Presentation about new value network creation, collaboration and internet/technology trends for RWS (Dutch governmental entity)
Eindhoven, September 2009.
This document provides an overview of virtual worlds, specifically contrasting virtual world games and social spaces. It defines key terms and examples of each category. Virtual world games like World of Warcraft have over 60 million active users and $4.5 billion in revenue, while social spaces like Habbo Hotel and Webkinz have around 30 million active users and $400 million in revenue. The markets and business models for each category are compared, with games dominated by subscription and retail models while social spaces utilize free-to-play and virtual item sales models more. Trends are discussed including the growth of web-based and free-to-play virtual worlds and increasing focus on kids' spaces and Asia.
Social networks are well-established, as is e-commerce, but it’s only now that we’re seeing the meshing of the two and a great deal of hype around the possibilities. This report charts how retailers and other brands are using the social graph to engage consumers wherever they may be—creating more personal, accessible experiences—and to amplify word-of-mouth.
“Social Commerce” examines three key trends: the rise of Facebook commerce (retailers selling directly on Facebook), overlaying the social graph on e-commerce sites and introducing that social graph to the brick-and-mortar world. It looks at what innovative retailers and others are doing in these areas, as well as what’s driving each trend and the significance and potential for marketers. It also spotlights things to watch in this space, from apps that enable sharing while shopping to Facebook Credits.
In addition to desk research, we interviewed experts and influencers in research, technology and business, and conducted a quantitative survey in the U.S. and the U.K. The survey used SONAR™, JWT’s proprietary online research tool, to poll 971 adults aged 20-plus from May 20–June 1, 2011.
5. Social Commerce Platforms - Markus Karlsson, ComrzLike Minds
Presentation given at the Like Minds Social Commerce Immersive, London, Weds. 9th Feb. 2011. Part of the Like Minds series of events for Social Media Week London
This document provides an overview of part 2 of a digital bootcamp on content marketing and social media. It discusses key concepts like content marketing, web 2.0, social media, user generated content and crowd sourcing. Specific topics covered include content marketing strategies, examples of brand content marketing campaigns on social media, the evolution of digital communications from web 1.0 to web 2.0, and how social media has changed consumer decision making and interactions between brands and audiences.
A sharing section I gave about the two hotest social networks in China, Sina Weibo and WeChat. What the latest development and how stiff the competition is.
Mobile Social Media and Advertising_Michael HanleySara Quinn
Part of the Mobile Communications Resource Center, this is one of several presentations created by Michael Hanley for Ball State University's College of Communication, Information and Media. All rights are reserved.
Ronald van den Hoff discusses the connectivity of people and information through different eras including the PC era, Web 1.0, Web 2.0, and predictions for Web 3.0 and 4.0. He notes key technologies and trends including the semantic web and web operating systems. He also lists his social media profiles and blogs for sharing thoughts and engaging with others.
This document provides an overview of virtual worlds, specifically contrasting virtual world games and social spaces. It defines key terms and examples of each category. Virtual world games like World of Warcraft have over 60 million active users and $4.5 billion in revenue, while social spaces like Habbo Hotel and Webkinz have around 30 million active users and $400 million in revenue. The markets and business models for each category are compared, with games dominated by subscription and retail models while social spaces utilize free-to-play and virtual item sales models more. Trends are discussed including the growth of web-based and free-to-play virtual worlds and increasing focus on kids' spaces and Asia.
Social networks are well-established, as is e-commerce, but it’s only now that we’re seeing the meshing of the two and a great deal of hype around the possibilities. This report charts how retailers and other brands are using the social graph to engage consumers wherever they may be—creating more personal, accessible experiences—and to amplify word-of-mouth.
“Social Commerce” examines three key trends: the rise of Facebook commerce (retailers selling directly on Facebook), overlaying the social graph on e-commerce sites and introducing that social graph to the brick-and-mortar world. It looks at what innovative retailers and others are doing in these areas, as well as what’s driving each trend and the significance and potential for marketers. It also spotlights things to watch in this space, from apps that enable sharing while shopping to Facebook Credits.
In addition to desk research, we interviewed experts and influencers in research, technology and business, and conducted a quantitative survey in the U.S. and the U.K. The survey used SONAR™, JWT’s proprietary online research tool, to poll 971 adults aged 20-plus from May 20–June 1, 2011.
5. Social Commerce Platforms - Markus Karlsson, ComrzLike Minds
Presentation given at the Like Minds Social Commerce Immersive, London, Weds. 9th Feb. 2011. Part of the Like Minds series of events for Social Media Week London
This document provides an overview of part 2 of a digital bootcamp on content marketing and social media. It discusses key concepts like content marketing, web 2.0, social media, user generated content and crowd sourcing. Specific topics covered include content marketing strategies, examples of brand content marketing campaigns on social media, the evolution of digital communications from web 1.0 to web 2.0, and how social media has changed consumer decision making and interactions between brands and audiences.
A sharing section I gave about the two hotest social networks in China, Sina Weibo and WeChat. What the latest development and how stiff the competition is.
Mobile Social Media and Advertising_Michael HanleySara Quinn
Part of the Mobile Communications Resource Center, this is one of several presentations created by Michael Hanley for Ball State University's College of Communication, Information and Media. All rights are reserved.
Ronald van den Hoff discusses the connectivity of people and information through different eras including the PC era, Web 1.0, Web 2.0, and predictions for Web 3.0 and 4.0. He notes key technologies and trends including the semantic web and web operating systems. He also lists his social media profiles and blogs for sharing thoughts and engaging with others.
This document discusses emerging trends in connectivity, social media, and business models. It notes that traditional assumptions and business models no longer fit with today's reality where information and people are increasingly connected through social networks and the internet. Examples mentioned include the rise of virtual social networks and serious games. It also discusses challenges to established order from new collective groups and the limits of enforcing copyright in this new environment.
The document discusses connectivity of people and information through different stages of the internet and web. It mentions Groundswell Forrester Research and how connectivity has evolved from the PC era, through different versions of the web including Web 1.0, 2.0, and the emerging Web 3.0 and 4.0. It also mentions some social networks and reviewing/sharing websites.
This document discusses several topics related to organizations, management, employees, and social media/networking. It provides statistics on the number of government websites and organizations in the Netherlands. It also lists several examples of social networks like Hyves, LinkedIn, Facebook, and professional networking platforms. Finally, it discusses how connectivity between people and information is increasing through tools like social media, blogs, and reviews.
1. The document discusses the history of the internet from its early static beginnings to the modern era of high volume growth, explosion of search/algorithms, applications, and people connecting through social networks and media.
2. It examines concepts like boundaryless organizations, virtual social networks, and serious games.
3. Finally, it explores how social media can be used for business, branding, connecting, meeting, sharing, collaborating, and organizing events.
This document discusses the evolution of the internet and social media. It provides statistics on internet usage over time showing growth from static web 1.0 to over 550 billion people online today. It also discusses how social networks are changing how organizations operate and communicate through social media rather than traditional means. Examples provided include having meeting spaces tailored for clients and communicating through social media and corporate/personal blogs.
The document discusses the evolution of the internet and rise of social media. It notes that internet usage has grown from static web pages to over 550 million people online. Social networks and user-generated content have become prominent. Examples of social networks mentioned include Facebook, LinkedIn, and Hyves. The document also discusses how businesses can leverage social media for customer engagement and reviews. It provides examples of how the Dutch hospitality industry utilizes social platforms like Twitter, blogs, and review sites.
This document discusses the evolution of the internet and social media. It provides examples of virtual social networks and describes how organizations are becoming boundaryless through social media integration. Branding is discussed as creating consistent stakeholder experiences through communication touchpoints. The importance of social media integration for businesses is highlighted through examples of how products are shared and discussed online.
The document discusses the history and evolution of the internet and social media. It touches on key concepts like the transition from a static web to one driven by user connections and social networks. Specific platforms mentioned include LinkedIn, Hyves, Facebook, and YouTube. The potential for businesses to engage customers through social media is also examined, with examples of how Amazon utilizes customer reviews, recommendations, and tags. Metrics, barriers to adoption, and qualities needed for Enterprise 2.0 are summarized as well.
The document discusses the use of social networks in business and society. It outlines how social networks like Hyves and LinkedIn can be used for social and business purposes. It also discusses how virtual social networks and serious games like World of Warcraft allow for sharing, collaboration, and connecting between customers, shareholders, management, employees, and suppliers. The goal is to use social networks for branding, meeting, sharing, and collaborating between different stakeholders.
A high level view of the social media sphere. How are trends, key technologies, and startups shaping the internet. Also discuss the role that mobile devices and gaming consoles are playing in enabling these technologies. Branded Entertainment, Produce Placement, and various other monetization techniques are discussed in the end.
1. The document discusses the evolution of the internet from static websites (Web 1.0) to user-generated social networks and media (Web 2.0) where people are actively connecting and sharing information.
2. It notes that with over 1.5 billion people online, the focus has shifted from volume growth to social networks and interactions between users.
3. Examples of virtual social networks discussed include Hyves for social networking, LinkedIn for business, and virtual worlds like Second Life that combine social and gaming aspects.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
The document discusses the rise of social games and predicts their continued growth in 2011 and beyond. It outlines why social games, virtual goods, free-to-play models, cross-platform play, interoperability, cloud-based infrastructure, and cross-regional gameplay will be important drivers of the industry. Key predictions include Facebook becoming a major game platform, the emergence of rival social platforms, exponential growth in mobile and social devices, and interoperable games gaining relevance.
Ubiquitous web2.0 describes the convergence of the web with mobile devices and social media to create an always-on, connected "Life Web." Key aspects of this trend include the integration of real-time communication, location data, and user-generated content across online and offline experiences. Major players are harnessing these developments to build highly social, mobile platforms for activities like gaming, commerce, and business collaboration. Realizing the full potential of ubiquitous web2.0 will depend on addressing challenges around privacy, data ownership, and developing sustainable revenue models for new services and applications.
Ronald van den Hoff is an author, publisher, trendwatcher, entrepreneur, coach, investor, and chairman who focuses on technological explosions, social transformations, and the rise of a chaordic (both chaotic and orderly) society. Key aspects of this transformation include the internet providing access to information, the social web enabling connectivity, and collaborative platforms creating new models for social and economic value creation. By 2025, artificial and human intelligence will be more connected through technologies like the global brain, while production will increasingly be handled by intelligent robots and a metaverse-style mesh of decentralized collaboration.
This document discusses emerging trends in connectivity, social media, and business models. It notes that traditional assumptions and business models no longer fit with today's reality where information and people are increasingly connected through social networks and the internet. Examples mentioned include the rise of virtual social networks and serious games. It also discusses challenges to established order from new collective groups and the limits of enforcing copyright in this new environment.
The document discusses connectivity of people and information through different stages of the internet and web. It mentions Groundswell Forrester Research and how connectivity has evolved from the PC era, through different versions of the web including Web 1.0, 2.0, and the emerging Web 3.0 and 4.0. It also mentions some social networks and reviewing/sharing websites.
This document discusses several topics related to organizations, management, employees, and social media/networking. It provides statistics on the number of government websites and organizations in the Netherlands. It also lists several examples of social networks like Hyves, LinkedIn, Facebook, and professional networking platforms. Finally, it discusses how connectivity between people and information is increasing through tools like social media, blogs, and reviews.
1. The document discusses the history of the internet from its early static beginnings to the modern era of high volume growth, explosion of search/algorithms, applications, and people connecting through social networks and media.
2. It examines concepts like boundaryless organizations, virtual social networks, and serious games.
3. Finally, it explores how social media can be used for business, branding, connecting, meeting, sharing, collaborating, and organizing events.
This document discusses the evolution of the internet and social media. It provides statistics on internet usage over time showing growth from static web 1.0 to over 550 billion people online today. It also discusses how social networks are changing how organizations operate and communicate through social media rather than traditional means. Examples provided include having meeting spaces tailored for clients and communicating through social media and corporate/personal blogs.
The document discusses the evolution of the internet and rise of social media. It notes that internet usage has grown from static web pages to over 550 million people online. Social networks and user-generated content have become prominent. Examples of social networks mentioned include Facebook, LinkedIn, and Hyves. The document also discusses how businesses can leverage social media for customer engagement and reviews. It provides examples of how the Dutch hospitality industry utilizes social platforms like Twitter, blogs, and review sites.
This document discusses the evolution of the internet and social media. It provides examples of virtual social networks and describes how organizations are becoming boundaryless through social media integration. Branding is discussed as creating consistent stakeholder experiences through communication touchpoints. The importance of social media integration for businesses is highlighted through examples of how products are shared and discussed online.
The document discusses the history and evolution of the internet and social media. It touches on key concepts like the transition from a static web to one driven by user connections and social networks. Specific platforms mentioned include LinkedIn, Hyves, Facebook, and YouTube. The potential for businesses to engage customers through social media is also examined, with examples of how Amazon utilizes customer reviews, recommendations, and tags. Metrics, barriers to adoption, and qualities needed for Enterprise 2.0 are summarized as well.
The document discusses the use of social networks in business and society. It outlines how social networks like Hyves and LinkedIn can be used for social and business purposes. It also discusses how virtual social networks and serious games like World of Warcraft allow for sharing, collaboration, and connecting between customers, shareholders, management, employees, and suppliers. The goal is to use social networks for branding, meeting, sharing, and collaborating between different stakeholders.
A high level view of the social media sphere. How are trends, key technologies, and startups shaping the internet. Also discuss the role that mobile devices and gaming consoles are playing in enabling these technologies. Branded Entertainment, Produce Placement, and various other monetization techniques are discussed in the end.
1. The document discusses the evolution of the internet from static websites (Web 1.0) to user-generated social networks and media (Web 2.0) where people are actively connecting and sharing information.
2. It notes that with over 1.5 billion people online, the focus has shifted from volume growth to social networks and interactions between users.
3. Examples of virtual social networks discussed include Hyves for social networking, LinkedIn for business, and virtual worlds like Second Life that combine social and gaming aspects.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
The document discusses the rise of social games and predicts their continued growth in 2011 and beyond. It outlines why social games, virtual goods, free-to-play models, cross-platform play, interoperability, cloud-based infrastructure, and cross-regional gameplay will be important drivers of the industry. Key predictions include Facebook becoming a major game platform, the emergence of rival social platforms, exponential growth in mobile and social devices, and interoperable games gaining relevance.
Ubiquitous web2.0 describes the convergence of the web with mobile devices and social media to create an always-on, connected "Life Web." Key aspects of this trend include the integration of real-time communication, location data, and user-generated content across online and offline experiences. Major players are harnessing these developments to build highly social, mobile platforms for activities like gaming, commerce, and business collaboration. Realizing the full potential of ubiquitous web2.0 will depend on addressing challenges around privacy, data ownership, and developing sustainable revenue models for new services and applications.
Similar to Samenwerken in de nieuwe tijd. RWS (20)
Ronald van den Hoff is an author, publisher, trendwatcher, entrepreneur, coach, investor, and chairman who focuses on technological explosions, social transformations, and the rise of a chaordic (both chaotic and orderly) society. Key aspects of this transformation include the internet providing access to information, the social web enabling connectivity, and collaborative platforms creating new models for social and economic value creation. By 2025, artificial and human intelligence will be more connected through technologies like the global brain, while production will increasingly be handled by intelligent robots and a metaverse-style mesh of decentralized collaboration.
Ronald van den Hoff is an author, publisher, trendwatcher, entrepreneur, coach, investor, and chairman who discusses the rise of a "chaordic" or technologically and socially transforming society from 1995 to 2025. Key transformations include the internet providing access to information, the social web enabling connectivity, and collaborative economies creating new social and economic value through platforms. Advancements may lead to an autonomous world where artificial and human intelligence are connected through a "global brain" and "metaverse-mesh," and intelligent robots perform jobs cheaper and more reliably than humans.
This document outlines key trends shaping society in the post-corona era, including the rise of technology and social transformations. Major technological explosions like the internet, social web, collaborative economy, and autonomous world are blurring lines between real and fake and transforming production, resources, capital, labor and organizations. Traditional structures are giving way to those driven by technology and data. Centralization of marketplaces through platforms like Airbnb are having significant impacts. The sharing economy is prioritizing access over ownership of spaces, services and products. Coworking has become an enabler of serendipitous connections and opportunities through social and monetary capital. A framework is proposed for cities as multidimensional public spaces that foster diversity,
The document outlines key trends that have emerged since the early 2000s, including the rise of tech giants like Apple, Amazon, and Google; the growth of e-commerce and online activities like festivals and meetings; advances in AI and augmented reality; and the emergence of concepts like the metaverse and decentralized platforms. It also discusses trends like social tokens that give fans access to artists; zero-emissions cargo ships; using biometric data for online access; exponentially powerful supercomputers; and a vision for an interdependent, sharing-based economy that balances monetary and social capital.
This document outlines a roadmap for society in the post-corona era, highlighting several technological explosions and social transformations that are shaping a more decentralized, collaborative world. These include the rise of the internet, social web, collaborative economy, autonomous technologies, and decentralization of systems like banking and organizations through platforms. It also discusses how the nature of work is changing, with skills becoming more important than degrees and remote work on the rise, enabled by coworking spaces that foster open collaboration and innovation.
This document outlines the business model and goals of Seats2Meet, a coworking space platform. Seats2Meet aims to facilitate social and monetary capital through shared workspaces, events, and connections between professionals. Their data shows that coworking leads to valuable serendipitous connections, opportunities for collaboration, and new jobs or companies for many users. The platform now has 200 locations across 29 countries and over 105,000 members.
This document discusses the rise of collaborative platforms and sharing economies. It notes that in 2007, coworking was a new concept, and platforms like YouTube, Facebook, Bitcoin, Android, and Alibaba were just starting out or didn't exist. It describes how companies like Airbnb, Uber, Netflix, and Facebook have become leaders in their industries while owning few tangible assets. The future of work is presented as decentralized, with individuals monetizing skills and data through digital platforms. Coworking spaces are framed as enabling connections and opportunities rather than just providing real estate.
The document discusses how many modern companies have business models that differ from traditional structures. It notes that Uber is the largest taxi company but owns no vehicles, and Airbnb is the largest accommodation provider but owns no real estate. It suggests we are moving toward a "chaordic society" with technological explosions and social transformations decentralizing traditional structures and organizations.
This document discusses emerging trends in technology and society that are transforming how people live and work. These include the rise of the internet, social media, collaborative economies, and more autonomous systems. It notes that many jobs can now be done remotely or as independent contractors. Megacities are growing rapidly, and new economic models are developing around sharing and collaboration. Coworking spaces are presented as places that can facilitate serendipitous connections between people from various backgrounds and fuel innovation.
In collaboration with Consultant Twijnstra & Gudde a presentation for management of Pathe Theaters about an agile organization on its way to Society30.
This document discusses trends toward decentralization, flexible work arrangements, and the growing gig economy. It provides statistics on the rise of freelancing and independent work. Coworking spaces are presented as enablers of connectivity, collaboration, and innovation that allow organizations to access skills and opportunities beyond their traditional boundaries. Data from the Seats2meet coworking platform demonstrates increasing social and economic value generated through serendipitous connections and opportunities among coworking members over time.
The document discusses the progression of economic value from commodities to goods to services to experiences to transformations. It also discusses the S2G framework and how it can be applied to cities from dumb to smart to genius cities. Finally, it discusses how data can be visualized as social capital and how AI can be used to match professionals, experts, content, locations and events to enable serendipitous encounters.
This document outlines a roadmap for society in 2030 with 3 main points:
1. Technological explosions like the internet, social web, and collaborative economy are enabling a more "chaordic" and interconnected society.
2. Platforms are playing an increasingly important role in connecting people and facilitating new forms of value creation and economic systems like the sharing economy.
3. New economic systems like the collaborative and sharing economy are emerging, enabled by these platforms, with impacts like the rapid growth of Airbnb.
This document discusses the transition from traditional centralized networks to decentralized mesh networks and ecosystems. It highlights how value is created through interdependence rather than hierarchy using frameworks like S2G (skills become power) and concepts like Ashby's Law of Requisite Variety. Data sharing between networks in accordance with user permissions can help create local ecosystems where individuals exchange data and resources like transportation, food, education and more. This facilitates serendipitous connections and community.
In the realm of cybersecurity, offensive security practices act as a critical shield. By simulating real-world attacks in a controlled environment, these techniques expose vulnerabilities before malicious actors can exploit them. This proactive approach allows manufacturers to identify and fix weaknesses, significantly enhancing system security.
This presentation delves into the development of a system designed to mimic Galileo's Open Service signal using software-defined radio (SDR) technology. We'll begin with a foundational overview of both Global Navigation Satellite Systems (GNSS) and the intricacies of digital signal processing.
The presentation culminates in a live demonstration. We'll showcase the manipulation of Galileo's Open Service pilot signal, simulating an attack on various software and hardware systems. This practical demonstration serves to highlight the potential consequences of unaddressed vulnerabilities, emphasizing the importance of offensive security practices in safeguarding critical infrastructure.
[OReilly Superstream] Occupy the Space: A grassroots guide to engineering (an...Jason Yip
The typical problem in product engineering is not bad strategy, so much as “no strategy”. This leads to confusion, lack of motivation, and incoherent action. The next time you look for a strategy and find an empty space, instead of waiting for it to be filled, I will show you how to fill it in yourself. If you’re wrong, it forces a correction. If you’re right, it helps create focus. I’ll share how I’ve approached this in the past, both what works and lessons for what didn’t work so well.
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
How information systems are built or acquired puts information, which is what they should be about, in a secondary place. Our language adapted accordingly, and we no longer talk about information systems but applications. Applications evolved in a way to break data into diverse fragments, tightly coupled with applications and expensive to integrate. The result is technical debt, which is re-paid by taking even bigger "loans", resulting in an ever-increasing technical debt. Software engineering and procurement practices work in sync with market forces to maintain this trend. This talk demonstrates how natural this situation is. The question is: can something be done to reverse the trend?
Conversational agents, or chatbots, are increasingly used to access all sorts of services using natural language. While open-domain chatbots - like ChatGPT - can converse on any topic, task-oriented chatbots - the focus of this paper - are designed for specific tasks, like booking a flight, obtaining customer support, or setting an appointment. Like any other software, task-oriented chatbots need to be properly tested, usually by defining and executing test scenarios (i.e., sequences of user-chatbot interactions). However, there is currently a lack of methods to quantify the completeness and strength of such test scenarios, which can lead to low-quality tests, and hence to buggy chatbots.
To fill this gap, we propose adapting mutation testing (MuT) for task-oriented chatbots. To this end, we introduce a set of mutation operators that emulate faults in chatbot designs, an architecture that enables MuT on chatbots built using heterogeneous technologies, and a practical realisation as an Eclipse plugin. Moreover, we evaluate the applicability, effectiveness and efficiency of our approach on open-source chatbots, with promising results.
How to Interpret Trends in the Kalyan Rajdhani Mix Chart.pdfChart Kalyan
A Mix Chart displays historical data of numbers in a graphical or tabular form. The Kalyan Rajdhani Mix Chart specifically shows the results of a sequence of numbers over different periods.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Digital Banking in the Cloud: How Citizens Bank Unlocked Their MainframePrecisely
Inconsistent user experience and siloed data, high costs, and changing customer expectations – Citizens Bank was experiencing these challenges while it was attempting to deliver a superior digital banking experience for its clients. Its core banking applications run on the mainframe and Citizens was using legacy utilities to get the critical mainframe data to feed customer-facing channels, like call centers, web, and mobile. Ultimately, this led to higher operating costs (MIPS), delayed response times, and longer time to market.
Ever-changing customer expectations demand more modern digital experiences, and the bank needed to find a solution that could provide real-time data to its customer channels with low latency and operating costs. Join this session to learn how Citizens is leveraging Precisely to replicate mainframe data to its customer channels and deliver on their “modern digital bank” experiences.
Ivanti’s Patch Tuesday breakdown goes beyond patching your applications and brings you the intelligence and guidance needed to prioritize where to focus your attention first. Catch early analysis on our Ivanti blog, then join industry expert Chris Goettl for the Patch Tuesday Webinar Event. There we’ll do a deep dive into each of the bulletins and give guidance on the risks associated with the newly-identified vulnerabilities.
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
Driving Business Innovation: Latest Generative AI Advancements & Success StorySafe Software
Are you ready to revolutionize how you handle data? Join us for a webinar where we’ll bring you up to speed with the latest advancements in Generative AI technology and discover how leveraging FME with tools from giants like Google Gemini, Amazon, and Microsoft OpenAI can supercharge your workflow efficiency.
During the hour, we’ll take you through:
Guest Speaker Segment with Hannah Barrington: Dive into the world of dynamic real estate marketing with Hannah, the Marketing Manager at Workspace Group. Hear firsthand how their team generates engaging descriptions for thousands of office units by integrating diverse data sources—from PDF floorplans to web pages—using FME transformers, like OpenAIVisionConnector and AnthropicVisionConnector. This use case will show you how GenAI can streamline content creation for marketing across the board.
Ollama Use Case: Learn how Scenario Specialist Dmitri Bagh has utilized Ollama within FME to input data, create custom models, and enhance security protocols. This segment will include demos to illustrate the full capabilities of FME in AI-driven processes.
Custom AI Models: Discover how to leverage FME to build personalized AI models using your data. Whether it’s populating a model with local data for added security or integrating public AI tools, find out how FME facilitates a versatile and secure approach to AI.
We’ll wrap up with a live Q&A session where you can engage with our experts on your specific use cases, and learn more about optimizing your data workflows with AI.
This webinar is ideal for professionals seeking to harness the power of AI within their data management systems while ensuring high levels of customization and security. Whether you're a novice or an expert, gain actionable insights and strategies to elevate your data processes. Join us to see how FME and AI can revolutionize how you work with data!
Essentials of Automations: Exploring Attributes & Automation ParametersSafe Software
Building automations in FME Flow can save time, money, and help businesses scale by eliminating data silos and providing data to stakeholders in real-time. One essential component to orchestrating complex automations is the use of attributes & automation parameters (both formerly known as “keys”). In fact, it’s unlikely you’ll ever build an Automation without using these components, but what exactly are they?
Attributes & automation parameters enable the automation author to pass data values from one automation component to the next. During this webinar, our FME Flow Specialists will cover leveraging the three types of these output attributes & parameters in FME Flow: Event, Custom, and Automation. As a bonus, they’ll also be making use of the Split-Merge Block functionality.
You’ll leave this webinar with a better understanding of how to maximize the potential of automations by making use of attributes & automation parameters, with the ultimate goal of setting your enterprise integration workflows up on autopilot.
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!
14. VIRTUAL SOCIAL NETWORKS: “ WEBTRIBES…” SOCIAL : HYVES BUSINESS : LINKEDIN SOCIO-BUSINESS: MINDZ.COM SERIOUS GAME : WORLD OF WARCRAFT (MMORPG: Massively Multiplayer Online Role Playing Game)
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17. CONNECTIVITY OF PEOPLE CONNECTIVITY OF INFORMATION PC ERA WEB 1.0 WEB 3.0 2010-2020 WEB 4.0 2020-2040 Semantic web Web OS WEB 2.0 2000-2012
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47. “ Als je er al jaren van op de hoogte bent dat je een oorlogsmisdadiger in je personeelsbestand hebt, en er verder niets aan doet, dan is dat wel erg kwalijk…” “ Beetje flauw om Transavia de schuld te geven. In ieder geval kun je daar beter mee vliegen dan met Turkish airways, want die landen soms ongeveer op Schiphol…” .