This document outlines the basic hardware and software requirements for integrating information technology into e-TESOL (teaching English to speakers of other languages). The key hardware requirements include multimedia PCs or notebooks with access to networks to present integrated text, graphics, sound, video and animation. Basic additional peripherals like speakers, microphones, headsets and webcams are also needed. Important software requirements comprise operating systems, web browsers, search engines, email programs, e-book viewers, instant messaging systems, audio/video players, recorders, and website creation/management tools.
This document discusses the hardware and software requirements for integrating information technology into e-TESOL. It lists the basic hardware requirements as multimedia PCs or notebooks with access to networks to present text, graphics, sound, video, and animation in an integrated way. It also provides details on specific hardware peripherals that are useful for language learning like speakers, microphones, headsets, and webcams. Additionally, it outlines several software requirements such as operating systems, web browsers, search engines, email programs, e-book viewers, instant messaging systems, multimedia players, word processors, presentation software, and database applications.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, audio file formats like .wav and .mp3, audio hardware and software limitations, audio sampling concepts, and MIDI instruments. For each term, the student provided a short internet definition along with how the term relates to their own production work using a sound design program for a games design course.
The document is a glossary created by Robert Hillard-Linney for a unit on sound design and production. It contains definitions for over 20 key terms related to sound design methodology, file formats, audio limitations, audio recording systems, audio sampling, and MIDI instruments. Each definition includes a short researched definition from an online source and Robert's description of how the term relates to his own production practice.
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions from online sources for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware limitations, recording systems, MIDI, sampling, and more. For each term, it also describes the relevance to the author's own production practice, such as how sound libraries are used to store sound effects for use in projects.
The document defines and describes various terms related to sound design for computer games. It provides short definitions for terms like Foley artistry, sound libraries, uncompressed and lossy file formats like WAV and MP3. It also discusses audio hardware components like sound processor units, digital signal processors and limitations like random access memory. Methods of audio playback and recording are covered, such as mono, stereo, surround sound, and analogue recording. The student explains the relevance of each term to their own production work for the games design course and unit.
Nathan Mather has produced a glossary of terms related to sound design and production. The glossary contains definitions for terms such as foley artistry, sound libraries, uncompressed audio files, .wav files, .aiff files, .au files, .smp files, lossy compression, .mp3 files, sound processor units, digital sound processors, random access memory, mono audio, stereo audio, and surround sound. For each term, Nathan provides a short definition from an online source as well as his own experience with how the term relates to his production practice.
This document provides definitions for key terms related to sound design and production. It includes a glossary with over 20 terms defined, each with a short definition and URL for reference. Examples of defined terms include Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations like sound cards, digital audio techniques like PCM, audio recording systems such as analog and digital, MIDI, software sequencers, and concepts of audio sampling like bit-depth and sample rate. For many terms, the document also provides a brief description of how the term relates to the author's own production practice.
The document is a glossary assignment for a games design course requiring the student to research terms related to sound design and production. It includes definitions for over 20 terms sourced from online references. For each term, the student provides a short definition and URL source, and describes how the term relates to their own production practice, such as using uncompressed audio formats, lossy compression to reduce file sizes, and mono/stereo audio.
This document discusses the hardware and software requirements for integrating information technology into e-TESOL. It lists the basic hardware requirements as multimedia PCs or notebooks with access to networks to present text, graphics, sound, video, and animation in an integrated way. It also provides details on specific hardware peripherals that are useful for language learning like speakers, microphones, headsets, and webcams. Additionally, it outlines several software requirements such as operating systems, web browsers, search engines, email programs, e-book viewers, instant messaging systems, multimedia players, word processors, presentation software, and database applications.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, audio file formats like .wav and .mp3, audio hardware and software limitations, audio sampling concepts, and MIDI instruments. For each term, the student provided a short internet definition along with how the term relates to their own production work using a sound design program for a games design course.
The document is a glossary created by Robert Hillard-Linney for a unit on sound design and production. It contains definitions for over 20 key terms related to sound design methodology, file formats, audio limitations, audio recording systems, audio sampling, and MIDI instruments. Each definition includes a short researched definition from an online source and Robert's description of how the term relates to his own production practice.
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions from online sources for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, compression types, audio hardware limitations, recording systems, MIDI, sampling, and more. For each term, it also describes the relevance to the author's own production practice, such as how sound libraries are used to store sound effects for use in projects.
The document defines and describes various terms related to sound design for computer games. It provides short definitions for terms like Foley artistry, sound libraries, uncompressed and lossy file formats like WAV and MP3. It also discusses audio hardware components like sound processor units, digital signal processors and limitations like random access memory. Methods of audio playback and recording are covered, such as mono, stereo, surround sound, and analogue recording. The student explains the relevance of each term to their own production work for the games design course and unit.
Nathan Mather has produced a glossary of terms related to sound design and production. The glossary contains definitions for terms such as foley artistry, sound libraries, uncompressed audio files, .wav files, .aiff files, .au files, .smp files, lossy compression, .mp3 files, sound processor units, digital sound processors, random access memory, mono audio, stereo audio, and surround sound. For each term, Nathan provides a short definition from an online source as well as his own experience with how the term relates to his production practice.
This document provides definitions for key terms related to sound design and production. It includes a glossary with over 20 terms defined, each with a short definition and URL for reference. Examples of defined terms include Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations like sound cards, digital audio techniques like PCM, audio recording systems such as analog and digital, MIDI, software sequencers, and concepts of audio sampling like bit-depth and sample rate. For many terms, the document also provides a brief description of how the term relates to the author's own production practice.
The document is a glossary assignment for a games design course requiring the student to research terms related to sound design and production. It includes definitions for over 20 terms sourced from online references. For each term, the student provides a short definition and URL source, and describes how the term relates to their own production practice, such as using uncompressed audio formats, lossy compression to reduce file sizes, and mono/stereo audio.
This document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations regarding mono/stereo sound, audio recording systems, MIDI, software sequencers, and considerations for audio sampling like bit-depth and sample rate. Each term's definition includes a short description and a citation of the source. Accompanying each definition is a brief explanation from the student of how the term relates to their own production work.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms, sourced from online references. For each term, the student also provides a brief explanation of how the term relates to their own production practice. The glossary covers areas such as sound file formats, audio limitations, recording systems, sampling and more.
This document contains a glossary of terms related to sound design and production. It defines terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving sound processor units and digital sound processors, audio recording systems, audio sampling concepts, and how they relate to the student's own production practice of manipulating sounds to create new sounds. The student researched definitions for each term and explained how some of the concepts, like using MIDI keyboards and sound sequencers, directly applied to their work, while other terms they were unfamiliar with or did not use in their projects.
This document is a glossary created by Callum Drake defining audio and sound design terms for a games design course. It contains over 20 entries with short definitions sourced from online references related to methods of sound design and production. For each term, Callum provides a brief explanation of how the term relates to his own production practice, such as using sample libraries to organize sound files, uncompressed video for finding online sounds to edit, and MIDI keyboards for editing or creating new sounds.
Ig2 task 1 work sheet (improved version)NeilRogero
The document provides definitions and explanations of various terms related to sound design and production for computer games. It includes a glossary with over 15 terms defined, with each definition citing a source URL. For each term, the author also provides a short description of how the term relates to their own production practice. The terms cover areas such as sound file formats, audio limitations, audio recording systems, and more. The document appears to be an assignment where the author was asked to research and define sound design terms as part of their studies.
Text-to-speech (TTS) technologies allow software to read selected text aloud. TTS software ranges from commercial products with additional features to free and open source options. Potential users are diverse, including those who have difficulty reading. Organizations using TTS have found it benefits many users according to individual needs. The document then provides examples of various free and commercial TTS software and mobile apps. It also discusses online and cloud-based TTS services that can make documents accessible on any device.
1. The document provides definitions for various terms related to sound design and production. It includes a glossary with over 20 terms defined along with the relevant URLs where the definitions were found.
2. For each term, the document asks the reader to describe the relevance of the term to their own production practice. Short descriptions are provided for most terms.
3. The glossary covers topics such as sound file formats, audio limitations, audio recording systems, audio sampling, and MIDI instruments. It provides concise yet informative definitions for technical sound and audio terms.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions of terms such as foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving sound cards and processors, recording systems such as MIDI and CDs, and concepts in audio sampling like bit depth and sample rate. For each term, the student provided a short definition from an online source as well as how the term relates to their own production practice.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving hardware like sound processor units, and audio recording systems like analog, digital discs, MIDI, and sampling concepts like bit depth and sample rate. For each term, the student provided an internet definition source and described how the term relates to their own production practice.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving sound processor units and RAM, recording techniques like analogue and digital, and sampling concepts involving bit depth and sample rate. For each term, the student provided a short definition from an online source as well as a brief description of how the term relates to their own production practice.
This document provides definitions for sound design and production terms as part of a unit on sound for computer games. It includes a glossary with over 20 terms defined, including foley artistry, sound libraries, audio file formats like .wav and .aiff, lossy compression, audio cards, mono and stereo audio, and analogue recording. For each term, the student provided a short definition from an online source as well as their own thoughts on how the term relates to their production practice.
1) The document is a glossary of terms related to sound design and production for computer games. It provides definitions for various terms gathered from online research and describes how each term relates to the author's own production practice.
2) Key terms defined and discussed include file formats like .wav and .mp3, audio hardware like sound cards and MIDI keyboards, recording techniques like sampling and bit depth, and software tools like plug-ins and sequencers.
3) The author explains which terms are relevant to their own work creating sound effects, such as using uncompressed .wav files and stereo/surround sound, and which terms do not apply to their process, like formats for CDs/DVDs.
The document provides definitions for various audio and sound design terms. It includes a glossary with over 15 terms defined, along with the relevance of each term to the author's own production practice. Some of the key terms defined include foley artistry, sound libraries, .wav and .mp3 file formats, audio limitations like mono vs stereo sound, audio recording systems such as analog and digital, MIDI, software sequencers, and concepts of audio sampling like bit depth and sample rate.
This document contains a glossary of terms related to sound design and production for computer games. It defines terms like foley artistry, sound libraries, file formats like .wav and .mp3, limitations like memory and channels, recording systems like analog and MIDI, sampling concepts like bit-depth and sample rate, and other audio technology. For each term, it provides a short definition from an online source and describes how the term relates to the author's own production practice, such as using sample libraries to organize sounds or recording in analog format for high quality.
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions for over 20 terms, sourced from websites. For each term, it also describes the relevance to the author's own production practice, such as describing file formats used for storing sounds. The glossary covers areas such as sound file formats, audio hardware, audio recording and sampling techniques, and software used for sound design.
Integrating technology into the classroomTammiRice
This document discusses integrating technology into the classroom. It covers the main components of computers including hardware and software. It describes different types of software like drill and practice, computer aided instruction, and productivity software. It also discusses computer peripherals, memory and storage, and operating systems. The document provides an overview of the internet, web browsers, and safety issues when children use the internet. It addresses barriers to integrating technology and provides a model for planning computer-assisted instruction.
This document contains a glossary of terms related to sound design and production. It includes definitions for terms like foley artistry, sound libraries, .wav files, lossy compression, MP3s, sound processors, mono vs stereo audio, MIDI, software sequencers, plugins, and more. Each term has a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The glossary is intended to demonstrate the author's research into sound design methodology and technology.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 terms researched by the student from online sources. For each term, the student provides a short definition found on the internet along with the URL source, and also describes how the term relates to their own production practice if applicable. The terms cover areas such as sound file formats, audio limitations, recording systems, and MIDI instruments.
This document is a glossary created by Brienna Hick for a unit on sound design and production. It contains definitions for various audio and sound design terms researched from online sources. For each term, Brienna provided a short definition found on the internet along with the URL source. Brienna also described how some of the researched terms relate to their own production practice, such as using sound libraries in Reaper software and employing stereo audio techniques. The glossary covers topics including foley artistry, sound file formats, audio limitations, audio recording systems, and compression.
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 key terms with references, including types of audio file formats (.wav, .mp3, MIDI), hardware components (sound cards, RAM), recording systems (digital, analog, CD), and software (sequencers, plugins). The student provides brief explanations of how each term relates to their own production practice, such as using sample libraries and compression formats to reduce file sizes.
The document discusses trends in education and GIS, and what Esri is doing to support teaching and learning with GIS. It outlines Esri's contributions to the education community, including a virtual campus, internships, guest lectures, scholarships, and support for open data initiatives. The goal is to make teaching and learning with GIS as easy as possible and help prepare students for careers that incorporate GIS.
This document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations regarding mono/stereo sound, audio recording systems, MIDI, software sequencers, and considerations for audio sampling like bit-depth and sample rate. Each term's definition includes a short description and a citation of the source. Accompanying each definition is a brief explanation from the student of how the term relates to their own production work.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms, sourced from online references. For each term, the student also provides a brief explanation of how the term relates to their own production practice. The glossary covers areas such as sound file formats, audio limitations, recording systems, sampling and more.
This document contains a glossary of terms related to sound design and production. It defines terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving sound processor units and digital sound processors, audio recording systems, audio sampling concepts, and how they relate to the student's own production practice of manipulating sounds to create new sounds. The student researched definitions for each term and explained how some of the concepts, like using MIDI keyboards and sound sequencers, directly applied to their work, while other terms they were unfamiliar with or did not use in their projects.
This document is a glossary created by Callum Drake defining audio and sound design terms for a games design course. It contains over 20 entries with short definitions sourced from online references related to methods of sound design and production. For each term, Callum provides a brief explanation of how the term relates to his own production practice, such as using sample libraries to organize sound files, uncompressed video for finding online sounds to edit, and MIDI keyboards for editing or creating new sounds.
Ig2 task 1 work sheet (improved version)NeilRogero
The document provides definitions and explanations of various terms related to sound design and production for computer games. It includes a glossary with over 15 terms defined, with each definition citing a source URL. For each term, the author also provides a short description of how the term relates to their own production practice. The terms cover areas such as sound file formats, audio limitations, audio recording systems, and more. The document appears to be an assignment where the author was asked to research and define sound design terms as part of their studies.
Text-to-speech (TTS) technologies allow software to read selected text aloud. TTS software ranges from commercial products with additional features to free and open source options. Potential users are diverse, including those who have difficulty reading. Organizations using TTS have found it benefits many users according to individual needs. The document then provides examples of various free and commercial TTS software and mobile apps. It also discusses online and cloud-based TTS services that can make documents accessible on any device.
1. The document provides definitions for various terms related to sound design and production. It includes a glossary with over 20 terms defined along with the relevant URLs where the definitions were found.
2. For each term, the document asks the reader to describe the relevance of the term to their own production practice. Short descriptions are provided for most terms.
3. The glossary covers topics such as sound file formats, audio limitations, audio recording systems, audio sampling, and MIDI instruments. It provides concise yet informative definitions for technical sound and audio terms.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions of terms such as foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving sound cards and processors, recording systems such as MIDI and CDs, and concepts in audio sampling like bit depth and sample rate. For each term, the student provided a short definition from an online source as well as how the term relates to their own production practice.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving hardware like sound processor units, and audio recording systems like analog, digital discs, MIDI, and sampling concepts like bit depth and sample rate. For each term, the student provided an internet definition source and described how the term relates to their own production practice.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving sound processor units and RAM, recording techniques like analogue and digital, and sampling concepts involving bit depth and sample rate. For each term, the student provided a short definition from an online source as well as a brief description of how the term relates to their own production practice.
This document provides definitions for sound design and production terms as part of a unit on sound for computer games. It includes a glossary with over 20 terms defined, including foley artistry, sound libraries, audio file formats like .wav and .aiff, lossy compression, audio cards, mono and stereo audio, and analogue recording. For each term, the student provided a short definition from an online source as well as their own thoughts on how the term relates to their production practice.
1) The document is a glossary of terms related to sound design and production for computer games. It provides definitions for various terms gathered from online research and describes how each term relates to the author's own production practice.
2) Key terms defined and discussed include file formats like .wav and .mp3, audio hardware like sound cards and MIDI keyboards, recording techniques like sampling and bit depth, and software tools like plug-ins and sequencers.
3) The author explains which terms are relevant to their own work creating sound effects, such as using uncompressed .wav files and stereo/surround sound, and which terms do not apply to their process, like formats for CDs/DVDs.
The document provides definitions for various audio and sound design terms. It includes a glossary with over 15 terms defined, along with the relevance of each term to the author's own production practice. Some of the key terms defined include foley artistry, sound libraries, .wav and .mp3 file formats, audio limitations like mono vs stereo sound, audio recording systems such as analog and digital, MIDI, software sequencers, and concepts of audio sampling like bit depth and sample rate.
This document contains a glossary of terms related to sound design and production for computer games. It defines terms like foley artistry, sound libraries, file formats like .wav and .mp3, limitations like memory and channels, recording systems like analog and MIDI, sampling concepts like bit-depth and sample rate, and other audio technology. For each term, it provides a short definition from an online source and describes how the term relates to the author's own production practice, such as using sample libraries to organize sounds or recording in analog format for high quality.
This document contains a glossary of terms related to sound design and production for computer games. It provides researched definitions for over 20 terms, sourced from websites. For each term, it also describes the relevance to the author's own production practice, such as describing file formats used for storing sounds. The glossary covers areas such as sound file formats, audio hardware, audio recording and sampling techniques, and software used for sound design.
Integrating technology into the classroomTammiRice
This document discusses integrating technology into the classroom. It covers the main components of computers including hardware and software. It describes different types of software like drill and practice, computer aided instruction, and productivity software. It also discusses computer peripherals, memory and storage, and operating systems. The document provides an overview of the internet, web browsers, and safety issues when children use the internet. It addresses barriers to integrating technology and provides a model for planning computer-assisted instruction.
This document contains a glossary of terms related to sound design and production. It includes definitions for terms like foley artistry, sound libraries, .wav files, lossy compression, MP3s, sound processors, mono vs stereo audio, MIDI, software sequencers, plugins, and more. Each term has a short definition from an online source as well as a brief description of how the term relates to the author's own production practice. The glossary is intended to demonstrate the author's research into sound design methodology and technology.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 terms researched by the student from online sources. For each term, the student provides a short definition found on the internet along with the URL source, and also describes how the term relates to their own production practice if applicable. The terms cover areas such as sound file formats, audio limitations, recording systems, and MIDI instruments.
This document is a glossary created by Brienna Hick for a unit on sound design and production. It contains definitions for various audio and sound design terms researched from online sources. For each term, Brienna provided a short definition found on the internet along with the URL source. Brienna also described how some of the researched terms relate to their own production practice, such as using sound libraries in Reaper software and employing stereo audio techniques. The glossary covers topics including foley artistry, sound file formats, audio limitations, audio recording systems, and compression.
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 key terms with references, including types of audio file formats (.wav, .mp3, MIDI), hardware components (sound cards, RAM), recording systems (digital, analog, CD), and software (sequencers, plugins). The student provides brief explanations of how each term relates to their own production practice, such as using sample libraries and compression formats to reduce file sizes.
The document discusses trends in education and GIS, and what Esri is doing to support teaching and learning with GIS. It outlines Esri's contributions to the education community, including a virtual campus, internships, guest lectures, scholarships, and support for open data initiatives. The goal is to make teaching and learning with GIS as easy as possible and help prepare students for careers that incorporate GIS.
The MENA Newsletter gives you a quick but incisive look at the events taking place in the business world in the Middle East. It is classified into sections such as Macro economic news, Government regulations, and Liquidity events amongst others. We aim to give you a broad overview of the factors influencing the MENA markets and an understanding of the newsworthy events across countries, sectors and companies in the region.
Your feedback is appreciated as we are always looking for ways to improve our Newsletter and enhance your experience. You can write to us at newsletter@tresvista.com
The MENA Newsletter gives you a quick but incisive look at the events taking place in the business world in the Middle East. It is classified into sections such as Macro economic news, Government regulations, and Liquidity events amongst others. We aim to give you a broad overview of the factors influencing the MENA markets and an understanding of the newsworthy events across countries, sectors and companies in the region.
Your feedback is appreciated as we are always looking for ways to improve our Newsletter and enhance your experience. You can write to us at newsletter@tresvista.com
The MENA Newsletter gives you a quick but incisive look at the events taking place in the business world in the Middle East. It is classified into sections such as Macro economic news, Government regulations, and Liquidity events amongst others. We aim to give you a broad overview of the factors influencing the MENA markets and an understanding of the newsworthy events across countries, sectors and companies in the region.
Your feedback is appreciated as we are always looking for ways to improve our Newsletter and enhance your experience. You can write to us at newsletter@tresvista.com
The document discusses a guest lecture given at Fontys School for Journalism on October 12, 2011 about what journalists need to know about making maps. It notes that the field of geography has expanded with GIS technology, and maps are now used regularly in news for locations, voting patterns, traffic, and weather. The lecture suggests that while maps may seem easy to make, combining data, technology, and methods can be challenging. It also advises that maps tell truths and stories, and journalists should treat them as models of reality.
Nick and Lisa go to see a movie but have some complications. When they try to buy tickets to a horror movie, they are told they cannot watch due to age restrictions. They settle on seeing an action movie instead. During the movie, Nick's phone rings disturbing others. Later, the movie breaks down at its climax due to technical issues, frustrating the viewers. Management offers coupons for a free return viewing.
The document discusses an alpha test of the website www.mapymyconnections.com. It provides 10 sample outputs from the initial testing of the site to help identify connections between people. The alpha test helped evaluate the core functionality of the site and gather feedback to improve the user experience.
The MENA Newsletter gives you a quick but incisive look at the events taking place in the business world in the Middle East. It is classified into sections such as Macro economic news, Government regulations, and Liquidity events amongst others. We aim to give you a broad overview of the factors influencing the MENA markets and an understanding of the newsworthy events across countries, sectors and companies in the region.
Your feedback is appreciated as we are always looking for ways to improve our Newsletter and enhance your experience. You can write to us at newsletter@tresvista.com
This document discusses how social media and open geospatial data can be used to enrich geographic information systems (GIS). It notes that both big and small GIS projects can benefit from greater access to data and knowledge through open sharing. The goal is to reach and engage more people by lowering barriers and making better, faster decisions through increased insight and efficiency.
Presentation for geomarketing students at the VU University, Amsterdam. Three lines of thought: Geography & Business, Locationbased marketing, Social media and the hyperlocal.
This document provides a weekly summary of economic and financial news from the Middle East and North Africa region for the week of November 13-19, 2009. Key highlights include:
- Saudi Arabia's annual inflation decreased in October while government employees will receive a 15% inflation allowance.
- The UAE and Oman adopted plans to boost trade and opened new infrastructure projects while Jordan's trade deficit narrowed.
- Company news and deals included expansions, investments, and contract awards across various sectors in the region.
- Financial markets and liquidity updates covered interest rates, bond offerings, and capital increases among Gulf banks and companies.
This document discusses the concept of open innovation and where value is created through open innovation approaches. It defines open innovation as using external knowledge to accelerate internal innovation and expand markets for external use of innovation. The document notes that open innovation can provide benefits like faster time to market, greater diffusion of knowledge, and increased absorptive capacity. It emphasizes that open innovation is about jointly creating value through networks and ecosystems, and that while openness can be valuable, no organization is ever completely open or closed.
The document provides an overview of markets and economic news in the Middle East North Africa (MENA) region for the month of October 2009. Key points include: stock markets in most MENA countries declined except for Egypt and Lebanon; oil prices rose significantly while other commodity prices were mixed; and major stories focused on infrastructure development projects across Saudi Arabia and the GCC expected to drive future economic growth.
The document discusses the differences between practitioners and researchers and how they approach problems. It then covers topics around social media, hyperlocal marketing and geomarketing. Key points are made that the more context and location data that is available, the higher the value. Models of strategy are discussed as being like maps and not reality. Agility is presented as a strategic asset for companies. The document advocates for questioning the status quo and thinking spatially about opportunities with new sources of data.
Kyle Fielding produced a glossary of terms related to sound design and production for a games design course. The glossary contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .aiff, lossy compression formats like .mp3, audio hardware limitations such as sound processor units and digital sound processors, and audio techniques including mono, stereo, and surround sound. Kyle explained how each term is relevant to his own production practice, such as using sound libraries to organize sounds and common file formats when saving and opening files.
The document discusses various topics related to literacy and technology including understanding different types of software, creating and protecting computer information, and presentation tools like blogs and podcasts. Specific software applications are also described for creating websites, managing student information, designing presentations, and more. The importance of backing up files, dealing with issues like copyright laws and cyberbullying, and using freeware programs are also covered.
The document is a glossary created by a student for a sound design course. It contains definitions for over 20 audio and sound design terms, sourced from online references. For each term, the student provides a short definition along with a discussion of how the term relates to their own production work. The glossary covers areas such as file formats, recording and playback systems, sampling, and audio software. The student's production practice involves using software like Reaper to create sound effects, jingles and other audio for a games design project.
Efficient Intralingual Text To Speech Web Podcasting And RecordingIOSR Journals
This document describes a web browser application that converts text to speech. The key features are:
1. The browser can open different file formats (e.g. doc, pdf) and read the text aloud, reducing reading effort.
2. It includes a text-to-speech converter, recorder to save audio, and image-based history with timestamps.
3. The project aims to combine online content browsing with text-to-speech in a single application, addressing limitations of separate browser and text converter tools.
A computer virus is a malicious program that can replicate itself and spread from one computer to another without permission. It can quickly use all available memory, modify or erase data, and show annoying messages. Viruses are a type of malware, along with worms, Trojans, spyware, and zombies. A DVD is an optical disc format that can store high-capacity data like movies and operating systems in various capacities from 4.7GB to 17.08GB. DVDs come in 12cm and 8cm diameters.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like Foley artistry, sound libraries, uncompressed audio formats (.wav and .aiff files), lossy compression, sound cards, digital sound processors, random access memory, mono/stereo/surround sound, analogue and digital recording systems, MIDI, software sequencers, plugins, MIDI keyboards, and constraints from bit-depth and sample rate on file size. The student has researched definitions and provided details on how each term relates to their own production practice.
This article discusses the design and implementation of an audio/video streaming system to assist students with disabilities in their education. [1] It describes how textbooks and lectures can be recorded digitally and streamed online through a library accessible over the internet or intranet. [2] Standard technologies like Real Networks are used to encode, store, and deliver the audio/video content. [3] The system provides accessible education for students who cannot attend classes in person through features like streamed audio textbooks, video recordings of lectures, and video conferencing.
This document contains a glossary of terms related to sound design and production. It provides definitions for terms like foley artistry, sound libraries, uncompressed audio formats (like .wav and .aiff), lossy compression formats (like .mp3), and components of sound hardware like sound processor units, digital sound processors, RAM, and mono audio. For each term, it gives a short definition from an online source as well as a brief description of how the term relates to the author's own audio production practice.
The document discusses an automatic subtitle generation system that takes a video file as input and generates a subtitle file as output. It describes the three main modules of the system: audio extraction, speech recognition, and subtitle generation. Audio extraction extracts the audio from the video file. Speech recognition recognizes the speech in the extracted audio. Subtitle generation then creates a subtitle file with text chunks and their respective start and end times synchronized to the video.
The document is a glossary created by Liam Fryers for a unit on sound design and production. It contains definitions for over 20 key terms related to sound design methodology, file formats, audio limitations, recording systems, MIDI, software, and sampling. For each term, Liam provides a short definition from an online source as well as how the term relates to his own production practice.
The document provides a summary of free tools that can be used in the classroom, including:
1. Audio books and text-to-speech tools like Natural Reader that allow digital text to be accessed through audio to support struggling readers.
2. Digital storytelling and multimedia tools like VoiceThread, Animoto, and PhotoPeach that allow students to create presentations and videos.
3. Study skills tools like HeadMagnet, StudyHive, and Quizlet that help students memorize facts and create flashcards.
4. Literacy tools like StarFall, Literactive, and Word Magnets that promote literacy through interactive activities.
The document is a glossary of terms related to sound design and production for computer games. It provides definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, hardware like sound cards, and software tools like MIDI, plugins, and sequencers. For each term, it also describes how the term relates to the student's own production work, such as using Foley sounds to make scenes more realistic, compressing files for size, or using plugins to experiment with MIDI sounds.
Presented atUNESCO International conference entitled "From Exclusion to Empowerment Role of Information and Communication Technologies for Persons with Disabilities"
Tom Crook produced a glossary of terms related to sound design and production for a games design course. The glossary defined 15 key terms and described how each term relates to Tom's own production practice. The terms included definitions for Foley artistry, sound libraries, uncompressed files, .wav and .aiff file formats, lossy compression, MP3 files, sound processor units, digital signal processors, RAM, mono and stereo audio, surround sound, pulse code modulation, analogue and digital audio recording, and compact discs.
gegerageSound recording glossary tom crookTomCrook
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 terms with URLs citing the sources. The student provides brief explanations of how each term relates to their own production practice, such as using Foley artistry for sound effects, sound libraries for accessibility, uncompressed files for sharing audio, and mp3 for portability. Overall the document covers terminology for sound file formats, limitations, recording systems, sampling, and software.
The document discusses various ways of presenting data including hard copy, presentation graphics, multimedia, computer aided learning, encyclopedias on CD-ROM, CDs/DVDs, sound, MIDI, and virtual reality. It provides details on each method such as advantages like multimedia making learning fun and CD-ROMs providing quick search of references, as well as how they allow integration of text, graphics, video and audio. Virtual reality provides an immersive experience through headsets and gloves wired to a computer.
Assistive technologies are any items or equipment that help improve the functional capabilities of individuals with disabilities. Screen readers are a type of assistive technology that allow blind or visually impaired users to read text displayed on a computer screen out loud. There are over 50 different screen reader programs available both for free and with subscription fees, such as JAWS and Hal. Screen readers also exist as apps for mobile devices like the iPhone, iPad, Android and Blackberry.
Technologies of Online Learning (E-Learning)Hafidzah Aziz
The document discusses various technologies used for online learning, including streaming multimedia, push technologies, audio/video chat, web whiteboarding, instant messaging, hand-held devices, peer-to-peer file sharing, and learning objects. It describes how these technologies can be used to deliver educational content over the internet and enhance communication between teachers and students.
Methods and principles of sound design and productioncameronbailey1996
This document contains a glossary of terms related to sound design and production. It provides researched definitions for terms like Foley artistry, sound libraries, wav and aiff file formats, lossy compression like mp3, sound hardware like sound processor units and RAM, audio formats like mono, stereo and surround sound, recording systems like analog and digital audio tape, MIDI and software sequencers, and considerations for audio sampling like bit depth and sample rate. For each term, the student provides a short definition from an online source, and reflects on whether and how the term relates to their own production work.
This document discusses speech recognition technology. It begins by defining speech recognition as the process of converting spoken words to text. It then discusses some key companies in the space, including Nuance Communications which was founded in 1994 as a spinoff from SRI to commercialize speech recognition technology. The document also outlines some features and applications of Dragon speech recognition software, as well as limitations, opportunities, and the future of speech recognition technology.
Building RAG with self-deployed Milvus vector database and Snowpark Container...Zilliz
This talk will give hands-on advice on building RAG applications with an open-source Milvus database deployed as a docker container. We will also introduce the integration of Milvus with Snowpark Container Services.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
Goodbye Windows 11: Make Way for Nitrux Linux 3.5.0!SOFTTECHHUB
As the digital landscape continually evolves, operating systems play a critical role in shaping user experiences and productivity. The launch of Nitrux Linux 3.5.0 marks a significant milestone, offering a robust alternative to traditional systems such as Windows 11. This article delves into the essence of Nitrux Linux 3.5.0, exploring its unique features, advantages, and how it stands as a compelling choice for both casual users and tech enthusiasts.
Enchancing adoption of Open Source Libraries. A case study on Albumentations.AIVladimir Iglovikov, Ph.D.
Presented by Vladimir Iglovikov:
- https://www.linkedin.com/in/iglovikov/
- https://x.com/viglovikov
- https://www.instagram.com/ternaus/
This presentation delves into the journey of Albumentations.ai, a highly successful open-source library for data augmentation.
Created out of a necessity for superior performance in Kaggle competitions, Albumentations has grown to become a widely used tool among data scientists and machine learning practitioners.
This case study covers various aspects, including:
People: The contributors and community that have supported Albumentations.
Metrics: The success indicators such as downloads, daily active users, GitHub stars, and financial contributions.
Challenges: The hurdles in monetizing open-source projects and measuring user engagement.
Development Practices: Best practices for creating, maintaining, and scaling open-source libraries, including code hygiene, CI/CD, and fast iteration.
Community Building: Strategies for making adoption easy, iterating quickly, and fostering a vibrant, engaged community.
Marketing: Both online and offline marketing tactics, focusing on real, impactful interactions and collaborations.
Mental Health: Maintaining balance and not feeling pressured by user demands.
Key insights include the importance of automation, making the adoption process seamless, and leveraging offline interactions for marketing. The presentation also emphasizes the need for continuous small improvements and building a friendly, inclusive community that contributes to the project's growth.
Vladimir Iglovikov brings his extensive experience as a Kaggle Grandmaster, ex-Staff ML Engineer at Lyft, sharing valuable lessons and practical advice for anyone looking to enhance the adoption of their open-source projects.
Explore more about Albumentations and join the community at:
GitHub: https://github.com/albumentations-team/albumentations
Website: https://albumentations.ai/
LinkedIn: https://www.linkedin.com/company/100504475
Twitter: https://x.com/albumentations
Introducing Milvus Lite: Easy-to-Install, Easy-to-Use vector database for you...Zilliz
Join us to introduce Milvus Lite, a vector database that can run on notebooks and laptops, share the same API with Milvus, and integrate with every popular GenAI framework. This webinar is perfect for developers seeking easy-to-use, well-integrated vector databases for their GenAI apps.
Generative AI Deep Dive: Advancing from Proof of Concept to ProductionAggregage
Join Maher Hanafi, VP of Engineering at Betterworks, in this new session where he'll share a practical framework to transform Gen AI prototypes into impactful products! He'll delve into the complexities of data collection and management, model selection and optimization, and ensuring security, scalability, and responsible use.
Maruthi Prithivirajan, Head of ASEAN & IN Solution Architecture, Neo4j
Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
BIO: Sostenitrice del software libero e dei formati standard e aperti. È stata un membro attivo dei progetti Fedora e openSUSE e ha co-fondato l'Associazione LibreItalia dove è stata coinvolta in diversi eventi, migrazioni e formazione relativi a LibreOffice. In precedenza ha lavorato a migrazioni e corsi di formazione su LibreOffice per diverse amministrazioni pubbliche e privati. Da gennaio 2020 lavora in SUSE come Software Release Engineer per Uyuni e SUSE Manager e quando non segue la sua passione per i computer e per Geeko coltiva la sua curiosità per l'astronomia (da cui deriva il suo nickname deneb_alpha).
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Threats to mobile devices are more prevalent and increasing in scope and complexity. Users of mobile devices desire to take full advantage of the features
available on those devices, but many of the features provide convenience and capability but sacrifice security. This best practices guide outlines steps the users can take to better protect personal devices and information.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
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
Unlock the Future of Search with MongoDB Atlas_ Vector Search Unleashed.pdf
1019上課資料
1. Hardware and softwareHardware and software
requirementrequirement
In addition to traditional materials, such as books,In addition to traditional materials, such as books,
handouts, tape-recorders, etc., a networkedhandouts, tape-recorders, etc., a networked
multimedia system, its accessories, andmultimedia system, its accessories, and
programs are required for integrating informationprograms are required for integrating information
technology into e-TESOL.technology into e-TESOL.
2. Some basic appliances or programs / applications areSome basic appliances or programs / applications are
definitely needed.definitely needed.
The basic hardware requirements for effective e-TESOL are multimediaThe basic hardware requirements for effective e-TESOL are multimedia
PC’s or notebooks with access to networks.PC’s or notebooks with access to networks.
Using personal computers to present text, graphics, sound, video, andUsing personal computers to present text, graphics, sound, video, and
animation in an integrated way.animation in an integrated way.
3. notebooknotebook
A note book is an extremely lightweight personal computer. InA note book is an extremely lightweight personal computer. In
terms of computing power, modern laptop notebookterms of computing power, modern laptop notebook
computers are almost comparable to desktop personalcomputers are almost comparable to desktop personal
computers.computers.
Their components and functions are almost the same. The majorTheir components and functions are almost the same. The major
differences are appearances, sizes, weights, and, of course,differences are appearances, sizes, weights, and, of course,
prices.prices.
4. A few additionalA few additional
peripherals, such asperipherals, such as
speakers ↓speakers ↓
All speakers can be utilizedAll speakers can be utilized
to increase sound,to increase sound,
including music, voice,including music, voice,
and various “sound effect”.and various “sound effect”.
They are a must forThey are a must for
ESL/EFL learners whoESL/EFL learners who
want to use a computer towant to use a computer to
practice listening activitiespractice listening activities
at home or in a privateat home or in a private
room.room.
5. An earphone / headphoneAn earphone / headphone
In a computer or language lab, a headphone orIn a computer or language lab, a headphone or
earphone can be used to replace a set ofearphone can be used to replace a set of
speakers.speakers.
6. MicrophonesMicrophones
Microphone is a necessaryMicrophone is a necessary
input accessory for ainput accessory for a
multimedia system. Withmultimedia system. With
appropriate software, aappropriate software, a
microphone can be utilized.microphone can be utilized.
In a language lab settingIn a language lab setting
where learners are practicingwhere learners are practicing
interactive oralinteractive oral
communication activities orcommunication activities or
taking speaking test, it is ataking speaking test, it is a
must.must.
7. HeadsetsHeadsets
A headset consists of aA headset consists of a
microphone and anmicrophone and an
earphoneearphone (( with one or twowith one or two
speakers for one or both ears).speakers for one or both ears).
In functions as a combinationIn functions as a combination
of one or two speakers andof one or two speakers and
microphone for a multimediamicrophone for a multimedia
system.system.
It is a more convenient andIt is a more convenient and
efficient tool for two-wayefficient tool for two-way
communication andcommunication and
appropriate for use in aappropriate for use in a
multimedia language lab.multimedia language lab.
8. WebcamWebcam
Webcams can be used toWebcams can be used to
create videos, to snap stillcreate videos, to snap still
pictures/photos, and topictures/photos, and to
record video clips withrecord video clips with
ease.ease.
Integration of a multimediaIntegration of a multimedia
PC, a headset, andPC, a headset, and
webcam creates awebcam creates a
powerful communicationpowerful communication
tool for language learning.tool for language learning.
This use of webcams willThis use of webcams will
make oral communicationmake oral communication
instruction more favorableinstruction more favorable
for ESL/EFL learners.for ESL/EFL learners.
10. Software requirementsSoftware requirements
11.. Operating systemsOperating systems (( 操作系統)操作系統)
22. Web browsers. Web browsers (網路瀏覽器)(網路瀏覽器)
HTTP-Hypertext Transfer ProtocolHTTP-Hypertext Transfer Protocol
A web browser, often referred to simply as a browser, is aA web browser, often referred to simply as a browser, is a
software application that maintains a path to search, locate,software application that maintains a path to search, locate,
display, or interact with all the information on Web pages.display, or interact with all the information on Web pages.
The three most popular browsers areThe three most popular browsers are
(1)(1) MozillaMozilla FirefoxFirefox ((http://www.mozilla.com/firefox/http://www.mozilla.com/firefox/))
(2)(2) Microsoft’s Internet ExplorerMicrosoft’s Internet Explorer
(( IE,IE, http://www.microsoft.com/downloads/http://www.microsoft.com/downloads/))
(3)(3) NetscapeNetscape(( http://moztw.org/netscape/http://moztw.org/netscape/ ))
11. 3.3. Search EnginesSearch Engines
Search engines are often used to specificallySearch engines are often used to specifically
indicate systems likeindicate systems like
(1)(1) GoogleGoogle (( http://www.google.com/)http://www.google.com/)
(2)(2) YahooYahoo (( http://www.yahoo.com/)http://www.yahoo.com/)
4.4. Email programsEmail programs (( ex: windows liveex: windows live
mailmail ))
A popular protocol for sending email is SimpleA popular protocol for sending email is Simple
Mail Transfer ProtocolMail Transfer Protocol (( STMPSTMP )) and aand a
popular protocol for receiving it ispopular protocol for receiving it is
POP3POP3 (( Post Office Protocol 3Post Office Protocol 3 ))
12. 5. E-Book viewers / Readers5. E-Book viewers / Readers
An e-Book reader can be a software application forAn e-Book reader can be a software application for
use on a personal computer, such as Microsoftuse on a personal computer, such as Microsoft
Reader and Adobe Reader.Reader and Adobe Reader. (( .pdf files..pdf files. ))
6. Instant Messaging Systems6. Instant Messaging Systems
Most message exchanges are text-only. However,Most message exchanges are text-only. However,
some services, such as Yahoo! messenger, MSNsome services, such as Yahoo! messenger, MSN
messenger, AIMmessenger, AIM (( American OnlineAmerican Online 【【 AOLAOL 】】 InstantInstant
Messenger), Google talk, and ICQMessenger), Google talk, and ICQ (( I SeekI Seek
YouYou )) ,allow voice messaging, video transmitting, file,allow voice messaging, video transmitting, file
sharing, and video-game playing.sharing, and video-game playing.
14. 7.7. AVAV (( Traditional audiovisualTraditional audiovisual )) PlayersPlayers
The term “AV players” refers to computer programsThe term “AV players” refers to computer programs
that decode digitalized audio or video data from savedthat decode digitalized audio or video data from saved
files, such as Real Player, RealOne Player, Mediafiles, such as Real Player, RealOne Player, Media
Player, WinDVD, Power DVD, Winamp, etc,. ThesePlayer, WinDVD, Power DVD, Winamp, etc,. These
players are powerful and convenient tools with whichplayers are powerful and convenient tools with which
ESL/EFL learners can play back instructionalESL/EFL learners can play back instructional
materials offline or online.materials offline or online.
8. Picture / Photo Players8. Picture / Photo Players
Many picture players, such as ACD See, UniDreamMany picture players, such as ACD See, UniDream
PowerSeePowerSee (( http://www.unidreamtech.com/), offerhttp://www.unidreamtech.com/), offer
highly efficient tools with which users can browse theirhighly efficient tools with which users can browse their
digital photos and windows media files on theirdigital photos and windows media files on their
personal computers. ESL/EFL teachers can make usepersonal computers. ESL/EFL teachers can make use
of this tool as an alternative for their picture orof this tool as an alternative for their picture or
storybook presentations.storybook presentations.
15. 9. AV Recorders9. AV Recorders
A sound recording program (SoundA sound recording program (Sound
Recorder) can be found in the most popularRecorder) can be found in the most popular
operating system-Microsoft Windows. Usersoperating system-Microsoft Windows. Users
can use this software to create *.can use this software to create *.wavwav voicevoice
files.files.
GoldWave↓GoldWave↓ (( http://www.goldwave.com/releashttp://www.goldwave.com/releas
e.html/e.html/ ))
ExtraPlayer→ExtraPlayer→ (( http://www.atlas-zone.com/http://www.atlas-zone.com/ ))
MP3 soundMP3 sound
recorder↓recorder↓ (( http://www.cooolsoft.com/mp3rec.http://www.cooolsoft.com/mp3rec.
htmhtm )) can also be downloaded and installedcan also be downloaded and installed
for recording *.mp3 voice files.for recording *.mp3 voice files.
17. 10. Website Creators and Managers10. Website Creators and Managers
(( Windows live spaceWindows live space ,無名,,無名, yahoo blog…)yahoo blog…)
Since websites are fundamental to the Web, creating aSince websites are fundamental to the Web, creating a
website is the first step for participating in Internet-website is the first step for participating in Internet-
based activities.based activities.
For e-TESOL , a website can serve as a stage forFor e-TESOL , a website can serve as a stage for
communication, interaction, discussion, andcommunication, interaction, discussion, and
information exchange.information exchange.
The creation and maintenance of a website is alwaysThe creation and maintenance of a website is always
necessary when using the Internet for TESOL.necessary when using the Internet for TESOL.
18. 11. FTP Programs11. FTP Programs
(( skydrive)skydrive)
FTP is File Transfer Protocol. It is an applicationFTP is File Transfer Protocol. It is an application
program for exchanging files over the Internet. FTP isprogram for exchanging files over the Internet. FTP is
most commonly used to download or upload a filemost commonly used to download or upload a file
from or to a server using the Internet.from or to a server using the Internet.
Most free versions of the FTP programs on the marketMost free versions of the FTP programs on the market
are good enough for ESL/EFL teachers and studentsare good enough for ESL/EFL teachers and students
who want to manage files and websites.who want to manage files and websites.
ps:ps: 請同學各自在網路上找一個免費的上傳空間,並分享請同學各自在網路上找一個免費的上傳空間,並分享
此資源在你的此資源在你的 blogblog 。。
19. 12. Word Processors12. Word Processors (( WordPadWordPad ))
The most popular word processor is MS Word.The most popular word processor is MS Word.
A word processor is one of the fundamentalA word processor is one of the fundamental
tools for e-TESOL. Teachers and students cantools for e-TESOL. Teachers and students can
use a word processing program to createuse a word processing program to create
documents for e-TESOL.documents for e-TESOL.
20. 13. Presentation Software13. Presentation Software
(( power pointpower point ))
Presentation software is a category ofPresentation software is a category of
application program used to create sequencesapplication program used to create sequences
of words and graphics that tell a story or helpof words and graphics that tell a story or help
support a speech or some other publicsupport a speech or some other public
presentation of information.presentation of information.
21. 14. Database Management Applications14. Database Management Applications
(( Microsoft AccessMicrosoft Access ))
a student grade book is analogous to a file. Ita student grade book is analogous to a file. It
contains a list of records, each of whichcontains a list of records, each of which
consists of several fields: name, student IDconsists of several fields: name, student ID
number, address, telephone number, etc.number, address, telephone number, etc.
A database management system (DBMS),A database management system (DBMS),
sometimes just called a database manager, is asometimes just called a database manager, is a
computer program that allows one or morecomputer program that allows one or more
computer users create and access data in acomputer users create and access data in a
database.database.
22. 15. Spreadsheet Applications15. Spreadsheet Applications
(( EXCELEXCEL ))
Spreadsheets, such as bank balanceSpreadsheets, such as bank balance
statements or phone bills, have been used bystatements or phone bills, have been used by
accountants for hundreds of years.accountants for hundreds of years.
A simple example of a useful spreadsheetA simple example of a useful spreadsheet
application for TESOL is one that calculatesapplication for TESOL is one that calculates
students’ grades. An ESL/EFL teacher mightstudents’ grades. An ESL/EFL teacher might
define five labels- Weekly performances, Mid-define five labels- Weekly performances, Mid-
Term One, Mid-Term Two, Final Exam, FinalTerm One, Mid-Term Two, Final Exam, Final
Grade- for each student.Grade- for each student.
23. 1. Ten hardware requirements for e-TESOL have1. Ten hardware requirements for e-TESOL have
been listed and introduced. Work with your partnerbeen listed and introduced. Work with your partner
and think of one or more additional items of hardwareand think of one or more additional items of hardware
which might be necessary.which might be necessary.
2. Fifteen software items for e-TESOL have been2. Fifteen software items for e-TESOL have been
listed and introduced. Work with your partner and thinklisted and introduced. Work with your partner and think
of one or more additional items of software whichof one or more additional items of software which
might be helpful.might be helpful.
3. It is reasonable that you as an ESL/EFL teacher3. It is reasonable that you as an ESL/EFL teacher
might not be totally familiar with all of the hardwaremight not be totally familiar with all of the hardware
and software discussed in power point. What do youand software discussed in power point. What do you
think you can do, when you confront difficulties inthink you can do, when you confront difficulties in
handling hardware or software?handling hardware or software?