Moving Forward with Digital Disruption: What Big Data, Iot, Synthetic Biology, AI, Blockchain, and Platform Businesses Mean to Libraries
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Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System Report by Wilfried THERON March 2017
Oculus Rift CV1 (Model HM-A) Virtual Reality Headset System report by Wilfried THERON March 2017 21 rue la Noue Bras de Fer 44200 NANTES - FRANCE +33 2 40 18 09 16 [email protected] www.systemplus.fr ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 1 Table of Contents Overview / Introduction 4 Cost Analysis 83 o Executive Summary o Accessing the BOM o Main Chipset o PCB Cost o Block Diagram o Display Cost o Reverse Costing Methodology o BOM Cost – Main Electronic Board o BOM Cost – NIR LED Flex Boards Company Profile 9 o BOM Cost – Proximity Sensor Flex o Oculus VR, LLC o Housing Parts – Estimation o BOM Cost - Housing Physical Analysis 11 o Material Cost Breakdown by Sub-Assembly o Material Cost Breakdown by Component Category o Views and Dimensions of the Headset o Accessing the Added Value (AV) cost o Headset Opening o Main Electronic Board Manufacturing Flow o Fresnel Lens Details o Details of the Main Electronic Board AV Cost o NIR LED Details o Details of the System Assembly AV Cost o Microphone Details o Added-Value Cost Breakdown o Display Details o Manufacturing Cost Breakdown o Main Electronic Board Top Side – Global view Estimated Price Analysis 124 Top Side – High definition photo o Estimation of the Manufacturing Price Top Side – PCB markings Top Side – Main components markings Company services 128 Top Side – Main components identification Top Side – Other components markings Top Side – Other components identification Bottom Side – High definition photo o LED Driver Board o NIR LED Flex Boards o Proximity Sensor Flex ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 2 OVERVIEW METHODOLOGY ©2017 by System Plus Consulting | Oculus Rift CV1 Head-Mounted Display (SAMPLE) 3 Executive Summary Overview / Introduction o Executive Summary This full reverse costing study has been conducted to provide insight on technology data, manufacturing cost and selling price of the Oculus Rift Headset* o Main Chipset supplied by Oculus VR, LLC (website). -
Studie: Digitalisierung Und Nachhaltigkeit
Digitalisierung und Nachhaltigkeit Nachhaltigkeitsdefizite der Digitalisierung auf ökologischer, ökonomischer, politischer und sozialer Ebene. Handlungsempfehlungen und Wege einer erhöhten Nachhaltigkeit durch Werkzeuge der Digitalisierung Felix Sühlmann-Faul, Stephan Rammler „A just machine to make big decisions, programmed by fellows with compassion and vision. We’ll be clean when their work is done, we’ll be eternally free and eternally young.” Donald Fagen – „I.G.Y.“ „Wir sind ein bisschen wie die Zauberlehrlinge.” Peter Kruse Gefördert durch die Robert-Bosch-Stiftung und den WWF Deutschland e.V. Studie Digitalisierung und Nachhaltigkeit Inhaltsverzeichnis 1. EINLEITUNG 6 1.1. PROBLEMLAGEN 7 1.2. TRAGWEITE 8 1.3. KOMPLEXITÄT UND EINGRENZUNG 8 1.4. FORSCHUNGSFRAGEN 10 1.5. STRUKTUR DES GESAMTPROJEKTS: STUDIE, DELPHI-BEFRAGUNG UND FORSCHUNGSAGENDA 11 1.6. DELPHI-METHODE 12 2. WAS IST DIGITALISIERUNG? 13 3. WAS IST NACHHALTIGKEIT? 15 4. WARUM DIGITALISIERUNG UND NACHHALTIGKEIT? 19 5. WAS IST TECHNIK? DEFINITION UND CHARAKTERSTUDIE 21 5.1. DEFINITION 21 5.2. CHANCE UND GEFAHR / KONTROLLVERLUST 23 5.3. ERWARTUNGSDYNAMIKEN 23 5.4. KONTROLLCHANCEN 24 6. NACHHALTIGKEITSDEFIZITE AUF EBENE DER ÖKOLOGIE 25 6.1. ENERGIEVERBRAUCH DURCH IKT, DAS INTERNET UND DATENZENTREN 25 6.1.1. HERSTELLUNG VON IKT 25 6.1.2. DATENZENTREN 26 6.2. SMARTPHONES: VERBREITUNG UND NUTZUNG 33 6.3. ‘E-WASTE’ 36 7. NACHHALTIGKEITSDEFIZITE AUF EBENE DER ÖKONOMIE 39 7.1. RECYCLING 39 7.2. SMARTPHONES: HERSTELLER, ZULIEFERER UND ARBEITSBEDINGUNGEN 41 7.3. GEPLANTE OBSOLESZENZ 44 7.4. DIGITALISIERUNG DER ARBEITSWELT 50 7.4.1. FACHKRÄFTEMANGEL 51 7.4.2. RESILIENZ 52 2 Studie Digitalisierung und Nachhaltigkeit 7.4.3. FLEXIBLE ARBEIT 56 7.4.4. -
M&A @ Facebook: Strategy, Themes and Drivers
A Work Project, presented as part of the requirements for the Award of a Master Degree in Finance from NOVA – School of Business and Economics M&A @ FACEBOOK: STRATEGY, THEMES AND DRIVERS TOMÁS BRANCO GONÇALVES STUDENT NUMBER 3200 A Project carried out on the Masters in Finance Program, under the supervision of: Professor Pedro Carvalho January 2018 Abstract Most deals are motivated by the recognition of a strategic threat or opportunity in the firm’s competitive arena. These deals seek to improve the firm’s competitive position or even obtain resources and new capabilities that are vital to future prosperity, and improve the firm’s agility. The purpose of this work project is to make an analysis on Facebook’s acquisitions’ strategy going through the key acquisitions in the company’s history. More than understanding the economics of its most relevant acquisitions, the main research is aimed at understanding the strategic view and key drivers behind them, and trying to set a pattern through hypotheses testing, always bearing in mind the following question: Why does Facebook acquire emerging companies instead of replicating their key success factors? Keywords Facebook; Acquisitions; Strategy; M&A Drivers “The biggest risk is not taking any risk... In a world that is changing really quickly, the only strategy that is guaranteed to fail is not taking risks.” Mark Zuckerberg, founder and CEO of Facebook 2 Literature Review M&A activity has had peaks throughout the course of history and different key industry-related drivers triggered that same activity (Sudarsanam, 2003). Historically, the appearance of the first mergers and acquisitions coincides with the existence of the first companies and, since then, in the US market, there have been five major waves of M&A activity (as summarized by T.J.A. -
Instructions on Using VR Oculus Rift S
Instructions on Using VR Oculus Rift S Turn on the VR Computer. Login as usual. No password is set. If it is not already connected, connect the end of the cable (two connections) of the Oculus Rift S VR headset to the computer. One end will be a USB cable and the other will be a Display Port cable to the back of the computer. On the computer:- • Click and launch the Oculus software program. • The Oculus software programme screen once launched should look similar to below. • The devices may already be paired. But if starting fresh - Click on Devices on the left menu. • Click on right pointing arrow beside Rift S under listing of devices. • Follow steps to confirm connection. • Click on the right pointing arrow for Left and Right Touch to setup controllers. • To pair left controller :– o Press and hold the Menu and ‘Y’ button until the status light starts blinking. You will also feel a slight vibration to indicate pairing. Page 1 of 4 • To pair right controller :– o Repeat above step but press and hold Oculus icon and ‘B’ button. o Once paired you will get a green tick to indicate pairing successful. Wearing the VR Headset • Before you wear your Oculus Rift S headset with glasses, check to make sure that the width and height of your frames are as follows: o Width: 142 mm or less. o Height: 50 mm or less. Note: If your glasses don't fit in the headset or the lenses of your glasses touch the Rift S lens, Oculus recommend taking off your glasses while using Rift S. -
Using Virtual Reality to Engage and Instruct: a Novel Tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo
Using Virtual Reality to Engage and Instruct: A novel tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo Email: [email protected] Assistant Professor Room 37 Briggs Hall Department of Entomology and Nematology University of California, Davis Davis, California 95616 Recent developments in computer and display technologies are providing novel ways to interact with information. One of these innovations is the development of Virtual Reality (VR) hardware. Innovations in hardware and software have made this technology broadly accessible with options ranging from cell phone based VR kits made of cardboard to dedicated headsets driven by computers using powerful graphical hardware. VR based educational experiences provide opportunities to present content in a form where they are experienced in 3 dimensions and are interactive. This is accomplished by placing users in virtual spaces with content of interest and allows for natural interactions where users can physically move within the space and use their hands to directly manipulate/experience content. VR also reduces the impact of external sensory distractions by completely immersing the user in the experience. These interactions are particularly compelling when content that is only observable through a microscope (or not at all) can be made large allowing the user to experience these things at scale. This has great potential for entomological education and outreach as students can experience animated models of insects and arthropods at impossible scales. VR has great potential as a new way to present entomological content including aspects of morphology, physiology, behavior and other aspects of insect biology. This demonstration allows users of all ages to view static and animated 3D models of insects and arthropods in virtual reality. -
View Complaint
Case 8:19-cv-01840-DOC-JDE Document 30 Filed 11/14/19 Page 1 of 31 Page ID #:128 1 RYAN E. HATCH California Bar No. 235577 2 [email protected] Law Office of Ryan E. Hatch, P.C. 3 13323 Washington Blvd., Suite 100 Los Angeles, CA 90066 4 Telephone: 310-279-5076 5 DAVID A. SKEELS (admitted pro hac vice) Texas Bar No. 24041925 6 [email protected] WHITAKER CHALK SWINDLE & SCHWARTZ PLLC 7 301 Commerce Street, Suite 3500 Fort Worth, Texas 76102 8 Telephone: (817) 878-0500 Facsimile: (817) 878-0501 9 CABRACH J. CONNOR (admitted pro hac vice) 10 Texas Bar No. 24036390 [email protected] 11 CONNOR KUDLAC LEE PLLC 609 Castle Ridge Road, Suite 450 12 Austin, Texas 78746 Telephone: 512-777-1254 13 Facsimile: 888-387-1134 14 Attorneys for PINN, INC. 15 16 UNITED STATES DISTRICT COURT 17 CENTRAL DISTRICT OF CALIFORNIA 18 PINN, INC., NO. 19-CV-1840-DOC-JDE_______ Plaintiff, 19 v. FIRST AMENDED COMPLAINT 20 FOR PATENT INFRINGEMENT GOOGLE LLC, 21 Defendant. DEMAND FOR JURY TRIAL 22 23 24 Pinn, Inc. files this First Amended Complaint against Google LLC for 25 infringement of U.S. Patent Nos. 9,807,491 (the “’491 Patent”) and 10,455,066 (the 26 “’066 Patent”). 27 28 COMPLAINT – CASE NO. 19-CV-1840-DOC-JDE Page 1 Case 8:19-cv-01840-DOC-JDE Document 30 Filed 11/14/19 Page 2 of 31 Page ID #:129 1 PARTIES 2 1. Pinn, Inc. is a California Corporation with its headquarters and principal 3 place of business at 192 Technology Drive, Suite V, Irvine, California 92618. -
Exploration Into Advancing Technology on UX of Social Media Apps by Cameron Allsteadt — 121
Exploration into Advancing Technology on UX of Social Media Apps by Cameron Allsteadt — 121 An Exploration into the Effect of Advancing Technology on UX of Social Media Applications Cameron Allsteadt Strategic Communications Elon University Submitted in partial fulfillment of the requirements in an undergraduate senior capstone course in communications Abstract While the development of technology and its impact on the social media space may seem unclear, one idea is widely agreed upon: The ways individuals use and interact with social media applications will change dramatically as technologies infiltrate the space. This study explored how evolving technologies will impact the user experience (UX) of social media applications. Three interviews were conducted with futurists and members of Elon communications faculty, as well as a thorough case study of Facebook’s 2017 F8 conference. Findings suggest that evolving technology will rapidly transform the components of the UX framework and enhance consumer convenience, but may create challenges with corporate trust. I. Introduction Since the inception of the smartphone in the mid-1990s, the world of digital media has exploded in growth and continues to evolve at a frantic rate. The advancements in consumer technology have been principal driving forces behind the diversifying social media landscape. However, the rise of technologies like augmented reality, virtual reality, and artificial intelligence have prompted essential questions surrounding the effect of technological advancement on user experience and human culture as a whole. When Facebook launched and quickly gained popularity in 2004, the social networking website altered the media landscape. Facebook set the bar for similar social media applications to provide new ways for users to engage with and connect to one another. -
FPCUG Notes for May 2021 Editor: Frank Fota ([email protected])
FPCUG Notes for May 2021 Editor: Frank Fota ([email protected]) SCHEDULE OF EVENTS (7:00 PM - Falmouth Firehouse, Butler Road): The Board of Directors met via the Zoom video teleconference app on April 13th, 2021. In-person meetings/Workshops will soon resume; subject to State and CDC guidelines. -- Thurs, May 6: All About Your Computer (Robert Monroe) – Zoom Virtual Meeting. Send your computer questions in advance to Robert at [email protected]. A link for the Zoom Workshop will be sent by email to FPCUG members. -- Tues, May 11: FPCUG Board of Directors Meeting (Zoom Virtual Meeting). -- Thurs, May 13: General Meeting (Zoom Virtual Meeting). Judy Taylour, President, Editor, and Webmaster of the Santa Clarita Valley Computer Club; Member, APCUG Speakers Bureau, will present, “Ergonomics: You, Your Computer, Tablet, and Smartphone.” Sit straight! Shoulders rounded! Arms relaxed! Feet on the floor! Wrists/hands floating! Cumulative trauma! Repetitive stress syndrome! We have all been using technology for many years; are we still practicing good ergonomics? Or, are we stressing our bodies every day without realizing it by extending our wrists, slouching, sitting without foot support, and bending our head to look at poorly placed monitors? Along the way, we started using tablets and smartphones which have a different set of ergonomic issues. This presentation will take us down memory lane on computer ergonomics and give us ideas on the proper use of our tablets and smartphones. A bit more about Judy Taylour… Judy is a 33-year member of the Santa Clarita Valley Computer Club. She was co-facilitator for the Southern California Regional User Group Summit (SCRUGS), a group of computer clubs in Southern California that met together quarterly for over 20 years to share ideas and presenter information, solve problems, etc. -
Universal Translator with Scratch 3.0
Universal Translator with Scratch 3.0 Participants Perspective Today I learned how technology can be used to help communicate across language barriers by building a universal translator in Scratch 3.0. Learning Goal ● Develop a user friendly interface in Scratch 3.0 to allow for easy input and output of information. ● Use Scratch 3.0’s Google Translate module to translate between languages. Logistics ● Suggested length: 1-2 hours ● Age range: Grade 5 or Older ● Additional requirements: Basic programming skills in Scratch (2.0 or 3.0), including the use of variables and control loops. Part Section Title Group Size Materials Number Opening Say What? Whole group ● Whiteboard or chart paper with Hook markers ● Digital device with access to Google Translate ● Method of showing: ○ Google Translate, and ○ Video (YouTube) to class Part 1 Build a translator Partners ● Digital device with access to Scratch 3.0 and the internet ● Scrap paper and pencil (Optional) Part 2 Use a translator 2 sets of Partners ● Digital device with access to Scratch 3.0 and the Internet Part 3 Closing discussion Whole group ● Digital device to show a video (YouTube) Safety Considerations ● Laptops/Computers- Electrocution hazard from frayed or damaged cords and tripping over unsecured cords. These issues can be mitigated by securing all electrical cords, particularly extension cords, reaching over the floor (using tape) and immediately unplug them after use. Cords are plugged in/unplugged by adults, or by participants under adult supervision. ● Internet: Participants may come across materials that is not appropriate (including but not limited to violent or sexual images, racist/sexist commentary, and so on). -
General AI Charts
The Promise of Artificial Intelligence – Again! David Gunning Information Innovation Office (I2O) Defense Advanced Research Projects Agency (DARPA) MIT Washington Seminar Series Artificial Intelligence and Machine Learning Tuesday, October 10, 2017 Approved for Public Release, Distribution Unlimited AI in the News Autonomous Vehicles Image Understanding Language Translation / / / ://www.cbsnews.com CBS Interactive CBS Inc. www.engadget.com :// ://www.roboticstrends.com 2017OathTech Network Aol Tech http Trends Robotics ©2017 Adapted/https https © ©2014 ©2014 >6000 miles without Facebook has 98% Google Pixel Buds real-time operator intervention accuracy translation Approved for Public Release, Distribution Unlimited 2 Commercial R&D ) ) DIUx Experimental ( Experimental - Source: DefenseInnovation Unit Startups Facebook Apple Google Amazon Approved for Public Release, Distribution Unlimited 3 Global Interest in AI Russia China China U.S. / / ©2017 Newsline / Newsline ©2017 TechnologyReview ://www.technologyreview.com ©2017 MIT MIT ©2017 https https://newsline.com “Artificial intelligence is the future, not Research papers published on deep learning only for Russia, but for all humankind. (2012-2016) Whoever becomes the leader in this sphere will become the ruler of the world.” Vladimir Putin – 4 SEP, 2017 Approved for Public Release, Distribution Unlimited 4 Three Waves of AI DESCRIBE PREDICT EXPLAIN Symbolic Reasoning Statistical Learning Contextual Adaptation Engineers create sets of Engineers create Engineers create logic rules to represent -
Fmcode: a 3D In-The-Air Finger Motion Based User Login Framework for Gesture Interface
FMCode: A 3D In-the-Air Finger Motion Based User Login Framework for Gesture Interface Duo Lu Dijiang Huang Arizona State University Arizona State University [email protected] [email protected] Abstract—Applications using gesture-based human-computer (e.g., Oculus Rift and Vive) and wearable devices rely on interface require a new user login method with gestures because the connected desktop computer or smartphone to complete it does not have traditional input method to type a password. the login procedure using either passwords or biometrics, However, due to various challenges, existing gesture based au- thentication systems are generally considered too weak to be which is inconvenient. A few standalone VR headsets (e.g., useful in practice. In this paper, we propose a unified user Microsoft Hololens [4]) present a virtual keyboard in the air login framework using 3D in-air-handwriting, called FMCode. and ask the user to type a password. However, it is slow We define new types of features critical to distinguish legitimate and user unfriendly due to the lack of key stroke feedback users from attackers and utilize Support Vector Machine (SVM) and a limited recognition accuracy of the key type action for user authentication. The features and data-driven models are specially designed to accommodate minor behavior variations in-the-air. Moreover, passwords have their own drawbacks that existing gesture authentication methods neglect. In addition, due to the trade-off between the memory difficulty and the we use deep neural network approaches to efficiently identify password strength requirement. Biometrics employ the infor- the user based on his or her in-air-handwriting, which avoids mation strongly linked to the person, which cannot be revoked expansive account database search methods employed by existing upon leakage and may raise privacy concerns in online login. -
Wish List 2018.Xlsx
Holiday Giving Wish List Diagnostic Center (girls) Resident Items Sizes Alexis Clothing: H&M shirts, Holister pants, Under Armour hoodies; Electronics: headphones, iPhone Shirt - L Age: 16 Pants - 16 Shoes - 10 General - L Anastasia Clothing: hoodies, jeans, t-shirts, long-sleeved shirts, Nikes, Jordan's, Converse,; Shirt - M Entertainment: earbuds, Mp3 player; Personal items: backpack; Gift Cards: Hot Topic Age: 15 Pants - M Shoes - 9-91/2 General - M Briana Clothing: jeans, onesie, Areopostale clothing; Electronics: remote control cars (2), Nintendo Shirt - S DS; Entertainment: football, yarn for crochet, gimp set; Personal Items: hair gel, earrings, Age: 13 Pants - S / 12 perfume, Bath and Body works lotion set, Jumbo braiding hair - color #2 (6 packs); Apple Shoes - 71/2 watch (38mm rose gold); Gift Cards: Amazon, Five Below General - S Kylie Clothing: cute shirts, black bomber jacket, sweat suits, True Religion - jackets, shirts, jeans, Shirt - X-Small Uggs (black with bows), Entertainment: movie - Love That Kills ; Personal Items: small black Age: 17 Pants - 1 or white purse, hoop earrings, bracelets; Gift Cards: Ulta, Foot Locker Shoes - 4-6 General -S Imani Clothing: underwear, windbreakers, pants, t-shirts, Helly Hansen sweat suit, Nike shoes, Shirt - M slides; Electronics: headphones, Mp3 player, aux. cord, portable DVD player; Entertainment: Age: 16 Pants - M movies, urban books; Personal Items: soap, bracelets, fanny packs, body rings, LV backpack, Shoes - 71/2 watch, Gucci belt; Gift Cards: Foreman Mills, Claire's, Forever