This document provides guidance for reflecting on science experiments. Students are asked to consider which elements of their experiments they will include in their final product and how they will represent their process and reflections.
The document outlines a series of experiments and processes that were conducted. It asks the reader to reflect on which elements of their experiments they will include in their final product.
The document provides guidance for production experiments asking the student to reflect on which elements of their experiments will be included in their final product. It prompts the student to consider their process and reflection to determine what parts are essential to incorporate into the finished work.
The document discusses testing within a Scrum environment at Planon, a software company. It covers how Planon integrated testers into development teams, emphasized automated regression testing, and adapted traditional test practices like documentation, activities, and reporting to fit an agile process. The lessons learned section emphasizes treating quality as a team responsibility and coaching testers to work effectively within Scrum.
The document discusses test automation in agile environments and new requirements for automation tools. It evaluates several agile testing tools, including Eggplant, SeeTest, and Sikuli. These new generation tools allow for quick test creation, testing at any phase without coding requirements, and support regression testing through visual recognition technology.
The document provides an overview of quality assurance and testing practices for agile projects. It discusses traditional and agile testing approaches, defines roles like testers and developers in agile teams, and outlines a test strategy including test planning, automation, and metrics. Key aspects of agile testing covered are testing throughout each sprint, the importance of collaboration, and ensuring quality is "baked in" through a whole team approach.
Test automation has many advantages. It is a useful but imperfect practice with limitations that are hard to anticipate in a new project. There are many questions that teams find themselves asking throughout a project’s lifecycle:
- How do I get started?
- What should I automate?
- How do I collect the data?
- How do I run my tests when no one is around?
- Do I always need to run all of my tests?
- Do I need to keep my tests forever?
- Where does automation fit in the cadence of the team?
In this session we’ll discuss these question and some additional practical lessons learned from several years of building solutions that leverage test automation in both large and small environments.
1. The document discusses quality processes at Google, including that testing involves many developers and one tester.
2. It describes different types of tests - unit, integration, and system - and how they are used to validate code quality and product quality at different stages.
3. Key aspects of Google's quality process include classifying tests by size, enforcing time limits, ensuring tests are independent and have no side effects, and using test results to guide continuous integration.
How to structure testing within the Scrum FrameworkJohan Hoberg
Everyone on the Scrum team contributes to testing by writing acceptance criteria and testing software. Certain team members have stronger testing skills to find complex bugs. Testing is integrated into all activities from writing acceptance criteria to testing code during sprints. Some tests requiring specialized equipment or skills may be done outside the team. Automated tests are preferred but not required, and all testing should be exploratory to learn about the software.
The document outlines a series of experiments and processes that were conducted. It asks the reader to reflect on which elements of their experiments they will include in their final product.
The document provides guidance for production experiments asking the student to reflect on which elements of their experiments will be included in their final product. It prompts the student to consider their process and reflection to determine what parts are essential to incorporate into the finished work.
The document discusses testing within a Scrum environment at Planon, a software company. It covers how Planon integrated testers into development teams, emphasized automated regression testing, and adapted traditional test practices like documentation, activities, and reporting to fit an agile process. The lessons learned section emphasizes treating quality as a team responsibility and coaching testers to work effectively within Scrum.
The document discusses test automation in agile environments and new requirements for automation tools. It evaluates several agile testing tools, including Eggplant, SeeTest, and Sikuli. These new generation tools allow for quick test creation, testing at any phase without coding requirements, and support regression testing through visual recognition technology.
The document provides an overview of quality assurance and testing practices for agile projects. It discusses traditional and agile testing approaches, defines roles like testers and developers in agile teams, and outlines a test strategy including test planning, automation, and metrics. Key aspects of agile testing covered are testing throughout each sprint, the importance of collaboration, and ensuring quality is "baked in" through a whole team approach.
Test automation has many advantages. It is a useful but imperfect practice with limitations that are hard to anticipate in a new project. There are many questions that teams find themselves asking throughout a project’s lifecycle:
- How do I get started?
- What should I automate?
- How do I collect the data?
- How do I run my tests when no one is around?
- Do I always need to run all of my tests?
- Do I need to keep my tests forever?
- Where does automation fit in the cadence of the team?
In this session we’ll discuss these question and some additional practical lessons learned from several years of building solutions that leverage test automation in both large and small environments.
1. The document discusses quality processes at Google, including that testing involves many developers and one tester.
2. It describes different types of tests - unit, integration, and system - and how they are used to validate code quality and product quality at different stages.
3. Key aspects of Google's quality process include classifying tests by size, enforcing time limits, ensuring tests are independent and have no side effects, and using test results to guide continuous integration.
How to structure testing within the Scrum FrameworkJohan Hoberg
Everyone on the Scrum team contributes to testing by writing acceptance criteria and testing software. Certain team members have stronger testing skills to find complex bugs. Testing is integrated into all activities from writing acceptance criteria to testing code during sprints. Some tests requiring specialized equipment or skills may be done outside the team. Automated tests are preferred but not required, and all testing should be exploratory to learn about the software.
The document discusses testing best practices for rich client applications. It outlines the challenges of testing user interfaces and interactions. It then describes different levels of testing from ad hoc to crowdsourcing. Unit testing, continuous integration, and automated functional testing are explained. The current state of testing tools for Titanium is presented along with a demo. Future directions including more automation and crowdsourced testing are envisioned.
In computer programming and software testing, smoke testing (also confidence testing or sanity testing) is preliminary testing to reveal simple failures severe enough to (for example) reject a prospective software release.
The document discusses QA best practices in an Agile development environment. It describes key aspects of Agile like iterative delivery, self-organizing teams, and rapid feedback. It addresses challenges of fitting QA into short iterations and questions around testing approaches. The document advocates for testing to be collaborative, automated, and continuous throughout development. It provides recommendations for QA roles in activities like planning, stand-ups, retrospectives and acceptance testing. Overall it promotes testing practices in Agile that focus on early feedback, automation, and involvement of QA throughout the development process.
Students are struggling in Software Testing so i have decided to make a presentation on Testing here is the general topic from testing. I hope it will help you in your learning about testing please rate it
This document provides an overview of agile testing. It discusses what agile testing is, common agile testing strategies and stages, principles of agile testing, advantages such as reduced time and money and regular feedback, challenges like compressed testing cycles and minimal time for planning, and concludes that communication between teams is key to agile testing success. The agile testing life cycle involves four stages: iteration 0 for initial setup, construction iterations for ongoing testing, release for deployment, and production for maintenance. Principles include testing moving the project forward, testing as a continuous activity, everyone on the team participating in testing, and reducing feedback loops.
Agile planning and iterations with Scrum using Team Foundation Server 2013Allan Mangune
This document discusses how to use Scrum with Team Foundation Server 2013 to plan and manage agile product iterations. It covers creating and prioritizing a product backlog, estimating team capacity, selecting stories for a sprint backlog, tracking progress through task boards and burndown charts, identifying and resolving impediments, and completing an iteration by demonstrating the product increment or returning incomplete stories to the backlog.
This document provides a short overview of agile engineering practices, including Scrum, XP, Kanban, FDD, and DSDM. It summarizes key practices such as pair programming, test-driven development, behavior driven development, acceptance testing, exploratory testing, polyglot programming, domain specific languages, continuous integration, continuous testing, static code checking, agile databases, lightweight domain modeling, and continuous delivery. Each practice is briefly described in one slide with information on feedback time, styles, and challenges.
The document provides an overview of agile testing concepts and approaches. It discusses key aspects of agile testing including testing terminology, mindset, challenges, common approaches, strategies, and metrics. The agenda includes recapping agile principles, describing testing roles in agile, discussing test planning and execution in each sprint, and highlighting problems and lessons learned from projects.
Smoke testing is a preliminary test performed on software to ensure major functions work before further testing. It originated from hardware testing where turning on new hardware without it catching fire was considered a pass. Smoke tests check core functionality at a high level without detail to quickly reveal failures severe enough to reject a prospective release. They help conserve time and resources by screening out builds with major defects early in the development process.
Test-Driven Development in the Corporate WorkplaceAhmed Owian
What is TDD, and why is it giving traditional software development practices a run for their money? This presentation answers these questions, while focusing on a popular agile methodology, Extreme Programming (XP). It places a particular emphasis on the exploratory programming nature of XP and its testing practice, TDD. The paper also summarizes prior research on TDD and includes the results from a research survey conducted to compare TDD with traditional testing practices.
The document discusses creating a high-performing QA function through continuous integration, delivery, and testing. It recommends that QA be integrated into development teams, with automated testing, defect tracking, and ensuring features align with business needs. This would reduce defects and costs while improving customer experience through more frequent releases. Key steps outlined are implementing continuous integration and delivery pipelines, test-driven development, quality control gates, and measuring escaping defects to guide improvements.
Testing automation is important in agile environments to allow for frequent testing of software increments without relying solely on manual testing. In agile, testing automation is treated as part of the development process from the beginning by including automation activities in the backlog and having automation developers work closely with the entire scrum team. Testing automation executes after each code delivery and the results are analyzed by the whole team to help keep the code clean and move the project forward through ongoing automated testing as part of the agile way of life. This differs from the traditional waterfall model where testing automation was more isolated, focused only on regression testing, and had lower priority and integration with the development team.
This document discusses test-driven development (TDD) and acceptance test-driven development (ATDD). It defines TDD as a process of first writing a test, then code to pass the test, and refactoring code while relying on tests. ATDD helps ensure correct external features by defining tests for customer requirements. The document outlines benefits like reduced bugs and increased confidence. It also discusses tools that support TDD/ATDD like unit testing frameworks, FitNesse for acceptance tests, continuous integration, and code coverage tools.
Sharing information on Smoke testing in the earlier articles, in today’s software testing class
here in this article it is explained about the sanity testing. In this post it is explained what is a
sanity testing, sanity Testing definition and tips on sanity testing.
Patterns for Scripted Acceptance Test-Driven DevelopmentIder Zheng
introduces a series of related patterns to be used in an acceptance testdrivendevelopment (ATDD) approach to software development using scripts. ATDDuses executable client-readable acceptance tests written in the form of scripts as thekey analysis artifacts that guide software development and presents a number ofadvantages over traditional analysis artifacts – texts and diagrams. They include abetter bridging of communication gaps between clients and developers, prevention offeature creep and synchronization between analysis changes and the code beingwritten.
Create your own testing strategy to move towards Continuous Delivery.ADDQ
There are higher and higher demands on speed, mobility and quality in software development. To meet the demands quality needs to come naturally in the whole process and new technologies needs to be used, such as Continuous Delivery, to cover the entire flow from check to installed and tested software. This changes the testing strategy work and requires a change in culture for all employees in development and testing. Getting technology to support test work is not only to be seen as a tool but also as discipline and behavior. This can be difficult to change and competence, communication and incremental change are crucial factors for success. How to think in order to create a test strategy to meet the needs of today, get a cultural change and implement them as a natural part of everyday life is what this presentation is about
The document discusses test-driven development (TDD). It explains that TDD is a software development technique where test cases are written before code to validate requirements. The TDD process involves writing a test case for new functionality, seeing the test fail, then writing the code to pass the test and refactoring if needed. TDD helps improve code quality, catch bugs early, and clarify requirements and design through executable tests. The document outlines the TDD workflow and best practices like keeping tests and code separate, focusing on test isolation, and using test doubles. It also compares TDD to related techniques like unit testing, integration testing, and behavior-driven development.
The document provides an overview of agile scrum testing methodology. It describes agile testing as testing practices that follow the agile manifesto and treat development as the customer of testing. It then outlines the key aspects of scrum testing including product backlogs, sprints, daily standup meetings, sprint planning and retrospectives. It also discusses the proposed scrum testing process of identifying test scenarios, writing test cases per sprint, delayed execution, and inclusion of defects in the product backlog.
Luke evaluated his FMP project which included a magazine and poster about video games. For his research, he surveyed people and looked at existing gaming magazines for inspiration. He knew games well so could include more detail. His planning went well since he knew his topic in advance. He managed his time efficiently, completing the magazine, badge, and poster on time using Photoshop. The magazine cover and double-page spread have appealing bright colors that match his target audience's preferences. The poster and magazine title are large and bold as his audience preferred.
Luke created a logo using circles and gradients in different colors. He used the eraser tool to create hollow circles within circles so that when placed on clothing, there would be no white circles standing out. He refined the logo by adding and moving lines and circles within circles. For a magazine page on merchandise, he added the logo and screenshots of clothing with the logo from an online store. For the magazine cover, he experimented with backgrounds, logos, and fonts before settling on a background image of Crash Bandicoot with the title text overlaid. For a double page spread, he arranged images of games and added descriptive text. Finally, he began work on a Spider-Man movie poster to feature a game other
The product is a gaming magazine, poster, and hoodie or shirt. The magazine will contain images and information about upcoming games to entertain readers who enjoy games. It will have varied page and cover designs. The poster will advertise upcoming Xbox games. The clothing will feature an original design. The target audience is males and females aged 16-19 from middle-class backgrounds who want to succeed. No offensive content or copyrighted material will be included to avoid legal issues.
Luke Young conducted experiments to design an Xbox magazine logo. He started with a basic square box but made it more interesting by extending two sides. He added a green circle to represent Xbox and a white ring around the circle. In later experiments, he tried different colors and positioning of shapes. He landed on a black, white, and green design to match Xbox's colors. He used ellipse and rectangle tools in Photoshop to create and modify the shapes. For another project, Luke designed logos for t-shirts, placing the logos on mockups to see how they would look. He also created a poster for the video game Red Dead Redemption 2, adding the game title, company logo, edition details,
The document discusses testing best practices for rich client applications. It outlines the challenges of testing user interfaces and interactions. It then describes different levels of testing from ad hoc to crowdsourcing. Unit testing, continuous integration, and automated functional testing are explained. The current state of testing tools for Titanium is presented along with a demo. Future directions including more automation and crowdsourced testing are envisioned.
In computer programming and software testing, smoke testing (also confidence testing or sanity testing) is preliminary testing to reveal simple failures severe enough to (for example) reject a prospective software release.
The document discusses QA best practices in an Agile development environment. It describes key aspects of Agile like iterative delivery, self-organizing teams, and rapid feedback. It addresses challenges of fitting QA into short iterations and questions around testing approaches. The document advocates for testing to be collaborative, automated, and continuous throughout development. It provides recommendations for QA roles in activities like planning, stand-ups, retrospectives and acceptance testing. Overall it promotes testing practices in Agile that focus on early feedback, automation, and involvement of QA throughout the development process.
Students are struggling in Software Testing so i have decided to make a presentation on Testing here is the general topic from testing. I hope it will help you in your learning about testing please rate it
This document provides an overview of agile testing. It discusses what agile testing is, common agile testing strategies and stages, principles of agile testing, advantages such as reduced time and money and regular feedback, challenges like compressed testing cycles and minimal time for planning, and concludes that communication between teams is key to agile testing success. The agile testing life cycle involves four stages: iteration 0 for initial setup, construction iterations for ongoing testing, release for deployment, and production for maintenance. Principles include testing moving the project forward, testing as a continuous activity, everyone on the team participating in testing, and reducing feedback loops.
Agile planning and iterations with Scrum using Team Foundation Server 2013Allan Mangune
This document discusses how to use Scrum with Team Foundation Server 2013 to plan and manage agile product iterations. It covers creating and prioritizing a product backlog, estimating team capacity, selecting stories for a sprint backlog, tracking progress through task boards and burndown charts, identifying and resolving impediments, and completing an iteration by demonstrating the product increment or returning incomplete stories to the backlog.
This document provides a short overview of agile engineering practices, including Scrum, XP, Kanban, FDD, and DSDM. It summarizes key practices such as pair programming, test-driven development, behavior driven development, acceptance testing, exploratory testing, polyglot programming, domain specific languages, continuous integration, continuous testing, static code checking, agile databases, lightweight domain modeling, and continuous delivery. Each practice is briefly described in one slide with information on feedback time, styles, and challenges.
The document provides an overview of agile testing concepts and approaches. It discusses key aspects of agile testing including testing terminology, mindset, challenges, common approaches, strategies, and metrics. The agenda includes recapping agile principles, describing testing roles in agile, discussing test planning and execution in each sprint, and highlighting problems and lessons learned from projects.
Smoke testing is a preliminary test performed on software to ensure major functions work before further testing. It originated from hardware testing where turning on new hardware without it catching fire was considered a pass. Smoke tests check core functionality at a high level without detail to quickly reveal failures severe enough to reject a prospective release. They help conserve time and resources by screening out builds with major defects early in the development process.
Test-Driven Development in the Corporate WorkplaceAhmed Owian
What is TDD, and why is it giving traditional software development practices a run for their money? This presentation answers these questions, while focusing on a popular agile methodology, Extreme Programming (XP). It places a particular emphasis on the exploratory programming nature of XP and its testing practice, TDD. The paper also summarizes prior research on TDD and includes the results from a research survey conducted to compare TDD with traditional testing practices.
The document discusses creating a high-performing QA function through continuous integration, delivery, and testing. It recommends that QA be integrated into development teams, with automated testing, defect tracking, and ensuring features align with business needs. This would reduce defects and costs while improving customer experience through more frequent releases. Key steps outlined are implementing continuous integration and delivery pipelines, test-driven development, quality control gates, and measuring escaping defects to guide improvements.
Testing automation is important in agile environments to allow for frequent testing of software increments without relying solely on manual testing. In agile, testing automation is treated as part of the development process from the beginning by including automation activities in the backlog and having automation developers work closely with the entire scrum team. Testing automation executes after each code delivery and the results are analyzed by the whole team to help keep the code clean and move the project forward through ongoing automated testing as part of the agile way of life. This differs from the traditional waterfall model where testing automation was more isolated, focused only on regression testing, and had lower priority and integration with the development team.
This document discusses test-driven development (TDD) and acceptance test-driven development (ATDD). It defines TDD as a process of first writing a test, then code to pass the test, and refactoring code while relying on tests. ATDD helps ensure correct external features by defining tests for customer requirements. The document outlines benefits like reduced bugs and increased confidence. It also discusses tools that support TDD/ATDD like unit testing frameworks, FitNesse for acceptance tests, continuous integration, and code coverage tools.
Sharing information on Smoke testing in the earlier articles, in today’s software testing class
here in this article it is explained about the sanity testing. In this post it is explained what is a
sanity testing, sanity Testing definition and tips on sanity testing.
Patterns for Scripted Acceptance Test-Driven DevelopmentIder Zheng
introduces a series of related patterns to be used in an acceptance testdrivendevelopment (ATDD) approach to software development using scripts. ATDDuses executable client-readable acceptance tests written in the form of scripts as thekey analysis artifacts that guide software development and presents a number ofadvantages over traditional analysis artifacts – texts and diagrams. They include abetter bridging of communication gaps between clients and developers, prevention offeature creep and synchronization between analysis changes and the code beingwritten.
Create your own testing strategy to move towards Continuous Delivery.ADDQ
There are higher and higher demands on speed, mobility and quality in software development. To meet the demands quality needs to come naturally in the whole process and new technologies needs to be used, such as Continuous Delivery, to cover the entire flow from check to installed and tested software. This changes the testing strategy work and requires a change in culture for all employees in development and testing. Getting technology to support test work is not only to be seen as a tool but also as discipline and behavior. This can be difficult to change and competence, communication and incremental change are crucial factors for success. How to think in order to create a test strategy to meet the needs of today, get a cultural change and implement them as a natural part of everyday life is what this presentation is about
The document discusses test-driven development (TDD). It explains that TDD is a software development technique where test cases are written before code to validate requirements. The TDD process involves writing a test case for new functionality, seeing the test fail, then writing the code to pass the test and refactoring if needed. TDD helps improve code quality, catch bugs early, and clarify requirements and design through executable tests. The document outlines the TDD workflow and best practices like keeping tests and code separate, focusing on test isolation, and using test doubles. It also compares TDD to related techniques like unit testing, integration testing, and behavior-driven development.
The document provides an overview of agile scrum testing methodology. It describes agile testing as testing practices that follow the agile manifesto and treat development as the customer of testing. It then outlines the key aspects of scrum testing including product backlogs, sprints, daily standup meetings, sprint planning and retrospectives. It also discusses the proposed scrum testing process of identifying test scenarios, writing test cases per sprint, delayed execution, and inclusion of defects in the product backlog.
Luke evaluated his FMP project which included a magazine and poster about video games. For his research, he surveyed people and looked at existing gaming magazines for inspiration. He knew games well so could include more detail. His planning went well since he knew his topic in advance. He managed his time efficiently, completing the magazine, badge, and poster on time using Photoshop. The magazine cover and double-page spread have appealing bright colors that match his target audience's preferences. The poster and magazine title are large and bold as his audience preferred.
Luke created a logo using circles and gradients in different colors. He used the eraser tool to create hollow circles within circles so that when placed on clothing, there would be no white circles standing out. He refined the logo by adding and moving lines and circles within circles. For a magazine page on merchandise, he added the logo and screenshots of clothing with the logo from an online store. For the magazine cover, he experimented with backgrounds, logos, and fonts before settling on a background image of Crash Bandicoot with the title text overlaid. For a double page spread, he arranged images of games and added descriptive text. Finally, he began work on a Spider-Man movie poster to feature a game other
The product is a gaming magazine, poster, and hoodie or shirt. The magazine will contain images and information about upcoming games to entertain readers who enjoy games. It will have varied page and cover designs. The poster will advertise upcoming Xbox games. The clothing will feature an original design. The target audience is males and females aged 16-19 from middle-class backgrounds who want to succeed. No offensive content or copyrighted material will be included to avoid legal issues.
Luke Young conducted experiments to design an Xbox magazine logo. He started with a basic square box but made it more interesting by extending two sides. He added a green circle to represent Xbox and a white ring around the circle. In later experiments, he tried different colors and positioning of shapes. He landed on a black, white, and green design to match Xbox's colors. He used ellipse and rectangle tools in Photoshop to create and modify the shapes. For another project, Luke designed logos for t-shirts, placing the logos on mockups to see how they would look. He also created a poster for the video game Red Dead Redemption 2, adding the game title, company logo, edition details,
Here is an overview of the strengths and weaknesses of the research methods you used:
Product Research:
- Strengths: Allowed you to analyze existing products in your topic area to understand design elements, colors, imagery, etc. that appeal to the target audience.
- Weaknesses: Focusing only on products you were already familiar with limited the scope of research. Analyzing your own interests/knowledge risks bias.
Questionnaires:
- Strengths: Gathered quantitative data on audience preferences directly from your target demographic. Easy to distribute online.
- Weaknesses: Small sample size of only 10 people limits generalizability of results. Could have gathered more responses.
Interviews:
-
The document outlines Luke Young's initial plans for his final major project (FMP), which will include a gaming magazine cover, double page spread, and poster. The target audience is males aged 16-19 from middle-class backgrounds who enjoy games. Inspiration was drawn from movie and game posters, magazines, and clothing found in the mood board to influence the style and design of the final products. Photoshop will be used to create the magazine, poster, and logo for clothing. Other ideas such as a game or album cover were discounted in favor of creating new types of products.
The product is a gaming magazine, poster, and hoodie or shirt. The magazine will contain images and information about upcoming games to entertain readers who enjoy games. It will have varied page and cover designs. The poster will advertise upcoming Xbox games. The clothing will feature an original design. The target audience is males and females aged 16-19 from middle-class backgrounds who want to succeed. No offensive content or copyrighted material will be included to avoid legal issues.
Luke Young created an Xbox gaming logo experimenting with different design elements. He started with a basic square box but made it more interesting by extending two sides. He added a green circle representing the Xbox and a white ring around it to resemble Xbox magazine logos. A black background added to the Xbox feel. Through experimenting with sizes, colors, and positioning elements, he developed additional logos in black, white, and green or black and red. He reflected that the circular logos with gradients and positioning elements to imply shadowing would be included in his final product design.
The respondent conducted a questionnaire to research their target audience for various gaming and sci-fi related products. Key findings include:
- The primary audience is 16-19 years old, with more males than females interested.
- Respondents preferred a large, colorful image on posters over lots of text or monochrome images.
- For t-shirt designs, they favored a unique overall image over minimalist or logo-based designs.
- Gaming posters should feature characters from the game rather than just narrative ideas or limited information.
- A gaming magazine would primarily include a top 10 list but also reviews and sequel/prequel information.
- The front cover of the magazine should
The document outlines Luke Young's initial plans for his final major project (FMP), which will include a gaming magazine cover, double page spread, and poster. The target audience is males aged 16-19 from middle-class backgrounds who enjoy games. Inspiration was drawn from movie and game posters, magazines, and clothing found in the mood board to influence the style and design of the final products. Photoshop will be used to create the magazine, poster, and logo for clothing. Other ideas such as a game or album cover were discounted in favor of creating new types of products.
This document outlines a pre-production plan for a podcast. It includes lists of potential sound effects and music to use, necessary props and locations, contingency plans for issues that may arise, health and safety considerations, and a proposed 8-day schedule. Sound effects would be sourced from Freesound.org and include crowd cheering, boots running, and a revolver. Music tracks from YouTube are proposed to play throughout and between segments. The podcast would require a quiet room and space and possibly another person. The schedule allocates days for planning, recording, editing with Adobe Premier, and finalizing the podcast.
The document provides a self-evaluation and peer feedback for a podcast production about video games. Some key points:
1) The producer evaluated their research, planning, time management, technical, aural and audience qualities. Peer feedback noted they liked discussing upcoming games but suggested making it longer and clearer.
2) Areas for improvement included making the producer's voice louder and clearer, finding sound effects that better match the games, and extending the length past 2 minutes.
3) In response, the producer agreed their voice needed more clarity and the podcast could be longer. They disagreed that the music volume and sound effects needed changing.
The podcast discusses upcoming and popular video games, focusing on games expected in 2018. Jack expresses excitement for Far Cry 5 as his favorite franchise and for Red Dead Redemption 2, as the original was very popular. The host is looking forward to A Way Out, a unique co-op game where two players can see each other's screens. Jack also mentions wanting improvements to the servers and player balancing in FIFA 19 and for Call of Duty to return to its "boots on the ground" gameplay without jetpacks. Crackdown 3 is also anticipated for its 4-player co-op mode.
Luke recorded a podcast using sound effects downloaded from online sources. He had to restart the recording after discovering the microphone was plugged into the wrong audio jack. He edited the podcast in Adobe Premier, adding the sound effects in the appropriate places and leaving spaces for them. To improve the podcast, Luke also added backing music to make it less dull and more engaging to listen to. After finishing, he exported the podcast and sound effects files and emailed them to himself.
The document proposes a podcast about games that would entertain listeners and potentially spark an interest in gaming, discussing new and upcoming titles as well as fan favorites, with the target audience being males and females ages 16+ given the mature content of many games. Legal and ethical considerations are addressed, with the proposal noting the content would avoid offense by ensuring factual accuracy and brevity of any game clips used within copyright fair use limits.
The document discusses existing podcasts that talk about introducing topics like sports or games, then discussing those topics in more depth. It notes that these podcasts typically include an introduction and move between topics. The author plans to create a similar podcast that includes introductory music, discusses topics like UFC or games, and may include a guest.
The document outlines initial plans made by Luke Young. It includes a mind map to help organize and visualize the plans. The mind map breaks down the plans into further details to help ensure all aspects are considered.
The document outlines initial plans made by Luke Young involving a mind map. It references a mind map twice, suggesting Luke intends to create a mind map to help outline and organize his initial plans. The short document focuses entirely on Luke developing a mind map to aid in planning without providing any other context or details.
The document summarizes Luke Young's evaluation of his magazine production process. Some key points:
- Luke researched Xbox, PS4, and PC magazines and chose to focus on Xbox as it was his preferred console.
- His planning process helped him design the magazine cover and double-page spread, focusing on new Xbox games.
- Luke managed his time well and completed the magazine on time while ensuring quality.
- Peer feedback suggested improving the magazine cover font and double-page spread design while praising the realistic cover design and amount of content.
The document summarizes research on existing game magazine covers. It finds that they commonly advertise new upcoming games prominently on the front with colorful graphics and titles that stand out against the background. Main games are given larger images than others to draw more attention. Colors, characters, and graphics that match the theme of the featured games help promote them and catch readers' eyes. The research will inform the creation of a new magazine cover that highlights major new 2018 releases in a visually engaging style similar to those analyzed.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
-------------------------------------------------------------------------------
Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
-------------------------------------------------------------------------------
For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.