#proof of concept in software development
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comp sci is still a great field to get hired within, provided you magically already have 5 years of experience, then the amounts of money they want to pay you are obscene. You’ll make more in an hour than my min-wage part time friends will make in a week. Also everyone’s willing to take you for free. Which is why there are ‘jobs’ in the US tech market. Ask those ‘interns’ how much they’re making. No-pay jobs are illegal in Canada and that’s why no one’s hiring. That’s why the stories about how programmers and otherwise thinking roles in software development are ‘obsolete’ and ‘can be done by AI’. They can’t actually. Firstly because having your AI write your code would require you to give someone like OpenAI, Google or Meta, third parties that are not between you and your clients, protected data, which is insane. Secondly the one non-tech guy you retain or the tech lead you’ve asked to double check the AI’s work but is in Teams meetings from 6 AM to 7 PM, is not going to catch an AI’s various security vulnerabilities. So have fun. “We don’t need software developers anymore” my whole entire sat-in-an-office-chair-for-8-hours ass. Private companies will crumble without us. This is purely a cash thing.
#computer science#software development#artificial intelligence#if you’re trusting an AI to build your website or internal applications—what are they calling it now? ‘Vibe coding’?#Then you better not have any data of consequence on there lmao#Invariably you will. It’s a cute proof of concept but unless your AI is fully inhouse you’re mad to use it#And if you’ve gone to the effort of building your own AI why not sell that product etc etc we’re back to square one
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The beginning stage may be one of the most difficult steps for a company in general and teams that are in charge of the project in particular, because you need to think carefully about what you want to achieve at the end. It is especially relevant if it is a startup we are talking about. Thus, processes such as creating Proof of Concept (PoC), MVP, or prototype may arise.
#outsourcing#it staff augmentation#staff augmentation#software development#custom software development#web development#custom software solutions#it staffing company#it staff offshoring#custom software#proof of concept#startup
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Proof of Concept Programming: What It Is, Why It Matters, and How to Do It
Uncover the capabilities of Proof of Concept programming in our guide. Explore its significance, its role in driving innovation, and obtain practical insights.
#Proof of concept programming#software development services#proof of concept mobile app\#proof of concept services#poc development services
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https://thepoolvision.com/mvp/
Mastering Project Management with MVP: Building Successful Software
In the fast-paced world of software development, where innovation drives success, the concept of the Minimum Viable Product (MVP) has emerged as a game-changer. MVP project management has revolutionized how startups and entrepreneurs approach software development, allowing them to validate ideas, minimize risks, and maximize outcomes.
We'll delve into the depths of MVP software development, exploring its lifecycle, methodologies, benefits, and real-world success stories.
#MVP Software Development#Proof of Concept Services#Minimum Viable Product Launch#MVP Development Lifecycle#Lean Development Methodology#MVP Iteration and Refinement#Cost-Effective MVP Solutions#MVP for Startups#MVP for Entrepreneurs#MVP User Experience Design#MVP Validation Process#MVP Development Framework#MVP Performance Testing#MVP Deployment Strategy
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Last year in classic games

For motives I cannot expand on with much glee, I found a little more time than usual this year to reduce my seemingly endless backlog of classics. Despite all the fine new releases 2023 has greeted us with, I was able to finally dive into this eclectic handful of games I gathered over time. It is perhaps no coincidence that I reached out for more direct game experiences than story-driven ones. I find myself increasingly drawn to games designs that are mindful of the player's time as a commodity not to be carelessly squandered.
One note, if I may: I would like to inspire my readers to progressively discard the use of the word retro this year. We are all of advancing years and wisdom, I trust. The introduction of the term retro to the videogame vernacular was a gross mistake furthering the abhorrent notion that games were as ephemeral in their nature as fashion. It is a purely commercial designation by which to profitably repackage old software as a category of its own, originating from the same minds that considered games as mere novelty trinkets of limited marketable lifespan.
It is up to the player to individually decide on an older game's appeal, whether they may be discovering it for the first time or revisiting it for the umpteenth one. This is not only an appeal for those of you who write about games in any capacity, rather to anyone who takes videogames as a serious interest and communicates with others about this the object of their predilection. Thank you.

This loose cart came with a Famicom bundle auction I won in 2009, if memory serves. I turned on the Famicom and tested it merely to verify if it was still in working condition and found myself engrossed in that trademark Pajitnov/Pokhilko elegant approach to game design. As per the cassette's label, Hatris was originally a concept developed in collaboration with ParaGraph, a Russian studio that went on to develop specialized professional software, a year before the Bullet-Proof Software licensing deal. They produced a few games in the turn of the decade that were rather unusual and, some would say, even visionary. I recommend that you look up their story, if you're curious.

The only entry from the group that isn't of Japanese provenance - though it is a Japanese edition - I played it for purely nostalgic motives, perhaps a yearning for a certain pixel, palette and parallax that resoundingly evoke a time I was fortunate enough to experience, first-hand. If I may be honest, I purchased the game for the visual value of its unique cover art, which I deem superior to the US edition's. In saying that, I must highlight that the original Amiga game box art was quite accomplished.

In the Summer of 93 while on holiday at the beach, there was a French Nintendo magazine for sale whose purchase I could not resist. It was very common to find Spanish, English and French publications at the time in Portugal. This edition had a striking four page preview of this Jaleco gem, Ikari no Yōsai, or Operation Logic Bomb as it was named in the West. For years I searched the PAL version in vain, then ultimately decided to import it on account of - you'd never guess! - the superior box art. Playing it this year at long last, I was instantly reminded of an old Game Boy favourite, Fortified Zone, which I now know to be its prequel. Most top-down shooters are best played in co-op. Ikari no Yōsai is strictly and single-player affair and not once did I miss the absence of a friendly companion.

Keio Flying Squadron 2 first came to my attention via an infamous Saturn demo disc, which came into my hands through circumstances I have since forgotten about. I use the word infamous because the entire game code was available in the disc and the level select cheat code enabled me to unscrupulously play the entirety of the game for no additional expense - at only the cost of missing out on the colourful Studio Pierrot anime FMV interludes.
Having played the sequel first, I was somewhat disenchanted to learn the original game did not feature any platforming segments, it being a pure scrolling shooter in the same whimsical vein as Parodius or, say, an AirZonk. Still, a jolly good time with the old three buttons.

For reasons that will not be immediately apparent to younger reading audiences, I pride myself in having completed most Shinobi games, The Revenge Of and GG being my preferred ones. Shin Shinobi Den, or Shinobi X in Europe, was a game not readily available from my usual game dealers. I eventually borrowed the PAL version once, though not nearly long enough to master it. I finally saw it through this year, mere days before SEGA announced a new episode. While the live action clips looked a tad maladroit in the 1990s, they came to acquire that nice patina I now look for in classic games.

Omega Force was known to take the sporadic breather from producing some of KOEI's most cherished and profitable series. I distinctly remember enjoying Destrega quite a bit in its day, a game quite unlike any other. What their 1998 Enigma lacks in consistency and originality, it more than amply makes up for with its own bizarre concepts, extravagant characters and unexpected genre fusions. Of all the titles in this post, this was the one whose pace felt the most sluggish, and needlessly so.

Microsoft Game Studio Japan release schedule plans were not at all kind on this, their first production, Magatama. Earlier this year I praised this era for its highly inspired H&S action adventure titles and even spent a few days delighting myself with the likes of Blood Will Tell, Nightshade, Bujingai, or Chaos Legion. This most unusual creation, developed by the aptly-named Team Breakout - a group composed of many talented ex-Square employees - is one among the finest of the era. Sadly, it did not do enough to persuade players at the time that it was a better purchase than Otogi or its sequel. Playing it with my mind and heart set back in time to 2003, I can say that this misguided consideration may not have withstood a second thought.

I've long wanted to write an extensive article on Japanese firefighting games. In fact, I have the structure laid out for a Japanofiles entry gathering moss in my Tumblr drafts for over a decade now. For a brief period this year I convinced myself I could finally fulfil this aspiration and resumed Sakurazaka Shouboutai as research. Developed by Racdym - later Racjin - for Irem, it is every bit as good as Firefighter F.D.18 or Hard Luck, and in many ways more inventive from a conceptual standpoint. While Konami and Spike found a way to have their games released in the west, Sakurazaka's poor regional sales performance clearly accounts for Irem's reluctance to bear the cost of an overseas ticket.
#hatris#paragraph#bullet-proof software#wolfchild#mega cd#Ikari no Yōsai#operation logic bomb#fortified zone#jaleco#super nintendo#keio flying squadron#victor entertainment#shin shinobi den#shinobi x#shinobi legions#sega saturn#enigma#omega force#koei#magatama#xbox#Sakurazaka Shouboutai#irem#racjin#racdym
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"Study Smarter: Expert-Recommended Tools and Materials for Students"
Whether you're a excessive faculty student, university undergraduate, or lifelong learner, having the proper have a look at substances can extensively enhance how efficaciously you analyze and retain know-how. Below is a curated list of encouraged resources labeled by means of topics, getting to know styles, and desires, overlaying each traditional and virtual codecs.
Study Materials For Students
1. 📖 General Study Materials
Books
A have to-study for all rookies, this book explores proof-based mastering techniques and helps you increase greater effective study behavior.
"How to Read a Book" by Mortimer J. Adler and Charles Van Doren
Teaches analytical reading strategies and how to approach distinct genres of texts seriously.
Stationery & Tools
Highlighters, sticky notes, flashcards, notebooks (ideally sectioned or dot-grid)
Apps like Notion, Obsidian, or Evernote for virtual be aware-taking
Use Pomodoro timers like Focus Keeper or TomatoTimer for time management
2. 🧠 Cognitive and Memory Aids
Flashcards
Anki – Spaced repetition software program first-rate for memorizing anything from scientific terms to vocabulary
Quizlet – User-friendly with heaps of pre-made sets for almost each challenge
Mind Mapping Tools
XMind or MindMeister – Great for visual rookies and organizing complex ideas
3. 📘 Subject-Specific Recommendations
🌍 Humanities and Social Sciences
History
"A People's History of america" by way of Howard Zinn – A fresh, alternative perspective
CrashCourse History on YouTube – Fun, speedy-paced, and informative
Oxford History Series – Detailed but on hand instructional sources
Literature
The Norton Anthology of English Literature – Comprehensive and properly-commented
SparkNotes and CliffsNotes – Great for summaries, subject matters, and quick evaluations
Poetry Foundation – Great for knowledge poems and their analyses
Philosophy
"Sophie's World" with the aid of Jostein Gaarder – Fictional introduction to philosophical standards
The Stanford Encyclopedia of Philosophy (SEP) – Free, instructional-stage articles
🔬 STEM (Science, Technology, Engineering, Mathematics)
Mathematics
Khan Academy – Free tutorials from basic mathematics to multivariable calculus
Paul’s Online Math Notes – College-degree notes and worked examples
Brilliant.Org – Interactive math problems and puzzles
Physics
"Fundamentals of Physics" via Halliday, Resnick & Walker – A staple for undergraduates
MinutePhysics and Physics Girl on YouTube – Bite-sized physics defined
HyperPhysics – Visual-based on-line physics concept map
Chemistry
ChemCollective – Virtual labs and trouble units
Organic Chemistry as a Second Language with the aid of David Klein – Excellent for understanding difficult standards
Periodic Videos (YouTube) – Fun deep dives into the periodic table
Biology
Campbell Biology – Comprehensive and general for maximum university-degree courses
Bozeman Science – Great video content for AP and university biology
BioInteractive (HHMI) – Interactive resources and animations
Computer Science
CS50 by way of Harvard (edX) – Free, newbie-pleasant intro to CS
freeCodeCamp – Free interactive studying in coding and net development
Cracking the Coding Interview by using Gayle Laakmann McDowell – For technical interview prep
Languages and Communication
English (and ESL)
Grammarly – Writing help and grammar checking
The Elements of Style via Strunk and White – Classic writing guide
BBC Learning English – Free resources for vocabulary, pronunciation, and grammar
Foreign Languages
Duolingo – Great for beginners
LingQ and Pimsleur – For immersive language studying
HelloTalk / Tandem – Connect with local audio system for actual conversations
four. 🎓 Test Prep Materials
ACT Prep Black Book by means of Mike Barrett
Khan Academy’s free SAT prep – In partnership with College Board
GRE/GMAT
Manhattan Prep Series – Strong for both GRE and GMAT
Magoosh – Affordable, digital-first gaining knowledge of platform
Official ETS GRE Guide – Direct from the check makers
Medical (MCAT, USMLE)
Kaplan Series / Princeton Review – Comprehensive applications
Anki Decks (like MilesDown for MCAT) – Top-rated for memorization
SketchyMedical – Visual mnemonics for microbiology and pharmacology
5. 🧘 Mental Health and Study Techniques
Wellness Apps
Headspace / Calm – Meditation and mindfulness apps to enhance attention
Forest – Encourages you to stay off your cellphone while you look at
Study Bunny – A cute gamified productivity app
Study Methods
Pomodoro Technique – 25 minutes paintings, 5-minute smash
Feynman Technique – Teach the idea in easy phrases to yourself
Active Recall + Spaced Repetition – Proven satisfactory for lengthy-time period retention
6. 🖥️ Digital Platforms and Online Learning
Coursera – Offers publications from top universities in really all fields
EdX – Similar to Coursera; first rate for incomes certificate
Udemy – Huge library of affordable ability-primarily based guides
YouTube Channels – CrashCourse, Veritasium, CGP Grey, Kurzgesagt, and extra
7. 📅 Organizing Your Studies
Planning Tools
Google Calendar – For scheduling classes, study classes, and reminders
Trello or Todoist – For handling responsibilities and assignments
#Study Materials For Students#class nursery to class 12 th students#college students study materials
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i recommend checking out @colortracker because it would be funny to see you fight him over colors in his posts
Gimmick Post Verification Status: UNIQUE (see below)
The gimmick blog @colortracker is a human-run blog that examines post contents, most often images but also other forms of visual content such as gifs and videos, and attempts to roughly quantify how many colors are present. According to the blog's pinned post, only the colors red, orange, yellow, green, blue, purple, pink, and gray are counted. Each post receives a score out of 8, the score representing how many of the aforementioned colors are present in the content.
From observations, this blog seemingly builds controversy, intentionally or otherwise, due to the issue of color identification bias. This is a problem that effects several fields of research, study, software development, and even fashion design and marketing. Generally speaking, "objective" color identifications are bad. Human vision and perception is an extremely complicated topic, and humans don't visually process 100% of the information they are seeing, including color. Color is mostly an approximation, your brain kinda "guesses" what color is the "most" apparent or applicable in any instance. The first half of this video ("What Color Is My Hoodie?") by Tom Scott is a good launching point for understanding color perception.
The reason I am giving all of this context and information is to demonstrate that color is, objectively, subjective. "Objective" colors are less useful in practical fields than the general consensus (source is the same as in the first sourced statement). I cannot use a precise color code identifier to dispute this gimmick blog, because color is an example of qualia. I could easily squash and stretch any image, pick out individual pixels and especially use generation loss and compression (a whole other topic that also relates to this blog) to show "definitive" proof that, on my monitor, the "True Blue" theme of Tumblr contains bright red. Alternatively, I could link to an article from when "The Dress" was a meme.
Controversy relating to this blog's determinations & objective/subjective colors are also influenced by Alexis Spectral Data and the digital imaging concept of color management.
On a less subjective note, this particular post contains a formatting error, where two additional colors, likely yellow and purple, are counted in the score but not listed in the post content.
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DeepSeek-R1: A New Era in AI Reasoning
A Chinese AI lab that has continuously been known to bring in groundbreaking innovations is what the world of artificial intelligence sees with DeepSeek. Having already tasted recent success with its free and open-source model, DeepSeek-V3, the lab now comes out with DeepSeek-R1, which is a super-strong reasoning LLM. While it’s an extremely good model in performance, the same reason which sets DeepSeek-R1 apart from other models in the AI landscape is the one which brings down its cost: it’s really cheap and accessible.
What is DeepSeek-R1?
DeepSeek-R1 is the next-generation AI model, created specifically to take on complex reasoning tasks. The model uses a mixture-of-experts architecture and possesses human-like problem-solving capabilities. Its capabilities are rivaled by the OpenAI o1 model, which is impressive in mathematics, coding, and general knowledge, among other things. The sole highlight of the proposed model is its development approach. Unlike existing models, which rely upon supervised fine-tuning alone, DeepSeek-R1 applies reinforcement learning from the outset. Its base version, DeepSeek-R1-Zero, was fully trained with RL. This helps in removing the extensive need of labeled data for such models and allows it to develop abilities like the following:
Self-verification: The ability to cross-check its own produced output with correctness.
Reflection: Learnings and improvements by its mistakes
Chain-of-thought (CoT) reasoning: Logical as well as Efficient solution of the multi-step problem
This proof-of-concept shows that end-to-end RL only is enough for achieving the rational capabilities of reasoning in AI.
Performance Benchmarks
DeepSeek-R1 has successfully demonstrated its superiority in multiple benchmarks, and at times even better than the others: 1. Mathematics
AIME 2024: Scored 79.8% (Pass@1) similar to the OpenAI o1.
MATH-500: Got a whopping 93% accuracy; it was one of the benchmarks that set new standards for solving mathematical problems.
2.Coding
Codeforces Benchmark: Rank in the 96.3rd percentile of the human participants with expert-level coding abilities.
3. General Knowledge
MMLU: Accurate at 90.8%, demonstrating expertise in general knowledge.
GPQA Diamond: Obtained 71.5% success rate, topping the list on complex question answering.
4.Writing and Question-Answering
AlpacaEval 2.0: Accrued 87.6% win, indicating sophisticated ability to comprehend and answer questions.
Use Cases of DeepSeek-R1
The multifaceted use of DeepSeek-R1 in the different sectors and fields includes: 1. Education and Tutoring With the ability of DeepSeek-R1 to solve problems with great reasoning skills, it can be utilized for educational sites and tutoring software. DeepSeek-R1 will assist the students in solving tough mathematical and logical problems for a better learning process. 2. Software Development Its strong performance in coding benchmarks makes the model a robust code generation assistant in debugging and optimization tasks. It can save time for developers while maximizing productivity. 3. Research and Academia DeepSeek-R1 shines in long-context understanding and question answering. The model will prove to be helpful for researchers and academics for analysis, testing of hypotheses, and literature review. 4.Model Development DeepSeek-R1 helps to generate high-quality reasoning data that helps in developing the smaller distilled models. The distilled models have more advanced reasoning capabilities but are less computationally intensive, thereby creating opportunities for smaller organizations with more limited resources.
Revolutionary Training Pipeline
DeepSeek, one of the innovations of this structured and efficient training pipeline, includes the following: 1.Two RL Stages These stages are focused on improved reasoning patterns and aligning the model’s outputs with human preferences. 2. Two SFT Stages These are the basic reasoning and non-reasoning capabilities. The model is so versatile and well-rounded.
This approach makes DeepSeek-R1 outperform existing models, especially in reason-based tasks, while still being cost-effective.
Open Source: Democratizing AI
As a commitment to collaboration and transparency, DeepSeek has made DeepSeek-R1 open source. Researchers and developers can thus look at, modify, or deploy the model for their needs. Moreover, the APIs help make it easier for the incorporation into any application.
Why DeepSeek-R1 is a Game-Changer
DeepSeek-R1 is more than just an AI model; it’s a step forward in the development of AI reasoning. It offers performance, cost-effectiveness, and scalability to change the world and democratize access to advanced AI tools. As a coding assistant for developers, a reliable tutoring tool for educators, or a powerful analytical tool for researchers, DeepSeek-R1 is for everyone. DeepSeek-R1, with its pioneering approach and remarkable results, has set a new standard for AI innovation in the pursuit of a more intelligent and accessible future.
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The Mathematical Foundations of Machine Learning
In the world of artificial intelligence, machine learning is a crucial component that enables computers to learn from data and improve their performance over time. However, the math behind machine learning is often shrouded in mystery, even for those who work with it every day. Anil Ananthaswami, author of the book "Why Machines Learn," sheds light on the elegant mathematics that underlies modern AI, and his journey is a fascinating one.
Ananthaswami's interest in machine learning began when he started writing about it as a science journalist. His software engineering background sparked a desire to understand the technology from the ground up, leading him to teach himself coding and build simple machine learning systems. This exploration eventually led him to appreciate the mathematical principles that underlie modern AI. As Ananthaswami notes, "I was amazed by the beauty and elegance of the math behind machine learning."
Ananthaswami highlights the elegance of machine learning mathematics, which goes beyond the commonly known subfields of calculus, linear algebra, probability, and statistics. He points to specific theorems and proofs, such as the 1959 proof related to artificial neural networks, as examples of the beauty and elegance of machine learning mathematics. For instance, the concept of gradient descent, a fundamental algorithm used in machine learning, is a powerful example of how math can be used to optimize model parameters.
Ananthaswami emphasizes the need for a broader understanding of machine learning among non-experts, including science communicators, journalists, policymakers, and users of the technology. He believes that only when we understand the math behind machine learning can we critically evaluate its capabilities and limitations. This is crucial in today's world, where AI is increasingly being used in various applications, from healthcare to finance.
A deeper understanding of machine learning mathematics has significant implications for society. It can help us to evaluate AI systems more effectively, develop more transparent and explainable AI systems, and address AI bias and ensure fairness in decision-making. As Ananthaswami notes, "The math behind machine learning is not just a tool, but a way of thinking that can help us create more intelligent and more human-like machines."
The Elegant Math Behind Machine Learning (Machine Learning Street Talk, November 2024)
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Matrices are used to organize and process complex data, such as images, text, and user interactions, making them a cornerstone in applications like Deep Learning (e.g., neural networks), Computer Vision (e.g., image recognition), Natural Language Processing (e.g., language translation), and Recommendation Systems (e.g., personalized suggestions). To leverage matrices effectively, AI relies on key mathematical concepts like Matrix Factorization (for dimension reduction), Eigendecomposition (for stability analysis), Orthogonality (for efficient transformations), and Sparse Matrices (for optimized computation).
The Applications of Matrices - What I wish my teachers told me way earlier (Zach Star, October 2019)
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Transformers are a type of neural network architecture introduced in 2017 by Vaswani et al. in the paper “Attention Is All You Need”. They revolutionized the field of NLP by outperforming traditional recurrent neural network (RNN) and convolutional neural network (CNN) architectures in sequence-to-sequence tasks. The primary innovation of transformers is the self-attention mechanism, which allows the model to weigh the importance of different words in the input data irrespective of their positions in the sentence. This is particularly useful for capturing long-range dependencies in text, which was a challenge for RNNs due to vanishing gradients. Transformers have become the standard for machine translation tasks, offering state-of-the-art results in translating between languages. They are used for both abstractive and extractive summarization, generating concise summaries of long documents. Transformers help in understanding the context of questions and identifying relevant answers from a given text. By analyzing the context and nuances of language, transformers can accurately determine the sentiment behind text. While initially designed for sequential data, variants of transformers (e.g., Vision Transformers, ViT) have been successfully applied to image recognition tasks, treating images as sequences of patches. Transformers are used to improve the accuracy of speech-to-text systems by better modeling the sequential nature of audio data. The self-attention mechanism can be beneficial for understanding patterns in time series data, leading to more accurate forecasts.
Attention is all you need (Umar Hamil, May 2023)
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Geometric deep learning is a subfield of deep learning that focuses on the study of geometric structures and their representation in data. This field has gained significant attention in recent years.
Michael Bronstein: Geometric Deep Learning (MLSS Kraków, December 2023)
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Traditional Geometric Deep Learning, while powerful, often relies on the assumption of smooth geometric structures. However, real-world data frequently resides in non-manifold spaces where such assumptions are violated. Topology, with its focus on the preservation of proximity and connectivity, offers a more robust framework for analyzing these complex spaces. The inherent robustness of topological properties against noise further solidifies the rationale for integrating topology into deep learning paradigms.
Cristian Bodnar: Topological Message Passing (Michael Bronstein, August 2022)
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Sunday, November 3, 2024
#machine learning#artificial intelligence#mathematics#computer science#deep learning#neural networks#algorithms#data science#statistics#programming#interview#ai assisted writing#machine art#Youtube#lecture
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India’s Tech Sector to Create 1.2 Lakh AI Job Vacancies in Two Years
India’s technology sector is set to experience a hiring boom with job vacancies for artificial intelligence (AI) roles projected to reach 1.2 lakh over the next two years. As the demand for AI latest technology increases across industries, companies are rapidly adopting advanced tools to stay competitive. These new roles will span across tech services, Global Capability Centres (GCCs), pure-play AI and analytics firms, startups, and product companies.
Following a slowdown in tech hiring, the focus is shifting toward the development of AI. Market analysts estimate that Indian companies are moving beyond Proof of Concept (PoC) and deploying large-scale AI systems, generating high demand for roles such as AI researchers, product managers, and data application specialists. “We foresee about 120,000 to 150,000 AI-related job vacancies emerging as Indian IT services ramp up AI applications,” noted Gaurav Vasu, CEO of UnearthInsight.
India currently has 4 lakh AI professionals, but the gap between demand and supply is widening, with job requirements expected to reach 6 lakh soon. By 2026, experts predict the number of AI specialists required will hit 1 million, reflecting the deep integration of AI latest technology into industries like healthcare, e-commerce, and manufacturing.
The transition to AI-driven operations is also altering the nature of job vacancies. Unlike traditional software engineering roles, artificial intelligence positions focus on advanced algorithms, automation, and machine learning. Companies are recruiting experts in fields like deep learning, robotics, and natural language processing to meet the growing demand for innovative AI solutions. The development of AI has led to the rise of specialised roles such as Machine Learning Engineers, Data Scientists, and Prompt Engineers.
Krishna Vij, Vice President of TeamLease Digital, remarked that new AI roles are evolving across industries as AI latest technology becomes an essential tool for product development, operations, and consulting. “We expect close to 120,000 new job vacancies in AI across different sectors like finance, healthcare, and autonomous systems,” he said.
AI professionals also enjoy higher compensation compared to their traditional tech counterparts. Around 80% of AI-related job vacancies offer premium salaries, with packages 40%-80% higher due to the limited pool of trained talent. “The low availability of experienced AI professionals ensures that artificial intelligence roles will command attractive pay for the next 2-3 years,” noted Krishna Gautam, Business Head of Xpheno.
Candidates aiming for AI roles need to master key competencies. Proficiency in programming languages like Python, R, Java, or C++ is essential, along with knowledge of AI latest technology such as large language models (LLMs). Expertise in statistics, machine learning algorithms, and cloud computing platforms adds value to applicants. As companies adopt AI latest technology across domains, candidates with critical thinking and AI adaptability will stay ahead so it is important to learn and stay updated with AI informative blogs & news.
Although companies are prioritising experienced professionals for mid-to-senior roles, entry-level job vacancies are also rising, driven by the increased use of AI in enterprises. Bootcamps, certifications, and academic programs are helping freshers gain the skills required for artificial intelligence roles. As AI development progresses, entry-level roles are expected to expand in the near future. AI is reshaping the industries providing automation & the techniques to save time , to increase work efficiency.
India’s tech sector is entering a transformative phase, with a surge in job vacancies linked to AI latest technology adoption. The next two years will witness fierce competition for AI talent, reshaping hiring trends across industries and unlocking new growth opportunities in artificial intelligence. Both startups and established companies are racing to secure talent, fostering a dynamic landscape where artificial intelligence expertise will be help in innovation and growth. AI will help organizations and businesses to actively participate in new trends.
#aionlinemoney.com
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New Year's Resolutions
Hey everybody. It's a new year. Happy New Year!
Gamedev Blogging
Last year I have fallen behind on posting gamedev stuff. It's mostly because there is no good way to format code listings in the new editor. So this year, I am not even going to try eith gamedev tutorials on tumblr. I might post them elsewhere and just link them. I have already taken a look at Cohost, but It doesn't have the features I need. Wouldn't it be cook if you could post pico-8 carts on cohost? Or source code listings? Or LaTeX? I might as well write the HTML by hand and host it somewhere. But that won't be the focus of this blog in 2024.
Instead I'm going to do more tumblr posting about game design, just less on the code side. It will be more on the screenshot side. First thing will be about my 2023 Game Of The Year. It will probably surprise you. I did not expect it to be this good. You can also expect something about some of my old prototypes. Over the years I have started and abandoned game prototypes after either concluding that the idea won't work and can't be made to work, or after learning what I needed to learn. What did I learn? Wait and find out!
Computer Litaracy
I'll also attempt to write more about general computing and "computer literacy" topics. I have two particular "series" or "categories" in mind already. Almost Good: Technologies that sound great when you hear abut them, but that don't work as well as you might think when you try them out. Harmful Assumptions About Computing: Non-technical people often have surprising ideas about how computers work. As a technically inclined person, you don't even realise how far these unspoken assumptions about computers can reach.
Usability of computers and software seems to have gotten worse rather than better in many aspects, while computers have become entrenched in every workplace, our private lives, and in our interactions with corporations and government services. Computer literacy has also become worse in certain ways, and I think I know some reasons why.
There will also be some posts about forum moderation and community management. It's rather basic and common-sense stuff, but I want to spell it out.
Actual Game Development
I am going to release a puzzle game in 2024. You will be able to buy it for money. You can hold me to it. This is my biggest New Year's Resolution.
I will continue to work on two games of mine. One will be the game I just mentioned. The other is Wyst. I put the project on ice because I was running out of inspiration for a while, but I think I am sufficiently inspired now. I will pick it up again and add two more worlds to the game, and get it into a "complete" state. I'll also have to do a whole lot of playtesting. This may be the last time I touch Unity3d.
I will try out two new engines and write one or two proof-of-concept games in each of them, maybe something really simple like "Flappy Bird", and one game jam "warm-up" thing, with the scope of a Ludum Dare compo game. Maybe that means I'll write Tetris or Pong multiple times. I probably won't put the "Pong in Godot" on itch.io page next to a "Pong in Raylib" and "Pong in Bevy", but I'll just put the code on my GitHub. The goal is to have more options for a game jam, so I can decide to use Godot if it is a better fit for the jam topic.
In the past, I have always reached for PyGame by default, because Python is the language that has flask and Django and sqlalchemy and numpy and pyTorch, and because I mostly want to make games in 2D. I want to get out of my comfort zone. In addition to the general-purpose game engines, I will try to develop something in bitsy, AGS, twine, pico-8 or Ren'Py. I want to force myself to try a different genre this way. Maybe I'll make an archaeologist dating simulator.
All in all, this means I will so significant work on two existing projects, revisit some old failed prototypes to do a postmortem, I'll write at least six new prototypes, and two new jam games, plus some genre/narrative experiments. That's a lot already. So here's an anti-resolution: I won't even try to develop any of my new prototypes into full releases. I will only work on existing projects from 2023 or before if I develop anything into playable demo versions or full games. I won't get sidetracked by the next Ludum Dare game, I promise. After the jam is over, I'll put down the project, at least until 2025.
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so whats the deal with overkills the walking dead?
I'm glad you asked! (approx. 2,300 words)
So our story starts during Payday 2's first anniversary, the Fall of 2014. Players had to attain certain community goals to get new things to play with during their first annual Crimefest event, and the last two prizes were secret. They wound up being John Wick as a playable character, and the trailer for a new game Overkill was working on, based in the world of The Walking Dead comics. The premise was simple: it was set in the same part of the world as Payday 2, Washington DC, and would involve players trying to keep themselves and their camp alive during the zombie apocalypse made popular in Robert Kirkman's graphic novels and the AMC TV show. Given the fact that Payday 2 had proven to be a tremendous cultural hit around this time, getting the likes of Giancarlo Esposito and making cameos in the Wick movies at the height of their popularity, and given how at the moment it is very possible to argue that Payday 2 might have sold more copies than Super Mario Brothers 3, it would seem that OTWD was in good hands.
The problem, though, was their CEO. Bo Andersson used pressure he conjured up in Varvtre AB, a holdings company he was on the board of directors for, to become the CEO of Starbreeze when they acquired Overkill Software, the makers of Payday: The Heist and Payday 2. This also moved Bo from a role within the games industry alongside his brother to being his brother's superior and putting him in a firmly business role. This was good for Bo, because it would allow him to scrape capital from Overkill on their pursuit into superstardom to fund his own dream project: Storm.
Storm was a concept that Bo had been working on since 2008, the idea of bringing virtual reality back from being a curious novelty we played with in the 1990s into a mainstream competitive eSport. Players would wear tactical vests with computers built into them and a 5K resolution HMD that Acer would develop with the aid of Starbreeze in a massive bespoke arena, and using a combination of LIDAR scanning, realtime texture mapping, and the Valhalla game engine Starbreeze paid $8 million for, their physical arena would turn into a sci-fi deathmatch where players would cooperate to eliminate the enemy team and seek victory.
Bo Andersson was paying tens of millions of dollars to invent Laser Tag.
But how does this tie into The Walking Dead? Well, as a proof of concept, the work that Overkill had done in their in-house game engine, Diesel 2.0, would be ported into Valhalla to bring Overkill's The Walking Dead to life. Overkill's employees had long complained that Diesel could not compete visually, and even incorporating proper normal maps and bumping up the texture quality could not shake the appearance of a Source Engine or early Unreal 3 title. Despite releasing in 2013 and with the game now moving into 2016, onto the 8th generation of consoles, Payday 2 was not a looker and Overkill's The Walking Dead faced the same fate.
The problem, though, is that Bo Andersson bought the Valhalla Engine, which was being designed for VR first and foremost, much too early. The engine was literally incomplete, and the programmers had to write tools for the engine before they could write any code for the game itself. After nearly a year of work, they did bring Valhalla into a usable state, and used its VR prowess to power Payday 2's VR version. Bo also proposed a VR demo of Overkill's The Walking Dead to be hosted in Dubai, at VR Park (now titled PlayDXB), to demonstrate the game, the headset, and the VR technology to Middle Eastern investors who could free Bo from the shackles of Scandinavian game development and make him the worldwide name in VR. This delayed their actual non-VR Walking Dead game, which had serious funding from Skybound Entertainment and Robert Kirkman, past its intended 2016 street date. The game was nowhere near finished as Overkill staff were pulled back and forth to so many different projects within the studio. They received an extension to their deadline, Fall 2017, and work continued on the Valhalla Engine and the VR demo.
Fast forward another year. Starbreeze puts out Raid: World War II, a Diesel 2.0 title in which four players steal from the Nazis in almost exactly same manner as in Payday 2, starring John Cleese as the handler for the crew, and some trailers commissioned for their Walking Dead game using virtually zero actual in-game assets, and Skybound makes them an ultimatum: if the game is not out by November 2018, then they lose the rights to the license. They have wasted the rights holder's time and money for too long, and the project is dragging its heels with a CEO seeing it as a low priority to get their contractually-obligated co-op FPS for PCs and consoles out versus his ambitions of filling an entire space in Dubai with his name, his brand. Overkill developers, who had been clamoring for years to use an actual engine that makes sense for FPSes, finally get their wish, and Bo Andersson invests in commercial licenses for Unreal Engine 4. The problem now, though, is that the staff have a year to make the game in Unreal, with the caveat that they have zero experience in the engine. If they had made this move two years ago, they'd have the time to commit to learning the ins and outs, but they don't.
Overkill goes into crunch, with staff sleeping in the offices and working 100-hour weeks to learn Unreal and take what the documentation and tutorials offer them and implement it into their Walking Dead title, reverse-engineering the concepts they had implemented into the Diesel and Valhalla versions of the game and dropping them into Unreal. Bo Andersson, all the while, is going on vacations and not coming in on the regular, spending his time playing zombie games for inspiration and coming to the staff with his own ideas for the game based on them. Glory Kills, Special Infected, robust base maintenance mechanics and the ability to command teams of non-player survivors on missions all wound up in the game with little actual regard for how these pieces fit together. By the time that he realized he should be more actively hands-on, he only had a scant few months to spend with the staff at the final mad dash to make a playable product. The game was playable at E3, with two demo levels, and one of them playtested so poorly that the staff had to pull it from the rotation, but when Bo heard this feedback he would not tell his staff. He told them the game was testing great at E3, that people loved it.
Overkill's The Walking Dead released on the 7th of November, 2018, a week after Payday 2 ended support by letting players kill fallen angels and solve a giant puzzle wheel about the in-game lore in order to turn Bain, the player's main contact, into the US President via a body-swapping artifact used by the ancient kings of Kataru, who were gifted immortality at the same time common man was gifted the knowledge of good and evil at the Garden of Eden. While the clown-themed robbery game ended on a confusing note, Overkill's The Walking Dead was getting started to a whole heap of roughness. The game's combat was frustrating, with hordes of walkers that had to be put down one clumsy charged melee swing at a time and human enemies who fired off AKMs and MP5s with reckless abandon. Their noise would draw hordes, which would need to be contended with via your own noise, as dealing with a few dozen enemies with melee combat was awkward and difficult.
Being grappled by a zombie cost a health bar and a half in a game where your starting character had on average four healthbars to their name, and the underlying gameplay, despite being completely linear missions in level and objective design, were just Payday heists at the end of the day. Hell or High Water involved you raiding a camp owned by The Family, an antagonistic gang your camp is at war with, and stealing their supplies. In turn, they arrive at your camp and you kill five waves of them in Worse Than Walkers, in a move no different than Payday 2's Safe House Raid mission, with no zombies in sight. The camp-building mechanics, which were tied to player level and their ability to tend to the needs of their workers, were a confusing mess of UI elements that did not mesh together, and all weapons were earned in a gachapon-style case system and would degrade over time, requiring the player unjam them, fix them with the supplies they need to keep camp morale up, or watch them fall into disrepair. There was also no tutorial mission, with the game opening with The First Shot, the E3 demo mission that tested so poorly they stopped running it.
Overkill's The Walking Dead performed poorly, both critically and commercially, and Starbreeze went right into damage control. The game's high price tag to low gameplay ratio was combatted with a $30 version that required paying for the missions $60 players got for free. Season 2 went into production very quickly, with fixes to the base game, new weapons, and new survivors being promised within the coming months. Unfortunately, this was too little, too late, as Skybound issued a cease and desist to their business partner after just three months of sale, and by February 2019, Overkill's The Walking Dead was just as much a corpse as the undead shamblers present in the video games.
Perhaps what sealed the fate of the game wasn't its overall quality, as The Walking Dead is home to a large number of subpar games, but its tone and gameplay. Overkill's The Walking Dead is a very staunchly libertarian take on the franchise, pitting the player with the idea that they are to be a colonizing force, destroying an antagonistic camp and treating the other people just trying to survive as cannon fodder not unlike if they were just walkers with guns. This is no surprise given another face at Overkill, executive producer Almir Listo, having a robust fascination with libertarianism and the cult of personality that surrounded fringe Right-wing groups. Almir himself is not a conservative, but he has proven time and time again that he thinks the way Donald Trump talks is funny and has an interest in American conservative viewpoints and conspiracies as an outsider looking in, likely not helped by an unnamed comics writer taking over Payday 2 in its final year to turn the game about robbing banks into one with an ancient conspiracy and Nephilim to mow down with your MG42 or M16.
The Walking Dead is a story about its people and how they're shaped by the conflict, by the apocalypse that surrounds them, and while Kirkman expressed early interest in the sound-based horde gameplay encouraging quiet takedowns and swift, accurate gunplay, it is very possible that the idea of not just a bad Walking Dead game, but a bad Walking Dead game from a popular studio that fundamentally misunderstands the world of The Walking Dead and needs to fall back on generic bandits and raiders to fill its spaces a la Bethesda's open world titles was a bad look. We'll never know for certain, though, as the game has been pulled from sale for ages.
But this brings us to sometime last week. September 21st marked the launch of Starbreeze Studios' (formerly Overkill Software's) Payday 3. The game features a lot of the stuff they had worked on for The Walking Dead (weapon models, a rework to the Shield enemy, armor working exactly like health in OTWD) but also a ton of its own ideas, and in general the gameplay is very solid. The issue, though, is the progression and a number of bugs that hamper the experience, alongside requiring a Starbreeze Nebula account and online connection to play, with no offline mode to speak of, which caused problems when the servers for the game were down for its first three days after launch. Starbreeze promised a patch was coming shortly thereafter, but on October 21st, a month after the game released, someone with ties to Starbreeze, fed up with the Starbreeze Nebula account requirement and persistent Internet connection to play a game with obvious issues and no Patch 1 release date in sight, released the final build of Overkill's The Walking Dead. This featured a proper tutorial, made the original The First Shot into an optional random encounter a player could take on for additional resources, a slew of new weapons, a wandering trader who could sell you blueprints to the DLC's guns, and the rest of Season 2's missions. The leaked build is not playable online but is DRM-free, running just fine completely offline and preserving the game for future generations to point and laugh at, albeit without any help to ease the difficulty for a game that expected four human players at a time.
Perhaps the weirdest part of the leak is that it brought out a handful of fans from the woodwork who view Overkill's The Walking Dead as an underrated gem buried before it could truly shine, individuals who feel the game could be one of the studio's best with enough polish, and as a result Robert Kirkman has been once again inundated with people asking about the now five year-old game, hoping to give it another chance. I, personally, feel that the clumsy pacing, questionable storyline bearing little similarities to the graphic novels it's based on, and the over-reliance on generic bandits voiced by Payday regulars Josh Lenn and Joseph Balderrama prevent the game from being anything but a really weird footnote in a company's confusing, convoluted history.
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oh man finally gotten to bed after packing hell so IT'S TIME FOR OPAL
opal. is my most MOST dnd pc. by a massive margin. my god. i love them to bits, but they are so much in every possible direction at all times
to summarize them in one quick phrase, you can think of opal as a barbie sephiroth powerpuff girl winter soldier. none of these words belong in one phrase together, yet we've gotten it there anyway!!!!
under the cut bc i expect this to get quite long 😂
god, where do i even start with opal. imagine the platonic ideal of a manic pixie dream girl, add in a touch of airheadedness, then give the entire creation the attention span of a magpie on crack.
that's what opal is like.
opal is also the clone of the princess of the enemy country to the country the party is currently traveling through.
BUT WAIT, THERE'S MORE!!!
opal is a top secret government project created as a gift to the royals of that country, a tribute to wizard hubris, and a proof of concept for a devastating military weapon that will win this country the war.
because opal isn't just a clone of the princess (her name is vasya). opal is a marble statue of the princess, carved into shape, then engraved with the magical principles and equations to bring that statue to life. opal wasn't just made to be a genetic clone of vasya. opal was made to be vasya. a complete clone, down to the skills and memories of the original vasya.
imagine, if you will, an army. there are people in it. and people die. people have families they'll never return to, loved ones who'll miss them, and, quite frankly, they're pretty freaking expensive to keep as functional soldiers!
now, i must copy paste the description block for the spell True Polymorph.
"Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent."
imagine, if you will. a quick, easy, and cheap way to mass produce True Polymorph, without the need for a high leveled wizard to cast a level 9 spell every time. all you need are a handful of pebbles, and boom, you have sentient, sapient, competent soldiers.
this is what opal was a proof of concept for.
SO, to summarize so far:
peppy, sunny attitude! that's the barbie part
devastating military superweapon person: sephiroth
entirely artificial being, yet extremely cheerful about it: powerpuff girl
devastating SECRET military superweapon. is also from a russian empire-inspired fantasy country: winter soldier
also we named opal's creator after rasputin. yeah, that rasputin. yeah, like ra ra, russia's greatest love machine? yeah, we thought it'd be funny. her name is grigori and she has a lot of problems (opal is the cause of most of them 😊)
anyways, so opal gets created, and is, for all intents and purposes, a carbon copy of vasya. but as a prototype for this weapon, there are still some kinks to work out, one of being that, to maintain the same memories and whatnot as vasya, they need to essentially get regular software updates. but otherwise, perfect vasya clone!
except grigori starts noticing little discrepancies. little anomalies. the clone isn't a perfect vasya clone. the clone is developing a nascent personality—a nascent personality that keeps getting overwritten with every download.
the clone isn't a hollow clone.
the clone is alive.
"my god," grigori says, horrified, "what have i done? i have created life; not in the mundane, mortal way. i once posited myself on par with the gods, and now i have created life, just like they do.
"...i am so fucked."
and so, with that religious and moral crisis in her pocket, grigori decides to steal the clone and scram.
it's time to be fugitives!!!!!
grigori is a genius, if, at this point, a genius with extreme anxiety. and so, grigori has several contingencies ready, on the off chance she needs to bail. the one she goes with now is a classic wizard tower, hidden from prying eyes by magic and a beautiful grotto where no one goes. think tangled, the tower in the grotto that rapunzel lived for most of her life
and during this entire fugitive road trip, without regular downloads from the og vasya herself, the clone's vasya memories start to fade, but their new mannerisms start to stick. and now we have opal, who could not be more different from vasya in demeanour if they fuckin tried
also now, after much work on grigori's part, opal has been true polymorphed (even more) to look like someone entirely different! vasya is a magenta-y purple-y tiefling with tall horns, whereas opal is now a lanky purple drow around the height of vasya's horns. they got to customize their Look heavily (perks of having a high level wizard who can cast ninth level spells regularly).
oh also, chronologically, opal is only 6 years old 😊 when they were 'born,' they were created as the then-teenaged vasya, and while the memories of being vasya has mostly faded (not everything), the rough mental age and whatnot remained the same, so technically opal is like 22? but chronologically 6, so you bet your ass i'm so ready for the day i get to drop that bombshell 😂
OH YEAH and most recently, much to grigori's distress, opal has broken out of the secret wizard tower to go explore the world. it'll be fine grigori i'll be so careful!!!!!!!!!!
(they were not, in fact, careful)
mechanics-wise, opal is an echo knight, and while i'm not yet privy to all the deets (there are discoveries to discover and i can't wait :3) their echoes are like, something something potential versions of opal? mechanically, this just means that every time i summon an echo, i roll on a random table to see what form the echo takes, with some dnd species having higher probabilities to show up. and yes, if i roll tiefling, i then roll a d4 to see if vasya herself shows up. EXTREMELY NERVEWRACKING AND WONDERFUL!!!
also the first time i described how opal looked to the entire party, and that they were wearing a long, black coat with silver buckles all up the front, everyone was like "..............hey olive? is this sephiroth?"
and that was the first time i realized that opal dresses like pirate sephiroth. they even have a scarlet macaw familiar. shoulda named it genesis, methinks. (her name is actually ariadnoula)
GOD WHAT ELSE THERE'S ALREADY SO MUCH
opal is so freaking much i love them. last session they gave the other pc (vae) a minor religious crisis by asking too many questions about the logistics behind death rites. they tried to ambush-slam a flower crown on vae's head and ate shit when he dodged. they impulse-held a woman's hands as she went nuclear and died because they didn't want her to die alone and afraid. one of their life dreams is to swing on a chandelier.
oh also opal may have just started ww2. maybe.
#minty don't look#opal alesya#ocposting#WW2 CONTEXT: we found classified government documents last last session that described the current country we're in breaking treaty#with the country opal's from#SECRETLY breaking treaty because the treaty is essentially about a ceasefire btwn the two countries#but now this country is doing military stuff in places there's not supposed to be military stuff#and as soon as my dm described all of this it was like kill bill sirens started playing in opal's head#and i went to my dm and went. hey. so. i'm sending those documents to my country.#i'm sending them straight to the top.#i'm sending them to vasya.#SO WE'LL SEE HOW THAT GOES!!!!!!!!!!#i also sent her a postcard. opal is and always will be a Little Bit Weird 😂
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Effective Strategies for Handling Malware
Malware history is long due to its volume and variety. Instead, here are some notorious malware moments.
1966: Malware theory
Mathematician and Manhattan Project contributor John von Neumann developed the idea of a program that could replicate and propagate throughout a system when the first modern computers were produced. Posthumously published in 1966, Theory of Self-Reproducing Automata is the theoretical foundation for computer viruses.
1971: Crawler
Within five years of John von Neumann’s theoretical work, Bob Thomas produced Creeper, an experimental software that moved between ARPANET computers, a predecessor to the Internet. His colleague Ray Tomlinson, the email inventor, adapted the Creeper program to copy itself between computers. Thus began the first computer worm.
Although Creeper is the first known worm, it is not malware. As a proof of concept, Creeper only displayed the whimsical message: “I’M THE CREEPER : CATCH ME IF YOU CAN.” The following year, Tomlinson created Reaper, the first antivirus software designed to delete Creeper by moving across the ARPANET.
Elk Cloner virus, 1982
Rich Skrenta created the Elk Cloner program at 15 as a prank. Skranta was known to change games and other software shared in his high school’s computer club, so many members refused to take disks from the prankster.
Skranta created the first Apple computer virus to change disk software he couldn’t access. Elk Cloner, a boot sector virus, infected Apple DOS 3.3 and copied itself to the computer’s memory from an infected floppy drive. Elk Cloner would transfer itself to an uninfected disk used later in the machine and spread to majority of Skranta’s friends. Elk Cloner could accidentally erase floppy disks while malignant. The beautiful message read:
ELK CLONER:
THE PROGRAM WITH A PERSONALITY
IT WILL GET ON ALL YOUR DISKS
IT WILL INFILTRATE YOUR CHIPS
YES IT’S CLONER!
IT WILL STICK TO YOU LIKE GLUE
IT WILL MODIFY RAM TOO
SEND IN THE CLONER!
1986 Brain virus
On the ARPANET, the Creeper worm could propagate across computers, although most malware was spread via floppy disks like Elk Cloner before the Internet. Elk Cloner affected one little computer club, but the Brain infection spread globally.
Brain, the first IBM Personal Computer virus, was created by Pakistani medical software distributors and brothers Amjad and Basit Farooq Alvi to prevent copyright theft. To prevent software copying, the virus was designed. Brain would tell pirates to phone the brothers for the vaccination when installed. Underestimating how extensive their piracy problem was, the Alvis received their first call from the US and many more from throughout the world.
1988: Morris Worm
Another malware forerunner, the Morris worm, was constructed as a proof-of-concept. The worm was more effective than MIT student Robert Morris expected, unfortunately. Internet access was limited to 60,000 machines, largely in colleges and the military. The worm, designed to exploit a Unix backdoor and stay secret, quickly copied itself and infected 10% of networked machines.
Because the worm transferred itself to other computers and frequently on infected machines, it unwittingly ate up RAM and froze many PCs. Some estimates put the damages in the millions as the first widespread internet strike. Robert Morris was the first US cybercriminal convicted of cyber fraud.
1999: Melissa worm
Melissa proved how rapidly malware can spread via email a decade later, infecting an estimated one million email accounts and at least 100,000 office machines. The fastest-spreading worm of its time, it overloaded Microsoft Outlook and Exchange email servers, slowing more than 300 corporations and government agencies, including Microsoft, the Pentagon’s Computer Emergency Response Team, and 250 others.
2000: ILOVEYOU virus
When 24-year-old Philippines resident Onel de Guzman couldn’t afford dialup internet, he created ILOVEYOU, the first significant piece of malware, to collect passwords. The attack is early social engineering and phishing. De Guzman exploited psychology to exploit curiosity and trick individuals into downloading love letter-like email attachments. De Guzman remarked, “I figured out that many people want a boyfriend, they want each other, they want love.
Aside from stealing passwords, the worm erased information, cost millions in damages, and briefly shut down the UK Parliament’s computer system. De Guzman was detained but acquitted since he had not breached any local laws.
2004: Mydoomworm
Email helped the Mydoom malware self-replicate and infect computers worldwide, like ILOVEYOU. Upon infection, Mydoom would commandeer a victim’s machine to send new copies. Mydoom spam once made up 25% of all emails sent worldwide, a record that’s never been broken, and caused $35 billion in losses. It remains the most financially devastating malware, adjusted for inflation.
Mydoom uses compromised machines to establish a botnet and launch DDoS assaults in addition to hijacking email programs to infect as many systems as possible. The cybercriminals behind Mydoom have never been captured or identified, despite its impact.
2007, Zeus virus
In 2007, Zeus attacked home computers via phishing and drive-by-downloads, demonstrating the dangers of a trojan-style malware that can unleash multiple unwanted programs. In 2011, its source code and instruction manual leaked, benefiting cybersecurity experts and hackers.
2013, CryptoLocker ransomware
CryptoLocker, one of the earliest ransomware attacks, spread quickly and used sophisticated asymmetric encryption. CryptoLocker from Zeus-infected botnets systematically encrypts PC data. If the infected PC is a library or office client, shared resources are targeted first.
The authors of CryptoLocker demanded two bitcoins, worth $715 USD, to decrypt these materials. Fortunately, in 2014, the Department of Justice and international agencies took control of the botnet and decrypted hostage data for free. Unfortunately, basic phishing tactics spread CyrptoLocker, a persistent danger.
Emotet trojan 2014
The Emotet trojan, termed the “king of malware” by Arne Schoenbohm, head of the German Office for Information Security, is a polymorphic spyware that is difficult to eradicate. Polymorphic malware creates a harmful variation by subtly modifying its code each time it reproduces. Polymorphic trojans are harder to detect and block, making them more harmful.
The Zeus trojan and Emotet are modular programs that spread additional malware through phishing campaigns.
Mirai botnet (2016)
Malware evolves with computers, from desktops to laptops, mobile devices, and networked devices. Smart IoT gadgets introduce new vulnerabilities. College student Paras Jha created the Mirai botnet, which infected many IoT-enabled CCTV cameras with inadequate protection.
The Mirai botnet, meant to assault gaming servers for DoS attacks, proved more powerful than Jha expected. It targeted a major DNS provider and shut out large parts of the eastern US from the internet for nearly a day.
2017: Cyberspionage
Malware had been used in cyber warfare for years, but 2017 was a banner year for state-sponsored assaults and virtual espionage, starting with Petya. Phishing disseminated Petya ransomware, which was deadly but not infectious until it was transformed into the NotPetya wiper worm, which destroyed user data even if ransom was paid. The WannaCry ransomware infection hit several high-profile European targets that year, including Britain’s National Health Service.
NotPetya may have been modified by Russian intelligence to strike Ukraine, and WannaCry may be linked to North Korean adversaries. What links these malware attacks? The National Security Agency discovered Eternalblue, a Microsoft Windows exploit, which enabled both. Microsoft found and fixed the weakness, but they chastised the NSA for not reporting it before hackers exploited it.
Ransomware-as-a-Service 2019
Ransomware malware has grown and declined in recent years. Though ransomware attacks are declining, hackers are targeting more high-profile targets and wreaking more harm. Recently, Ransomware-as-a-Service has become a worrying trend. RaaS may be purchased on dark web marketplaces and allows skilled hackers to launch ransomware attacks for a price. Previous virus attacks needed extensive technical skill, but RaaS mercenary groups empower anyone with evil will and money.
Emergency in 2021
In 2019, hackers broke into security staffing agency Allied Universal and threatened to leak their data online in the first high-profile double-extortion ransomware attack. Due to this extra layer, Allied Universal would still suffer a data breach even if they could decode their information. This incident was notable, but the 2021 Colonial Pipeline attack was more severe. The Colonial Pipeline supplied 45% of eastern US gasoline and jet fuel. The multi-day attack affected the east coast’s public and private sectors and caused President Biden to proclaim a state of emergency.
National emergency, 2022
Though ransomware attacks may be reducing, highly targeted and efficient operations remain a scary menace. Ransomware attacks in 2022 crippled the ministry of finance and civilian import/export firms in Costa Rica. Following an attack, the healthcare system went offline, affecting potentially every citizen. Costa Rica declared the first national state of emergency after a cyberattack.
Read more on Govindhtech.com
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Best AI Training in Electronic City, Bangalore – Become an AI Expert & Launch a Future-Proof Career!
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✅ Certified Trainers with extensive industry experience ✅ Fully Equipped Labs and hands-on real-time training ✅ Custom Learning Paths to suit your individual career goals ✅ Career Services like resume preparation and mock interviews ✅ AI Training Placement in Electronic City, Bangalore with 100% placement support ✅ Flexible Learning Modes including both classroom and online options
We focus on real skills that employers look for, ensuring you're not just trained—but job-ready.
🎯 Secure Your Future with the Leading AI Training Institute in Electronic City, Bangalore
The demand for skilled AI professionals is growing rapidly. By enrolling in our AI Certification Course in Electronic City, Bangalore, you gain the tools, confidence, and guidance needed to thrive in this cutting-edge field. From foundational concepts to advanced applications, our program prepares you for high-demand roles in AI, Machine Learning, and Data Science.
At eMexo Technologies, our mission is to help you succeed—not just in training but in your career.
📞 Call or WhatsApp: +91-9513216462 📧 Email: [email protected] 🌐 Website: https://www.emexotechnologies.com/courses/artificial-intelligence-certification-training-course/
Seats are limited – Enroll now in the most trusted AI Training Institute in Electronic City, Bangalore and take the first step toward a successful AI career.
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