Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Joel Burgess
GDC 2014 Level Design Workshop Session - A breakdown of the multiple stages of level design iteration used at Bethesda Game Studios on Fallout 3 and Skyrim.
Level Design Workshop - GDC China 2012Joel Burgess
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/putting-the-ai-back-into-air
Abstract: In this talk, we explain the technology behind the aerial navigation in Horizon Zero Dawn. In Horizon, we've represented the flyable air space by use of a run-time generated height map. Queries can be done on this height map for positional information and navigation. We present a hierarchical path planning algorithm for finding a progressively more detailed path between two points. Additionally, we will touch on some gameplay related subjects, to show the additional challenges we faced in implementing the different flying behaviors, such as transitioning from air to ground and guided crash-landing.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
Originally presented as part of GDC 2013 Level Design in a Day bootcamp. Co-talk between level designer and artist about the how and why of building massive games with modular art kits.
Horizon Zero Dawn: A Game Design Post-MortemGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/horizon-zero-dawn-a-game-design-postmortem
Abstract: Going through early prototypes and delving into design decisions and processes that shaped development of the game, this talk gives insight into the journey game design went through while moving from an ambitious paper concept to a finished open world action RPG, with all of the small and large design decisions and choices that have to be made along the way.
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Joel Burgess
GDC 2014 Level Design Workshop Session - A breakdown of the multiple stages of level design iteration used at Bethesda Game Studios on Fallout 3 and Skyrim.
Level Design Workshop - GDC China 2012Joel Burgess
Originally presented at GDC China 2012, this workshop covered level design fundamentals such as layout, pacing and storytelling. It was presented by Joel Burgess (Bethesda Game Studios), Matthew Scott (Valve Software), and Steven Gaynor (The Fullbright Company)
Putting the AI Back Into Air: Navigating the Air Space of Horizon Zero DawnGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/read/putting-the-ai-back-into-air
Abstract: In this talk, we explain the technology behind the aerial navigation in Horizon Zero Dawn. In Horizon, we've represented the flyable air space by use of a run-time generated height map. Queries can be done on this height map for positional information and navigation. We present a hierarchical path planning algorithm for finding a progressively more detailed path between two points. Additionally, we will touch on some gameplay related subjects, to show the additional challenges we faced in implementing the different flying behaviors, such as transitioning from air to ground and guided crash-landing.
Player Traversal Mechanics in the Vast World of Horizon Zero DawnGuerrilla
Download the original PowerPoint presentation here: http://www.guerrilla-games.com/read/player-traversal-mechanics-in-the-vast-world-of-horizon-zero-dawn
Paul van Grinsven shows what is needed to make Aloy traverse the vast world of Horizon Zero Dawn, with its complex and organic environments. Various traversal mechanics are covered from a gameplay programmer's perspective, focusing on the interaction between code and animations. The different systems and techniques involved in the implementation of these mechanics are explained, and Van Grinsven looks at the underlying reasoning and design decisions.
Horizon Zero Dawn: An Open World QA Case StudyGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/
Abstract: A retrospective of how Developer (Guerrilla) and Publisher QA (SIE) worked together in partnership to help deliver a AAA experience. The presentation will focus on the victories and the challenges we faced as part of testing such an ambitious open-world title, and leveraging automated test solutions and telemetry to inform exploratory test strategy. The presentation will talk about how we managed teams over a 21 month testing lifecycle, with a team ranging from small internal test teams, before scaling up to a team of 70+ people across the globe with tens of thousands of test hours invested. The presentation will cover the successes and challenges relating to our people; early engagement, communication, trust, agility and collaboration. Our processes; risk management, test strategy, and post launch support, and our tools; Telemetry, Risk Registers, Worldwide build delivery.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design.
Movie content can be found on:
http://publications.dice.se
Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect! This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirror's Edge, and Brink will help answer this question, and many others.
The document discusses techniques for destruction masking in the Frostbite game engine. It describes using signed volume distance fields to define destruction mask shapes, and techniques like deferred decals and triangle culling using distance fields to efficiently render the masks with good performance. Triangle culling showed the best GPU performance on the PS3, allowing destruction masks to be rendered in a more optimized way than traditional techniques.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
The document discusses rendering techniques for high quality characters in an unannounced game project called A1. It covers skin rendering using subsurface scattering with multiple scattering approximations. It also covers hair rendering using ordered independent transparency with a linked list approach integrated into UE4, as well as a physically based shading model for hair. Future work discussed includes improvements to subsurface scattering, lighting, and shadowing for transparent and translucent materials.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
Xconf 2014 - Contributing to Open SourceParas Narang
This document provides guidance on contributing to open source projects. It begins by discussing the authors' initial misconceptions that contributing only involved finding bugs and submitting patches. The document then outlines important steps like knowing your interests, choosing an accessible project, understanding the codebase and community, and dedicating regular time. Key advice includes starting with beginner tasks, getting familiar with code review processes, and iterating on patches with testing. Overall, the document advocates learning about open source through practical involvement and recommends the authors' experiences contributing to projects like Sketch-UI, Mozilla and KDE.
How Modding Made Bethesda Better: GDC 2015 Level Design in a DayJoel Burgess
Modding has had a direct influence on many developers, game studios, genres, and helped shape the course of the video game industry itself. Bethesda Game Studios is no exception to the influence of modding, having provided official mod tools for all of their projects since 2002's Morrowind to their most recent game, Skyrim. This talk will touch on the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has affected the studio. Attendees will leave with a new perspective on how modding has influenced everything from community building, tools design, team workflow, DLC, and the recent surge of interest in user-generated content.
Horizon Zero Dawn: An Open World QA Case StudyGuerrilla
Download the full presentation here: http://www.guerrilla-games.com/
Abstract: A retrospective of how Developer (Guerrilla) and Publisher QA (SIE) worked together in partnership to help deliver a AAA experience. The presentation will focus on the victories and the challenges we faced as part of testing such an ambitious open-world title, and leveraging automated test solutions and telemetry to inform exploratory test strategy. The presentation will talk about how we managed teams over a 21 month testing lifecycle, with a team ranging from small internal test teams, before scaling up to a team of 70+ people across the globe with tens of thousands of test hours invested. The presentation will cover the successes and challenges relating to our people; early engagement, communication, trust, agility and collaboration. Our processes; risk management, test strategy, and post launch support, and our tools; Telemetry, Risk Registers, Worldwide build delivery.
This talk is about our experiences gained during making of the Killzone Shadow Fall announcement demo.
We’ve gathered all the hard data about our assets, memory, CPU and GPU usage and a whole bunch of tricks.
The goal of talk is to help you to form a clear picture of what’s already possible to achieve on PS4.
Slides from Elisabetta Silli's talk in the GDC Europe 2010 panel about level design.
Movie content can be found on:
http://publications.dice.se
Part designer, part producer, programmer and artist, what is it that makes a level designer effective? The short answer: knowing how to balance all of these roles to maximum effect! This session will examine situations from three AAA games, and the specific challenges they brought about and the solutions required to surmount them. Are level design approaches for radically different games inherently similar, or do accepted methods need to be drastically altered to fit the unique nature of the project? An examination of Alan Wake, Mirror's Edge, and Brink will help answer this question, and many others.
The document discusses techniques for destruction masking in the Frostbite game engine. It describes using signed volume distance fields to define destruction mask shapes, and techniques like deferred decals and triangle culling using distance fields to efficiently render the masks with good performance. Triangle culling showed the best GPU performance on the PS3, allowing destruction masks to be rendered in a more optimized way than traditional techniques.
Building Non-Linear Narratives in Horizon Zero DawnGuerrilla
The document describes the quest system used in Horizon: Zero Dawn. Quests are built as a graph of steps (plot points) linked by cause and effect. Each step is defined by an action the player must perform, chosen from a limited set of verbs. This allows for nonlinear quests while keeping creation simple. The system was successful, creating over 150 quests, but has issues with reverting player actions and could improve its verb set.
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
The document discusses rendering techniques for high quality characters in an unannounced game project called A1. It covers skin rendering using subsurface scattering with multiple scattering approximations. It also covers hair rendering using ordered independent transparency with a linked list approach integrated into UE4, as well as a physically based shading model for hair. Future work discussed includes improvements to subsurface scattering, lighting, and shadowing for transparent and translucent materials.
This presentation gives an overview of the rendering techniques used in KILLZONE 2. We put the main focus on the lighting and shadowing techniques of our deferred shading engine and how we made them play nicely with anti-aliasing.
Xconf 2014 - Contributing to Open SourceParas Narang
This document provides guidance on contributing to open source projects. It begins by discussing the authors' initial misconceptions that contributing only involved finding bugs and submitting patches. The document then outlines important steps like knowing your interests, choosing an accessible project, understanding the codebase and community, and dedicating regular time. Key advice includes starting with beginner tasks, getting familiar with code review processes, and iterating on patches with testing. Overall, the document advocates learning about open source through practical involvement and recommends the authors' experiences contributing to projects like Sketch-UI, Mozilla and KDE.
How Modding Made Bethesda Better: GDC 2015 Level Design in a DayJoel Burgess
Modding has had a direct influence on many developers, game studios, genres, and helped shape the course of the video game industry itself. Bethesda Game Studios is no exception to the influence of modding, having provided official mod tools for all of their projects since 2002's Morrowind to their most recent game, Skyrim. This talk will touch on the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has affected the studio. Attendees will leave with a new perspective on how modding has influenced everything from community building, tools design, team workflow, DLC, and the recent surge of interest in user-generated content.
This document provides tips for growing a devops team by breaking down historical silos between development and operations. It recommends starting by analyzing pain points, creating a cross-functional team with shared goals, improving communication, getting buy-in, automating processes, measuring success and failure, and giving everyone full access and responsibilities. The overall message is that devops requires cultural and process changes, not buying products, and is a continuous improvement journey.
Bravely Default is a single-player JRPG developed by Silicon Studio and published by Nintendo for the Nintendo 3DS. It takes classic JRPG elements from 16-bit era games and incorporates a multi-class job system and unique Brave/Default combat mechanic. While praised for its nostalgic gameplay homages and adjustable difficulty, some critics note that the story has repetitive filler and the default battle speed can feel slow. Overall, the game successfully brought back classic JRPG elements to modern audiences.
Kris Buytaert discusses the past, present, and future of DevOps. He notes that while tools and technologies will continue to evolve, collaboration between development and operations remains a key requirement. DevOps adoption also faces challenges like broken certification processes, resistance to change from large organizations, and burnout. Ultimately, DevOps is still a work in progress with many organizations just starting their journeys, and its future will depend on continued education and bridging cultural divides between teams.
Devopsdays Amsterdam 2017 Keynote, looking back at 5 years of AMSKris Buytaert
This document summarizes Kris Buytaert's involvement in organizing DevOps events over the past 7.5 years, including DevOpsDays conferences in various cities from 2010 to present. It outlines the evolution of topics discussed at these events from early automation and monitoring tools to current trends around containers, microservices, and cultural aspects of DevOps. It encourages starting local DevOps events and keeping the focus on collaboration, open source, empathy, and investing in people rather than new tools.
The document describes a coding dojo event where participants will work in pairs using test-driven development and pair programming to solve the problem of programming a Mars rover to navigate a grid based on input commands. The rover must wrap around the grid, detect obstacles, and report its position and any obstacles encountered. Participants will work through introductions, coding exercises, and retrospectives while focusing on best practices like improving existing code rather than deleting it.
The document discusses an approach to test-driven development called "baby steps" where developers write one test and the minimum code to pass that test within a 2 minute timer. They then refactor within the next timer period before repeating the process. It recommends practicing this approach to build TDD skills when developing a tic-tac-toe game.
Charla para la gente de la UPM.
Breve introducción a Go.
Presentación de la kata Gilded Rose.
Introducir pruebas unitarias en Go.
Refactorizar para triunfar.
Coding Dojo for Testers/Testing Dojo: Designing Test Cases with FitNesse (2014)Peter Kofler
1) Peter Kofler gave a presentation on designing test cases for the Gilded Rose Kata using FitNesse.
2) He discussed the Coding Dojo mindset of collaborative learning and test-driven development.
3) The Gilded Rose Kata models an inventory system where items degrade over time according to various rules, including special rules for items like Brie and backstage passes. The goal is to write tests to cover these rules.
Are you tired of TDD workshops that make you do boring things like calculate
bowling scores and prime factors or demonstrate how to win at the game of
life? If so, this is the session for you! In this TDD workshop we will be
building the domain model for EverCraft -- a new MMORPG from Blizzards of the
Coast. We have lots of story cards prepared covering features from combat to
magic, classes to spells, and races to items. Plus, we'll be defining some of
these cards during the session in case you want that +9 knife of ogre slaying
or enjoy casting magic missile at the darkness.
This workshop is language agnotisic and for all levels of developers. The
focus is on TDD and emergent design but pair programming will be covered as
well. The only requirement is that you bring a laptop and that you be able to
test-drive you code with your language of choice. When you are done you will
emerge a better programmer for the experience but there is small chance you
will have a craving for Cheetos and Mountain Dew.
Scrum is an agile framework for managing product development. It involves fixed length sprints where a self-organizing team works to complete user stories from a prioritized backlog. Ceremonies like daily stand-ups, planning poker, and retrospectives help track progress and improve the process iteratively. Metrics like velocity and burn charts provide transparency. Tools like Jira help automate workflows. The goal is rapid, flexible delivery of valuable working software.
Scrum is an agile framework for managing product development. Key roles include the Product Owner, who represents stakeholders and priorities work. The Development Team works in iterations (sprints) to implement user stories, while the Scrum Master helps remove impediments. Ceremonies like planning poker, daily standups, and retrospectives provide transparency and opportunities to inspect and adapt the process sprint-over-sprint. Metrics like velocity and burndown charts are used for planning and monitoring progress. Tools like Jira help automate workflows and provide visibility.
This document discusses the challenges that have emerged with the rise of Docker containers in software development. It describes how Docker was initially seen as a solution to issues like unclear dependencies and availability of machines, but that its widespread adoption has introduced new problems around infrastructure ownership and maintenance. Specifically, it notes that developers often build Docker images without oversight from operations teams, resulting in images that cannot be rebuilt or secured properly. The document argues that true benefits of Docker will only be realized when development and operations teams collaborate closely on containerization following principles of automation, measurement, and infrastructure as code.
This document discusses Ksplice, a technology that allows patching of the Linux kernel without requiring a reboot. Ksplice works by comparing the old and new object code of the kernel, generating a delta patch, and using address redirection to load the new code without interrupting running processes. It was developed at MIT and later acquired by Oracle. While promising for high availability systems, questions remain around its licensing and whether it infringes any patents.
2017 Microservices Practitioner Virtual Summit: How to Avoid Creating a GitHu...Ambassador Labs
As a former journalist, I tend to think in terms of storytelling. As an open source evangelist, I invite you to do the same. What you share on GitHub tells a story about you, your development practices, and your openness to others in the open source community. If you're motivated to gain users, contributors, and positive feedback about your projects, then building a compelling, coherent narrative is essential. In this talk, I'll share insights gained from "editing" Zalando's GitHub repository so we can tell a better story. From 400+ projects of widely differing quality, reliability and maintenance levels, we've winnowed our offerings to make our highest-quality work more discoverable. I'll share how we used GitHub and other tools to create guidelines, categories, and processes that bring sanity to our storytelling. If your organization is facing similar GitHub-bloat challenges, or looking for ways to manage your repos more effectively, you might find some help here.
Dissolving Technical Debt on Agile Projects - Smidig 2012Jakub Holy
Experiences with dealing with legacy code while delivering value. Key points: 1) Legacy code costs a lot. 2) Design must be maintained & evolved. 3) Continous refactoring during each task is a way to achieve 2.
Jonas Auken presented on test driven development (TDD) at an Agile NCR conference. He discussed how TDD provides immediate feedback, allows for comfortable refactoring, and helps design software through small, test-driven increments. Auken demonstrated TDD using a "Find my Ride" example application and emphasized that TDD avoids big upfront design and instead designs through refactoring and incremental changes validated by tests. The presentation aimed to inspire developers to adopt TDD practices for building higher quality software through shorter feedback loops and improved designs.
Similar a GDC 2016: Modular Level Design of Fallout 4 (20)
leewayhertz.com-AI in predictive maintenance Use cases technologies benefits ...alexjohnson7307
Predictive maintenance is a proactive approach that anticipates equipment failures before they happen. At the forefront of this innovative strategy is Artificial Intelligence (AI), which brings unprecedented precision and efficiency. AI in predictive maintenance is transforming industries by reducing downtime, minimizing costs, and enhancing productivity.
Your One-Stop Shop for Python Success: Top 10 US Python Development Providersakankshawande
Simplify your search for a reliable Python development partner! This list presents the top 10 trusted US providers offering comprehensive Python development services, ensuring your project's success from conception to completion.
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.
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 .
Ocean lotus Threat actors project by John Sitima 2024 (1).pptxSitimaJohn
Ocean Lotus cyber threat actors represent a sophisticated, persistent, and politically motivated group that poses a significant risk to organizations and individuals in the Southeast Asian region. Their continuous evolution and adaptability underscore the need for robust cybersecurity measures and international cooperation to identify and mitigate the threats posed by such advanced persistent threat groups.
Introduction of Cybersecurity with OSS at Code Europe 2024Hiroshi SHIBATA
I develop the Ruby programming language, RubyGems, and Bundler, which are package managers for Ruby. Today, I will introduce how to enhance the security of your application using open-source software (OSS) examples from Ruby and RubyGems.
The first topic is CVE (Common Vulnerabilities and Exposures). I have published CVEs many times. But what exactly is a CVE? I'll provide a basic understanding of CVEs and explain how to detect and handle vulnerabilities in OSS.
Next, let's discuss package managers. Package managers play a critical role in the OSS ecosystem. I'll explain how to manage library dependencies in your application.
I'll share insights into how the Ruby and RubyGems core team works to keep our ecosystem safe. By the end of this talk, you'll have a better understanding of how to safeguard your code.
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!
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
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.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdfMalak Abu Hammad
Discover how MongoDB Atlas and vector search technology can revolutionize your application's search capabilities. This comprehensive presentation covers:
* What is Vector Search?
* Importance and benefits of vector search
* Practical use cases across various industries
* Step-by-step implementation guide
* Live demos with code snippets
* Enhancing LLM capabilities with vector search
* Best practices and optimization strategies
Perfect for developers, AI enthusiasts, and tech leaders. Learn how to leverage MongoDB Atlas to deliver highly relevant, context-aware search results, transforming your data retrieval process. Stay ahead in tech innovation and maximize the potential of your applications.
#MongoDB #VectorSearch #AI #SemanticSearch #TechInnovation #DataScience #LLM #MachineLearning #SearchTechnology
Let's Integrate MuleSoft RPA, COMPOSER, APM with AWS IDP along with Slackshyamraj55
Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Skybuffer AI: Advanced Conversational and Generative AI Solution on SAP Busin...Tatiana Kojar
Skybuffer AI, built on the robust SAP Business Technology Platform (SAP BTP), is the latest and most advanced version of our AI development, reaffirming our commitment to delivering top-tier AI solutions. Skybuffer AI harnesses all the innovative capabilities of the SAP BTP in the AI domain, from Conversational AI to cutting-edge Generative AI and Retrieval-Augmented Generation (RAG). It also helps SAP customers safeguard their investments into SAP Conversational AI and ensure a seamless, one-click transition to SAP Business AI.
With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
Letter and Document Automation for Bonterra Impact Management (fka Social Sol...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on automated letter generation for Bonterra Impact Management using Google Workspace or Microsoft 365.
Interested in deploying letter generation automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
6. We’re Doing a Sequel!
● Original Talk: 2013 @ LD in a Day
● We’ll show URL on the end slide
● Today’s Talk:
● Recap Core Ideas from 2013
● Updates & Examples from Fallout 4
7. Who We Are
● Nate Purkeypile
● Environment Artist
●The tall one
● Joel Burgess
● Level Design
●The one talking right now (hi!)
34. Fundamentals
● Begin by Defining Footprint
● Be cautious with Non-Uniform Tiling
● Build Within Footprint extents
● Pick a Pivot, and stick with it.
35.
36.
37.
38.
39.
40. Fundamentals
● Begin by Defining Footprint
● Be cautious with Non-Uniform Tiling
● Build Within Footprint extents
● Pick a Pivot, and stick with it.
● Use Standardized Transitions
68. Fallout 4 Family of Kits
● Retail
● Institutional
● Church
● High-Tech
● Industrial
● Public Space
● Steam Tunnel
● Cave
● House
● The Institute
● Neo-Classical
● Office
● Vault
● Quarry
69. Allocating Time & Attention
Retail
Institutional
Public Space
Neo-Classical
Office
High Tech
Church
Steam Tunnel
Cave
House
The Institute
Other
Shack
70. Kit-Building Overhead
● Each Kit is time-consuming to create
● Lead Time
● On-boarding
● Iteration & Maintenance
72. Consolidating Like Kits
● Retail
● Institutional
● Church
● High-Tech
● Industrial
● Public Space
● Steam Tunnel
● Cave
● House
● The Institute
● Neo-Classical
● Office
● Vault
● Quarry
73. Consolidating Like Kits
● Retail
● Institutional
● Church
● High-Tech
● Industrial
● Public Space
● Steam Tunnel
● Cave
● House
● The Institute
● Neo-Classical
● Office
● Vault
● Quarry
79. The Building Kit
● Traditional Construction of Varying Types
● Unified Workflow across kits
● Standard Sub-Kit Types
● Rooms
● Halls
● Stairs, Railings, Platforms, etc.
97. Importance of Kit Readiness
● Kits are cornerstone
● Front-loaded in art schedule
● Graybox quality early
● Visual Iteration throughout dev
● Focus on “Trustworthy” Kit functionality
206. Hard Living
● Tons of hurdles had to be overcome
● Encounter Pacing
● POI/Exploration Density
● Combat and Detection, Enemy AI
● Performance, Occlusion, Sightlines
● Iteration and Metrics
● Everything took longer than expected
213. Ability to React
● Fallout 3: Isolated
● Easy to Cut & Reshape
● Fallout 4: Interconnected
● Everything Had to Fit
● Required More Layout Flexibility