Sony has several new products launching over the summer and needs to drive awareness of them. The company's brands are social and integrated with technology. However, Sony's consumers currently lack a central place to monitor their various social media interactions across Sony devices. The proposed solution is a "Sony Summer Social" destination that pulls together all of a user's social media platforms and facilitates sharing content between Sony products. This would allow Sony to advertise tailored messages as proof that it is truly a social brand. Competitions on the site would encourage users to generate and engage with content.
This document discusses 6 online trends: (1) People are always connected through mobile devices; (2) Online gaming is popular for all ages; (3) Online video is rising, especially on mobile; (4) People plan their internet use; (5) The internet has changed consumer behavior by providing more information and options; (6) Creativity and innovation are keys to success online. It then provides details and statistics to support these trends, such as the rise in mobile internet and video usage, and how the internet has influenced consumer shopping journeys.
Magnus Jern is the CEO of Golden Gekko, a mobile creativity company with over 100 employees across 5 offices. They have developed over 180 apps in the past 12 months for more than 100 brands. Some of their achievements include apps with over 300,000 downloads in 4 months and 8 million total downloads. They help companies navigate the fragmented mobile landscape using a user-centric design process focused on objectives, concept visualization, prototyping, development and quality assurance. Their work for Mango, a clothing brand, resulted in an app that outperformed all targets with over 300k downloads and a 0.5% purchase conversion rate after 3 months.
Everything is (Digital) Media. Devices & Technology may 2010 (with sources)...Hugues Rey
The document discusses how digital technology and media are transforming in 2010. It notes that mobile devices are becoming the new personal computers, and content and distribution are unbundling. Everything is becoming digital media that can be experienced through multiple screens in a converged way. New interfaces like touchscreens and motion sensors will change how people interact with technology. The rise of social media and user-generated content is empowering consumers. Open digital platforms are fueling explosive growth. The boundaries between different types of media like TV, websites, and mobile apps will continue to blur together.
The worst headache and apprehension of parents and society is caused by excessive virtualization of games and all the occupations of today’s kids and teens. That leads to loss of reality… We at Toytemic believe games should be brought back from behind the screen into here: the real world of tangible things.
Toytemic’s project “Strategy on Carpet” http://www.youtube.com/watch?v=aPwQIjAsTPI
has won first prize at Skolkovo Innovation Award competition supported by Cisco I-PRIZE. “Strategy on Carpet” technology transfers computer game fantasy into reality. Real toys are being turned into game units, and played and controlled in the same manner as units in computer games.
What's Hot This Winter: Holiday Gifts to Warm up your StockingsAlterian
By monitoring the conversation on social media, we compiled an extensive list of great holiday gifts depending on the category consumers are shopping in (electronics, toys, books, etc.) or their relationship to the gift recipient (husband, mother, sister, etc.).
In this presentation, we dive into the social media dialogue and find out if Microsoft Kinect is living up to its pre-release buzz. Does the iPad continue to be a must-have commodity this holiday season and what is at the top of consumers' list in the toys, gaming, books & music departments?
Social Media Today - Week 11 - Video Games and Social Media - Kyle MoodyKyle Moody
1) Videogames have become hugely popular and profitable, generating $74 billion in revenue in 2011 with over 1.2 billion gamers worldwide.
2) Games are increasingly social through platforms like mobile devices, social networks, and online multiplayer games which allow gamers to easily connect and interact with friends.
3) Social media and mobile gaming are growing tremendously, with mobile games expected to be 20% of the gaming market by 2015 and games being tailored for platforms like Facebook that have large existing social networks of users.
This document discusses 6 online trends: (1) People are always connected through mobile devices; (2) Online gaming is popular for all ages; (3) Online video is rising, especially on mobile; (4) People plan their internet use; (5) The internet has changed consumer behavior by providing more information and options; (6) Creativity and innovation are keys to success online. It then provides details and statistics to support these trends, such as the rise in mobile internet and video usage, and how the internet has influenced consumer shopping journeys.
Magnus Jern is the CEO of Golden Gekko, a mobile creativity company with over 100 employees across 5 offices. They have developed over 180 apps in the past 12 months for more than 100 brands. Some of their achievements include apps with over 300,000 downloads in 4 months and 8 million total downloads. They help companies navigate the fragmented mobile landscape using a user-centric design process focused on objectives, concept visualization, prototyping, development and quality assurance. Their work for Mango, a clothing brand, resulted in an app that outperformed all targets with over 300k downloads and a 0.5% purchase conversion rate after 3 months.
Everything is (Digital) Media. Devices & Technology may 2010 (with sources)...Hugues Rey
The document discusses how digital technology and media are transforming in 2010. It notes that mobile devices are becoming the new personal computers, and content and distribution are unbundling. Everything is becoming digital media that can be experienced through multiple screens in a converged way. New interfaces like touchscreens and motion sensors will change how people interact with technology. The rise of social media and user-generated content is empowering consumers. Open digital platforms are fueling explosive growth. The boundaries between different types of media like TV, websites, and mobile apps will continue to blur together.
The worst headache and apprehension of parents and society is caused by excessive virtualization of games and all the occupations of today’s kids and teens. That leads to loss of reality… We at Toytemic believe games should be brought back from behind the screen into here: the real world of tangible things.
Toytemic’s project “Strategy on Carpet” http://www.youtube.com/watch?v=aPwQIjAsTPI
has won first prize at Skolkovo Innovation Award competition supported by Cisco I-PRIZE. “Strategy on Carpet” technology transfers computer game fantasy into reality. Real toys are being turned into game units, and played and controlled in the same manner as units in computer games.
What's Hot This Winter: Holiday Gifts to Warm up your StockingsAlterian
By monitoring the conversation on social media, we compiled an extensive list of great holiday gifts depending on the category consumers are shopping in (electronics, toys, books, etc.) or their relationship to the gift recipient (husband, mother, sister, etc.).
In this presentation, we dive into the social media dialogue and find out if Microsoft Kinect is living up to its pre-release buzz. Does the iPad continue to be a must-have commodity this holiday season and what is at the top of consumers' list in the toys, gaming, books & music departments?
Social Media Today - Week 11 - Video Games and Social Media - Kyle MoodyKyle Moody
1) Videogames have become hugely popular and profitable, generating $74 billion in revenue in 2011 with over 1.2 billion gamers worldwide.
2) Games are increasingly social through platforms like mobile devices, social networks, and online multiplayer games which allow gamers to easily connect and interact with friends.
3) Social media and mobile gaming are growing tremendously, with mobile games expected to be 20% of the gaming market by 2015 and games being tailored for platforms like Facebook that have large existing social networks of users.
Invite you to participate in the latest innovation equipment from SONY. With this new system, you can use your computer screen as a web camera and take
Innovation Audit, Porter's Generic Strategy, Innovative Processes, Blue ocean Strategy, Lock-in Strategy, Kolb's Learning Cycle on Sony Playstation models.
P&G focused on building an innovation culture throughout the entire company in order to drive consistent organic growth. Some key steps they took included:
1) Establishing the concept of "the consumer is boss" to make the consumer the central focus of all innovation efforts.
2) Integrating innovation into business strategy, planning, and budgeting processes to involve employees from all functions in innovation.
3) Designing social systems like digital interactions to directly involve consumers in co-designing innovations through rapid prototyping and feedback.
Open Innovation with an example from P&GFahad Abbasi
Open innovation involves sharing risks and rewards of the innovation process with external partners. This document discusses Procter & Gamble's adoption of open innovation. P&G found that in-house R&D success rates were low and external ideas were underutilized. They launched external connections programs to source ideas from entrepreneurs. P&G evaluates ideas for alignment with business goals and technical feasibility before collaborating on cocreation. Key factors in P&G's open innovation success include culture change to accept external ideas and leadership support for external connections programs.
Sony is a Japanese conglomerate founded in 1946 with over 140,000 employees globally. The document provides an overview of Sony's vision, mission, core values, and value chain analysis. It then discusses Porter's five forces analysis, including high intensity competitive rivalry and threat of substitute products. A SWOT analysis identifies Sony's strengths in innovation and brand strength but weaknesses in product pricing. The document concludes with a competitive advantage discussion of Sony's history of innovation.
1) Sony is a Japanese electronics company founded in 1946 that focuses on audio, video, communications, and financial services.
2) The company aims to strengthen its core electronics business by applying information technologies to product design, production, distribution, and sales to enhance the value of its music, pictures, games and financial services.
3) Sony markets its diverse product portfolio, which includes televisions, cameras, games and robots, through an integrated strategy involving price, distribution channels like retailers, and promotions such as advertising, sales incentives and sponsorships.
Spherico at TechChill Baltics, February 12th, 2013TechChillBaltics
Spherico is a mobile app that aims to solve the problem of storytelling being scattered across multiple social networks by allowing users to create stories on the go using various media types, invite co-authors, and host live stories. The app will share stories to social networks and major blogging platforms. The business model includes a free basic version of the app with an in-app purchase for extended features, tablet versions for a fee, and annual professional subscriptions for businesses.
Analysis of Sony Corp.
To get a copy of this report, share your views about the document with your email id in Comments section... I keep on updating my presentations and documents. To ensure that you don't miss any update or new uploads don't forget to press the "FOLLOW" and "LIKE" button. You can also mail me at manigarg21@gmail.com
This document proposes a music video creation and sharing platform called IMEX that would monetize through in-game virtual goods sales. Users could create and share music videos across devices using animation and editing tools. Creators could earn money from popular videos. The platform would expand to VR experiences and multiplayer gameplay. Revenue projections estimate $10 million monthly by 2020 from 7 million active users, with no advertising included. Funds would support product development, marketing, and overhead for an 18 month period.
Sony produces films through various subsidiaries and uses different integration strategies. It uses vertical integration by having Sony Music produce film soundtracks and Sony's home entertainment division sell devices to watch films. Sony also uses horizontal integration, as seen when it acquired Columbia Pictures to eliminate competition. Sony Pictures Entertainment is the main film production and distribution arm, while Sony Mobile Communications manufactures phones and is a wholly owned subsidiary since Sony acquired Ericsson's share in 2012.
The document discusses various digital marketing campaigns from different brands. It provides summaries of campaigns from Ballantine's, Sony, Old Spice, Amnesty International, Jean Paul Gaultier, Henkel, Nokia, IKEA, Leslip Francais, Metro Trains, and Stamped. The campaigns utilized tactics like branded games, videos, apps, and social media to promote products and causes.
Sony has transitioned from primarily producing hardware to also acquiring software companies like music labels. This helped Sony become less dependent on American companies. Sony owns a film studio and distributes films, music, and games. For the Spider-Man film, Sony leveraged synergies across its divisions - the film studio produced the movie, music label produced the soundtrack, and Sony sold games, DVDs, toys, and other merchandise related to the film. Synergies allow companies like Sony to spread costs and risks across industries while increasing profits from each medium. However, synergies are difficult to achieve in practice and can result in job losses or oligopolies forming.
The document provides an overview of Sony Playstation 3, including its mission, product categories, and marketing strategies. Some key points:
1) Sony aims to be a leading provider of networked consumer electronics and entertainment.
2) The Playstation 3 allows gaming and streaming movies/TV shows.
3) Sony segments customers and markets the Playstation 3 based on demographics and psychographics.
The document discusses how mobile marketing can benefit big brands. It begins by debunking common misperceptions that mobile is only for small brands, certain platforms, or limited uses. The rest of the document emphasizes that mobile allows brands to connect with consumers in new ways. It highlights how mobile is personal, local, engaging, interactive and can be used at any time. Examples are then provided of how brands have used innovative mobile initiatives to increase engagement, drive sales or create viral buzz. The document concludes mobile marketing is relevant throughout the consumer purchase process and allows constant brand connection.
The document discusses the key features of iOS 7, Apple's latest mobile operating system. It was announced in 2013 and introduced a redesigned interface led by Jony Ive that moved away from skeuomorphic designs. Major new features included Control Center, improved multitasking, notifications, Safari, sharing via AirDrop, and enhanced functionality of apps like Camera, Photos, Siri and more. The document provides details on the updated features and user interface changes in iOS 7.
Sony Corporation is a Japanese multinational conglomerate corporation headquartered in Tokyo, Japan. It was founded in 1946 and is engaged in a range of business segments including electronics, entertainment, and financial services. Some of Sony's major products include electronics such as TVs, cameras, and VAIO computers, as well as PlayStation consoles, movies, and music. The documents provide an overview of Sony's history, product portfolio, business operations across various segments, financial performance, and competitive strategies.
Invite you to participate in the latest innovation equipment from SONY. With this new system, you can use your computer screen as a web camera and take
Innovation Audit, Porter's Generic Strategy, Innovative Processes, Blue ocean Strategy, Lock-in Strategy, Kolb's Learning Cycle on Sony Playstation models.
P&G focused on building an innovation culture throughout the entire company in order to drive consistent organic growth. Some key steps they took included:
1) Establishing the concept of "the consumer is boss" to make the consumer the central focus of all innovation efforts.
2) Integrating innovation into business strategy, planning, and budgeting processes to involve employees from all functions in innovation.
3) Designing social systems like digital interactions to directly involve consumers in co-designing innovations through rapid prototyping and feedback.
Open Innovation with an example from P&GFahad Abbasi
Open innovation involves sharing risks and rewards of the innovation process with external partners. This document discusses Procter & Gamble's adoption of open innovation. P&G found that in-house R&D success rates were low and external ideas were underutilized. They launched external connections programs to source ideas from entrepreneurs. P&G evaluates ideas for alignment with business goals and technical feasibility before collaborating on cocreation. Key factors in P&G's open innovation success include culture change to accept external ideas and leadership support for external connections programs.
Sony is a Japanese conglomerate founded in 1946 with over 140,000 employees globally. The document provides an overview of Sony's vision, mission, core values, and value chain analysis. It then discusses Porter's five forces analysis, including high intensity competitive rivalry and threat of substitute products. A SWOT analysis identifies Sony's strengths in innovation and brand strength but weaknesses in product pricing. The document concludes with a competitive advantage discussion of Sony's history of innovation.
1) Sony is a Japanese electronics company founded in 1946 that focuses on audio, video, communications, and financial services.
2) The company aims to strengthen its core electronics business by applying information technologies to product design, production, distribution, and sales to enhance the value of its music, pictures, games and financial services.
3) Sony markets its diverse product portfolio, which includes televisions, cameras, games and robots, through an integrated strategy involving price, distribution channels like retailers, and promotions such as advertising, sales incentives and sponsorships.
Spherico at TechChill Baltics, February 12th, 2013TechChillBaltics
Spherico is a mobile app that aims to solve the problem of storytelling being scattered across multiple social networks by allowing users to create stories on the go using various media types, invite co-authors, and host live stories. The app will share stories to social networks and major blogging platforms. The business model includes a free basic version of the app with an in-app purchase for extended features, tablet versions for a fee, and annual professional subscriptions for businesses.
Analysis of Sony Corp.
To get a copy of this report, share your views about the document with your email id in Comments section... I keep on updating my presentations and documents. To ensure that you don't miss any update or new uploads don't forget to press the "FOLLOW" and "LIKE" button. You can also mail me at manigarg21@gmail.com
This document proposes a music video creation and sharing platform called IMEX that would monetize through in-game virtual goods sales. Users could create and share music videos across devices using animation and editing tools. Creators could earn money from popular videos. The platform would expand to VR experiences and multiplayer gameplay. Revenue projections estimate $10 million monthly by 2020 from 7 million active users, with no advertising included. Funds would support product development, marketing, and overhead for an 18 month period.
Sony produces films through various subsidiaries and uses different integration strategies. It uses vertical integration by having Sony Music produce film soundtracks and Sony's home entertainment division sell devices to watch films. Sony also uses horizontal integration, as seen when it acquired Columbia Pictures to eliminate competition. Sony Pictures Entertainment is the main film production and distribution arm, while Sony Mobile Communications manufactures phones and is a wholly owned subsidiary since Sony acquired Ericsson's share in 2012.
The document discusses various digital marketing campaigns from different brands. It provides summaries of campaigns from Ballantine's, Sony, Old Spice, Amnesty International, Jean Paul Gaultier, Henkel, Nokia, IKEA, Leslip Francais, Metro Trains, and Stamped. The campaigns utilized tactics like branded games, videos, apps, and social media to promote products and causes.
Sony has transitioned from primarily producing hardware to also acquiring software companies like music labels. This helped Sony become less dependent on American companies. Sony owns a film studio and distributes films, music, and games. For the Spider-Man film, Sony leveraged synergies across its divisions - the film studio produced the movie, music label produced the soundtrack, and Sony sold games, DVDs, toys, and other merchandise related to the film. Synergies allow companies like Sony to spread costs and risks across industries while increasing profits from each medium. However, synergies are difficult to achieve in practice and can result in job losses or oligopolies forming.
The document provides an overview of Sony Playstation 3, including its mission, product categories, and marketing strategies. Some key points:
1) Sony aims to be a leading provider of networked consumer electronics and entertainment.
2) The Playstation 3 allows gaming and streaming movies/TV shows.
3) Sony segments customers and markets the Playstation 3 based on demographics and psychographics.
The document discusses how mobile marketing can benefit big brands. It begins by debunking common misperceptions that mobile is only for small brands, certain platforms, or limited uses. The rest of the document emphasizes that mobile allows brands to connect with consumers in new ways. It highlights how mobile is personal, local, engaging, interactive and can be used at any time. Examples are then provided of how brands have used innovative mobile initiatives to increase engagement, drive sales or create viral buzz. The document concludes mobile marketing is relevant throughout the consumer purchase process and allows constant brand connection.
The document discusses the key features of iOS 7, Apple's latest mobile operating system. It was announced in 2013 and introduced a redesigned interface led by Jony Ive that moved away from skeuomorphic designs. Major new features included Control Center, improved multitasking, notifications, Safari, sharing via AirDrop, and enhanced functionality of apps like Camera, Photos, Siri and more. The document provides details on the updated features and user interface changes in iOS 7.
Sony Corporation is a Japanese multinational conglomerate corporation headquartered in Tokyo, Japan. It was founded in 1946 and is engaged in a range of business segments including electronics, entertainment, and financial services. Some of Sony's major products include electronics such as TVs, cameras, and VAIO computers, as well as PlayStation consoles, movies, and music. The documents provide an overview of Sony's history, product portfolio, business operations across various segments, financial performance, and competitive strategies.
The document discusses various examples of convergence in media including:
- Media institutions distributing content across multiple platforms like newspapers having online and mobile versions.
- Warner Brothers making both the Harry Potter film and video game franchises.
- Many children's films now have tie-in video games released around the same time to promote both through synergistic marketing.
- Technological devices now perform multiple functions due to convergence, like mobile phones taking photos and videos.
Be A Mobile Design Hero: Transform Your Web Design Knowledge Into Mobile Desi...Vinny Wu
Kim Lenox (Consumer Electronics Industry)
This workshop is for web designers interested in shifting their careers toward designing for mobile devices. Kim Lenox of Adaptive Path, will describe what makes mobile different from the web and how to design for mobile context of use. Join Kim for this workshop and learn how your current web design background can be leveraged to design compelling mobile products.
Locative media delivers location-based multimedia content to mobile devices. It provides audio and video content to users based on their real-world location. Several mobile apps have been developed to take advantage of this by allowing users to share location-based videos, participate in audio tours, and access location-triggered media content. Lokadot is an example of a local location-based audio platform that provides historical anecdotes and stories for places in Philadelphia.
Sony was founded in 1946 by Akio Morita and Masaru Ibuka. It operates across various industries including electronics, gaming, entertainment, and financial services. Sony aims to leverage its uniqueness through convergence and emotionally connect with customers. It believes in securing diverse talent and enabling growth through training and flexible work policies. Recently, Sony has launched new cameras, laptops, e-readers, and updated its TV and gaming consoles with new technologies like 3D and motion control.
TrustArc Webinar - 2024 Global Privacy SurveyTrustArc
How does your privacy program stack up against your peers? What challenges are privacy teams tackling and prioritizing in 2024?
In the fifth annual Global Privacy Benchmarks Survey, we asked over 1,800 global privacy professionals and business executives to share their perspectives on the current state of privacy inside and outside of their organizations. This year’s report focused on emerging areas of importance for privacy and compliance professionals, including considerations and implications of Artificial Intelligence (AI) technologies, building brand trust, and different approaches for achieving higher privacy competence scores.
See how organizational priorities and strategic approaches to data security and privacy are evolving around the globe.
This webinar will review:
- The top 10 privacy insights from the fifth annual Global Privacy Benchmarks Survey
- The top challenges for privacy leaders, practitioners, and organizations in 2024
- Key themes to consider in developing and maintaining your privacy program
Webinar: Designing a schema for a Data WarehouseFederico Razzoli
Are you new to data warehouses (DWH)? Do you need to check whether your data warehouse follows the best practices for a good design? In both cases, this webinar is for you.
A data warehouse is a central relational database that contains all measurements about a business or an organisation. This data comes from a variety of heterogeneous data sources, which includes databases of any type that back the applications used by the company, data files exported by some applications, or APIs provided by internal or external services.
But designing a data warehouse correctly is a hard task, which requires gathering information about the business processes that need to be analysed in the first place. These processes must be translated into so-called star schemas, which means, denormalised databases where each table represents a dimension or facts.
We will discuss these topics:
- How to gather information about a business;
- Understanding dictionaries and how to identify business entities;
- Dimensions and facts;
- Setting a table granularity;
- Types of facts;
- Types of dimensions;
- Snowflakes and how to avoid them;
- Expanding existing dimensions and facts.
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.
Generating privacy-protected synthetic data using Secludy and MilvusZilliz
During this demo, the founders of Secludy will demonstrate how their system utilizes Milvus to store and manipulate embeddings for generating privacy-protected synthetic data. Their approach not only maintains the confidentiality of the original data but also enhances the utility and scalability of LLMs under privacy constraints. Attendees, including machine learning engineers, data scientists, and data managers, will witness first-hand how Secludy's integration with Milvus empowers organizations to harness the power of LLMs securely and efficiently.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
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.
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
Project Management Semester Long Project - Acuityjpupo2018
Acuity is an innovative learning app designed to transform the way you engage with knowledge. Powered by AI technology, Acuity takes complex topics and distills them into concise, interactive summaries that are easy to read & understand. Whether you're exploring the depths of quantum mechanics or seeking insight into historical events, Acuity provides the key information you need without the burden of lengthy texts.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
3. Defining the problem
Sony has a wide range of products, some of which will be
launching over the summer. We need to drive awareness of
these products and their benefit to the consumer over the
summer period.
The Sony brand is at the forefront of technological integration.
From Smart TVs to Wi-Fi enabled cameras, Sony is a Social
brand. Our target consumers produce, consume and share
content across various social media channels and across various
Sony devices. But they don’t have one central place where
they can monitor their social life. Sony currently provides the
technology to create and consume content, but no centralised
location to monitor the various types of content their consumers
are interacting with.
4. “#OMG
Solution I love
As many of Sony’s products are social media this place.
enabled and consumers are ready and willing to
share, generate and view content, Sony have an So hot!!”
opportunity to pull together all the various social @SydGrl93 Sydney 9:47AM
media platforms into one place and facilitate WITH SONY VAIO
social sharing of content for their consumers.
We can then use this content to feed tactical
advertising messages tailored to each product,
giving consumers proof that Sony truly is social.
6. “You are what you share!”
Online; you are defined by the content you share. You can define Research from one of Australia’s leading media partnerships
yourself as anything, from a ‘foodie’ who takes amateur food shots surveyed more than 7000 Australians and found that 41% of
on Instagram, the ‘funny’ guy who shares every Failblog photo or people reported posting on Facebook while watching TV, while
an arty film maker who shares videos directly from your camera to 25% had watched a TV show based on a recommendation from
YouTube, just to name a few. a friend via a social networking site. These numbers are growing
year on year.
www.bandt.com.au/news/latest-news/social-tv-on-the-rise
> Humans are social animals.
Research like this confirms that people now consume and produce
> We are what we share. content in a social way. Whether it something we’re watching
> Sony makes social products. on TV, what we’re currently reading on an e-reader, photos that
> Sony facilitates sharing. we take on a mobile device or on a Wi-Fi enabled camera, or
> Sony is Social. browsing live content on the internet with a tablet, PC or mobile
device - we now share that content with our friends across various
social media channels because it defines who we are.
7. Sony’s Social Products
NEW Sony NEW NEW SONY NEW NEW
NEW
Products WINDOWS 8 CYBERSHOT SONY VAIO SONY ACTION
e-READER
TABLET CAMERA LAPTOP CAM
Social ALL PHOTOS BOOKS + ONLINE ALL VIDEO
Content CONTENT VIDEO BOOKSTORE CONTENT CONTENT
9. Animated Icons
Brand & Device Icons
Sony Summer Social Windows 8 Tablet Action Cam Cybershot Sony Vaio e-Reader
SummerSummer Social Summer Summer
SummerSummer Social Summer
Social Summer Social Summer
Summer
Social Summer Social
Social Content Icons Social Social Social
Social Social Social
Summer Social Summer
Photos Videos
Social Tweets Facebook Youtube e-book
Music Apps Store
10. How it works
BANNER SUITES
Promoting & driving to:
- Promotions
- Sony is a social brand
SONY DEVICES - Poduct banners
W8 Sony E-Reader SONY SOCIAL LIVE EVENTS
Tablet Cybershot Experiential / Activations
- Live screenings of the winning videos from
Vaio Action Sony’s Summer Social Challenge.
Laptop Cam
- Sony’s Family day out - Full range display
- Single activation for staggered launch dates:
- Sporting events = Action cam
Other - Beach party = Cybershot camera
devices
Sony Summer Social - Pop-up stands = Vaio laptop
(destination)
Desktop | Tablet | Mobile
Social content
Share & Win Summer Social Sony’s Summer
Site content Summer Social Upload
Your profile (Reward users for
(Photo upload comp) Tweet Review Social Challenge
consuming content) (e-Reader 125 word comp) (Video upload comp)
Comment & share
*UGC CONTENT POSSIBILITIES
Share & Win Collecting UGC allows us to funnel tactical advertising messages back
out to the world in the form of videos / banners / TVC’s / Outdoor print
and video pre-rolls which prove that Sony is a social brand.
11. Competitions
Share & Win
1. (Reward users for Consume content Entry form WIN = Prize
consuming content)
Summer Social Upload Enter comp &
2. Gallery WIN = Prize
(Photo upload comp) upload photo
SS
Summer Social Enter comp &
3. Tweet Review upload comment
Gallery WIN = Prize
(e-Reader 125 word comp)
SS
SS
Pre-produced
hero products and people
Sony’s Summer
4. Social challenge Public winner
Top 10 chosen
(Video upload comp) for voting
User films
Enter Comp &
experience Public vote
upload footage
with friends
Most votes
= Grand prize
Top 10 also
SS
sit on FB