From MySQL to Kafka and beyond.
Zendesk uses Maxwell to do stream processing over our MySQL data.
More details at: http://maxwells-daemon.io
Source: https://github.com/zendesk/maxwell
Healthcare Claim Reimbursement using Apache SparkDatabricks
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The document discusses rewriting a claims reimbursement system using Spark. It describes how Spark provides better performance, scalability and cost savings compared to the previous Oracle-based system. Key points include using Spark for ETL to load data into a Delta Lake data lake, implementing the business logic in a reusable Java library, and seeing significant increases in processing volumes and speeds compared to the prior system. Challenges and tips for adoption are also provided.
Building Data Quality Audit Framework using Delta Lake at CernerDatabricks
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Cerner needs to know what assets it owns, where they are located, and the status of those assets. A configuration management system is an inventory of IT assets and IT things like servers, network devices, storage arrays, and software licenses.
This document discusses designing a data warehouse to track events from a trip to watch an IPL cricket match in Kolkata, India. It presents a best practice approach using an event-driven canonical data model. The key events are buying a ticket, eating at a restaurant, and watching the match. For each event, the document defines a design pattern, message format, 3NF data warehouse structure, and data mart. The goal is to produce business intelligence from the integrated data warehouse and data marts for each event type.
Apache Giraph is a large-scale graph processing system built on Hadoop. It provides an iterative processing model and vertex-centric programming model for graphs that can be too large for a single machine. Giraph scales to graphs with trillions of edges by distributing computation across a Hadoop cluster. It is faster than traditional MapReduce approaches for graph algorithms and allows graphs to be processed in memory across iterations while only writing intermediate data to disk.
Azure Database Services for MySQL PostgreSQL and MariaDBNicholas Vossburg
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This document summarizes the Azure Database platform for relational databases. It discusses the different service tiers for databases including Basic, General Purpose, and Memory Optimized. It covers security features, high availability, scaling capabilities, backups and monitoring. Methods for migrating databases to Azure like native commands, migration wizards, and replication are also summarized. Best practices for achieving performance are outlined related to network latency, storage, and CPU.
- The document discusses previewing WebXR content created with Babylon.js Editor, including notes on developing WebXR apps and a planned preview execution feature.
- Currently the built-in server in Babylon.js Editor does not support HTTPS required for previews, but a HTTPS server functionality is being added which will allow previews from any device by accessing the editor PC URL and port number.
- An example is provided of previewing WebXR content from the editor using Firefox and a WebXR emulator, avoiding the need to build and export for each preview.
A 3DCG view trial in Noodl with Babylon.js and A-FrameWheetTweet
?
Noodl is an useful prototyping tool combined with IoT. It is also useful for XR. This presentation introduces why prototyping is required in XR and show one solution that how Noodl shows 3DCG model in A-Frame or Babylonjs.
See the post (in Japanese): https://www.crossroad-tech.com/entry/noodl-advent-calendar-2019
1. The document discusses the merits and demerits of using Babylon.js to develop WebVR apps for the Oculus Quest.
2. Some merits of Babylon.js include being able to support different VR headsets without SDKs, no build time as it uses Javascript, and smaller project sizes.
3. Some demerits are that it can be harder for those unfamiliar with Javascript, developing environments are still evolving, and there is less VR development tips available especially in Japanese. These demerits can be addressed through methods like getting familiar with Javascript, using debug layers, and contributions from the community are increasing Japanese resources.
20171027 japan vr_fest開発者会_発表資料_発表用(English)WheetTweet
?
This document discusses developing apps for the Meta2 augmented reality headset. It begins by introducing Meta2 as the second version of Meta, similar to HoloLens. It then considers what type of app to develop for Meta2, defining it as a see-through augmented reality headset. The document outlines some advantages of see-through AR, such as using general input devices and walking around. It concludes that an app will be developed for Meta2 based on these considerations of it being a see-through AR headset.
This document introduces XR (augmented reality, virtual reality, mixed reality) communities in Japan, including Holomagicians, the first HoloLens community in Japan. It also discusses Unity, a game engine used by many companies for XR app development. Finally, it mentions several Japanese XR communities like Japan VR Fest, SVVR Japan, and the Unity Android group that focuses on meetups and technical books about Unity.
これは2016/11/25のTechBuzz勉強会の発表資料です。
https://atnd.org/events/81260
Unityのnative pluginによってAndroid native機能を呼び出す方法を解説しました。一例として、MicrosoftのCognitive Serviceの一つ、Bing Speech To Text(Android)をUnityで使用できるようにして、Githubで公開しました。
https://github.com/flushpot1125/CognitiveSpeech-STT-Android_Unity
This presentation introduce how to implement Unity-Android native plugin. It also show an example of native plugin. See the above GitHub URL!.
2016/10/14に開催されたVRARMR勉強会(https://atnd.org/events/81259、http://vrar.connpass.com/event/39874/)での発表スライドです。内容はMetaについてです。
Unityの内容を一部含みます。
また、一部のスライドは発表時のみ公開し、ここでは省略させていただいております。ご了承ください。
The presentation was for VR/AR/MR workshop at 14th Oct, 2016.
The main theme was Meta information.
2016/9/2に開催されたUnity勉強会(https://atnd.org/events/78121)での発表スライドです。内容はHoloLensの向けアプリ開発についてです。
The presentation was for Unity community workshop at 2rd Sep, 2016.
The main theme was HoloLens app development.
The slide shows followings:
- What is HoloLens?
- How to setup environment for app development
- Tips for HoloLens app
- My app "HoloShooter" screen shot.
- The document discusses previewing WebXR content created with Babylon.js Editor, including notes on developing WebXR apps and a planned preview execution feature.
- Currently the built-in server in Babylon.js Editor does not support HTTPS required for previews, but a HTTPS server functionality is being added which will allow previews from any device by accessing the editor PC URL and port number.
- An example is provided of previewing WebXR content from the editor using Firefox and a WebXR emulator, avoiding the need to build and export for each preview.
A 3DCG view trial in Noodl with Babylon.js and A-FrameWheetTweet
?
Noodl is an useful prototyping tool combined with IoT. It is also useful for XR. This presentation introduces why prototyping is required in XR and show one solution that how Noodl shows 3DCG model in A-Frame or Babylonjs.
See the post (in Japanese): https://www.crossroad-tech.com/entry/noodl-advent-calendar-2019
1. The document discusses the merits and demerits of using Babylon.js to develop WebVR apps for the Oculus Quest.
2. Some merits of Babylon.js include being able to support different VR headsets without SDKs, no build time as it uses Javascript, and smaller project sizes.
3. Some demerits are that it can be harder for those unfamiliar with Javascript, developing environments are still evolving, and there is less VR development tips available especially in Japanese. These demerits can be addressed through methods like getting familiar with Javascript, using debug layers, and contributions from the community are increasing Japanese resources.
20171027 japan vr_fest開発者会_発表資料_発表用(English)WheetTweet
?
This document discusses developing apps for the Meta2 augmented reality headset. It begins by introducing Meta2 as the second version of Meta, similar to HoloLens. It then considers what type of app to develop for Meta2, defining it as a see-through augmented reality headset. The document outlines some advantages of see-through AR, such as using general input devices and walking around. It concludes that an app will be developed for Meta2 based on these considerations of it being a see-through AR headset.
This document introduces XR (augmented reality, virtual reality, mixed reality) communities in Japan, including Holomagicians, the first HoloLens community in Japan. It also discusses Unity, a game engine used by many companies for XR app development. Finally, it mentions several Japanese XR communities like Japan VR Fest, SVVR Japan, and the Unity Android group that focuses on meetups and technical books about Unity.
これは2016/11/25のTechBuzz勉強会の発表資料です。
https://atnd.org/events/81260
Unityのnative pluginによってAndroid native機能を呼び出す方法を解説しました。一例として、MicrosoftのCognitive Serviceの一つ、Bing Speech To Text(Android)をUnityで使用できるようにして、Githubで公開しました。
https://github.com/flushpot1125/CognitiveSpeech-STT-Android_Unity
This presentation introduce how to implement Unity-Android native plugin. It also show an example of native plugin. See the above GitHub URL!.
2016/10/14に開催されたVRARMR勉強会(https://atnd.org/events/81259、http://vrar.connpass.com/event/39874/)での発表スライドです。内容はMetaについてです。
Unityの内容を一部含みます。
また、一部のスライドは発表時のみ公開し、ここでは省略させていただいております。ご了承ください。
The presentation was for VR/AR/MR workshop at 14th Oct, 2016.
The main theme was Meta information.
2016/9/2に開催されたUnity勉強会(https://atnd.org/events/78121)での発表スライドです。内容はHoloLensの向けアプリ開発についてです。
The presentation was for Unity community workshop at 2rd Sep, 2016.
The main theme was HoloLens app development.
The slide shows followings:
- What is HoloLens?
- How to setup environment for app development
- Tips for HoloLens app
- My app "HoloShooter" screen shot.
13. 13.3.2 事例研究:SHEEP
?MacWilliams, A., Sandor, C., Wagner, M., Bauer, M., Klinker, G., and Brügge, B. (2003) Herding sheep: Live system development for distributed augmented reality.
Proceedings of the IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR), 123–132.
2003年の論文。プロジェクタ投影した映像とHMD、Palmtop(スマートフォン
のようなもの、PCでAR表示を共有する仕組み。DWARFを活用し、Third Party
製ソフトウェアの組み合わせで実現。
15. 13.4.4 事例研究:装着型拡張現実感構成
(原文:Wearable Augmented Reality Setup)
[右側のタブレット端末の画像]Reitmayr, G., and Schmalstieg, D. (2001) An open software architecture for virtual reality interaction. ACM Symposium on Virtual Reality Software and Technology
(VRST), 47–54.
[右上のデータフローグラフ]Reitmayr, G., and Schmalstieg, D. (2005) OpenTracker: A flexible software design for three-dimensional interaction. Virtual Reality 9, 1, Springer, 79–92.
2000年初期の論文。ノートP C、HMD、ARToolkit付ペンとWacomタブレット
で、ARによる表示を行う例。データフローで設計された例の1つ。
18. 13.6.3 事例研究:拡張現実感ツアーガイド
(原文:Augmented Reality Tour Guide)
HMDで見える表示の例
ARマーカで位置特定し、キャラクタアニメーションにより目的地まで誘導する
仕組み。APRIL言語で状態管理を記述。
Tour Guildの状態遷移
F. Ledermann, I. Barakonyi, D. Schmalstieg: "Abstraction and Implementation Strategies for Augmented Reality Authoring"; in: "EmergingTechnologies of Augmented Reality: Interfaces and
Design", IGI Global, 2007,