Do you know how to best represent the number of subscribers of a website over time?Read More »Data Visualisation: the Good, the Bad and the Ugly (1)
A series about some pitfalls of data visualisationRead More »Data Visualisation: the Good, the Bad and the Ugly (0)
Last April, the great abstract painter Cali Rezo did an exhibit in Paris during two weeks. The whole event was hosted by the Paul Stewart Gallery and it showed numerous paintings, sketchbooks and collages. At the end of the two-weeks exhibition, she organized a live painting where she realized three unique pieces in front of the audience.
Although I’m not much of a physicist, I am always fascinated with how simple laws, such as Newton’s, can create beautiful and complex movements. I tried to illustrate this by working out little simulations of basic physical models: particles elastic collision, free fall and pendulum evolution.
This semester, in the course of my High Performance Computing class, I applied basic notions of parallelization and distributed computing to common problems. For example, I studied how parallelizing the modelization of the shallow water equations can save you a lot of time!
This year, during my engineering formation, I participated in a great project: the development of a web application for EEG analysis. We worked with an innovative start-up specialized in neurofeedback, Mensia Technologies, who asked us to create the first prototype of the NeuroBrowse project.
Among other things, while working on the NeuroBrowse project with the start-up Mensia Technologies, we were asked to use machine learning to provide an automatic detection of anomalies in EEG recordings.
What happens when your teachers decide it’s a good idea to have you program something on a red-hot issue, such as complicated financial dark affairs like the infamous Paradise Papers?
It’s always fascinating to be given a new box full of LEGO bricks you never knew about and you discover can build these great machineries you’ve been working with for years, right? Well, I had the same feeling when I was introduced to compilation…Read More »Mico/Milang, a basic compiler
As their name implies, algorithmics deal with building, studying and optimizing algorithms (by reducing execution time or used memory for example). While the field comprises several grand directions such as algorithm design, complexity theory and analysis, all of these are closely related to each other which makes it kind of hard to treat ‘the science of algorithms’ as a whole.
Can we send a game into the Matrix and ‘re-virtualize’ it? Would it change its nature, its rules and its objectives, or could new technologies bring a freshness to some overused gameplays?