Theory of Visual Rhetoric for HCI and Experience DesignOmar Sosa-Tzec
Presentation about the annotated bibliography of the references found in the work: Foss, Sonja K. “Theory of Visual Rhetoric.” In Handbook of Visual Communication: Theory, Methods, and Media. Ed. Ken Smith, Sandra Moriarty, Gretchen Barbatsis, and Keith Kenney. Mahwah, New Jersey: Lawrence Erlbaum, 2005, pp. 141-52.
* http://www.sonjafoss.com/html/Foss41.pdf
The document provides an outline for a lesson on expositions. It defines expositions as texts meant to persuade and lists their key features, such as presenting a clear thesis, supporting arguments with evidence, and restating the position in the conclusion. Sample topics are given that could be addressed as expositions, including debates on smacking children and school policies around food, technology and dress codes.
Persuasive Texts: The language of persuasion by Jeni MawterJeni Mawter
Children's and Young Adult Author and Writing Teacher Jeni Mawter shares her knowledge and insights in persuasive writing techniques.
Suitable for NAPLAN students.
I teach a weekly online class to virtual students in my school, focusing on 5th grade Writing Strategies. This PowerPoint is one of the lessons that I designed for the class. It is aligned to CA standards for fifth grade, and also aligned to the K12 curriculum so that students can get guided instruction on one of their lessons and be able to mark it off at the end.
This document provides information and guidance about persuasive writing. It defines persuasive writing as taking a position for or against an issue to convince the reader to believe or do something. Examples of where persuasive writing can be found are given, such as advertisements, essays, speeches and social media. Common topics that can be argued or debated are discussed. The elements of a persuasive argument are outlined as having a claim, evidence supporting the claim, an opposing viewpoint, and a conclusion. Techniques to persuade readers, such as emotional appeals and loaded language, are described. The document concludes by providing direction and a checklist for writing a persuasive essay.
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
Coates: topological approximations for spatial representationArchiLab 7
The document summarizes a student thesis that applies a Growing Neural Gas (GNG) algorithm to represent spatial topology. GNG is a type of self-organizing neural network that can learn and adapt based on "point intensity" or activity levels in a space. It creates a topology-preserving network of nodes to model spatial cognition. The student aims to further combine GNG with a Radial Basis Function for more flexibility, or with ant colony clustering for unsupervised classification of spaces. Representing spaces as evolving neural networks based on activity levels provides a model for understanding spatial cognition and complexity in architectural design.
Theory of Visual Rhetoric for HCI and Experience DesignOmar Sosa-Tzec
Presentation about the annotated bibliography of the references found in the work: Foss, Sonja K. “Theory of Visual Rhetoric.” In Handbook of Visual Communication: Theory, Methods, and Media. Ed. Ken Smith, Sandra Moriarty, Gretchen Barbatsis, and Keith Kenney. Mahwah, New Jersey: Lawrence Erlbaum, 2005, pp. 141-52.
* http://www.sonjafoss.com/html/Foss41.pdf
The document provides an outline for a lesson on expositions. It defines expositions as texts meant to persuade and lists their key features, such as presenting a clear thesis, supporting arguments with evidence, and restating the position in the conclusion. Sample topics are given that could be addressed as expositions, including debates on smacking children and school policies around food, technology and dress codes.
Persuasive Texts: The language of persuasion by Jeni MawterJeni Mawter
Children's and Young Adult Author and Writing Teacher Jeni Mawter shares her knowledge and insights in persuasive writing techniques.
Suitable for NAPLAN students.
I teach a weekly online class to virtual students in my school, focusing on 5th grade Writing Strategies. This PowerPoint is one of the lessons that I designed for the class. It is aligned to CA standards for fifth grade, and also aligned to the K12 curriculum so that students can get guided instruction on one of their lessons and be able to mark it off at the end.
This document provides information and guidance about persuasive writing. It defines persuasive writing as taking a position for or against an issue to convince the reader to believe or do something. Examples of where persuasive writing can be found are given, such as advertisements, essays, speeches and social media. Common topics that can be argued or debated are discussed. The elements of a persuasive argument are outlined as having a claim, evidence supporting the claim, an opposing viewpoint, and a conclusion. Techniques to persuade readers, such as emotional appeals and loaded language, are described. The document concludes by providing direction and a checklist for writing a persuasive essay.
This document discusses new trends in cognitive science related to embodied cognition and the concept of presence. It summarizes key theories of embodied cognition that see cognition as emerging from the interaction between the mind and body in a physical environment. The document also explores how the concept of presence may help address issues with differentiating self from other and internal from external processes. Presence is discussed as a potential way for cognitive robots to separate themselves from the external world.
Coates: topological approximations for spatial representationArchiLab 7
The document summarizes a student thesis that applies a Growing Neural Gas (GNG) algorithm to represent spatial topology. GNG is a type of self-organizing neural network that can learn and adapt based on "point intensity" or activity levels in a space. It creates a topology-preserving network of nodes to model spatial cognition. The student aims to further combine GNG with a Radial Basis Function for more flexibility, or with ant colony clustering for unsupervised classification of spaces. Representing spaces as evolving neural networks based on activity levels provides a model for understanding spatial cognition and complexity in architectural design.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
This document summarizes Vicki Suter's presentation at the 2007 AERA Conference on learning and the sense of presence in the virtual world Second Life. The presentation defines presence as an action-based process and contextualized individual experience. It proposes using an ethnographic action-based approach and activity theory as a conceptual framework to study how the sense of presence develops for individuals engaged in collaborative learning activities in Second Life. The study aims to provide insights into design attributes that may contribute to developing a sense of presence to support collaborative learning in 3D virtual worlds.
This document discusses prerequisites for learning in virtual worlds. It explores teaching approaches like associative learning by observing models, cognitive learning through exploration and making sense of spaces, and situative learning through co-creating knowledge via discussion. It also examines the importance of presence, bodies, body image and schema in virtual worlds. Findings show that initially students focus on software skills, but can later engage in social constructivist activities. The interpretation is that for complex activities, virtual worlds need to be learned as worlds and avatars as bodies. It proposes that establishing a virtual body schema through interaction is important for effective cognition in virtual worlds.
The document discusses various concepts related to virtual reality systems including presence, immersion, realism, user efficiency, action fidelity, and believability. Believability is proposed as a condition for forming beliefs about virtual entities as objective, credible objects based on respecting the conditions that allow for constructing unitary, coherent objects in real world interactions.
The document proposes a taxonomy for classifying tangible user interfaces based on their level of embodiment and metaphor. It defines embodiment as how closely the output is tied to the input. There are four levels of embodiment: full, nearby, environmental, and distant. It also defines metaphor as whether the system effect of user actions maps analogously to real-world effects. There are three levels of metaphor: no metaphor, noun metaphor, and verb metaphor. The taxonomy is a two-dimensional framework that can be used to analyze and compare different tangible interface designs based on their levels of embodiment and metaphor.
- Phil Marston was asked by a geography department to help design a simulation to assess students in an applied geomorphology course, with the goals of emulating natural hazard scenarios, being interactive in real-time, and involving role-play.
- Marston investigated existing simulation tools and designed an alternate reality simulation around a 1992 flood disaster in Vaison-la-Romaine, France, developing an event narrative for students to respond to through text messages.
- The simulation was well received by students, who reported enjoyment, involvement, and that it provided a realistic experience of disaster management compared to typical assessments. However, some technical issues caused delays.
Ch2 2 listening and viewing comprehension theory and applicationsabidayou
This document discusses listening and viewing comprehension in second language learning. It begins by introducing some key concepts in understanding and different perspectives on comprehension as either a mental or social phenomenon. It then discusses the lack of definition and clarity in the field of listening comprehension. The purpose of the chapter is to develop a taxonomy of listening comprehension tasks to provide an organizing structure for applying tasks in a computer-assisted learning environment. It discusses factors that influence comprehension and the role computers can play as interlocutors or mediators in learning.
Agent-Based Modeling for Sociologists is a crash course on how to build ABM in the social sciences. This presentation has an introduction to OOP and then discusses three models in details, along with their NetLogo implementation
Measuring users' experience - or, the memory of them?Evan Karapanos
This document discusses several studies related to measuring and reconstructing user experiences over time. It first describes research on how users form overall evaluations of interactive products over time. It then examines whether an online survey tool called iScale can help users recollect their experiences with a product by assisting in the reconstruction of memories. Finally, it explores whether mobile sensors and technology can help participants reconstruct their daily experiences and locations through tools like trajectory reminders, photos of emotional expressions, and a footprint tracker using visual, location and context cues.
Predictive coding posits that neural systems make forward-looking predictions about incoming information.
Neural signals contain information not about the currently perceived stimulus, but about the difference
between the observed and the predicted stimulus. We propose to extend the predictive coding framework
from high-level sensory processing to the more abstract domain of theory of mind; that is, to inferences about
others’ goals, thoughts, and personalities. We review evidence that, across brain regions, neural responses
to depictions of human behavior, from biological motion to trait descriptions, exhibit a key signature of pre-
dictive coding: reduced activity to predictable stimuli. We discuss how future experiments could distinguish
predictive coding from alternative explanations of this response profile. This framework may provide an
important new window on the neural computations underlying theory of mind.
The paper discusses distributed cognition in an airline cockpit, where the cognitive labor of flying a modern jet is distributed across the crew. It presents a case study simulation of a flight from Sacramento to Los Angeles to illustrate how information processing is distributed across representational media like checklists, displays, and standard operating procedures. The study puts forth the hypothesis that understanding human cognition requires examining how it is distributed in social and cultural systems using tools and artifacts.
This document discusses the concept of mobile learning in context. It describes how computers and mobile devices are becoming ubiquitous and context-aware. Sensors in environments and on mobile devices can provide contextual information to enhance learning experiences. However, mobile phones are still often seen only as toys in classrooms rather than learning tools. The document advocates for leveraging context through ubiquitous computing to design new approaches to mobile and ambient learning.
Tangible Interaction Design, Space, And Placejane74726
The document discusses tangible interaction design and how it relates to space and place. It presents a framework for designing tangible interfaces that are embedded in real space. The framework focuses on how tangible interfaces take up physical space, how users must move through real space to interact with them, and how interactions can become performative when observable to others in shared spaces. The framework also addresses how software defines virtual structures while physical space defines physical constraints, and how allowing bodily rituals can enhance user experiences. An example project of a mobile app for exploring an historic estate is discussed in the context of the design framework.
This document discusses a project called "impulsionsdialogiques" that aims to explore concepts of community and communication through electronic monitoring of users' heart rate variability (HRV) levels. The project will use devices that send biosensitive markers between neighboring users based on their relative positioning and emotional states, revealed through mathematically generated visuals. This allows for anonymous and non-verbal interaction between users. The devices will also allow users to visualize biointeractive spaces and patterns in their environment influenced by hidden bio-dynamics and new local interactivity. The project is informed by precedents in decentralized adaptive systems, visible/invisible technologies, and explores how electronic interventions may affect social experiences and interactions.
doore dissertation grad expo 42716 white finalbStacy Doore
This document summarizes Stacy Doore's research on developing natural language interfaces for describing indoor scenes. Doore studies how humans and computers communicate about indoor spaces. The goal of Doore's research is to generate automated descriptions of indoor environments based on how humans describe space and different indoor environment scales. Doore has conducted experiments with virtual environments and analyses of spatial language corpora to better understand spatial language used in different indoor contexts.
Context refers to information that can characterize an entity's situation, such as a user's location, identity, activity, time, nearby objects and people. Context-aware computing uses sensors to automatically collect context and adapt applications and services to the user's context. There is a need for context-aware computing because computers lack the implicit contextual cues that humans use in communication. Context-aware applications can make interactions between humans and computers more natural by tailoring information and services to the user's changing context.
Analysing Legibility of Space in Office Buildings: Case Studies in Kerman, Iran.IJERA Editor
Most people spend a substantial amount of time at work. Despite this significant role, office buildings incur
some functional and environmental problems for users, one of the most critical of which is to access and move
easily through them regarding their mostly complicated spatial configuration. The aim of this study is to
understand the relationship between legibility and different building typology in addition to achieving some
design patterns by comparing them. In this connection, the role of physical context and different design
typology of some office buildings in Kerman have been investigated with the aim of analyzing interior legibility
and way finding. Accordingly, observation and interviews were conducted to complete the evidences found
from VGA results of the space syntax software along with self - administered questionnaires of employees and
clients. The results based on the analysis of the strengths and weaknesses of these office buildings in terms of
legibility and way finding suggest some recommendations and guidelines so that they can contribute to
promoting the future of office buildings design.
Analysing Legibility of Space in Office Buildings Case Studies in Kerman, Ir...Valerie Felton
This document summarizes a research study that analyzed the legibility and wayfinding of office buildings in Kerman, Iran. The study examined four case study office buildings with different spatial configurations and typologies. Data was collected through observations, interviews, questionnaires of employees and clients, and spatial network analysis software. The results identified strengths and weaknesses of the buildings in terms of legibility and wayfinding. Recommendations are provided to help improve spatial legibility and wayfinding in future office building designs.
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.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
This document summarizes Vicki Suter's presentation at the 2007 AERA Conference on learning and the sense of presence in the virtual world Second Life. The presentation defines presence as an action-based process and contextualized individual experience. It proposes using an ethnographic action-based approach and activity theory as a conceptual framework to study how the sense of presence develops for individuals engaged in collaborative learning activities in Second Life. The study aims to provide insights into design attributes that may contribute to developing a sense of presence to support collaborative learning in 3D virtual worlds.
This document discusses prerequisites for learning in virtual worlds. It explores teaching approaches like associative learning by observing models, cognitive learning through exploration and making sense of spaces, and situative learning through co-creating knowledge via discussion. It also examines the importance of presence, bodies, body image and schema in virtual worlds. Findings show that initially students focus on software skills, but can later engage in social constructivist activities. The interpretation is that for complex activities, virtual worlds need to be learned as worlds and avatars as bodies. It proposes that establishing a virtual body schema through interaction is important for effective cognition in virtual worlds.
The document discusses various concepts related to virtual reality systems including presence, immersion, realism, user efficiency, action fidelity, and believability. Believability is proposed as a condition for forming beliefs about virtual entities as objective, credible objects based on respecting the conditions that allow for constructing unitary, coherent objects in real world interactions.
The document proposes a taxonomy for classifying tangible user interfaces based on their level of embodiment and metaphor. It defines embodiment as how closely the output is tied to the input. There are four levels of embodiment: full, nearby, environmental, and distant. It also defines metaphor as whether the system effect of user actions maps analogously to real-world effects. There are three levels of metaphor: no metaphor, noun metaphor, and verb metaphor. The taxonomy is a two-dimensional framework that can be used to analyze and compare different tangible interface designs based on their levels of embodiment and metaphor.
- Phil Marston was asked by a geography department to help design a simulation to assess students in an applied geomorphology course, with the goals of emulating natural hazard scenarios, being interactive in real-time, and involving role-play.
- Marston investigated existing simulation tools and designed an alternate reality simulation around a 1992 flood disaster in Vaison-la-Romaine, France, developing an event narrative for students to respond to through text messages.
- The simulation was well received by students, who reported enjoyment, involvement, and that it provided a realistic experience of disaster management compared to typical assessments. However, some technical issues caused delays.
Ch2 2 listening and viewing comprehension theory and applicationsabidayou
This document discusses listening and viewing comprehension in second language learning. It begins by introducing some key concepts in understanding and different perspectives on comprehension as either a mental or social phenomenon. It then discusses the lack of definition and clarity in the field of listening comprehension. The purpose of the chapter is to develop a taxonomy of listening comprehension tasks to provide an organizing structure for applying tasks in a computer-assisted learning environment. It discusses factors that influence comprehension and the role computers can play as interlocutors or mediators in learning.
Agent-Based Modeling for Sociologists is a crash course on how to build ABM in the social sciences. This presentation has an introduction to OOP and then discusses three models in details, along with their NetLogo implementation
Measuring users' experience - or, the memory of them?Evan Karapanos
This document discusses several studies related to measuring and reconstructing user experiences over time. It first describes research on how users form overall evaluations of interactive products over time. It then examines whether an online survey tool called iScale can help users recollect their experiences with a product by assisting in the reconstruction of memories. Finally, it explores whether mobile sensors and technology can help participants reconstruct their daily experiences and locations through tools like trajectory reminders, photos of emotional expressions, and a footprint tracker using visual, location and context cues.
Predictive coding posits that neural systems make forward-looking predictions about incoming information.
Neural signals contain information not about the currently perceived stimulus, but about the difference
between the observed and the predicted stimulus. We propose to extend the predictive coding framework
from high-level sensory processing to the more abstract domain of theory of mind; that is, to inferences about
others’ goals, thoughts, and personalities. We review evidence that, across brain regions, neural responses
to depictions of human behavior, from biological motion to trait descriptions, exhibit a key signature of pre-
dictive coding: reduced activity to predictable stimuli. We discuss how future experiments could distinguish
predictive coding from alternative explanations of this response profile. This framework may provide an
important new window on the neural computations underlying theory of mind.
The paper discusses distributed cognition in an airline cockpit, where the cognitive labor of flying a modern jet is distributed across the crew. It presents a case study simulation of a flight from Sacramento to Los Angeles to illustrate how information processing is distributed across representational media like checklists, displays, and standard operating procedures. The study puts forth the hypothesis that understanding human cognition requires examining how it is distributed in social and cultural systems using tools and artifacts.
This document discusses the concept of mobile learning in context. It describes how computers and mobile devices are becoming ubiquitous and context-aware. Sensors in environments and on mobile devices can provide contextual information to enhance learning experiences. However, mobile phones are still often seen only as toys in classrooms rather than learning tools. The document advocates for leveraging context through ubiquitous computing to design new approaches to mobile and ambient learning.
Tangible Interaction Design, Space, And Placejane74726
The document discusses tangible interaction design and how it relates to space and place. It presents a framework for designing tangible interfaces that are embedded in real space. The framework focuses on how tangible interfaces take up physical space, how users must move through real space to interact with them, and how interactions can become performative when observable to others in shared spaces. The framework also addresses how software defines virtual structures while physical space defines physical constraints, and how allowing bodily rituals can enhance user experiences. An example project of a mobile app for exploring an historic estate is discussed in the context of the design framework.
This document discusses a project called "impulsionsdialogiques" that aims to explore concepts of community and communication through electronic monitoring of users' heart rate variability (HRV) levels. The project will use devices that send biosensitive markers between neighboring users based on their relative positioning and emotional states, revealed through mathematically generated visuals. This allows for anonymous and non-verbal interaction between users. The devices will also allow users to visualize biointeractive spaces and patterns in their environment influenced by hidden bio-dynamics and new local interactivity. The project is informed by precedents in decentralized adaptive systems, visible/invisible technologies, and explores how electronic interventions may affect social experiences and interactions.
doore dissertation grad expo 42716 white finalbStacy Doore
This document summarizes Stacy Doore's research on developing natural language interfaces for describing indoor scenes. Doore studies how humans and computers communicate about indoor spaces. The goal of Doore's research is to generate automated descriptions of indoor environments based on how humans describe space and different indoor environment scales. Doore has conducted experiments with virtual environments and analyses of spatial language corpora to better understand spatial language used in different indoor contexts.
Context refers to information that can characterize an entity's situation, such as a user's location, identity, activity, time, nearby objects and people. Context-aware computing uses sensors to automatically collect context and adapt applications and services to the user's context. There is a need for context-aware computing because computers lack the implicit contextual cues that humans use in communication. Context-aware applications can make interactions between humans and computers more natural by tailoring information and services to the user's changing context.
Analysing Legibility of Space in Office Buildings: Case Studies in Kerman, Iran.IJERA Editor
Most people spend a substantial amount of time at work. Despite this significant role, office buildings incur
some functional and environmental problems for users, one of the most critical of which is to access and move
easily through them regarding their mostly complicated spatial configuration. The aim of this study is to
understand the relationship between legibility and different building typology in addition to achieving some
design patterns by comparing them. In this connection, the role of physical context and different design
typology of some office buildings in Kerman have been investigated with the aim of analyzing interior legibility
and way finding. Accordingly, observation and interviews were conducted to complete the evidences found
from VGA results of the space syntax software along with self - administered questionnaires of employees and
clients. The results based on the analysis of the strengths and weaknesses of these office buildings in terms of
legibility and way finding suggest some recommendations and guidelines so that they can contribute to
promoting the future of office buildings design.
Analysing Legibility of Space in Office Buildings Case Studies in Kerman, Ir...Valerie Felton
This document summarizes a research study that analyzed the legibility and wayfinding of office buildings in Kerman, Iran. The study examined four case study office buildings with different spatial configurations and typologies. Data was collected through observations, interviews, questionnaires of employees and clients, and spatial network analysis software. The results identified strengths and weaknesses of the buildings in terms of legibility and wayfinding. Recommendations are provided to help improve spatial legibility and wayfinding in future office building designs.
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.
Digital Marketing Trends in 2024 | Guide for Staying AheadWask
https://www.wask.co/ebooks/digital-marketing-trends-in-2024
Feeling lost in the digital marketing whirlwind of 2024? Technology is changing, consumer habits are evolving, and staying ahead of the curve feels like a never-ending pursuit. This e-book is your compass. Dive into actionable insights to handle the complexities of modern marketing. From hyper-personalization to the power of user-generated content, learn how to build long-term relationships with your audience and unlock the secrets to success in the ever-shifting digital landscape.
How to Get CNIC Information System with Paksim Ga.pptxdanishmna97
Pakdata Cf is a groundbreaking system designed to streamline and facilitate access to CNIC information. This innovative platform leverages advanced technology to provide users with efficient and secure access to their CNIC details.
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.
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.
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.
OpenID AuthZEN Interop Read Out - AuthorizationDavid Brossard
During Identiverse 2024 and EIC 2024, members of the OpenID AuthZEN WG got together and demoed their authorization endpoints conforming to the AuthZEN API
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!
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.
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.
GraphRAG for Life Science to increase LLM accuracyTomaz Bratanic
GraphRAG for life science domain, where you retriever information from biomedical knowledge graphs using LLMs to increase the accuracy and performance of generated answers
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
Taking AI to the Next Level in Manufacturing.pdfssuserfac0301
Read Taking AI to the Next Level in Manufacturing to gain insights on AI adoption in the manufacturing industry, such as:
1. How quickly AI is being implemented in manufacturing.
2. Which barriers stand in the way of AI adoption.
3. How data quality and governance form the backbone of AI.
4. Organizational processes and structures that may inhibit effective AI adoption.
6. Ideas and approaches to help build your organization's AI strategy.