Meeting the User on location by Gunnar Liestøl, University of Oslo - a presentation held at EUscreenXL Rome Conference 'From Audience to User: Engaging with Audiovisual Heritage Online' (http://blog.euscreen.eu/conference-programme).
Digital cinema refers to the use of digital technology to distribute and project motion pictures rather than conventional film projectors. A movie can be distributed digitally via hard drives, optical disks, or satellite and projected using a digital projector. Digital cinema encompasses the entire movie making process from production to distribution and projection. A digitally produced movie can be distributed to theaters digitally via satellite, physical media, or fiber optic networks to be projected using a digital projector controlled by a server.
Digital storytelling uses computer-based tools to combine images, music, narrative and voice to tell stories. It allows learners to create their own short stories and share them digitally. Educators can have students use digital storytelling to express themselves creatively and demonstrate what they have learned through engaging multimedia presentations.
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
This presentation will help you in understanding the concept of VFX along with some other terminologies that we hear these days like CGI (computer generated images) and Animations. The content and material that have been used in the presentation is very easy and also very self-explanatory. Also there's a video in the last which describes everything really well. Hope you'll enjoy it.
This document discusses different types of graphics used in computer games including pixel art, concept art, texture art, background graphics, and print media art. Pixel art uses raster graphics to create images at the pixel level and was commonly used in early games. Concept art conveys visual designs before a game or other product is finalized. Texture art refers to the perceived and actual surface qualities used in 2D and 3D designs. Background graphics were integrated into early game screens by graphics chips. Print media art places pictures on packaging to indicate the product contents.
Computer generated imagery (CGI) uses computers to generate animations and is a subset of animation. CGI animation is divided into photorealistic and non-photorealistic categories. The document discusses the evolution of CGI from early films like King Kong (1933) to modern films like King Kong (2005) through the introduction of 3D software and motion capture technology. It also covers current CGI techniques like cel-shaded animation and future advances in stereoscopic 3D films and interactive interfaces.
University 2.0: thriving in an era of disruptive global competitionNagarjun Kandukuru
Innovations like Khan Academy, MITx and Udacity are taking world-class education to parts of the globe that have historically had no access to it. This, allied with the rapid strides countries like China, Brazil and India are making in education, means that Western graduates will have to compete with people from all around the world for jobs. Moreover, those jobs will demand deep understanding of the emerging world along technical, business and social dimensions.
This presentation explains how the traditional university model (based on classroom lectures, and with a limited worldview) has to evolve to keep pace with this new, increasingly global, reality. Drawing upon the work ThoughtWorks is doing, it discusses three specific ideas for University 2.0: make deep technical education coveted again, think global in everything we do, and engage with the industry in fresh new ways.
A version of this was delivered as a keynote by ThoughtWorks CEO Trevor Mather at University of Central Lancashire in May '12.
Meeting the User on location by Gunnar Liestøl, University of Oslo - a presentation held at EUscreenXL Rome Conference 'From Audience to User: Engaging with Audiovisual Heritage Online' (http://blog.euscreen.eu/conference-programme).
Digital cinema refers to the use of digital technology to distribute and project motion pictures rather than conventional film projectors. A movie can be distributed digitally via hard drives, optical disks, or satellite and projected using a digital projector. Digital cinema encompasses the entire movie making process from production to distribution and projection. A digitally produced movie can be distributed to theaters digitally via satellite, physical media, or fiber optic networks to be projected using a digital projector controlled by a server.
Digital storytelling uses computer-based tools to combine images, music, narrative and voice to tell stories. It allows learners to create their own short stories and share them digitally. Educators can have students use digital storytelling to express themselves creatively and demonstrate what they have learned through engaging multimedia presentations.
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
This presentation will help you in understanding the concept of VFX along with some other terminologies that we hear these days like CGI (computer generated images) and Animations. The content and material that have been used in the presentation is very easy and also very self-explanatory. Also there's a video in the last which describes everything really well. Hope you'll enjoy it.
This document discusses different types of graphics used in computer games including pixel art, concept art, texture art, background graphics, and print media art. Pixel art uses raster graphics to create images at the pixel level and was commonly used in early games. Concept art conveys visual designs before a game or other product is finalized. Texture art refers to the perceived and actual surface qualities used in 2D and 3D designs. Background graphics were integrated into early game screens by graphics chips. Print media art places pictures on packaging to indicate the product contents.
Computer generated imagery (CGI) uses computers to generate animations and is a subset of animation. CGI animation is divided into photorealistic and non-photorealistic categories. The document discusses the evolution of CGI from early films like King Kong (1933) to modern films like King Kong (2005) through the introduction of 3D software and motion capture technology. It also covers current CGI techniques like cel-shaded animation and future advances in stereoscopic 3D films and interactive interfaces.
University 2.0: thriving in an era of disruptive global competitionNagarjun Kandukuru
Innovations like Khan Academy, MITx and Udacity are taking world-class education to parts of the globe that have historically had no access to it. This, allied with the rapid strides countries like China, Brazil and India are making in education, means that Western graduates will have to compete with people from all around the world for jobs. Moreover, those jobs will demand deep understanding of the emerging world along technical, business and social dimensions.
This presentation explains how the traditional university model (based on classroom lectures, and with a limited worldview) has to evolve to keep pace with this new, increasingly global, reality. Drawing upon the work ThoughtWorks is doing, it discusses three specific ideas for University 2.0: make deep technical education coveted again, think global in everything we do, and engage with the industry in fresh new ways.
A version of this was delivered as a keynote by ThoughtWorks CEO Trevor Mather at University of Central Lancashire in May '12.
Memoways presentation: YOUR CONTENT IN THE CONTEXT OF A USERUlrich Fischer
The Memoways Platform is a subscription-based Cloud Platform that allows anyone from content production institutions to independent filmmakers to upload, manage, deliver and dynamically distribute audio-visual content for mobile computing uses.
Your content will fit automatically into the context & behavior of your end user, in a managed balance between the interaction liberty for your audience and the narrative coherence for your stories.
The document describes three people: an elderly man who is thin, short, and has straight white hair, wearing a small brown hat, white shirt, brown tie and pants; an adult woman who is tall and thin with short blond hair, big light brown eyes, and white skin, wearing a red blouse, black jacket and red belt; and a boy who is thin, short, with short blond hair, round face, thin lips, small blue eyes, and white skin, wearing a green shirt and blue jeans.
This document discusses using the song "Build Me Up Buttercup" by The Foundations in a comedy music video featuring zombies. It notes that the song has a catchy chorus and jolly nature that would enhance the humor in scenes showing zombies. Using this song would contrast with the existing music video and draw new attention. The fast pace of the song would also compliment a quickly paced zombie video. Including a surprise "Punk'd" style ending would create humor and contrast between the serious song and lighthearted video.
Memoways is a cloud platform that organizes video content and delivers interactive stories for mobile audiences. It allows content producers to tag, organize, and distribute their content. The company was founded in 2011 and has raised 1 million CHF to develop their software platform, which includes tools for uploading, transcoding, tagging, and generating mobile apps from video projects. Their goal is to push boundaries in metadata and contextual storytelling to bring computing experiences closer to a human scale.
Product management in an era of disruptive innovation Nagarjun Kandukuru
[Made at SP Jain, Mumbai. Aug 2012]
We live in an era of massive disruptive innovation. More than at any other time in history of industry, we are witness to the massive upheaval of established incumbents – and their replacement by aggressive upstarts. Depending on your point of view this sea change provides massive opportunity – or a terrifying existential threat.
This new reality places substantial burdens on managers. Historical tools of product management are obsolete – and there is an attendant critical need for new practices.
Product management doctrine was based on a core principle best described as “Big up-front design”. The assumption was of a predictable future that could be analyzed – and planned for. Emphasis in this paradigm was on executing according to the plan. However, an analysis of the historical success rates for new business innovation has demonstrated that this process has been, at best, an abysmal failure.
New practices have emerged to enable product managers to adjust to a world of uncertainty. These are based on the premise of fast response to change rather than big up-front planning. They are predicated on documenting business models and conducting focused experiments to validate key assumptions. New practices and concepts have emerged: Customer Development, Business Model Canvas, Lean Startup, and Minimum Viable Product.
In this presentation, we introduce these new concepts – and describe how they can be integrated into new practices of product management that are effective in dynamic and disruptive environments. We provide an overview of the structure and application of these practices and their associated tools.
This document provides 20 lessons learnt from running a software product business that has over 600 customers in 30+ countries over 5 years. It discusses lessons around targeting the right markets and keeping departments aligned, developing products that compete on value rather than chasing features, pricing strategies like starting high and cutting prices, and messaging to different customer types. It also outlines lessons around creating a new category that requires patience, partnering with complementary products, monitoring the customer value stream, and addressing challenges of the Indian market having fewer early adopters.
This document provides an overview of key eCommerce trends and their implications. It discusses the rise of social, local, and mobile (SoLoMo) technologies and their impact on consumer behavior and industry trends. Major topics covered include the growth of mobile commerce, big data and personalized experiences, the importance of design and customer experience, and the need for companies to adapt quickly to emerging technologies and business models.
The document provides an agenda and overview for a two-day TiE workshop on best practices and principles for startups. Day 1 focuses on developing business models, including exercises on creating business model canvases (BMCs) and minimum viable products (MVPs). Day 2 involves customer investigation in the field and a retrospective. The workshop teaches entrepreneurs to validate assumptions and learn quickly by talking to customers, developing BMCs and MVPs, and iterating based on customer feedback.
The document discusses business model canvases and how they can be used in the early stages of starting a business to experiment and validate assumptions. It provides examples of business model canvases for Godrej ChotuKool, Flipkart, and Crossword to illustrate how the canvases can be customized for different business models and customer segments. The canvases identify key partners, activities, resources, costs, revenue streams, value propositions, channels, and customer relationships/segments for each business.
The document discusses several papers on digital image authentication and tamper detection. Specifically, it outlines methods for audio authentication using Electrical Network Frequency signals, image synchronization to detect geometric attacks, and camera tamper detection using analysis of camera movement and occlusion. The proposed approaches aim to develop techniques for detecting if digital media such as audio, images, or video have been intentionally or unintentionally altered after the original recording.
The document provides information on several digital design projects created by Jean-Marc Gauthier, including interactive virtual reality installations and visualizations. Some of the projects discussed include The Brain Project, an interactive visualization of the brain; BeCity, illustrations for a children's book, app, and animations; and Crosswalk, a virtual reality simulator of street intersections. The document also discusses Jean-Marc Gauthier's work in character design, motion capture, 3D mapping, and interactive installations.
The document proposes Project VEED, a technology that allows users to immerse themselves in historical surroundings through augmented reality. It would superimpose 3D images onto reality to give users a better understanding of a nation's past by connecting their modern identity to cultural heritage. This is important as newer, more immersive technologies can better link the past to the present. The proposed technology includes augmented reality goggles, an audio piece, and a mouse to interact with 3D images. It would also connect to users' phones for additional features.
The eyes want to have it: Multimedia Handhelds in the Museum (an evolving story)Peter Samis
A variant of this presentation, titled "Knowledge on Demand, Knowledge in Hand: Visitor-centered mobile multimedia," was delivered on 3 October 2008 at the conference "Knowledge in Demand '08" in Bern, Switzerland.
Virtual environments in design educationShubh Cheema
Virtual reality allows users to experience simulated environments, either similar to the real world or imaginary worlds, through visual and other sensory feedback. The Cave Automatic Virtual Environment (CAVE) is an immersive virtual reality system where projectors display 3D images on multiple screens surrounding users. Second Life is an online virtual world where users interact through avatars, explore the virtual world, and create virtual objects and environments. Some real-world projects have been prototyped in collaborative virtual environments like Second Life to allow geographically separated groups to jointly design projects.
This document discusses how technology plays a key role in fine arts. It focuses on digital art, Pixar animation, and technology in museums. For Pixar animation, it describes the multi-step process of building a single frame from sketches to rendering. In museums, technology increases audience participation through digital catalogs, augmented reality applications, and mobile phone apps.
This document summarizes key points from Bill Moggridge's book about designing multisensory and multimedia interactions. It discusses the work of several interaction designers including Hiroshi Ishii who developed tangible user interfaces that blend the physical and digital worlds. Durrell Bishop emphasized making digital objects self-evident like physical objects. Joy Mountford helped develop QuickTime and add video and sound to computers. Bill Gaver studied sound perception and developed auditory icons. The document also describes several prototypes like Ishii's Music Bottles, Bishop's Marble Answering Machine, and Gaver's History Tablecloth that sensor weight over time.
This document summarizes key points from Bill Moggridge's book about designing multisensory and multimedia interactions. It discusses the work of several interaction designers who explored integrating the five senses and multimedia like video into computing. Hiroshi Ishii discussed tangible user interfaces that make digital information graspable. Durrell Bishop emphasized making digital objects' functions self-evident like physical objects. Joy Mountford helped develop QuickTime and add video to PCs. Bill Gaver studied sound perception and designed prototypes like the History Tablecloth and Key Table to integrate digital information into everyday objects.
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
The document provides an overview of the course Elective – II ES2-1: Multimedia Technology. It discusses key topics that will be covered in the five units of the course including multimedia overview, visual display systems, text, images, audio, video, and animation. It also lists the textbook and chapters that will be covered for each unit. The course aims to introduce students to the concepts and applications of multimedia technology.
The document provides a summary of various creative projects that utilize digital media and crowdsourcing including music videos created using fan-submitted content, interactive installations, data visualizations, and augmented/virtual reality works. It briefly describes projects such as the Johnny Cash Project music video, interactive light displays, location-based mobile games, and tools for visualizing information and trends on social networks. The document covers a wide range of genres including art, film, music, technology, and their intersections.
Memoways presentation: YOUR CONTENT IN THE CONTEXT OF A USERUlrich Fischer
The Memoways Platform is a subscription-based Cloud Platform that allows anyone from content production institutions to independent filmmakers to upload, manage, deliver and dynamically distribute audio-visual content for mobile computing uses.
Your content will fit automatically into the context & behavior of your end user, in a managed balance between the interaction liberty for your audience and the narrative coherence for your stories.
The document describes three people: an elderly man who is thin, short, and has straight white hair, wearing a small brown hat, white shirt, brown tie and pants; an adult woman who is tall and thin with short blond hair, big light brown eyes, and white skin, wearing a red blouse, black jacket and red belt; and a boy who is thin, short, with short blond hair, round face, thin lips, small blue eyes, and white skin, wearing a green shirt and blue jeans.
This document discusses using the song "Build Me Up Buttercup" by The Foundations in a comedy music video featuring zombies. It notes that the song has a catchy chorus and jolly nature that would enhance the humor in scenes showing zombies. Using this song would contrast with the existing music video and draw new attention. The fast pace of the song would also compliment a quickly paced zombie video. Including a surprise "Punk'd" style ending would create humor and contrast between the serious song and lighthearted video.
Memoways is a cloud platform that organizes video content and delivers interactive stories for mobile audiences. It allows content producers to tag, organize, and distribute their content. The company was founded in 2011 and has raised 1 million CHF to develop their software platform, which includes tools for uploading, transcoding, tagging, and generating mobile apps from video projects. Their goal is to push boundaries in metadata and contextual storytelling to bring computing experiences closer to a human scale.
Product management in an era of disruptive innovation Nagarjun Kandukuru
[Made at SP Jain, Mumbai. Aug 2012]
We live in an era of massive disruptive innovation. More than at any other time in history of industry, we are witness to the massive upheaval of established incumbents – and their replacement by aggressive upstarts. Depending on your point of view this sea change provides massive opportunity – or a terrifying existential threat.
This new reality places substantial burdens on managers. Historical tools of product management are obsolete – and there is an attendant critical need for new practices.
Product management doctrine was based on a core principle best described as “Big up-front design”. The assumption was of a predictable future that could be analyzed – and planned for. Emphasis in this paradigm was on executing according to the plan. However, an analysis of the historical success rates for new business innovation has demonstrated that this process has been, at best, an abysmal failure.
New practices have emerged to enable product managers to adjust to a world of uncertainty. These are based on the premise of fast response to change rather than big up-front planning. They are predicated on documenting business models and conducting focused experiments to validate key assumptions. New practices and concepts have emerged: Customer Development, Business Model Canvas, Lean Startup, and Minimum Viable Product.
In this presentation, we introduce these new concepts – and describe how they can be integrated into new practices of product management that are effective in dynamic and disruptive environments. We provide an overview of the structure and application of these practices and their associated tools.
This document provides 20 lessons learnt from running a software product business that has over 600 customers in 30+ countries over 5 years. It discusses lessons around targeting the right markets and keeping departments aligned, developing products that compete on value rather than chasing features, pricing strategies like starting high and cutting prices, and messaging to different customer types. It also outlines lessons around creating a new category that requires patience, partnering with complementary products, monitoring the customer value stream, and addressing challenges of the Indian market having fewer early adopters.
This document provides an overview of key eCommerce trends and their implications. It discusses the rise of social, local, and mobile (SoLoMo) technologies and their impact on consumer behavior and industry trends. Major topics covered include the growth of mobile commerce, big data and personalized experiences, the importance of design and customer experience, and the need for companies to adapt quickly to emerging technologies and business models.
The document provides an agenda and overview for a two-day TiE workshop on best practices and principles for startups. Day 1 focuses on developing business models, including exercises on creating business model canvases (BMCs) and minimum viable products (MVPs). Day 2 involves customer investigation in the field and a retrospective. The workshop teaches entrepreneurs to validate assumptions and learn quickly by talking to customers, developing BMCs and MVPs, and iterating based on customer feedback.
The document discusses business model canvases and how they can be used in the early stages of starting a business to experiment and validate assumptions. It provides examples of business model canvases for Godrej ChotuKool, Flipkart, and Crossword to illustrate how the canvases can be customized for different business models and customer segments. The canvases identify key partners, activities, resources, costs, revenue streams, value propositions, channels, and customer relationships/segments for each business.
The document discusses several papers on digital image authentication and tamper detection. Specifically, it outlines methods for audio authentication using Electrical Network Frequency signals, image synchronization to detect geometric attacks, and camera tamper detection using analysis of camera movement and occlusion. The proposed approaches aim to develop techniques for detecting if digital media such as audio, images, or video have been intentionally or unintentionally altered after the original recording.
The document provides information on several digital design projects created by Jean-Marc Gauthier, including interactive virtual reality installations and visualizations. Some of the projects discussed include The Brain Project, an interactive visualization of the brain; BeCity, illustrations for a children's book, app, and animations; and Crosswalk, a virtual reality simulator of street intersections. The document also discusses Jean-Marc Gauthier's work in character design, motion capture, 3D mapping, and interactive installations.
The document proposes Project VEED, a technology that allows users to immerse themselves in historical surroundings through augmented reality. It would superimpose 3D images onto reality to give users a better understanding of a nation's past by connecting their modern identity to cultural heritage. This is important as newer, more immersive technologies can better link the past to the present. The proposed technology includes augmented reality goggles, an audio piece, and a mouse to interact with 3D images. It would also connect to users' phones for additional features.
The eyes want to have it: Multimedia Handhelds in the Museum (an evolving story)Peter Samis
A variant of this presentation, titled "Knowledge on Demand, Knowledge in Hand: Visitor-centered mobile multimedia," was delivered on 3 October 2008 at the conference "Knowledge in Demand '08" in Bern, Switzerland.
Virtual environments in design educationShubh Cheema
Virtual reality allows users to experience simulated environments, either similar to the real world or imaginary worlds, through visual and other sensory feedback. The Cave Automatic Virtual Environment (CAVE) is an immersive virtual reality system where projectors display 3D images on multiple screens surrounding users. Second Life is an online virtual world where users interact through avatars, explore the virtual world, and create virtual objects and environments. Some real-world projects have been prototyped in collaborative virtual environments like Second Life to allow geographically separated groups to jointly design projects.
This document discusses how technology plays a key role in fine arts. It focuses on digital art, Pixar animation, and technology in museums. For Pixar animation, it describes the multi-step process of building a single frame from sketches to rendering. In museums, technology increases audience participation through digital catalogs, augmented reality applications, and mobile phone apps.
This document summarizes key points from Bill Moggridge's book about designing multisensory and multimedia interactions. It discusses the work of several interaction designers including Hiroshi Ishii who developed tangible user interfaces that blend the physical and digital worlds. Durrell Bishop emphasized making digital objects self-evident like physical objects. Joy Mountford helped develop QuickTime and add video and sound to computers. Bill Gaver studied sound perception and developed auditory icons. The document also describes several prototypes like Ishii's Music Bottles, Bishop's Marble Answering Machine, and Gaver's History Tablecloth that sensor weight over time.
This document summarizes key points from Bill Moggridge's book about designing multisensory and multimedia interactions. It discusses the work of several interaction designers who explored integrating the five senses and multimedia like video into computing. Hiroshi Ishii discussed tangible user interfaces that make digital information graspable. Durrell Bishop emphasized making digital objects' functions self-evident like physical objects. Joy Mountford helped develop QuickTime and add video to PCs. Bill Gaver studied sound perception and designed prototypes like the History Tablecloth and Key Table to integrate digital information into everyday objects.
This document provides an overview of a course on augmented reality (AR). The course will cover introductions to AR technology and interaction techniques, AR authoring tools, and research directions in AR. Students will learn about AR and complete a simple AR project. They will be assessed through a research project, assignments, and a final exam. The document outlines the weekly topics and provides background on AR applications, history, and the importance of user experience design.
The document provides an overview of the course Elective – II ES2-1: Multimedia Technology. It discusses key topics that will be covered in the five units of the course including multimedia overview, visual display systems, text, images, audio, video, and animation. It also lists the textbook and chapters that will be covered for each unit. The course aims to introduce students to the concepts and applications of multimedia technology.
The document provides a summary of various creative projects that utilize digital media and crowdsourcing including music videos created using fan-submitted content, interactive installations, data visualizations, and augmented/virtual reality works. It briefly describes projects such as the Johnny Cash Project music video, interactive light displays, location-based mobile games, and tools for visualizing information and trends on social networks. The document covers a wide range of genres including art, film, music, technology, and their intersections.
Technological convergence is occurring across media industries as technologies integrate and interact. This convergence allows for new ways of creating, consuming, and interacting with media. Technologies that were once separate, like phones and cameras, now share resources and combine into single devices. As a result, media like films, TV, music, and games now exist across multiple platforms and are distributed through various media. Technological convergence, especially digital technologies, are changing how media industries produce, distribute, and exhibit their content. This multi-platform environment requires media companies to adapt to remain relevant to changing audience behaviors.
Technological convergence refers to previously separate technologies integrating to work together synergistically. This convergence is changing how media is created, consumed, learned from, and interacted with. Technologies like phones, cameras, and computers now share resources and combine features in new devices. Media industries have also diversified production and distribution across multiple media platforms online and through different devices. Overall, technological convergence is resulting in a multi-level media world where information and communication technologies are continually adapting to user demands.
Multimedia refers to the combination of different forms of media such as text, audio, images, animation, and video. It can be static, only presenting content without interactivity, or dynamic, allowing users to interact with and contribute to the content. Multimedia is used widely in fields like education, journalism, science, and creative industries to engage audiences and enhance learning. It has become essential to modern communication through technologies like smartphones that integrate multiple media types into a single device.
Presented in London at Tate Modern's symposium, "Museums & Mobiles in the Age of Social Media," on Sept. 7, 2010. Talks about the explosion of the old single provider audio tour model in the face of apps, museums assuming a greater role in their own mobile content creation, and some visitors (though by no means all) wanting to use their own personal devices. How will museums bring their mobile multimedia interpretation to a broader public than the ones who own iPhones? Suggests opportunity spaces born of the disruption in this field.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
This document provides an overview of advanced computer vision. It begins by stating the goal of computer vision is to extract meaning from pixels. It then discusses what types of information can be extracted from images, such as 3D and semantic information. The document outlines several challenges in computer vision like viewpoint and illumination variations. It also discusses successes in areas like optical character recognition, biometrics, and mobile visual search. Finally, it provides an introduction to topics covered in computer vision like early vision, multi-view geometry, and recognition.
This chapter covers:
- What Web-based multimedia is and how it is used today
- The advantages and disadvantages of using multimedia
- A look at basic multimedia elements
- Steps and principles in designing a multimedia site
- How a multimedia Web site is developed and the software used during this process
- A look at the future of Web-based multimedia
Similar to Walking the Edit presentation in english (20)
Comment le cinéma peut-il tirer profit des nouveaux usages du Net ?
Le potentiel lié à Internet pour accompagner, stimuler puis diffuser le travail de création cinématographique est encore largement sous exploité. Les possibilités sont pourtant multiples et, faute de recettes toutes faites, restent largement à explorer.
Ulrich Fischer propose de pointer différentes stratégies et solutions très concrètes pour maximiser les effets créatifs et logistiques des nouvelles technologies sur la chaîne de production d’un film.
Sa présentation, basée sur un exemple fictif d’une production de film, sera illustrée par des projets existants pour éclairer comment il est possible, de l’idée jusqu’à la diffusion de son film, d’utiliser de nouvelles méthodes et outils dans un sens créatif et efficace.
Cloud et collaboratif, métadonnées et narration, valorisation des archives et projets évolutifs, co-création et public actif… les champs d’actions sont nombreux.
Orientés par de bonnes pratiques et stimulés par de nouveaux réflexes créatifs, les auteurs – réalisateurs pourront envisager différentes façons d’accroître l’implication des parties prenantes dans leur projet ou encore de maximiser la visibilité de leur film auprès d’un public élargi.
Cette soirée a pour objectif de réorienter certains usages, trop souvent improvisés, des nouvelles technologies mais aussi d’accroître positivement leur impact sur la création indépendante.
Et ainsi démontrer que le potentiel pour le cinéma d’auteur est énorme !
Pourquoi travailler avec un logiciel mort (plus développé depuis quelques années), alors qu'il y a plein d'autres logiciels pour le montage vidéo ?
Après quelques tests, il s'avère que Final Cut Pro 7 est le meilleur logiciel par rapport aux besoins spécifiques du workflow de Memoways.
Présentation "Walking the Edit" à Sierre, janvier 2010Ulrich Fischer
Présentation "Walking the Edit" à Sierre, janvier 2010 dans le cadre de la CONFERENCE TECHNOARK 2010: Les nouveaux espaces numériques!
http://www-theark-ch.www.iomedia.infomaniak.ch/fr/agenda/index.php?idIndex=0&idContent=1496
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
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.
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.
Main news related to the CCS TSI 2023 (2023/1695)Jakub Marek
An English 🇬🇧 translation of a presentation to the speech I gave about the main changes brought by CCS TSI 2023 at the biggest Czech conference on Communications and signalling systems on Railways, which was held in Clarion Hotel Olomouc from 7th to 9th November 2023 (konferenceszt.cz). Attended by around 500 participants and 200 on-line followers.
The original Czech 🇨🇿 version of the presentation can be found here: https://www.slideshare.net/slideshow/hlavni-novinky-souvisejici-s-ccs-tsi-2023-2023-1695/269688092 .
The videorecording (in Czech) from the presentation is available here: https://youtu.be/WzjJWm4IyPk?si=SImb06tuXGb30BEH .
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
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
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
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.
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!
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!
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.
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!
HCL Notes and Domino License Cost Reduction in the World of DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-and-domino-license-cost-reduction-in-the-world-of-dlau/
The introduction of DLAU and the CCB & CCX licensing model caused quite a stir in the HCL community. As a Notes and Domino customer, you may have faced challenges with unexpected user counts and license costs. You probably have questions on how this new licensing approach works and how to benefit from it. Most importantly, you likely have budget constraints and want to save money where possible. Don’t worry, we can help with all of this!
We’ll show you how to fix common misconfigurations that cause higher-than-expected user counts, and how to identify accounts which you can deactivate to save money. There are also frequent patterns that can cause unnecessary cost, like using a person document instead of a mail-in for shared mailboxes. We’ll provide examples and solutions for those as well. And naturally we’ll explain the new licensing model.
Join HCL Ambassador Marc Thomas in this webinar with a special guest appearance from Franz Walder. It will give you the tools and know-how to stay on top of what is going on with Domino licensing. You will be able lower your cost through an optimized configuration and keep it low going forward.
These topics will be covered
- Reducing license cost by finding and fixing misconfigurations and superfluous accounts
- How do CCB and CCX licenses really work?
- Understanding the DLAU tool and how to best utilize it
- Tips for common problem areas, like team mailboxes, functional/test users, etc
- Practical examples and best practices to implement right away
HCL Notes and Domino License Cost Reduction in the World of DLAU
Walking the Edit presentation in english
1. Walking the Edit a system that makes it possible to compose a film while walking through the city
2. The starting point - It is possible to give a spatial address to images - It is possible to record and to share our trajectory - A trajectory's form resembles that of a film - The mobile communication of computer data is guaranteed To sum up: it is possible to share geolocated imagesand to access them in real life
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4. Instructions for use 1) Put in the earphones 2) Launch the WE application on the iPhone 3) Start recording the trajectory 4) Walk, listen, look… 5) Stop the recording 6) Watch the result(on the iPhone directly or on the project's website)
5. Summary The images exist before the trajectory(specific database, archives, social networks, etc.) The iPhone records the trajectory(the smartphone digitalises our behaviour) We hear the film as we walk(we can imagine the images from what we hear) We see the film once the recording is complete(the film is the formal reflection of our trajectory) And above all: pleasure, discovery, surprises…
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7. Filming – the recording Film Analogue video Digital tools Digital video Metadata Metadata t Metadata
8. Filming – the recording Summing up - Cameras have become small computers with an eye and an ear… and diverse sensors - Qualitative development of the image and sound; quantitative for the metadata - We record the "story" and the context of the filming via the metadata t
9. Editing – the content Database … Motion sensor data GPS data cameraman settings date name metadata About 10% of the images
10. Editing – the content Database What happens to the remaining 90% of images ?
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12. Presentation options for Walking the Edit Artistic option: Edit a film based on material carefully filmed and indexed beforehand by a production team. Database "Utilitarian" option: Edit a film based on historical material, architectural or urbanistic data. Combination of several existing databases. Touristic option: Edit a film based on shared material (Flickr, You Tube, etc.), on specific material.
13. At the end of the journey, some perspectives: Moving images can exist outside the screensInvent new ways to create images (use of metadata),off-frame, then off-screen: a new life for images…
14. At the end of the journey, some perspectives:The digital world can mix with the analogue, organic worldvariability versus reproducibility;a digital memory linked to the living world and so constantly being rewritten
15. At the end of the journey, some perspectives: The urban space is not only the sum of visible objectsto access the "sensitive data", the audiovisual memoryto be able to read and write in / on the urban space
16. At the end of the journey, some perspectives: Images as transmitters(re)consider the importance of sharing versus copyright;the issue of co-creation
17. Past, present, future: The "Walking the Edit" system was made possible by a research project carried out between January 2008 and July 2009 for the HES-SO Masters in Cinema at the University of Art and Design Lausanne (ECAL). Since the summer of 2009, C-SIDE Productions has continued to develop the project which has received the financial support of the following: PourcentCulturelMigros, support for new media Multidisciplinary creation and production, City of Geneva Adaptations anticipated for 2010-2011: Paris (at the CitéUniversitaire) Geneva http://walking-the-edit.net