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ITU AI/ML in 5G Challenge Open House and Roundtable No. 2 19 August 2020 Regional Hosts for Global Round 1
ITU AI/ML in 5G Challenge Open House and Roundtable No. 2 19 August 2020 Regional Hosts for Global Round 1. China 2. Spain 1 3. Spain 2 4. Brazil 5. India 6. Ireland 7. United States of America 8. Japan 9. Turkey 10. Adlik/ZTE Sponsors and Promotional Partners Sponsorship Challenge Promotion ➢ Cisco Systems and ZTE ❖ LF AI Foundation: ❖ SG Innovate (Singapore): ❖ Next Generation Mobile Networks Alliance: ITU AI/ML in 5G Challenge: Registrations We have more than 400 Registrations Over 50 countries Professionals 45% 55% Students The Grand Challenge Finale Tentative Schedule: To take place in mid- December (15 – 17 Dec, 2020) 15 Dec, 2020 16 Dec, 2020 17 Dec, 2020 Opening Ceremony Sponsor Session Invited Talk Sponsor Session Finals Presentation Sponsor Session Finals Presentation Finals Presentation Sponsor Session Finals Presentation Invited Talk Prize Presentation Invited Talk Finals Presentation Closing Ceremony Finals Presentation: Participants or teams that are invited to take part in the final conference and compete for the ITU Challenge Prizes. 10 - 15 minutes presentation including Q&A. ITU AI/ML in 5G Challenge: Prizes Participants/Teams across different problem statements will compete for the following titles and prizes: ➢ 1st prize: “ITU AI/ML in 5G Challenge Gold Champion”: 5,000 CHF ➢ 2nd prize: “ITU AI/ML in 5G Challenge Silver Champion”: 3,000 CHF ➢ 3rd prize: “ITU AI/ML in 5G Challenge Bronze Champion”: 2,000 CHF 3 Runners up will receive 1, 000 CHF each ITU Prizes Internship/collaboration Team-1 /job offer….. Team-2 Host-1 Team-3 Team-N Judges Final Judges Top 3 Challenge winning Teams st filter event filter - 1 prize: 5kCHF - 2nd prize: 3k - 3rd prize: 2k Team-1 3 Challenge runners up Team-2 - 1k each Host-N Team-3 Honorable mention Team-N certificates 300 CHF for winner of each problem statement Some regional hosts provide additional prizes. -
Online Resources for Virtual Learning
Resources for Online Learning/Teaching ● Khan Academy: great from a anatomy & physiology side of things ○ https://www.khanacademy.org/science/health-and-medicine ○ https://www.khanacademy.org/join/PA5RUCHU - Anatomy & Physiology Class ○ https://www.khanacademy.org/join/799YCDVS - Growth Mindset Class ○ You can sign up for our class with a free account using your google login ○ Explore the resources for anatomy and physiology, growth mindset, and – there are many different things you can refresh yourself with or materials you can explore based on your interests ● Cengage: is free for students right now ○ Cengage: Digital Learning & Online Textbooks ○ If you email our WA & OR Rep Christine Stark, she can probably give you free instructor access for the rest of the school year. She is GREAT and really helped me out!! ○ [email protected] ○ https://www.cengage.com/discipline-health-care/ ○ PT Tech Course - https://login.cengagebrain.com/course/MTPN-V0GP-XPDD ● Anatomy in Clay: has some good stuff ○ FREE RESOURCES | anatomyinclay ● https://www.getbodysmart.com/a-p-resources ○ This has a number of links to sites and sources that are free or that you can pay for ○ Some of my favorites so far: Human Anatomy by McGraw Hill, Anatomy Arcade, Zygotebody ● Flinn Science has some great online resources for At Home Labs, etc ○ https://www.flinnsci.com/athomescience/?utm_campaign=MKT20383%20-%20Mar20-DistanceL earning-President-Email&utm_medium=email&utm_source=Net-Results&utm_content=MKT20383 %20-%20Mar20-DistanceLearning-President-Email# ● Zoom teaching -- great video on how to teach with Zoom or just use Zoom in general. ○ https://www.youtube.com/watch?v=UTXUmoNsgg0&fbclid=IwAR3t9CLPZExRsDUOAyWWsL1uqx tqKjzeNOehYTsjVjYmRwYs8CQgB2qRXXU&disable_polymer=true ● Nearpod: great online tool for teachers to be able to engage their students in a live lesson. -
Artificial Intelligence: a Roadmap for California
Artificial Intelligence: A Roadmap for California Report #245, November 2018 Milton Marks Commission on California State Government Organization and Economy Little Hoover Commission Dedicated to Promoting Economy and Efficiency Pedro Nava Chairman in California State Government Sean Varner Vice Chairman/ Subcommitee Member The Little Hoover Commission, formally known as the Milton Marks “Little Hoover” David Beier Commission on California State Government Organization and Economy, is an Subcommitee Chair independent state oversight agency created in 1962. By statute, the Commission Iveta Brigis is bipartisan and composed of nine public members, two senators and two Subcommitee Member assemblymembers. Cynthia Buiza In creating the Commission, the Legislature declared its purpose: Anthony Cannella Senator [T]o secure assistance for the Governor and itself in promoting Chad Mayes economy, efficiency and improved services in the transaction of Assemblymember the public business in the various departments, agencies and Don Perata instrumentalities of the executive branch of the state government, Bill Quirk and in making the operation of all state departments, agencies and Assemblymember instrumentalities, and all expenditures of public funds, more directly Richard Roth responsive to the wishes of the people as expressed by their elected Senator representatives. Cathy Schwamberger The Commission fulfills this charge by holding public hearings, consulting with experts Janna Sidley and listening to stakeholders. During the course of its studies, the Commission may Former Commissioners Who create subcommittees and conduct site visits. Served During The Study Joshua LaFarga The findings and recommendations of the Commission are submitted to the Governor and the Legislature for their consideration. Recommendations often take the form of Helen Iris Torres legislation, which the Commission supports through the legislative process. -
Multiplayer Online Games Insecurity (Neverfeelsafewhileplayingonline)
MULTIPLAYER ONLINE GAMES INSECURITY (NEVER FEEL SAFE WHILE PLAYING ONLINE) Luigi Auriemma1 and Donato Ferrante2 ReVuln http://revuln.com [email protected] http://twitter.com/revuln 25 January 2013 Abstract Multiplayer online games security is an underestimated field, with an insane amount of players playing online games and companies push- ing out new games at an incredible rate. In this ecosystem finding vulnera- bilities in games turns to be a really attractive work. 1W HY ATTACKING GAMES? There are two main entities in multiplayer games: players and companies. Players play games for fun, companies make games for money. For each of these two entities there are different possible subsets of attackers. Let’s start by considering players. 1.1A TTACKING PLAYERS Some of the people who may be interested in attacking players systems while they play online games include: Script kiddies - people without any technical knowledge. They browse the • internet looking for ready-to-use attacking tools, and then they use such tools to attack players. Primarily, their final goal is to generate Denial Of Service (DoS) conditions against players systems. Others - this category is composed by several entities. We may find people • testing exploits, or people trying to build a games-based malware botnet. Others also include people interested in deploying "applications" on remote systems. 1.2A TTACKING COMPANIES As stated previously, companies make games for money. This is their business. Because of this possible attackers for game companies include: Script kiddies - this category of attackers makes no distinction between play- • ers or companies. They attack both for fun. -
Sharing COVID-19 Epidemiology Data
Sharing COVID-19 Epidemiology Data Version: 0.06a DOI: 10.15497/rda00049 Authors: RDA-COVID-19-Epidemiology Working Group Co-chair: Priyanka Pillai Moderators: Claire Austin, Gabriel Turinici Published: 31st August 2020 Abstract: An immediate understanding of the COVID-19 disease epidemiology is crucial to slowing infections, minimizing deaths, and making informed decisions about when, and to what extent, to impose mitigation measures, and when and how to reopen society. Despite our need for evidence based policies and medical decision making, there is no international standard or coordinated system for collecting, documenting, and disseminating COVID-19 related data and metadata, making their use and reuse for timely epidemiological analysis challenging due to issues with documentation, interoperability, completeness, methodological heterogeneity, and data quality. There is a pressing need for a coordinated global system encompassing preparedness, early detection, and rapid response to newly emergent threats such as SARS-CoV-2 virus and the COVID- 19 disease that it causes. The intended audience for the epidemiology recommendations and guidelines are government and international agencies, policy and decision makers, epidemiologists and public health experts, disaster preparedness and response experts, funders, data providers, teachers, researchers, clinicians, and other potential users. Keywords: COVID-19; supporting output; epidemiology; recommendations; guidelines; data sharing Language: English License: Attribution 4.0 International -
Writing Music for Animation, Video Games & Virtual Reality
Writing Music for Animation, Video Games & Virtual Reality I. The Composer's Brief The composer will meet with the director of the production at a spotting session, to decide what kind of original music will go where in the production. Discussion can be focused more on emotions and effects, rather than musical aspects per se, with which the director may not be familiar. Through the contract (see section VI below), the composer will be commissioned to compose, arrange, perform (and/or or have performed), record and mix the music, before delivering finished, mixed masters. The composer will not normally be obliged to re-score the music after delivery of finished mixed masters. The composer may have to begin work with concepts (e.g. for animation a storyboard or still- frame animatics1). In computer games there may be character sketches. The visual material may exist in a rough cut or a (final) locked edit (this is rare). Having a locked edit is ideal, because music can be timed directly to it. Music is timed to picture through a digital audio workstation (DAW). The principle of synchronization stems from the formula: duration of 1 beat = 60 seconds metronome mark In calculating click tracks (see later) the composer should take care to distinguish between simple and compound time signatures. A dotted crotchet (dotted quarter note) is the beat in a 6/8 time signature for example. Each cue will have a SMPTE2 start time. SMPTE shows time in hours:minute:seconds:frames. A frame is one still picture from the animation. Production companies may work at different frame rates, e.g. -
Communication Inside Game Engine
Coordination and communication inside game engine University of Oulu Department of Information Processing Science Master’s Thesis Tuomas Kukkamaa 29 May 2014 2 Abstract This study examines the communication and coordination among different parts of game engine. As games contain multiple co-operating processes, each of which handles a small part of whole game experience, game engines must handle the management of co-operation efficiently. The issue is that while the competitive and demanding game industry has hastened the development of game engines, the academic research has been lagging behind. This study aims to bridge the gap between industrial know-how and academic research by studying how game engines handle managing the processes and data that they require. The study uses coordination paradigm as the research viewpoint and focuses on finding the coordination model used in game engines. The target of the study is to understand how the coordination model is implemented in game engines. The study followed design science research, whereby both industrial know-how and academic literature were used in finding the coordination model and implementation method of it. The coordination model was first searched among the existing models, but as those were proven inefficient in describing the overall theory, a new architectural theory was built. This new theory, called “Communication-oriented game engine architecture”, was then analysed against communication mechanisms used in open source game engines for verification. The result of the analysis indicates that the theory proposed in this thesis explains the common features among analysed game engines. Since the proposed architecture is based on existing and well-known event-based communication mechanism, the theory behind proposed architecture aids in understanding the design of game engines in respect to the design of other software. -
Optimization of Display-Wall Aware Applications on Cluster Based Systems Ismael Arroyo Campos
Nom/Logotip de la Universitat on s’ha llegit la tesi Optimization of Display-Wall Aware Applications on Cluster Based Systems Ismael Arroyo Campos http://hdl.handle.net/10803/405579 Optimization of Display-Wall Aware Applications on Cluster Based Systemsí està subjecte a una llicència de Reconeixement 4.0 No adaptada de Creative Commons (c) 2017, Ismael Arroyo Campos DOCTORAL THESIS Optimization of Display-Wall Aware Applications on Cluster Based Systems Ismael Arroyo Campos This thesis is presented to apply to the Doctor degree with an international mention by the University of Lleida Doctorate in Engineering and Information Technology Director Francesc Giné de Sola Concepció Roig Mateu Tutor Concepció Roig Mateu 2017 2 Resum Actualment, els sistemes d'informaci´oi comunicaci´oque treballen amb grans volums de dades requereixen l'´usde plataformes que permetin una representaci´oentenible des del punt de vista de l'usuari. En aquesta tesi s'analitzen les plataformes Cluster Display Wall, usades per a la visualitzaci´ode dades massives, i es treballa concre- tament amb la plataforma Liquid Galaxy, desenvolupada per Google. Mitjan¸cant la plataforma Liquid Galaxy, es realitza un estudi de rendiment d'aplicacions de visu- alitzaci´orepresentatives, identificant els aspectes de rendiment m´esrellevants i els possibles colls d'ampolla. De forma espec´ıfica, s'estudia amb major profunditat un cas representatiu d’aplicaci´ode visualitzaci´o,el Google Earth. El comportament del sistema executant Google Earth s'analitza mitjan¸cant diferents tipus de test amb usuaris reals. Per a aquest fi, es defineix una nova m`etricade rendiment, basada en la ratio de visualitzaci´o,i es valora la usabilitat del sistema mitjan¸cant els atributs tradicionals d'efectivitat, efici`enciai satisfacci´o.Adicionalment, el rendiment del sis- tema es modela anal´ıticament i es prova la precisi´odel model comparant-ho amb resultats reals. -
1. Planteamiento Del Problema
ESCUELA POLITÉCNICA NACIONAL FACULTAD DE INGENIERIA DE SISTEMAS DESARROLLO DE UN JUEGO DE VIDEO BIDIMENSIONAL POR MEDIO DE LA CREACIÓN DE UN MOTOR GRÁFICO REUTILIZABLE PROYECTO PREVIO A LA OBTENCIÓN DEL TÍTULO DE INGENIERO EN SISTEMAS INFORMÁTICOS Y DE COMPUTACIÓN LUIS FERNANDO ALVAREZ ARTEAGA [email protected] DIRECTOR: ING. XAVIER ARMENDARIZ [email protected] Quito, Junio 2008 2 DECLARACIÓN Yo, Luis Fernando Alvarez Arteaga, declaro bajo juramento que el trabajo aquí descrito es de mi autoría; que no ha sido previamente presentada para ningún grado o calificación profesional; y que he consultado las referencias bibliográficas que se incluyen en este documento. A través de la presente declaración cedo mis derechos de propiedad intelectual correspondientes a este trabajo a la Escuela Politécnica Nacional, según lo establecido por la Ley de Propiedad Intelectual, por su Reglamento y por la normatividad institucional vigente. Luis Fernando Alvarez Arteaga 3 CERTIFICACIÓN Certifico que el presente trabajo fue desarrollado por Luis Fernando Alvarez Arteaga, bajo mi supervisión. Xavier Armendáriz DIRECTOR DE PROYECTO 4 AGRADECIMIENTOS Primeramente quiero dar gracias a Dios, ya que por medio de una gran cantidad de acontecimientos a lo largo de mi carrera y de mi vida me demostró que él es la única fuerza que me ha sostenido y colmado de bendiciones a lo largo de estos años. En segundo lugar quiero agradecer a mi familia, quienes han sido un apoyo incondicional en el desarrollo de este proyecto con sus oraciones y palabras de aliento, más aún en los momentos de mayor dificultad. También agradezco a mi director de tesis, el Ingeniero Xavier Armendáriz, quien con su experiencia profesional en el campo del desarrollo de software contribuyó a que este proyecto tome forma y sea encaminado de la mejor manera. -
A 20-Year Community Roadmap for Artificial Intelligence Research in the US
A 20-Year Community Roadmap for Begin forwarded message: From: AAAI Press <[email protected]> Subject: Recap Date: July 8, 2019 at 3:52:40 PM PDT To: Carol McKenna Hamilton <[email protected]>Artificial Intelligence Research in the US Could you check this for me? Hi Denise, While it is fresh in my mind, I wanted to provide you with a recap on the AAAI proceedings work done. Some sections of the proceedings were better than others, which is to be expected because authors in some subject areas are less likely to use gures, the use of which is a signicant factor in error rate. The vision section was an excellent example of this variability. The number of problems in this section was quite high. Although I only called out 13 papers for additional corrections, there were many problems that I simply let go. What continues to be an issue, is why the team didn’t catch many of these errors before compilation began. For example, some of the errors involved the use of the caption package, as well as the existence of setlength commands. These are errors that should have been discovered and corrected before compilation. As I’ve mentioned before, running search routines on the source of all the papers in a given section saves a great deal of time because, in part, it insures consistency. That is something that has been decidedly lacking with regard to how these papers have been (or haven’t been) corrected. It is a cause for concern because the error rate should have been improving, not getting worse. -
2018 World AI Industry Development Blue Book 2018 World AI Industry Development Blue Book
2018 World AI Industry Development Blue Book 2018 World AI Industry Development Blue Book Preface 3 As the driving force of a new round of technology Committed to taking the lead in China’s reform In-depth Report on the and opening-up and innovative developments, Development of the World AI and industrial revolution, artificial intelligence Industry, 2018 (AI) is wielding a profound impact on the world Shanghai has been working closely with economy, social progress and people’s daily life. related national ministries and commissions to Overview and Description Therefore, the 2018 World AI Conference will be jointly organize the 2018 World AI Conference. held in Shanghai from September 17 to 19 this year, Hosting this event becomes a priority in the Industrial Development jointly by the National Development and Reform process of Shanghai constructing the “five Environment Commission (NDRC), the Ministry of Science and centers” - international and economic center, Technology (MST), the Ministry of Industry and finance center, trade center, shipping center Technical Environment Information Technology (MIIT), the Cyberspace and technical innovation center, and building Administration of China (CAC), the Chinese the “four brands” of Shanghai - services, World AI Enterprises Academy of Sciences (CAS), the Chinese Academy manufacturing, shopping and culture. Also, of Engineering (CAE) and the Shanghai Municipal it is the practical measure to foster the reform World Investment and People’s Government, with the approval of the State and opening-up and optimize the business Financing Council, in order to accelerate the development environment in Shanghai. This meeting of a new generation of AI, complying with the provides the opportunity for Shanghai to Industrial Development development rules and grasping the future trends. -
Interstellar Marines Nodvd Di MAXAGENT
Interstellar Marines noDVD di MAXAGENT Informazioni sul gioco Interstellar Marines is an immersive tactical sci-fi First Person Simulator in the making, offering a unique blend of tactical gameplay, dynamic environments and non- scripted AI. Play Singleplayer or Co-op/PvP on servers around the world. Interstellar Marines is inspired by movies such as Aliens, Starship Troopers and Saving Private Ryan; and games such as Half-Life, Deus Ex, System Shock 2, and Rainbow Six 3: Raven Shield. Interstellar Marines is all about evolving the FPS recipe with the inspirations we've assimilated since the birth of the genre. Our goal is an evolutionary leap forward driven by our compulsive interest in science fiction, role-playing, military realism, and respect for first person immersion. Interstellar Warfare InitiativeIt is the dawn of the 22nd century, a time of great hopes and expectations. The discovery of a new and inexhaustible well of power known as Zero Point Energy has revolutionized space travel. Man has escaped the confines of Mother Earth, and gone on to colonize the solar system. But far away from public awareness an ambitious military project has already taken Man beyond the final frontier, and into the regions of the stars. The powerful Interplanetary Treaty Organization, ITO, is secretly constructing the first human settlement in another star system. You are a special forces soldier training to join the Interstellar Marines, a > 9 Unique Multiplayer Maps Across 3 Game ModesTake your friends out in Deadlock, Deathmatch, and Team Deathmatch on maps featuring dynamic environment effects such as time of day, rain, thunder and lightning, emergency lighting, fire alarms, moving platforms etc.