First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
The Off the Map Competition is a collaboration between the British Library and UK universities that challenges students to creatively interpret Shakespeare works using the Library's digital collections. The 2016 competition focused on Shakespeare works related to castles, forests, and The Tempest. The winning team created an interactive virtual reality experience based on The Tempest. Other top projects included an interactive interpretation of A Midsummer Night's Dream and a game exploring a deserted island inspired by The Tempest. The 2017 competition will focus on themes of illusion, outdoor entertainment, and indoor entertainment in Shakespeare.
Medieval Alchemy and the Philosopher’s Stone: The Story Harry Potter Didn't T...sssinanian
Presented by Mr. Sev Sinanian
J. Sargeant Reynolds Community College
Original Slidecast for Medieval Day, Spring 2011
Re-cast for Science Night, Spring 2012
Erik von-daniken-chariots-of-the-gods (was god an astronaut?)Rael Ontimare
This book tells a lot about human history. It directs us to a different way of understanding about ancient culture. You can visit the video documentary on this link below;
https://uii.io/erikvondaniken
This document discusses using the virtual world of Second Life to enhance history education. It provides examples of historical locations recreated in Second Life that students can visit, such as the Great Wall of China and the Sistine Chapel. The document also includes a tutorial on how to find these locations and teleport to them as an individual or in a group. Specific benefits are highlighted, such as engaging students' senses and allowing them to visit places that no longer exist in real life.
The document discusses the British Library's efforts to promote games, interactive fiction, and digital scholarship. It describes competitions like Off the Map that challenge students to create games using the Library's digital collections. It also outlines events like the Interactive Fiction Summer School and International Games Week that bring together gaming and cultural heritage communities. The overall aim is to explore how games and technology can engage new audiences and transform research.
This document discusses several mysteries surrounding ancient Egypt, including how the pyramids were built and whether Khufu's treasure is still inside the Great Pyramid. It also discusses theories about curses placed on pharaohs' tombs. When King Tut's tomb was discovered in 1922, rumors of a curse began as excavators and explorers died prematurely. Some cite specific curses found on tombs while others believe the deaths were coincidental. Opinions vary on whether the supposed curses are real.
Aligning digital (computers) with humanitiesDominic Oldman
This document discusses approaches to representing collections data from multiple perspectives and maintaining contextual meaning. It describes how collections were historically organized from unified to specialized views. Digital projects now focus on efficiency over interpretation. Effective representation requires modeling real-world context and relationships between items rather than harmonizing descriptions. Maintaining diverse descriptive perspectives is important for understanding significance over time. Standards risk privileging some memories over others without documentation. The value is in respecting each institution's framing of knowledge.
The Off the Map Competition is a collaboration between the British Library and UK universities that challenges students to creatively interpret Shakespeare works using the Library's digital collections. The 2016 competition focused on Shakespeare works related to castles, forests, and The Tempest. The winning team created an interactive virtual reality experience based on The Tempest. Other top projects included an interactive interpretation of A Midsummer Night's Dream and a game exploring a deserted island inspired by The Tempest. The 2017 competition will focus on themes of illusion, outdoor entertainment, and indoor entertainment in Shakespeare.
Medieval Alchemy and the Philosopher’s Stone: The Story Harry Potter Didn't T...sssinanian
Presented by Mr. Sev Sinanian
J. Sargeant Reynolds Community College
Original Slidecast for Medieval Day, Spring 2011
Re-cast for Science Night, Spring 2012
Erik von-daniken-chariots-of-the-gods (was god an astronaut?)Rael Ontimare
This book tells a lot about human history. It directs us to a different way of understanding about ancient culture. You can visit the video documentary on this link below;
https://uii.io/erikvondaniken
This document discusses using the virtual world of Second Life to enhance history education. It provides examples of historical locations recreated in Second Life that students can visit, such as the Great Wall of China and the Sistine Chapel. The document also includes a tutorial on how to find these locations and teleport to them as an individual or in a group. Specific benefits are highlighted, such as engaging students' senses and allowing them to visit places that no longer exist in real life.
The document discusses the British Library's efforts to promote games, interactive fiction, and digital scholarship. It describes competitions like Off the Map that challenge students to create games using the Library's digital collections. It also outlines events like the Interactive Fiction Summer School and International Games Week that bring together gaming and cultural heritage communities. The overall aim is to explore how games and technology can engage new audiences and transform research.
This document discusses several mysteries surrounding ancient Egypt, including how the pyramids were built and whether Khufu's treasure is still inside the Great Pyramid. It also discusses theories about curses placed on pharaohs' tombs. When King Tut's tomb was discovered in 1922, rumors of a curse began as excavators and explorers died prematurely. Some cite specific curses found on tombs while others believe the deaths were coincidental. Opinions vary on whether the supposed curses are real.
Aligning digital (computers) with humanitiesDominic Oldman
This document discusses approaches to representing collections data from multiple perspectives and maintaining contextual meaning. It describes how collections were historically organized from unified to specialized views. Digital projects now focus on efficiency over interpretation. Effective representation requires modeling real-world context and relationships between items rather than harmonizing descriptions. Maintaining diverse descriptive perspectives is important for understanding significance over time. Standards risk privileging some memories over others without documentation. The value is in respecting each institution's framing of knowledge.
Science fiction is a genre of speculative fiction that typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, and extraterrestrial life. It often explores the potential consequences of scientific innovations and major technological changes on human societies. Some key elements of science fiction include fictional scientific factors, space travel, time travel, parallel worlds, aliens, robots, and dystopian or post-apocalyptic societies. Many classic science fiction works and concepts are discussed in the document, along with definitions and perspectives on science fiction from various authors.
Mikro i makro kosmos - od kvarka do kvazara i nazadMilan Milošević
The document is a program for the science festival "Nauk nije bauke 5" in Niš, Serbia on March 29, 2013. It describes a talk called "Micro and macro cosmos - from quarks to quasars and back" to be given by Milan Milošević from the Department of Physics at the University of Niš. The talk will explore scales from the smallest known particles like quarks to the largest structures in the universe like quasars, spanning 55 orders of magnitude on a logarithmic scale from 10-35 to 1053 meters.
1. The document discusses evidence that contradicts conventional theories about human origins and ancient civilizations. It suggests that evidence has been suppressed when it does not fit prevailing theories.
2. Several examples are given of archaeological finds that do not align with established timelines, including human footprints found alongside dinosaur fossils.
3. Advanced ancient sites like Puma Punku and Stonehenge are said to have been built by a highly advanced ancient civilization, but the origins of this civilization are not acknowledged in mainstream theories.
JABES 2015 - Digital curation and exploration : learning the lessons (of the...ABES
This document discusses the challenges of representing cultural heritage digitally in an integrated and contextualized manner. It argues that current digital representations are still fragmented and disruptive due to using rigid classifications rather than conceptual models that capture relationships. The paper advocates learning from past practices like Wunderkammer collections that integrated diverse objects conceptually. A conceptual reference model is proposed to bridge divisions between collections and allow exploration of heterogeneous cultural data in meaningful ways.
The document summarizes a presentation by Stella Wisdom about digital research projects at the British Library. It describes how the library supports digital scholarship through making collections available online, providing research support, and hosting events like the annual Off the Map competition. The competition challenges students to creatively use the library's digital maps and other collections. Winning projects have included interactive games and virtual tours inspired by works like Alice in Wonderland and The Tempest.
The Art Museum as a Game Platform. Presented at "Museum Narratives," the 20th Annual Salzburg Conference in English Literature and Culture, November 2009.
See accompanying document for presentation notes: http://www.slideshare.net/georginab/alternate-realities-2443466
The document discusses the relationship between artistic practice and archives. It provides examples of how artistic works have been inspired by and engaged with archive materials in novel ways, such as altering the performativity and visualization of archives. The document also explores how artistic practice can contribute to understanding the impact of new technologies on archives and foster new visions of archives' roles in society and culture. It examines issues around cooperation between archivists and artists and developing interdisciplinary work while respecting different practices.
Creating, Curating and Collecting Interactive Fiction at the British LibraryStella Wisdom
Presentation for DRHA: Digital Research in the Humanities and Arts 2020, Panel 1A, 11:00-12:30, Monday 7th September 2020, http://www.drha.uk/salford2020
A lecture for the Public Archaeology course at UCL, 3/12/12
Links for all things mentioned are on the penultimate slide, it would mean far more with the text to go with it.
Public Science: Astronomy in Everyday SituationsKim Arcand
Akin to public art, public science can be defined as “science outreach that has been conducted outdoors or in another type of public or accessible space such as a public park, metro stop, library etc.
Objects discovered during excavations in Bagendon, England are now housed in the Corinium Museum, including coins from the local Dobunni tribe, gold foils, coin molds, a lynch pin, spindle whorls, brooches, glass fragments, pottery shards, a latch lifter, a weaving comb, decorated bone, and animal bones.
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
The document outlines 10 steps to improve a company's customer service. It recommends training all employees on customer service best practices, collecting customer feedback, resolving complaints in a timely manner, being knowledgeable about products and services, and following up with customers after their issues have been addressed. The overall goal is to enhance the customer experience at every touchpoint and build customer loyalty.
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
Science fiction is a genre of speculative fiction that typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, and extraterrestrial life. It often explores the potential consequences of scientific innovations and major technological changes on human societies. Some key elements of science fiction include fictional scientific factors, space travel, time travel, parallel worlds, aliens, robots, and dystopian or post-apocalyptic societies. Many classic science fiction works and concepts are discussed in the document, along with definitions and perspectives on science fiction from various authors.
Mikro i makro kosmos - od kvarka do kvazara i nazadMilan Milošević
The document is a program for the science festival "Nauk nije bauke 5" in Niš, Serbia on March 29, 2013. It describes a talk called "Micro and macro cosmos - from quarks to quasars and back" to be given by Milan Milošević from the Department of Physics at the University of Niš. The talk will explore scales from the smallest known particles like quarks to the largest structures in the universe like quasars, spanning 55 orders of magnitude on a logarithmic scale from 10-35 to 1053 meters.
1. The document discusses evidence that contradicts conventional theories about human origins and ancient civilizations. It suggests that evidence has been suppressed when it does not fit prevailing theories.
2. Several examples are given of archaeological finds that do not align with established timelines, including human footprints found alongside dinosaur fossils.
3. Advanced ancient sites like Puma Punku and Stonehenge are said to have been built by a highly advanced ancient civilization, but the origins of this civilization are not acknowledged in mainstream theories.
JABES 2015 - Digital curation and exploration : learning the lessons (of the...ABES
This document discusses the challenges of representing cultural heritage digitally in an integrated and contextualized manner. It argues that current digital representations are still fragmented and disruptive due to using rigid classifications rather than conceptual models that capture relationships. The paper advocates learning from past practices like Wunderkammer collections that integrated diverse objects conceptually. A conceptual reference model is proposed to bridge divisions between collections and allow exploration of heterogeneous cultural data in meaningful ways.
The document summarizes a presentation by Stella Wisdom about digital research projects at the British Library. It describes how the library supports digital scholarship through making collections available online, providing research support, and hosting events like the annual Off the Map competition. The competition challenges students to creatively use the library's digital maps and other collections. Winning projects have included interactive games and virtual tours inspired by works like Alice in Wonderland and The Tempest.
The Art Museum as a Game Platform. Presented at "Museum Narratives," the 20th Annual Salzburg Conference in English Literature and Culture, November 2009.
See accompanying document for presentation notes: http://www.slideshare.net/georginab/alternate-realities-2443466
The document discusses the relationship between artistic practice and archives. It provides examples of how artistic works have been inspired by and engaged with archive materials in novel ways, such as altering the performativity and visualization of archives. The document also explores how artistic practice can contribute to understanding the impact of new technologies on archives and foster new visions of archives' roles in society and culture. It examines issues around cooperation between archivists and artists and developing interdisciplinary work while respecting different practices.
Creating, Curating and Collecting Interactive Fiction at the British LibraryStella Wisdom
Presentation for DRHA: Digital Research in the Humanities and Arts 2020, Panel 1A, 11:00-12:30, Monday 7th September 2020, http://www.drha.uk/salford2020
A lecture for the Public Archaeology course at UCL, 3/12/12
Links for all things mentioned are on the penultimate slide, it would mean far more with the text to go with it.
Public Science: Astronomy in Everyday SituationsKim Arcand
Akin to public art, public science can be defined as “science outreach that has been conducted outdoors or in another type of public or accessible space such as a public park, metro stop, library etc.
Objects discovered during excavations in Bagendon, England are now housed in the Corinium Museum, including coins from the local Dobunni tribe, gold foils, coin molds, a lynch pin, spindle whorls, brooches, glass fragments, pottery shards, a latch lifter, a weaving comb, decorated bone, and animal bones.
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
The document outlines 10 steps to improve a company's customer service. It recommends training all employees on customer service best practices, collecting customer feedback, resolving complaints in a timely manner, being knowledgeable about products and services, and following up with customers after their issues have been addressed. The overall goal is to enhance the customer experience at every touchpoint and build customer loyalty.
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
This document summarizes stakeholder perspectives on cultural landscapes in Bagendon and Salmonsbury, England. Stakeholders include farmers, residents, politicians, and professionals in archaeology, wildlife, and heritage preservation. They describe cultural landscapes as areas shaped by human and natural influences over time. Sustainable landscape management aims to balance farming, wildlife, and archaeology. Stakeholders suggest raising awareness through open farm days, educational displays, and storytelling to engage the public and care for cultural landscapes. The research will now compare these UK sites to others to develop best practices for cultural landscape management.
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
First workshop of the REFIT project (refitproject.com) - Bibracte, March 2016
Exploring integrated approaches to cultural landscapes
Current strategies, problems and potential
Iron Age oppida as a case study
11June 2024. An online pre-engagement session was organized on Tuesday June 11 to introduce the Science Policy Lab approach and the main components of the conceptual framework.
About 40 experts from around the globe gathered online for a pre-engagement session, paving the way for the first SASi-SPi Science Policy Lab event scheduled for June 18-19, 2024 in Malmö. The session presented the objectives for the upcoming Science Policy Lab (S-PoL), which featured a role-playing game designed to simulate stakeholder interactions and policy interventions for food systems transitions. Participants called for the sharing of meeting materials and continued collaboration, reflecting a strong commitment to advancing towards sustainable agrifood systems.
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Gamify it until you make it Improving Agile Development and Operations with ...Ben Linders
So many challenges, so little time. While we’re busy developing software and keeping it operational, we also need to sharpen the saw, but how? Gamification can be a way to look at how you’re doing and find out where to improve. It’s a great way to have everyone involved and get the best out of people.
In this presentation, Ben Linders will show how playing games with the DevOps coaching cards can help to explore your current development and deployment (DevOps) practices and decide as a team what to improve or experiment with.
The games that we play are based on an engagement model. Instead of imposing change, the games enable people to pull in ideas for change and apply those in a way that best suits their collective needs.
By playing games, you can learn from each other. Teams can use games, exercises, and coaching cards to discuss values, principles, and practices, and share their experiences and learnings.
Different game formats can be used to share experiences on DevOps principles and practices and explore how they can be applied effectively. This presentation provides an overview of playing formats and will inspire you to come up with your own formats.
• For a full set of 530+ questions. Go to
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1.) Introduction
Our Movement is not new; it is the same as it was for Freedom, Justice, and Equality since we were labeled as slaves. However, this movement at its core must entail economics.
2.) Historical Context
This is the same movement because none of the previous movements, such as boycotts, were ever completed. For some, maybe, but for the most part, it’s just a place to keep your stable until you’re ready to assimilate them into your system. The rest of the crabs are left in the world’s worst parts, begging for scraps.
3.) Economic Empowerment
Our Movement aims to show that it is indeed possible for the less fortunate to establish their economic system. Everyone else – Caucasian, Asian, Mexican, Israeli, Jews, etc. – has their systems, and they all set up and usurp money from the less fortunate. So, the less fortunate buy from every one of them, yet none of them buy from the less fortunate. Moreover, the less fortunate really don’t have anything to sell.
4.) Collaboration with Organizations
Our Movement will demonstrate how organizations such as the National Association for the Advancement of Colored People, National Urban League, Black Lives Matter, and others can assist in creating a much more indestructible Black Wall Street.
5.) Vision for the Future
Our Movement will not settle for less than those who came before us and stopped before the rights were equal. The economy, jobs, healthcare, education, housing, incarceration – everything is unfair, and what isn’t is rigged for the less fortunate to fail, as evidenced in society.
6.) Call to Action
Our movement has started and implemented everything needed for the advancement of the economic system. There are positions for only those who understand the importance of this movement, as failure to address it will continue the degradation of the people deemed less fortunate.
No, this isn’t Noah’s Ark, nor am I a Prophet. I’m just a man who wrote a couple of books, created a magnificent website: http://www.thearkproject.llc, and who truly hopes to try and initiate a truly sustainable economic system for deprived people. We may not all have the same beliefs, but if our methods are tried, tested, and proven, we can come together and help others. My website: http://www.thearkproject.llc is very informative and considerably controversial. Please check it out, and if you are afraid, leave immediately; it’s no place for cowards. The last Prophet said: “Whoever among you sees an evil action, then let him change it with his hand [by taking action]; if he cannot, then with his tongue [by speaking out]; and if he cannot, then, with his heart – and that is the weakest of faith.” [Sahih Muslim] If we all, or even some of us, did this, there would be significant change. We are able to witness it on small and grand scales, for example, from climate control to business partnerships. I encourage, invite, and challenge you all to support me by visiting my website.
Legislation And Regulations For Import, Manufacture,.pptx
14 witcher
1. Using digital media to examine
perceptions of heritage landscapes
Robert Witcher
Archaeology, Durham University
2. Hadrian’s Wall
UNESCO Frontiers of the Roman Empire WHS
“I think it captures a great mood and it
makes me feel like a legionary shivering at
the cold Northern British weather.... the
foreboding of the clouds really adds to it...
such that I want to pull my cloak around
me...”
6. “Geocaching is a high-tech treasure hunting game played throughout the
world by adventure seekers equipped with GPS devices. The basic idea is
to locate hidden containers, called geocaches, outdoors and then share
your experiences online. Geocaching is enjoyed by people from all age
groups, with a strong sense of community and support for the environment.”
7. “It is an impressive place, where
you can really get a sense of the
past and slip back in time very
easily…”
9. Witcher, R.E. (2010). The Fabulous Tales of the Common People, Part 2:
Encountering Hadrian’s Wall. Public Archaeology 9(4): 211-238.
Witcher, R.E. (2010). The Fabulous Tales of the Common People, Part 1:
Representing Hadrian’s Wall. Public Archaeology 9(3): 126-152.
10. Witcher, R.E. (2010). The Fabulous Tales of the Common People, Part 2:
Encountering Hadrian’s Wall. Public Archaeology 9(4): 211-238.
Witcher, R.E. (2010). The Fabulous Tales of the Common People, Part 1:
Representing Hadrian’s Wall. Public Archaeology 9(3): 126-152.