Sejarah singkat Pixel & Implikasi bagi Software Developer saat ini (web, android, ios)
Indosystem Friday Tech Talk speak oleh Lawrence Samantha - @lawrencegs
Pixel is the smallest unit of a digital image. Pictures are made up of many pixels arranged in a grid, with each pixel supporting red, green, and blue color values. The document provides an example screen resolution of 1024 x 768 pixels, which equals a total of 786432 pixels. It then calculates the pixel density of a 4.5 inch screen with that resolution to be 6.1 pixels per inch (PPI).
This document provides information about pixels, pixel density, and scaling images across different displays. It begins with an overview of Steven Meyer's background in user experience design. It then discusses physical pixels and sub-pixels, and how color is represented at the pixel level. The document explains concepts like pixel pitch, resolution, pixels per inch, and how to calculate whether a display is a retina/high-dpi display. It also discusses challenges in scaling images across devices with different pixel densities like phones and monitors. The key point is that images need to be exported at the appropriate size to match physical sizes across devices and avoid blurriness from excessive scaling.
Graphics can be represented in computers using either bitmapped or vector graphics. Bitmapped graphics represent images as a two dimensional grid of pixels, where each pixel is assigned a binary number representing its color. More bits per pixel allow for more possible colors. The number of bits used per pixel is called the bit depth, with more bits providing higher color depth and quality.
Graphics are made up of tiny dots called pixels. The resolution determines image quality, with higher resolutions showing finer detail using smaller pixels. There are two main types of graphics - bitmapped images which represent colors in pixels as binary numbers, and vector graphics which use mathematical descriptions to draw images. Bitmapped graphics store color information for each pixel using a certain number of bits, allowing more colors to be represented with more bits. The number of bits used per pixel is called the bit depth, and affects how much memory is needed to store an image.
An image is made up of pixels, with resolution determining image quality. There are two types of graphics - bitmapped (uses pixels of color) and vector (uses geometric shapes). Bitmapped graphics store images as a 2D array of binary numbers representing pixel color using a certain number of bits per pixel to determine color depth. More bits allow more colors but increase file size. Resolution and file size are directly related, with higher resolution images using more memory.
Pixel resolution refers to the number of pixels in an image and is measured by dimensions in pixels and density in pixels per inch (ppi). Screen resolution is the number of pixels a screen can display and is usually 72-96 ppi. Bit resolution determines the number of colors that can be displayed, with 1 bit showing black and white, 8 bit showing 256 colors, and 24 bit showing millions of colors through allocation of bits to red, green, and blue components.
Pixels are the smallest controllable elements that make up images on electronic screens. They are arranged in grids and clustered together to form images. Higher resolution screens have more pixels packed into the same space, so individual pixels are smaller and images appear smoother. The number of colors a pixel can be depends on the color depth, with more bits allowing more possible colors. In gaming, higher resolution screens and consoles with more color depth allow for more detailed graphics and realistic shading by combining more pixels.
From concept mapping to digital media publishing: An overview for researchers IJosé Bidarra
Workshop ATT CCMAR
Objectives: Learn to be more productive with current digital media, using tools for concept mapping, content creation and publishing with digital media.
Description: Today we face complex changes in society, for instance, high turnover rate of scientific knowledge, changing labour market, fast pace of technology renewal, which require a more effective response to the world problems that surround us. To address those and other issues an operational workflow is proposed, based on current and freely available tools. For effective results these emerging digital tools must be used in the right context and without losing track of the objectives, that may span from concept mapping (for a thesis, article, research proposal, etc.) to the design of multimédia content to be disseminated with impact (in a conference, exhibition, website, ebook, etc.)
Pixel is the smallest unit of a digital image. Pictures are made up of many pixels arranged in a grid, with each pixel supporting red, green, and blue color values. The document provides an example screen resolution of 1024 x 768 pixels, which equals a total of 786432 pixels. It then calculates the pixel density of a 4.5 inch screen with that resolution to be 6.1 pixels per inch (PPI).
This document provides information about pixels, pixel density, and scaling images across different displays. It begins with an overview of Steven Meyer's background in user experience design. It then discusses physical pixels and sub-pixels, and how color is represented at the pixel level. The document explains concepts like pixel pitch, resolution, pixels per inch, and how to calculate whether a display is a retina/high-dpi display. It also discusses challenges in scaling images across devices with different pixel densities like phones and monitors. The key point is that images need to be exported at the appropriate size to match physical sizes across devices and avoid blurriness from excessive scaling.
Graphics can be represented in computers using either bitmapped or vector graphics. Bitmapped graphics represent images as a two dimensional grid of pixels, where each pixel is assigned a binary number representing its color. More bits per pixel allow for more possible colors. The number of bits used per pixel is called the bit depth, with more bits providing higher color depth and quality.
Graphics are made up of tiny dots called pixels. The resolution determines image quality, with higher resolutions showing finer detail using smaller pixels. There are two main types of graphics - bitmapped images which represent colors in pixels as binary numbers, and vector graphics which use mathematical descriptions to draw images. Bitmapped graphics store color information for each pixel using a certain number of bits, allowing more colors to be represented with more bits. The number of bits used per pixel is called the bit depth, and affects how much memory is needed to store an image.
An image is made up of pixels, with resolution determining image quality. There are two types of graphics - bitmapped (uses pixels of color) and vector (uses geometric shapes). Bitmapped graphics store images as a 2D array of binary numbers representing pixel color using a certain number of bits per pixel to determine color depth. More bits allow more colors but increase file size. Resolution and file size are directly related, with higher resolution images using more memory.
Pixel resolution refers to the number of pixels in an image and is measured by dimensions in pixels and density in pixels per inch (ppi). Screen resolution is the number of pixels a screen can display and is usually 72-96 ppi. Bit resolution determines the number of colors that can be displayed, with 1 bit showing black and white, 8 bit showing 256 colors, and 24 bit showing millions of colors through allocation of bits to red, green, and blue components.
Pixels are the smallest controllable elements that make up images on electronic screens. They are arranged in grids and clustered together to form images. Higher resolution screens have more pixels packed into the same space, so individual pixels are smaller and images appear smoother. The number of colors a pixel can be depends on the color depth, with more bits allowing more possible colors. In gaming, higher resolution screens and consoles with more color depth allow for more detailed graphics and realistic shading by combining more pixels.
From concept mapping to digital media publishing: An overview for researchers IJosé Bidarra
Workshop ATT CCMAR
Objectives: Learn to be more productive with current digital media, using tools for concept mapping, content creation and publishing with digital media.
Description: Today we face complex changes in society, for instance, high turnover rate of scientific knowledge, changing labour market, fast pace of technology renewal, which require a more effective response to the world problems that surround us. To address those and other issues an operational workflow is proposed, based on current and freely available tools. For effective results these emerging digital tools must be used in the right context and without losing track of the objectives, that may span from concept mapping (for a thesis, article, research proposal, etc.) to the design of multimédia content to be disseminated with impact (in a conference, exhibition, website, ebook, etc.)
UX and UI Designing for all android screenArnold Saputra
Understanding basic principle of designing for Android. It's 2015 presentation so, for recent documentation please check, Material design or android developer for better UX design. I hope this slide can make you get better understanding before designing product at Android platform.
This document discusses supporting multiple screens in Android. It begins by outlining the fragmentation challenges posed by the wide variety of Android devices, platforms, screen sizes, and resolutions. It then explains how Android addresses this through generalized screen size qualifiers, density-independent pixels, and scaling resources based on density. The document recommends developing flexible layouts using a responsive design approach similar to web design. It provides examples of effectively supporting both handsets and tablets through configuration qualifiers and UI patterns like the action bar, workspace, dashboard, and slide navigation.
This document provides an overview of how computer monitors work. It discusses the basics of display technology, including CRT vs LCD displays. When purchasing a monitor, factors to consider include display technology, resolution, refresh rate, color depth, aspect ratio, and power consumption. CRT displays were once dominant but are being replaced by thinner, less power-intensive LCD displays. The document provides details on concepts like dot pitch, aspect ratio, and how resolution is determined by factors like refresh rate and pixel density.
Technical documentation of game development Part -1krishn verma
The document provides information about screen resolution, pixels, points, and dots per inch (DPI) for game art design. It explains that resolution, pixels, screen size, and DPI refer to physical screen attributes, while points and density independent pixels are abstract measurements. Key terms are defined, such as pixels, screen size, resolution, DPI, points, and density independent pixels. Methods for converting between pixels and points for iOS and Android are also discussed.
The document discusses supporting multiple screens in Android. It notes that Android devices come in a wide variety of screen sizes, resolutions, and platform versions, creating fragmentation. The document outlines how Android addresses this through generalized screen sizes (small, normal, large, xlarge) and densities (ldpi, mdpi, hdpi, xhdpi). It recommends that developers use flexible layouts, density-independent pixels, and alternative drawables to build apps that can adapt across devices. Common responsive design patterns like grids and media queries are also suggested for building adaptive UIs.
This document is a project report for an Android-based "Divide and Conquer" game app. It includes sections on the problem statement, proposed solution, research papers on Android technology, system requirements, tools to be used, and implementation plans. The app aims to enhance logical skills through dividing areas for a ball on the Android platform using Java and SQLite database. Limitations include issues on certain screen sizes and resolutions.
This document discusses designing user interfaces that span multiple devices with varying screen resolutions and sizes. It introduces MeeGo.Ux.Units, which allows specifying graphics and layout using physical units like millimeters instead of pixels to achieve density independence. Key techniques include using vector graphics, separating graphics from icons, generating assets for different densities, and following interaction best practices.
This document discusses best practices for developing hybrid mobile apps across platforms. It emphasizes using density independent pixels (DP) to support varying screen densities, providing splash screens and navigation optimized for each platform. While tools like Intel's App Framework aim to build truly cross-platform apps, the document argues that building native versions for each platform is ultimately easier since it avoids challenges of differing interaction patterns and screen usages across Android and iOS. Examples of successfully cross-platform apps are provided.
This document provides an overview of designing user interfaces for Android apps. It discusses:
- Using layout qualifiers to provide resources for different screen densities and sizes, such as -mdpi or -large.
- Implementing qualifiers by placing resources like layouts and bitmaps in folders like res/layout-small and res/drawable-hdpi.
- A hack to use dimensions defined in dimens.xml to set view widths and heights flexibly across screen densities without needing multiple layout files.
- The benefits of using this approach are that it reduces the need to create multiple layout files, but it has downsides like not being as precise as unique layout files.
The document describes the features and specifications of the M70 document camera. It can function as a document camera, webcam, video camera, digital camera, and microscope by using different attachments. Key features include 12x optical zoom, 5 megapixel sensor, 1080p video output through HDMI, onboard audio/video recording, annotation, and compatibility with Windows and Mac operating systems. It has various image modes, effects, and presentation tools.
This digital camcorder records 1080p and 720p HD video at 24 megapixels and takes photos. It has a 3-inch LCD screen, 18x digital zoom, infrared night vision, and supports up to 32GB of additional storage. It is portable and lightweight, running on two rechargeable batteries, and can connect to computers, TVs, and accept additional lenses.
The document discusses supporting multiple screen sizes in Android applications. It explains that Android supports a variety of screen sizes and densities, and provides developers with tools to adjust their user interfaces accordingly. The key methods for supporting multiple screens involve declaring supported screen sizes in the manifest, using configuration qualifiers for resources, providing alternative layouts and drawables, and programmatically scaling UI elements. The best approach is to follow Android's built-in support for multiple screens by using these configuration techniques together rather than relying on any single method.
This document provides an overview of advanced design methods for building responsive web designs. It discusses fluid grids that adapt to different screen sizes, flexible media like images that scale appropriately, and media queries that allow scoping CSS styles based on screen characteristics. The document emphasizes starting with the smallest screen size and adding larger breakpoints as needed. It also compares mobile-first and desktop-first approaches, noting that the focus should be on layout defaults. The overall process of design is broken down into steps like focusing on essential information, writing things out, considering semantics, designing for comprehension and different interaction methods.
This document summarizes techniques for creating immersive experiences for dome theaters, including 360 degree fulldome video, VR, and stereoscopic 3D. It discusses challenges like high resolution requirements, camera movements, editing, and peripheral issues. It also provides an overview of software tools for 3D modeling, rendering, compositing and audio mixing for dome projects. Resources for live capture techniques, photogrammetry, and timelapse are also mentioned.
Xamarin Evolve 2014 - Designing Android UIs for the Ever Changing Device Land...mstonis
Android is everywhere. Developers can now build apps that run on phones, tablets, TVs, cars, wearables, and even appliances! While this provides a breadth of opportunity, it creates a big problem when designing apps that can run across all of these different device types. In this session, join Michael Stonis to talk about how to create and manage dynamic UIs for Xamarin Android apps that look and feel great across different screen sizes and form factors.
Presentation Video: http://youtu.be/2k2SMiH37eg
The document discusses pixel pitch, which is the distance between pixels on a display screen. A lower pixel pitch means higher pixel density and resolution. Pixel pitch is important for LED displays and determines the minimum viewing distance before images appear pixelated. The optimal pixel pitch depends on factors like intended content, viewing distance and duration, and tolerance for pixelation. A higher pixel pitch is less costly but has a closer minimum viewing distance. Understanding pixel pitch helps ensure displays meet needs for clarity and sharpness based on their application and audience.
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.
UX and UI Designing for all android screenArnold Saputra
Understanding basic principle of designing for Android. It's 2015 presentation so, for recent documentation please check, Material design or android developer for better UX design. I hope this slide can make you get better understanding before designing product at Android platform.
This document discusses supporting multiple screens in Android. It begins by outlining the fragmentation challenges posed by the wide variety of Android devices, platforms, screen sizes, and resolutions. It then explains how Android addresses this through generalized screen size qualifiers, density-independent pixels, and scaling resources based on density. The document recommends developing flexible layouts using a responsive design approach similar to web design. It provides examples of effectively supporting both handsets and tablets through configuration qualifiers and UI patterns like the action bar, workspace, dashboard, and slide navigation.
This document provides an overview of how computer monitors work. It discusses the basics of display technology, including CRT vs LCD displays. When purchasing a monitor, factors to consider include display technology, resolution, refresh rate, color depth, aspect ratio, and power consumption. CRT displays were once dominant but are being replaced by thinner, less power-intensive LCD displays. The document provides details on concepts like dot pitch, aspect ratio, and how resolution is determined by factors like refresh rate and pixel density.
Technical documentation of game development Part -1krishn verma
The document provides information about screen resolution, pixels, points, and dots per inch (DPI) for game art design. It explains that resolution, pixels, screen size, and DPI refer to physical screen attributes, while points and density independent pixels are abstract measurements. Key terms are defined, such as pixels, screen size, resolution, DPI, points, and density independent pixels. Methods for converting between pixels and points for iOS and Android are also discussed.
The document discusses supporting multiple screens in Android. It notes that Android devices come in a wide variety of screen sizes, resolutions, and platform versions, creating fragmentation. The document outlines how Android addresses this through generalized screen sizes (small, normal, large, xlarge) and densities (ldpi, mdpi, hdpi, xhdpi). It recommends that developers use flexible layouts, density-independent pixels, and alternative drawables to build apps that can adapt across devices. Common responsive design patterns like grids and media queries are also suggested for building adaptive UIs.
This document is a project report for an Android-based "Divide and Conquer" game app. It includes sections on the problem statement, proposed solution, research papers on Android technology, system requirements, tools to be used, and implementation plans. The app aims to enhance logical skills through dividing areas for a ball on the Android platform using Java and SQLite database. Limitations include issues on certain screen sizes and resolutions.
This document discusses designing user interfaces that span multiple devices with varying screen resolutions and sizes. It introduces MeeGo.Ux.Units, which allows specifying graphics and layout using physical units like millimeters instead of pixels to achieve density independence. Key techniques include using vector graphics, separating graphics from icons, generating assets for different densities, and following interaction best practices.
This document discusses best practices for developing hybrid mobile apps across platforms. It emphasizes using density independent pixels (DP) to support varying screen densities, providing splash screens and navigation optimized for each platform. While tools like Intel's App Framework aim to build truly cross-platform apps, the document argues that building native versions for each platform is ultimately easier since it avoids challenges of differing interaction patterns and screen usages across Android and iOS. Examples of successfully cross-platform apps are provided.
This document provides an overview of designing user interfaces for Android apps. It discusses:
- Using layout qualifiers to provide resources for different screen densities and sizes, such as -mdpi or -large.
- Implementing qualifiers by placing resources like layouts and bitmaps in folders like res/layout-small and res/drawable-hdpi.
- A hack to use dimensions defined in dimens.xml to set view widths and heights flexibly across screen densities without needing multiple layout files.
- The benefits of using this approach are that it reduces the need to create multiple layout files, but it has downsides like not being as precise as unique layout files.
The document describes the features and specifications of the M70 document camera. It can function as a document camera, webcam, video camera, digital camera, and microscope by using different attachments. Key features include 12x optical zoom, 5 megapixel sensor, 1080p video output through HDMI, onboard audio/video recording, annotation, and compatibility with Windows and Mac operating systems. It has various image modes, effects, and presentation tools.
This digital camcorder records 1080p and 720p HD video at 24 megapixels and takes photos. It has a 3-inch LCD screen, 18x digital zoom, infrared night vision, and supports up to 32GB of additional storage. It is portable and lightweight, running on two rechargeable batteries, and can connect to computers, TVs, and accept additional lenses.
The document discusses supporting multiple screen sizes in Android applications. It explains that Android supports a variety of screen sizes and densities, and provides developers with tools to adjust their user interfaces accordingly. The key methods for supporting multiple screens involve declaring supported screen sizes in the manifest, using configuration qualifiers for resources, providing alternative layouts and drawables, and programmatically scaling UI elements. The best approach is to follow Android's built-in support for multiple screens by using these configuration techniques together rather than relying on any single method.
This document provides an overview of advanced design methods for building responsive web designs. It discusses fluid grids that adapt to different screen sizes, flexible media like images that scale appropriately, and media queries that allow scoping CSS styles based on screen characteristics. The document emphasizes starting with the smallest screen size and adding larger breakpoints as needed. It also compares mobile-first and desktop-first approaches, noting that the focus should be on layout defaults. The overall process of design is broken down into steps like focusing on essential information, writing things out, considering semantics, designing for comprehension and different interaction methods.
This document summarizes techniques for creating immersive experiences for dome theaters, including 360 degree fulldome video, VR, and stereoscopic 3D. It discusses challenges like high resolution requirements, camera movements, editing, and peripheral issues. It also provides an overview of software tools for 3D modeling, rendering, compositing and audio mixing for dome projects. Resources for live capture techniques, photogrammetry, and timelapse are also mentioned.
Xamarin Evolve 2014 - Designing Android UIs for the Ever Changing Device Land...mstonis
Android is everywhere. Developers can now build apps that run on phones, tablets, TVs, cars, wearables, and even appliances! While this provides a breadth of opportunity, it creates a big problem when designing apps that can run across all of these different device types. In this session, join Michael Stonis to talk about how to create and manage dynamic UIs for Xamarin Android apps that look and feel great across different screen sizes and form factors.
Presentation Video: http://youtu.be/2k2SMiH37eg
The document discusses pixel pitch, which is the distance between pixels on a display screen. A lower pixel pitch means higher pixel density and resolution. Pixel pitch is important for LED displays and determines the minimum viewing distance before images appear pixelated. The optimal pixel pitch depends on factors like intended content, viewing distance and duration, and tolerance for pixelation. A higher pixel pitch is less costly but has a closer minimum viewing distance. Understanding pixel pitch helps ensure displays meet needs for clarity and sharpness based on their application and audience.
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.
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!
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
leewayhertz.com-AI in predictive maintenance Use cases technologies benefits ...alexjohnson7307
Predictive maintenance is a proactive approach that anticipates equipment failures before they happen. At the forefront of this innovative strategy is Artificial Intelligence (AI), which brings unprecedented precision and efficiency. AI in predictive maintenance is transforming industries by reducing downtime, minimizing costs, and enhancing productivity.
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.
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
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
Building Production Ready Search Pipelines with Spark and MilvusZilliz
Spark is the widely used ETL tool for processing, indexing and ingesting data to serving stack for search. Milvus is the production-ready open-source vector database. In this talk we will show how to use Spark to process unstructured data to extract vector representations, and push the vectors to Milvus vector database for search serving.
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.
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.
Best 20 SEO Techniques To Improve Website Visibility In SERPPixlogix Infotech
Boost your website's visibility with proven SEO techniques! Our latest blog dives into essential strategies to enhance your online presence, increase traffic, and rank higher on search engines. From keyword optimization to quality content creation, learn how to make your site stand out in the crowded digital landscape. Discover actionable tips and expert insights to elevate your SEO game.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
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!
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.
3. Apa itu Pixel?
pix·el
akronim dari “picture element”
unit terkecil dari gambar digital
setiap pixel memuat 1 warna
konsep pixel & penamaannya ditemukan oleh
seorang engineer bernama Frederic C.
Billingsley yang bekerja untuk JPL pada tahun
1965.
Pixel Pikachu
Frederic Billingsley
5. Kembali ke Mario
Seiring perkembangan
teknologi display dalam 20
tahun terakhir, jumlah
pixel yang tersedia
semakin besar.
Bandingkan karakter Mario
di tahun 1985 yang sebesar
16 x 32 pixel
Dan Mario di tahun 2015
yang bisa memuat jutaan
pixel.
6. Aspect
Ratio Resolusi Kategori Tipe / Contoh
[4:3] 640 x 480 Monitor Tabung (CRT)
[4:3] 800 x 600 Monitor Tabung (CRT)
[4:3] 1024 x 768 Monitor Tabung (CRT)
[16:9] 1280 x 720 (720p) Televisi HD
[16:10] 1280 x 800 Monitor Widescreen
[16:9] 1366 x 768 Monitor Widescreen
[16:9] 1920 x 1080 (1080p) Televisi Full HD
[16:10] 1920 x 1200 Monitor Widescreen 24” keatas
[16:9] 2560 x 1440 (Quad HD) iMac 27”, Nexus 6p, Galaxy Note 4, Galaxy S7
[16:10] 2560 x 1600 Retina MBP 13”
[16:10] 2880 x 1800 Retina MBP 15”
[16:9] 3840 x 2160 (4K UHD) Televisi 4K
[16:9] 5120 x 2880 (5K) iMac 5K
[16:9] 7680 x 4320 (8K UHD) Televisi 8K
Display Populer
7. Display di Handphone
Phone Resolusi Diagonal Density
Galaxy S7 Edge 1,440 x 2,560 5.5 inch 534 ppi
Nexus 6p 1,440 x 2,560 5.7 inch 515 ppi
Nexus 5x 1,920 x 1,080 4.7 inch 424 ppi
iPhone 6 Plus 1,920 x 1,080 5.5 inch 401 ppi
iPhone 6 1,334 x 750 4.7 inch 326 ppi
iPhone 5 1,136 x 640 4 inch 326 ppi
iPhone 4 960 x 640 4 inch 326 ppi
iPhone 3G 480 x 320 3.5 inch 163 ppi
8. Resolusi & Density
Screen Density = (diagonal resolution) / (diagonal size)
Satuan Screen Density = pixel per inch (ppi) atau dot per inch (dpi)
Misal: iPhone 6/6s plus
resolusi lebar 1,920 pixel
resolusi tinggi 1,080 pixel
resolusi diagonal = (1920^2+1080^2)^0.5 = 2,203~ pixel
lebar layar = 2.69 inch
tinggi layar = 4.79 inch
diagonal layar = (2.69^2+4.79^2)^0.5 = 5.5~ inch
screen density = 2202 pixel / 5.5 inch = 401 pixel per inch
9. Retina Display ?
“It turns out there’s a magic number right around 300 pixels per inch, that when
you hold something around to 10 to 12 inches away from your eyes, is the limit of
the human retina to differentiate the pixels.”
- Steve Jobs
10. Implikasi “Retina” display bagi kita-kita ?
Bagi Pengguna “Awam”
● WOW GAMBARNYA TAJAM
● KOK BLUR YAH?
Bagi Desainer?
● Desain di high-resolution!
○ Icon di Apple App Store minta 1024 x 1024 pixels.
● Vector image is your friend.
○ Bisa diresize sebesar / sekecil mungkin, dan “ga pecah”
● Satu image, banyak resolusi.
○ Beda device, beda ppi, beda image.
Bagi Developer?
● Mainly image targeting & processing
11. Implikasi “Retina” display bagi kita-kita ?
Bagi Web Developer
● Media-query untuk targeting high-res device
@media only screen and (-webkit-min-device-pixel-ratio: 2),(min-resolution: 192dpi) {
/* High-res styles go here */
.logo {
background-image:url(assets/sprite@2x.png);
background-size:500px 500px;
}
}
● Menggunakan Retina.JS
There are now 4 ways to use retina.js:
1. Automatically swapping out "src" paths on "img" tags.
2. Automatically swapping out background image URLs in inline styles.
3. Manually specifying the location of a high-res image variant.
4. Automatically creating media queries for CSS background images.
● High-res image tidak selalu big-size image
○ Photoshop JPEG Compression (set quality ga harus 100)
○ TinyJPG.com & TinyPNG.com
○ JPEGMini.com
○ Pengguna OSX => imageAlpha & imageOptim
12. Implikasi “Retina” display bagi kita-kita ?
Bagi Android Developer
● Beda Device - Beda Density
○ ldpi (low) ~120dpi
○ mdpi (medium) ~160dpi
○ hdpi (high) ~240dpi
○ xhdpi (extra-high) ~320dpi
○ xxhdpi (extra-extra-high) ~480dpi
○ xxxhdpi (extra-extra-extra-high) ~640dpi
● Implementasi?
res/layout/my_layout.xml // layout for normal screen size ("default")
res/layout-large/my_layout.xml // layout for large screen size
res/layout-xlarge/my_layout.xml // layout for extra-large screen size
res/layout-xlarge-land/my_layout.xml // layout for extra-large in landscape orientation
res/drawable-mdpi/graphic.png // bitmap for medium-density
res/drawable-hdpi/graphic.png // bitmap for high-density
res/drawable-xhdpi/graphic.png // bitmap for extra-high-density
res/drawable-xxhdpi/graphic.png // bitmap for extra-extra-high-density
res/mipmap-mdpi/my_icon.png // launcher icon for medium-density
res/mipmap-hdpi/my_icon.png // launcher icon for high-density
res/mipmap-xhdpi/my_icon.png // launcher icon for extra-high-density
res/mipmap-xxhdpi/my_icon.png // launcher icon for extra-extra-high-density
res/mipmap-xxxhdpi/my_icon.png // launcher icon for extra-extra-extra-high-density
● Beda Device - Beda Layout
○ xlarge screens => at least 960dp x 720dp
○ large screens => at least 640dp x 480dp
○ normal screens => at least 470dp x 320dp
○ small screens => at least 426dp x 320dp
13. Implikasi “Retina” display bagi kita-kita ?
Bagi iOS Developer
● Beda Device - Beda Assets Resolution
○ iPhone 6/6s plus @3x
○ iPhone 6, 6SE, 5, 5S, 5C @2x
○ iPhone 4, 4S @2x
○ iPhone @1x
○ iPad Pro @2x
○ iPad Air / Retina iPad @2x
○ iPad Mini 2nd & 3rd gen @2x
○ iPad Mini 1st gen @1x
○ iPad @1x