for their games, but this licensing costs money that could otherwise be spent on development. Some developers allow fans access to their development tools and technologies to encourage community content creation.
The document summarizes the basic flow of a computer from input to output, including the role of the microprocessor and memory. It then lists some examples of input, microprocessor functions, memory components, and output devices. Finally, it provides some brief highlights about the computer industry in 1982-1983, including milestones for Apple Computers, the first computer virus, personal computers being named "Machine of the Year", and Paul Allen leaving Microsoft.
The document lists various computer hardware inventions from the 1930s to the 1970s along with their inventors, including the keyboard invented by Herman Hollerith in the 1930s, the transistor invented by John Bardeen, Walter Brattain and William Shockley in 1947-1948, and the microprocessor invented by Federico Faggin, Ted Hoff and Stanley Mazor at Intel in 1971.
Graphical Models for chains, trees and gridspotaters
This document discusses graphical models for chains, trees, and grids. It begins with an overview of chain and tree models and algorithms for maximum a posteriori (MAP) inference in chain and tree models. It then discusses dynamic programming for efficient MAP inference in chain models. Examples of chain models for applications like sign language recognition are provided. The document is presented as slides for a lecture on graphical models and computer vision.
The peer-reviewed International Journal of Engineering Inventions (IJEI) is started with a mission to encourage contribution to research in Science and Technology. Encourage and motivate researchers in challenging areas of Sciences and Technology.
Urban gaming refers to location-based games played outdoors using mobile devices and GPS. One example is Pac-Manhattan, a 2004 game that placed the classic Pac-Man gameplay in New York City streets. Geocaching is a popular urban game where players use GPS to hide and seek hidden objects called caches in diverse outdoor locations around the world, with over 890,254 caches found as of September 2009 across 100 countries. Some urban games aim to collect useful geospatial data from players to map an area, like CityExplorer which designed games to gather mapping information.
This document provides a history of video games organized by generation. It describes the key consoles and games from each generation, beginning with early games like Ping Pong in 1958. The first generation of consoles included the Magnavox Odyssey and games without changeable media. Subsequent generations saw the introduction of microprocessors, cartridges, color graphics, 3D graphics and modern consoles. Each new generation brought technological improvements and popular franchises.
David Gottlieb invented the first mass-produced arcade game called Baffle Ball in 1931, which was a precursor to pinball. Although pinball grew in popularity, it was banned in NYC in the 1930s as gambling. Gottlieb introduced new pinball games featuring multiple flippers in 1947 that skirted gambling laws and reignited the arcade industry. The earliest interactive video games emerged in the 1950s and 1960s on computers that filled entire rooms, and Spacewar in 1961 is considered the first interactive video game. Today video games span genres from mobile apps and social networking games to massively multiplayer online games played by millions.
Intellectual property can be franchised IP or serialised original IP. Franchised IP involves licensing characters and settings from existing works like Batman or Avengers for others to use. Serialised original IP is created from scratch like the Warhammer series, building a fictional universe and stories over multiple works. The Batman franchise is successful due to telling compelling stories across films, comics and games that resonate with fans, while Warhammer succeeds through its rich fictional world with interesting characters and storytelling across tabletop games, video games and more.
780 million people cannot afford gaming consoles that cost $300-500. Downloading games also takes a long time and large storage space. Playkey offers a solution where games are run on their servers and streamed as video to devices, allowing affordable and easy access to games on smartphones, computers and smart TVs without downloads. This cloud gaming model is growing fast and offers publishers new monetization options through subscription and in-game payments.
This document provides a history of video games from 1962 to the present. It discusses the development of early games like Spacewar and Pong in the 1960s-1970s and the rise of arcade games and consoles in the following decades. Key events included the release of the Magnavox Odyssey home console in 1972, the Atari 2600 in 1977, and 5th generation 32-64 bit consoles from Nintendo, Sony, and Sega in the 1990s that began the "console wars". The conclusion notes that video games now feature more powerful processors, motion control, and other advanced technologies.
This document provides Poptropica cheats for the Super Power and Comic Book World islands, mentioning that the Super Power island and comic book design world are what set Poptropica apart from other games. It also notes that Betty Jetty is one of the criminal characters players have to defeat among the other five scammers.
This document provides Poptropica cheats for the Super Power and Comic Book World islands, mentioning that the Super Power island and comic book design world are what set Poptropica apart from other games. It also notes that Betty Jetty is one of the criminal characters players have to defeat among the other five scammers.
Barcamp Derry (Side A) - A Brief History of Video GamesJames Burke
Part 1 of a presentation I put together for the informal "unconference" Barcamp Derry. Unfortunately I've had to change the fonts so its not quite as good looking as it was when I presented it. I've included some videos as hyperlinks and some as Youtube inserts.
The holidays are almost here. It is time to find the best Christmas gift for your loved ones. Use the Christmas Gift Ideas 2011 guide to discover the best gift of the season.
This document discusses research on video games. It includes a survey link for primary research questions. Secondary research examines a list of the top 50 first-person shooter games of all time, highlighting Unreal Tournament, Halo: Combat Evolved, and Half-Life. The document finds that these games helped establish the FPS genre through innovations in multiplayer, narrative-driven action, and gameplay.
This document discusses research on video games and summarizes some of the most influential first-person shooter games. It provides details on 3 FPS games: Unreal Tournament, which helped pioneer competitive esports; Halo: Combat Evolved, which helped usher in narrative-driven FPS games; and Half-Life, which is considered one of the best and most influential games ever made for introducing players to fighting alien invasions with improvised weapons.
The document discusses three of the most popular first-person shooter games of all time: Unreal Tournament (1999), Halo: Combat Evolved (2001), and Half-Life (1998). It provides brief descriptions of each game, highlighting their innovative gameplay, narrative elements, and influence on the genre. Links are included to reviews and information about the games on websites like Wikipedia, GameSpot, and IGN.
Why people are obsessed with new realitiesAnnova Studio
Virtual Reality, Augmented Reality & Mixed Reality are becoming part of our lives. Video Gaming industry gets better every year in making realistic worlds. Why are people obsessed with new realities? Are there natural laws behind it?
This document provides a brief history of early video games, starting from some of the earliest experiments in the 1950s and 1960s and covering the evolution of games through the 1970s and 1980s as the industry began to take shape. Key developments included early experiments with oscilloscopes and mainframe computers in the 1950s and 1960s, the release of the first video game console by Magnavox in the early 1970s, the success of Pong in the mid-1970s, the rise of arcade games in the late 1970s led by Space Invaders, the introduction of home consoles like the Atari 2600 in the late 1970s and early 1980s, and the increased popularity and capabilities of home computers and consoles
LAFS SVI Level 4 - History of Computer and Mobile GamesDavid Mullich
This document provides a brief history of early video games and PC gaming from 1947 to 2007. It summarizes key milestones such as the earliest chess programs in 1947, the first digital computer game in 1951, Spacewar in 1961 being the first influential video game, the first interactive baseball game in 1971, MUDs in 1978 being the earliest virtual worlds, and PC gaming taking off in the 1970s-80s with the rise of the Apple II, Commodore, and IBM PC. Major companies like Sierra, Electronic Arts, Blizzard, and Zynga are also summarized.
This document discusses research on video games, including both primary and secondary research. The primary research section outlines a survey, while the secondary research analyzes top first-person shooter games of all time based on articles, including Unreal Tournament, Halo: Combat Evolved, and Half-Life. It concludes that first-person shooter games are very popular and influential to the genre.
Rockstar owns the intellectual property for the Grand Theft Auto franchise, including the brand and game code, but licenses other technologies like animation and physics engines to develop their realistic open world games. They also pay licensing fees for any music, television or other content included in their games. Publishers often license other popular intellectual properties from films, sports, or music to attract sales for their games, but this licensing costs money that could otherwise be spent on development. Some developers allow fans access to their development tools and technologies to encourage community content creation.
The document summarizes the basic flow of a computer from input to output, including the role of the microprocessor and memory. It then lists some examples of input, microprocessor functions, memory components, and output devices. Finally, it provides some brief highlights about the computer industry in 1982-1983, including milestones for Apple Computers, the first computer virus, personal computers being named "Machine of the Year", and Paul Allen leaving Microsoft.
The document lists various computer hardware inventions from the 1930s to the 1970s along with their inventors, including the keyboard invented by Herman Hollerith in the 1930s, the transistor invented by John Bardeen, Walter Brattain and William Shockley in 1947-1948, and the microprocessor invented by Federico Faggin, Ted Hoff and Stanley Mazor at Intel in 1971.
Graphical Models for chains, trees and gridspotaters
This document discusses graphical models for chains, trees, and grids. It begins with an overview of chain and tree models and algorithms for maximum a posteriori (MAP) inference in chain and tree models. It then discusses dynamic programming for efficient MAP inference in chain models. Examples of chain models for applications like sign language recognition are provided. The document is presented as slides for a lecture on graphical models and computer vision.
The peer-reviewed International Journal of Engineering Inventions (IJEI) is started with a mission to encourage contribution to research in Science and Technology. Encourage and motivate researchers in challenging areas of Sciences and Technology.
THM1: Formalizing a problem as a prediction problem is often the most important contribution of a data scientist.
THM2: A predictor is an estimator, i.e. an algorithm which takes data and returns a prediction. Reality is stochastic, so data and predictions are stochastic.
THM3: Learning is challenging since data must be used both to create prediction models and to assess them. Bias and variance must be balanced to achieve good generalization.
One Size Doesn't Fit All: The New Database Revolutionmark madsen
Slides from a webcast for the database revolution research report (report will be available at http://www.databaserevolution.com)
Choosing the right database has never been more challenging, or potentially rewarding. The options available now span a wide spectrum of architectures, each of which caters to a particular workload. The range of pricing is also vast, with a variety of free and low-cost solutions now challenging the long-standing titans of the industry. How can you determine the optimal solution for your particular workload and budget? Register for this Webcast to find out!
Robin Bloor, Ph.D. Chief Analyst of the Bloor Group, and Mark Madsen of Third Nature, Inc. will present the findings of their three-month research project focused on the evolution of database technology. They will offer practical advice for the best way to approach the evaluation, procurement and use of today’s database management systems. Bloor and Madsen will clarify market terminology and provide a buyer-focused, usage-oriented model of available technologies.
Webcast video and audio will be available on the report download site as well.
This document discusses machine learning and artificial intelligence. It provides an overview of the machine learning process, including obtaining raw data, preprocessing the data, applying algorithms to extract features and train models, and generating outputs. It then describes different types of machine learning, including supervised learning, unsupervised learning, reinforcement learning, and semi-supervised learning. Specific algorithms like artificial neural networks, support vector machines, genetic algorithms are also briefly explained. Real-world applications of machine learning like character recognition and medical diagnosis are listed.
07 history of cv vision paradigms - system - algorithms - applications - eva...zukun
This document outlines the history of computer vision from the 1960s to present day through a graph-based structure. It covers early paradigms in areas like pattern recognition and image processing in the 1970s. Artificial intelligence approaches emerged in the 1970s including systems like SHRDLU. Vision research in the 1980s focused on areas like image understanding, expert systems, and reasoning. Robotics became an important application area from the 1990s onward, with a focus on learning and interaction. Current computer vision systems, libraries and toolboxes build upon these historical paradigms, systems and algorithms.
Streamlining Technology to Reduce Complexity and Improve ProductivityKevin Fream
The 3 biggest challenges for mid-sized companies are: clutter, discovery, and curiosity. Those that thrive will become experts in streamlining technology while remaining vigilant in following new trends.
Applying Reinforcement Learning for Network Routingbutest
This document discusses the application of reinforcement learning in network routing. It provides an overview of reinforcement learning, including its key elements like the agent, environment, policy, reward function, and value function. It also discusses important reinforcement learning problems like Markov decision processes and elementary methods including dynamic programming, Monte Carlo methods, and temporal-difference learning. Finally, it presents Q-routing and dual reinforcement Q-routing as examples of applying reinforcement learning concepts to optimize network routing.
Pattern Recognition and Machine Learning : Graphical Modelsbutest
- Bayesian networks are directed acyclic graphs that represent conditional independence relationships between variables. They allow compact representation of high-dimensional joint distributions.
- Graphical models like Bayesian networks and Markov random fields use graphs to represent conditional independence relationships between random variables. Inference can be performed exactly using algorithms like sum-product on trees or approximately using loopy belief propagation on general graphs.
- Sum-product and max-sum algorithms allow efficient exact inference in trees by passing messages along edges until beliefs at all nodes converge. Loopy belief propagation extends this approach to general graphs but convergence is not guaranteed.
1) The document discusses Vapnik's approach to statistical modeling and machine learning, focusing on the concepts of generalization, overfitting, and VC dimension.
2) It introduces the idea of Structural Risk Minimization (SRM), which aims to control a model's complexity through the VC dimension in order to maximize generalization. SRM selects the model that minimizes the total risk of empirical risk and confidence interval.
3) As an example, it describes how SRM can be implemented in an industrial data mining context to optimize variables, model structure, and hyperparameters for tasks like classification and regression.
The document discusses graphical models for analyzing large amounts of data from the internet. It outlines several applications of graphical models including clustering documents, detecting topics in text, word segmentation, modeling user interests over time, and detecting ideology from text. The document also discusses challenges like scale of data, need for advanced modeling beyond clustering/topics, and scalable inference algorithms. Basic statistical tools for graphical models like probability, independence, Bayes' rule, and exponential families are also covered.
Nearest neighbor models are conceptually just about the simplest kind of model possible. The problem is that they generally aren’t feasible to apply. Or at least, they weren’t feasible until the advent of Big Data techniques. These slides will describe some of the techniques used in the knn project to reduce thousand-year computations to a few hours. The knn project uses the Mahout math library and Hadoop to speed up these enormous computations to the point that they can be usefully applied to real problems. These same techniques can also be used to do real-time model scoring.
To Get any Project for CSE, IT ECE, EEE Contact Me @ 09849539085, 09966235788 or mail us - ieeefinalsemprojects@gmail.co¬m-Visit Our Website: www.finalyearprojects.org
The diversity and complexity of contents available on the web have dramatically increased in recent years. Multimedia content such as images, videos, maps, voice recordings has been published more often than before. Document genres have also been diversified, for instance, news, blogs, FAQs, wiki. These diversified information sources are often dealt with in a separated way. For example, in web search, users have to switch between search verticals to access different sources. Recently, there has been a growing interest in finding effective ways to aggregate these information sources so that to hide the complexity of the information spaces to users searching for relevant information. For example, so-called aggregated search investigated by the major search engine companies will provide search results from several sources in a single result page. Aggregation itself is not a new paradigm; for instance, aggregate operators are common in database technology.
This talk presents the challenges faced by the like of web search engines and digital libraries in providing the means to aggregate information from several and complex information spaces in a way that helps users in their information seeking tasks. It also discusses how other disciplines including databases, artificial intelligence, and cognitive science can be brought into building effective and efficient aggregated search systems.
Big Data Paradigm - Analysis, Application and ChallengesUyoyo Edosio
This document discusses big data, including its exponential growth driven by the internet and cheaper computing. It defines big data based on its volume, velocity, and variety (the 3 Vs). Hadoop and MapReduce are presented as tools for analyzing large and diverse datasets. The challenges of big data analysis are also discussed, such as noise, privacy issues, and infrastructure costs.
Sourcing talent a key recruiting differentiator part 2 - the (Big) Data Lands...Alexander Crépin
Sourcing today is Data Driven.
Big Data is an emerging trend, in this workshop you will get a better idea of the present status of using (Big) Data in Sourcing successfully and become a winner in the War-for-Talent.
The document discusses progressive decision trees, which aim to overcome some limitations of classical decision trees. Progressive decision trees break the classification problem into a sequence of simpler sub-problems using small decision trees. Three types of cascading progressive decision trees are described (Type A, B, C) which differ in how information is passed between trees. Experimental results on document layout recognition, hyperspectral imaging, brain tumour classification, and UCI datasets show that progressive decision trees can improve accuracy and reduce costs compared to single decision trees. Further research opportunities in progressive decision trees are also outlined.
The document summarizes important inventors and developments in the computer field, including:
- Charles Babbage invented the Analytical Engine in 1822, laying the foundations for modern computers. Alan Turing developed the Turing Machine and helped establish the concept of the algorithm.
- Important early computers included the Z1, Z2, and Z3 by Konrad Zuse, the Atanasoff-Berry Computer by John Vincent Atanasoff & Clifford Berry, and ENIAC developed for the US Army by John Mauchly and J. Presper Eckert.
- Major advances included the first personal computer by Henry Roberts in 1974, the first laptop by IBM in 1975, the first Apple computer by
By now we all know the image: bipedal mechanoids designed in our own likeness, used to aid the human race in all walks of life. Through stories, films, practical applications and our own imagination, robots are synonymous with the human psyche.
This document contains 15 multiple choice questions about various topics in technology:
1) Python was created by Guido Von Russom as a very-high level programming language.
2) COMPAQ stands for Compatibility and Quality.
3) Pixar developed the commercial product Photorealistic Renderman.
4) Sony's PS3 gaming console uses the same Cell CPU technology as the Toshiba Qosmio G55-802 laptop.
Principles It Lesson2 Presentation 052308drussell54
1. Early counting methods used tools like bones with notches and the abacus, an ancient calculating device.
2. Gottfried Leibniz invented an early calculator called the Stepped Reckoner in the 1670s, while Charles Babbage designed the Difference Engine, an early computer, in 1821.
3. Through the 1800s and 1900s, technologies like the telegraph, cash register, and tabulating machines using punched cards improved data processing and led to programmable computers like Konrad Zuse's Z3 in Germany during World War II.
Artificial intelligence involves using computer systems to perform tasks typically requiring human intelligence. It is a branch of computer science aimed at creating intelligent machines. Robotics is a related field dealing with the design, operation, and application of robots. Expert systems are software programs that use knowledge bases to solve problems or provide advice in domains that usually require human experts. Virtual reality uses computer simulations to create environments, either similar to or different from the real world, that users can interact with.
My Minecraft Smart Home: Prototyping the internet of uncanny things - Sascha ...Codemotion Tel Aviv
This document is a lecture about prototyping smart home devices and systems using Minecraft. It discusses using Minecraft to simulate Internet of Things devices and interactions. It covers setting up Minecraft bindings for an open IoT platform called Eclipse SmartHome to integrate Minecraft devices. It also discusses using Minecraft plugins and APIs to implement device behaviors and interactions controlled via REST APIs. The goal is to prototype "The Internet of Uncanny Things" by using Minecraft to simulate human-device interactions in a smart home environment.
My Minecraft-Smart-Home: Prototyping the Internet of Uncanny ThingsSascha Wolter
Software and everyday objects are becoming increasingly “smarter”, take over more “responsibility” and know more and more about us. But what does that mean for developers and what impact does this have on the user? How do we convey the understanding and competence? Sascha covers IoT challenges and inspires with creepy examples. He also introduces a prototypic approach for hardware and software ideation based on visual programming and games like Minecraft. Of course, it is shown that this pragmatic approach is also suitable for professional projects using IoT platforms and smart home solutions.
This document provides the details of a quiz competition held on 14th August 2020 between Birla Vidya Niketan. It outlines the global rules of the quiz including no questions being passed, the ability to raise stakes or pounce on questions. It then provides 9 sample questions on various topics ranging from technology to games to assess the participants' knowledge.
This document is the TCS IT Wiz 2013 book which provides details about the research team behind it and the company Quizbrain.com that researched the book. It discusses how Quizbrain was originally launched in 2000 as the first dedicated quizzing portal and how the team behind it, Greycaps, is one of the largest quizzing companies. It also includes a quote from the CEO of Tata Consultancy Services about engaging with today's digital generation.
1. The document discusses the history and evolution of computer input devices from mechanical keyboards to modern touchscreens and styluses.
2. It explores the uses and benefits of single-touch screens for simplified interfaces and multi-touch for more intuitive control and collaboration.
3. Styluses are described as enabling precision, comfort, creativity and presentation tools.
4. Emerging interfaces are highlighted that merge inputs like touch, voice and gestures for natural navigation and augmented experiences. Inspiration is drawn from projects at MIT and Microsoft researching tangible, spatial and contextual user interfaces.
Artificial Intelligence (AI) has been a topic of research since the term was first coined by John McCarthy in 1956. In the last six decades, development of AI has experienced an uneven ride. Recently, the successful application of deep learning in Google AlphaGo triggered a wave of revolutionary advances in AI.
Robotics and AI have developed as inseparable twins. This presentation will briefly trace the history of the relationship between the two, survey various types of robots, and identify the contribution of AI to robot intelligence. In particular, we will consider the robot system architecture and how AI techniques are associated with its various capacities and functions.
Technology is replacing people in many jobs, but also creating new and better work and conditions in some cases. Scientists have estimated that machines could take 50% of our jobs in the next 30 years. Who will own the machines? Join me to explore the future challenges and issues of AI and robotics.
Ai and robotics: Past, Present and FutureHongmei He
Abstract: Artificial Intelligence (AI) has been a topic of research since the term was first coined by John McCarthy in 1956. In the last six decades, development of AI has experienced an uneven ride. Recently, the successful application of deep learning in Google AlphaGo triggered a wave of revolutionary advances in AI.
Robotics and AI have developed as inseparable twins. This presentation will briefly trace the history of the relationship between the two, survey various types of robots, and identify the contribution of AI to robot intelligence. In particular, we will consider the robot system architecture and how AI techniques are associated with its various capacities and functions.
Technology is replacing people in many jobs, but also creating new and better work and conditions in some cases. Scientists have estimated that machines could take 50% of our jobs in the next 30 years. Who will own the machines? Join me to explore the future challenges and issues of AI and robotics.
The document is a seminar report on artificial intelligence (AI) robotics presented by Shubham Soni. It defines AI robotics, discusses the generation of AI robotics from its origins in the 1940s to modern examples. It then outlines several applications of AI robotics, including in battlefields for bomb detection, in medicine for diagnoses and treatment, in homes for chores, in games to control non-player characters, and in construction for automation. The report provides context and examples for each application area.
1) Isaac Asimov coined the term "robotics" and helped inspire the field through his science fiction writings, envisioning possibilities for robotics and AI.
2) Advances in robotics and AI are allowing for more human-like robots that can assist with tasks too dangerous for humans, like deep sea exploration, as well as interact with humans through advances in areas like tactile sensors and artificial skin.
3) AI is demonstrating superhuman capabilities through techniques like deep learning, where machines can learn from vast amounts of data on their own, exceeding human abilities in narrow domains like game-playing or image recognition.
Artificial intelligence is the science and engineering of creating intelligent machines that can perform tasks normally requiring human intelligence. The history of AI began in 1943 and has progressed through major developments in computational power and algorithms. Today, AI is applied in many areas including natural language processing, gaming, robotics, music, business, science, and the military. While AI has advantages like speed and ability to handle complex tasks, it also faces limitations and risks that researchers continue working to address.
The document discusses the emergence of Web 3.0 and the OuterNet, which will make digital media ubiquitous through augmented reality, hyperlocality, geospatial intelligence, and pervasive/invisible computing. Key aspects include using gestures for control, intelligent shopping, multimedia/interactive content, augmented gaming, interconnecting all objects through the Web of Things, and translating thoughts to voiceless communication. The OuterNet will explode the Internet into the real world through location-based intelligence and turn reality into an interactive fantasy world.
This document discusses artificial intelligence and its components. It begins with definitions of artificial intelligence as making computers behave like humans and as the intelligence exhibited by machines. The field was founded in 1956 at a conference where leaders like John McCarthy established AI research. The components discussed include playing games like chess, developing expert systems, natural language processing, and robotics. It provides examples of computers defeating humans at chess and the use of robots in manufacturing.
The document provides a timeline of major technological inventions and developments between 1981 and 1990. Some of the key events included the invention of the IBM PC in 1981, the scanning tunneling microscope in 1981, the genetic engineering of human growth hormone in 1982, the invention of the Apple Lisa in 1983, the invention of the Apple Macintosh in 1984, the development of the Windows operating system by Microsoft in 1985, the invention of synthetic skin in 1986, the invention of disposable contact lenses in 1987, the development of digital cellular phones in 1988, the invention of high-definition television in 1989, and the creation of the World Wide Web by Tim Berners-Lee in 1990.
This is the notes for the Module CT1101 - Computer Technology, a first year module taught in Bachelors of Media Technology (Shepherd College, Purbanchal University)
Similar to Power of Code: What you don’t know about what you know (20)
Zoom is a comprehensive platform designed to connect individuals and teams efficiently. With its user-friendly interface and powerful features, Zoom has become a go-to solution for virtual communication and collaboration. It offers a range of tools, including virtual meetings, team chat, VoIP phone systems, online whiteboards, and AI companions, to streamline workflows and enhance productivity.
Need for Speed: Removing speed bumps from your Symfony projects ⚡️Łukasz Chruściel
No one wants their application to drag like a car stuck in the slow lane! Yet it’s all too common to encounter bumpy, pothole-filled solutions that slow the speed of any application. Symfony apps are not an exception.
In this talk, I will take you for a spin around the performance racetrack. We’ll explore common pitfalls - those hidden potholes on your application that can cause unexpected slowdowns. Learn how to spot these performance bumps early, and more importantly, how to navigate around them to keep your application running at top speed.
We will focus in particular on tuning your engine at the application level, making the right adjustments to ensure that your system responds like a well-oiled, high-performance race car.
Mobile App Development Company In Noida | Drona InfotechDrona Infotech
Looking for a reliable mobile app development company in Noida? Look no further than Drona Infotech. We specialize in creating customized apps for your business needs.
Visit Us For : https://www.dronainfotech.com/mobile-application-development/
Odoo ERP software
Odoo ERP software, a leading open-source software for Enterprise Resource Planning (ERP) and business management, has recently launched its latest version, Odoo 17 Community Edition. This update introduces a range of new features and enhancements designed to streamline business operations and support growth.
The Odoo Community serves as a cost-free edition within the Odoo suite of ERP systems. Tailored to accommodate the standard needs of business operations, it provides a robust platform suitable for organisations of different sizes and business sectors. Within the Odoo Community Edition, users can access a variety of essential features and services essential for managing day-to-day tasks efficiently.
This blog presents a detailed overview of the features available within the Odoo 17 Community edition, and the differences between Odoo 17 community and enterprise editions, aiming to equip you with the necessary information to make an informed decision about its suitability for your business.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
DDS Security Version 1.2 was adopted in 2024. This revision strengthens support for long runnings systems adding new cryptographic algorithms, certificate revocation, and hardness against DoS attacks.
Takashi Kobayashi and Hironori Washizaki, "SWEBOK Guide and Future of SE Education," First International Symposium on the Future of Software Engineering (FUSE), June 3-6, 2024, Okinawa, Japan
Atelier - Innover avec l’IA Générative et les graphes de connaissancesNeo4j
Atelier - Innover avec l’IA Générative et les graphes de connaissances
Allez au-delà du battage médiatique autour de l’IA et découvrez des techniques pratiques pour utiliser l’IA de manière responsable à travers les données de votre organisation. Explorez comment utiliser les graphes de connaissances pour augmenter la précision, la transparence et la capacité d’explication dans les systèmes d’IA générative. Vous partirez avec une expérience pratique combinant les relations entre les données et les LLM pour apporter du contexte spécifique à votre domaine et améliorer votre raisonnement.
Amenez votre ordinateur portable et nous vous guiderons sur la mise en place de votre propre pile d’IA générative, en vous fournissant des exemples pratiques et codés pour démarrer en quelques minutes.
WhatsApp offers simple, reliable, and private messaging and calling services for free worldwide. With end-to-end encryption, your personal messages and calls are secure, ensuring only you and the recipient can access them. Enjoy voice and video calls to stay connected with loved ones or colleagues. Express yourself using stickers, GIFs, or by sharing moments on Status. WhatsApp Business enables global customer outreach, facilitating sales growth and relationship building through showcasing products and services. Stay connected effortlessly with group chats for planning outings with friends or staying updated on family conversations.
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
May Marketo Masterclass, London MUG May 22 2024.pdfAdele Miller
Can't make Adobe Summit in Vegas? No sweat because the EMEA Marketo Engage Champions are coming to London to share their Summit sessions, insights and more!
This is a MUG with a twist you don't want to miss.
Utilocate offers a comprehensive solution for locate ticket management by automating and streamlining the entire process. By integrating with Geospatial Information Systems (GIS), it provides accurate mapping and visualization of utility locations, enhancing decision-making and reducing the risk of errors. The system's advanced data analytics tools help identify trends, predict potential issues, and optimize resource allocation, making the locate ticket management process smarter and more efficient. Additionally, automated ticket management ensures consistency and reduces human error, while real-time notifications keep all relevant personnel informed and ready to respond promptly.
The system's ability to streamline workflows and automate ticket routing significantly reduces the time taken to process each ticket, making the process faster and more efficient. Mobile access allows field technicians to update ticket information on the go, ensuring that the latest information is always available and accelerating the locate process. Overall, Utilocate not only enhances the efficiency and accuracy of locate ticket management but also improves safety by minimizing the risk of utility damage through precise and timely locates.
Microservice Teams - How the cloud changes the way we workSven Peters
A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
How to write a program in any programming language
Power of Code: What you don’t know about what you know
1. what you don’t know about what you know
by CD Athuraliya
<power of code>
2. Be amazed with Computer Science
Supercomputing
Artificial Intelligence
Gaming
Computer Security
Free and Open Source Community
Robotics
3. Artificial Intelligence - IBM Watson
While Watson's victory on Jeopardy! was a stunning feat, it was just the beginning of a new way of thinking about ways that technology can help us live and work better.
http://www-03.ibm.com/innovation/us/watson/putting_watson_to_work.shtml
5. Robotics - Mars Science Laboratory
With its rover named Curiosity, Mars Science Laboratory mission is part of NASA's Mars Exploration Program, a long-term effort of robotic exploration of the red planet. Curiosity was designed to assess whether Mars ever had an environment able to support small life forms called microbes. In other words, its mission is to determine the planet's "habitability.“
http://mars.jpl.nasa.gov/msl/mission/overview/
6. Robotics - Mars Science Laboratory
https://www.youtube.com/watch?v=h2I8AoB1xgU
7. Computer Security - Cryptography
The art of protecting information by transforming it (encrypting it) into an unreadable format, called cipher text. Only those who possess a secret key can decipher (or decrypt) the message into plain text. Encrypted messages can sometimes be broken by cryptanalysis, also called codebreaking, although modern cryptography techniques are virtually unbreakable.
http://www.webopedia.com/TERM/C/cryptography.html
Decode: pdkdudjdpd
8. Computer Security - Caesar Cipher
https://www.youtube.com/watch?v=sMOZf4GN3oc
9. Computer Games
PC games, also known as computer games, are video games played on a general-purpose personal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. PC games reached widespread popularity following the video game crash of 1983, particularly in Europe, leading to the era of the "bedroom coder". From the mid-90s onward they lost mass-market traction to console games before enjoying a resurgence in the mid-2000s through digital distribution.
http://en.wikipedia.org/wiki/PC_game
10. Computer Games – Halo 4
http://www.youtube.com/watch?v=aapBZBZNkp0
11. Free and Open Source Community
GNU is a Unix-like operating system that is free software—it respects your freedom. You can install Linux- based versions of GNU which are entirely free software. The GNU Project was launched in 1984 to develop the GNU system. The name “GNU” is a recursive acronym for “GNU's Not Unix!”. "GNU" is pronounced g'noo, as one syllable, like saying "grew" but replacing the r with n. A Unix-like operating system is a software collection of applications, libraries, and developer tools, plus a program to allocate resources and talk to the hardware, known as a kernel.
http://www.gnu.org/
12. Free and Open Source - Linux
https://www.youtube.com/watch?v=yVpbFMhOAwE
13. Be inspired by people
Sergey Brin
Mark Zuckerberg
Linus Torvalds
Steve Jobs
Alan Turing
Richard Stallman
14. Be inspired by people…
Dr. Kasun de Zoysa
Dr. Sanjiva Weerawarana
Prof. Gihan Wikramanayake
Dr. Ruwan Weerasinghe
Prof. V. K. Samaranayake