An Fheirm (The Farm)

sonraí atá ag fás don lá atá inniu ann agus don lá amárach. growing data for today and tomorrow. dearadh gréasáin, cláir feidhmchláir, eolaíocht sonraí, foghlaim meaisín. UI/UX design, application programming, data science, machine learning

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Apps

O-Line is a data analytics app that ranks NFL Football Offensive Lineman, using Data Science to model NFL Players performance.

Coming Soon: Céillí (Together) an app that allows algorithmic commodity trading using Sveltekit Framework.

See Portfolio for more projects.

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Seirbhísí (Services)

Full-Stack engineering from User Interfaces to the algorithms of complex systems. This farm produces backend, data driven applications using Data Science and serves up for the consumer of these services in the UI based in Javascript, HTML5 and CSS3 on the Front-end, Python, Ruby, PHP, Pgsql, Mysql on the Back-end. Sveltekit shop.

Arduino Microcontroller Programming with C++

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Eolas (About)

ó Silicon Valley go Cuan na Gaillimhe, go dtí an Úcráin agus níos faide i gcéin, nomad digiteach, Tuilleadh eolais síos an leathanach. From Silicon Valley to Galway Bay, to Ukraine and beyond, Digital Nomad. More info below.

Is Feirmeoir Sonraí Mé

Meet the designer, software engineer and data scientist.

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Mícheál Seosamh Mac Ciaráin

UI/UX Designer, Data Scientist, Software Engineer

I started as a Graphic Designer in the mid-90s, then learned HTML and CSS, then Javascript, then programming languages such as PHP, Python, Java, Ruby. I worked for many startups in the San Francisco Bay Area and in Seattle during the early boom years of the Internet. I now focus on Data Science and Full Stack Development as well as mobile application development for Android devices. Contact Info

I have several books that I have written.

Play AI: Machine Learning in Video Games

  • 1. Overview of Machine Learning
  •        Introduction to ML
           Working with Pandas Dataframes
           Using a GPU in Machine Learning
           Linearity
           3 Types of Machine Learning
           Cautionary Tales of Statistical Methods
  • 2. Ai in Video Game Design
  • 3. AI Decision Making in Games
  • 4. AI and Human Interactions in Games
  • 5. Case Study: Diplomacy AI in Total War
  • 6. Simulations and Real Time Strategy Games
  • 7. AI vs Machines
  • 8. Bibliography

  • Battlespace of Mind: AI, Cybernetics and Information Warfare

    Click on Book Cover for Free Pdf download of book

    TABLE OF CONTENTS
  • Chapter 1 - Post WWI Information Warfare Technology and the Black Reichswehr
  • Chapter 2: Information Warfare: Information Operations, Psychological Operations, Narrative Networks, Brain-Computer-Interfaces, Neocortical Warfare
  • Chapter 3: Neuroweapons: 1919-1945 (Soviet Union and Nazi Germany)
  • Chapter 4: Lessons from an American Weapons Designer (Dr. John Norseen) AI and Weaponization: Lethal Autonomous Weapons System (LAWS), AI in Mass Surveillance, AI and Neuroweapons, Narrative AI
  • Chapter 5: AI, Cybernetics, Automated Control and Reflexive Management Cybernetic Reflexive Control: Soviet and UKUSA efforts at control of systems both mechanical and biological
  • Chapter 6: Physics of Neuroweapons: Gravitational Waves and Remote Sensing
  • Chapter 7: Radar and Neuroweapons The use of Radar in Neuroweapons applications is discussed, as well as radar holography and the human eye as a fractal antenna.
  • Chapter 8: Quantum Consciousness: Quantum Shift Keying, Objective Reduction of Wave, Microtubules, History of Development in Neuroweapons
  • Chapter 9: Counter-Measures using the Ahronov-Bohm Effect Are Changing Angular Velocity Magnetic Fields a Countermeasure to Non-Local Pulsed Attacks?
  • Chapter 10: Hypnosis and Warfare: Studies Brain Physiology and use of Weaponized Hypnosis in Espionage
  • Chapter 11: UKUSA Deception Management and Cybernetics: Effects, Memes and Terrorists

  • Appendices:
  • Appendix A: Timeline General Timeline of the Subjects covered in this book
  • Appendix B: Timeline of Wiemar Republic historical account of the Weimar era of Germany
  • Appendix C: Case Study of Targeted Individuals Case study of internet user group dedicated to people claiming to be targeted by neuroweapons, popularly known as "Targeted Individuals"
  • Appendix D: Play AI: Machine Learning in Video Games [free book]

    • a. AI, includes topics on Linear Regression, Problems of Statistical Methods, Machine Bias and Algorithmic Complexity
    • b. Serious Games (Simulations), Game AI and Military Intelligence. Covers Reflexive Rewards and Gaming, AI in Simulation Design, the Game World, Agents, Elements of an AI Game, Kinematics in Simulated Worlds.
    • c. Decision Making, covers the use of AI in making decisions in simulations with Behavior Trees and Goal Oriented Action Planning (GOAP).
    • d. Dialogue and Chatbots in AI Agents
    • e. Emotions in Simulations, the use of emotions in Agents, focusing on the Russian Researcher Tarashenko PAD model.
    • f. Diplomacy
    • g. Real Time Strategy Simulations including the use of Neuroevolution- when computers write their own game programs.

  • Appendix E: Timeline on Development of Computation Timeline on how computation technology developed
  •