An Augmented Reality Mobile Application Powerpoint Presentation. The app name is Bornoporichoy AR. It is the first augmented reality bangla learning mobile application.
H"App"y Kids handout by Amanda RobersonAmy Koester
This document provides recommendations for early literacy apps for pre-readers. It lists the five best ways to help children get ready to read as talking, singing, reading, writing, and playing. It then provides reviews of several free apps that support these areas through interactive stories, games, songs, tracing, and creative activities to develop important pre-reading skills.
This document discusses developing an interactive children's literature application to allow long-distance story time between children and parents. It would link two touchscreen devices so that parents could remotely control the child's screen to read stories together. This could help families spend intimate time reading despite being apart. The application may also use video calls or haptic technologies to enhance interaction. It would draw from classic literature and tales, adapting them for digital formats with animation and interactivity to engage children.
5 ideas for teaching about Halloween using apps and mobile devicesLearnAhead
The document provides 5 ideas for teaching about Halloween using apps and mobile devices:
1. Use apps to teach Halloween vocabulary words. Suggested apps include First Words Halloween and Word Carrot.
2. Use the app iLuv Drawing Monsters to help students draw and describe monsters.
3. Use Halloween-themed games like Halloween Chicktionary Lite and I SPY Spooky Mansion to engage older students.
4. The Weird But True app from National Geographic contains strange facts that can be used for quizzes and research.
5. Interactive ebook apps like Go Away, Big Green Monster and story generation apps like Spooky Story Dice can
iKids: Adding Tablets and Apps to Your Programs for Young Childrenlmmulvenna
The document provides an overview of using tablets and apps in library programs for young children. It discusses why libraries should use apps, the importance of kids' apps, recommendations for tablet use with young kids, considerations for iPad vs. Android tablets, checking what schools are using, what makes a good app, reviews of apps, how to add apps to storytime, and provides descriptions of specific apps that are good for storytime. The document aims to educate libraries on best practices for introducing tablets and apps to engage and benefit young patrons.
Top 4 ways to really win with augmented reality in your school, community or ...Brendan O'Keefe
Some useful information for educators interested in using Augmented Reality for teaching and learning.
Example. Create engaging homework in neat little digital bundles. Another way to Flip the Classroom.
This document summarizes several educational mobile apps for children:
- ABC Letters and Thinkrolls are apps to help children learn letters, numbers, and logic/problem-solving skills in a fun way.
- Binomial, Montessori Geometry, and iCuadernos focus on teaching biology, geometry, and math fundamentals through interactive games and exercises.
- Children's Day Map, Play Tales, and Pet Doctor use stories, interactive activities, and pretend play to teach English vocabulary, wisdom, and caretaking skills.
- Lightbot: Code Hour and Walk Band aim to introduce programming and music fundamentals to kids through puzzle-solving and playing virtual instruments.
This document discusses how smartphones and social media have transformed parenting in the digital age. It notes that smartphones have become standard parenting equipment, with over half of mothers surveyed saying they bought a smartphone as a result of becoming a mom. It also notes that 92% of children in the US and 82% of children in Western countries have a digital footprint before age 2. The document seeks input from parents on how mobile technology has impacted their parenting journey and relationships with their children.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
H"App"y Kids handout by Amanda RobersonAmy Koester
This document provides recommendations for early literacy apps for pre-readers. It lists the five best ways to help children get ready to read as talking, singing, reading, writing, and playing. It then provides reviews of several free apps that support these areas through interactive stories, games, songs, tracing, and creative activities to develop important pre-reading skills.
This document discusses developing an interactive children's literature application to allow long-distance story time between children and parents. It would link two touchscreen devices so that parents could remotely control the child's screen to read stories together. This could help families spend intimate time reading despite being apart. The application may also use video calls or haptic technologies to enhance interaction. It would draw from classic literature and tales, adapting them for digital formats with animation and interactivity to engage children.
5 ideas for teaching about Halloween using apps and mobile devicesLearnAhead
The document provides 5 ideas for teaching about Halloween using apps and mobile devices:
1. Use apps to teach Halloween vocabulary words. Suggested apps include First Words Halloween and Word Carrot.
2. Use the app iLuv Drawing Monsters to help students draw and describe monsters.
3. Use Halloween-themed games like Halloween Chicktionary Lite and I SPY Spooky Mansion to engage older students.
4. The Weird But True app from National Geographic contains strange facts that can be used for quizzes and research.
5. Interactive ebook apps like Go Away, Big Green Monster and story generation apps like Spooky Story Dice can
iKids: Adding Tablets and Apps to Your Programs for Young Childrenlmmulvenna
The document provides an overview of using tablets and apps in library programs for young children. It discusses why libraries should use apps, the importance of kids' apps, recommendations for tablet use with young kids, considerations for iPad vs. Android tablets, checking what schools are using, what makes a good app, reviews of apps, how to add apps to storytime, and provides descriptions of specific apps that are good for storytime. The document aims to educate libraries on best practices for introducing tablets and apps to engage and benefit young patrons.
Top 4 ways to really win with augmented reality in your school, community or ...Brendan O'Keefe
Some useful information for educators interested in using Augmented Reality for teaching and learning.
Example. Create engaging homework in neat little digital bundles. Another way to Flip the Classroom.
This document summarizes several educational mobile apps for children:
- ABC Letters and Thinkrolls are apps to help children learn letters, numbers, and logic/problem-solving skills in a fun way.
- Binomial, Montessori Geometry, and iCuadernos focus on teaching biology, geometry, and math fundamentals through interactive games and exercises.
- Children's Day Map, Play Tales, and Pet Doctor use stories, interactive activities, and pretend play to teach English vocabulary, wisdom, and caretaking skills.
- Lightbot: Code Hour and Walk Band aim to introduce programming and music fundamentals to kids through puzzle-solving and playing virtual instruments.
This document discusses how smartphones and social media have transformed parenting in the digital age. It notes that smartphones have become standard parenting equipment, with over half of mothers surveyed saying they bought a smartphone as a result of becoming a mom. It also notes that 92% of children in the US and 82% of children in Western countries have a digital footprint before age 2. The document seeks input from parents on how mobile technology has impacted their parenting journey and relationships with their children.
Augmented reality objects design in augmented story book mobile application f...IJECEIAES
The folktale is a kind of story that has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.
Mobile phones in the classroom have always been a controversial topic. Some teachers worry about the potential for student distraction, while others have decided to use them because they offer some positive learning benefits. The reality is that students, especially those ages 12-18, use smartphones on a daily basis. For most, smartphones are their device of choice, and nearly all 95% of all teens have them (Pew Research, 2018). Because this device is so commonplace, it makes sense to leverage its benefits.
From a distance learning perspective, the smartphone is a tool that can be used for research, as a mobile diary, a voice recorder, for making videos, and much more. As a modern educator you need to learn how to promote the educational uses of smartphones in a constructive way that supports learning.
Here are four simple ways to facilitate the educational use of smartphones:
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
The document discusses several apps and technologies used at Homerton Early Years Centre in Cambridge, including the HP Reveal App, Open University Our Story app, Yellow Door Pre-writing app, and TTS Story Sequencer. The HP Reveal App allows users to create an "aura" so that pointing an iPad at an image will play a related video. The Our Story app allows creating and sharing stories by inserting photos, videos, and text or voice recordings. The Yellow Door Pre-writing app uses digital pebbles and a simulated pond to help children trace patterns. The TTS Story Sequencer uses recordable panels to help children sequence pictures and recordings into stories.
The document provides information on why iPads are useful for education. It discusses how iPads enable 21st century skills like project based and collaborative learning. It highlights key trends in technology and learning environments that iPads support. The document also provides examples of educational apps in categories like productivity, those that are engaging, and social apps. Resources for using iPads in the classroom and tutorials are listed at the end.
Augmented reality the next big thing for future educationValiant Technosoft
The term AR refers to Augmented Reality is the technology that empowers people to include digital elements into their existing world or actual environment. For example, Social apps, NFL, Pokémon Go are highly influenced by AR -
https://valianttechnosoft.com/blog/augmented-reality-the-next-big-thing-for-future-education/
Firefly is a new storytelling device designed for children that combines printed books with interactive technology. It looks like a book but brings words and pictures to life in new ways. Firefly allows children to explore stories in an interactive digital landscape with additional content like videos and songs. The goal is to transform the experience of parents handing their children a tablet into meaningful shared reading time with an innovative new storytelling medium. Marketing Firefly will involve partnerships with parents, libraries, publishers, and the mobile industry to reach its potential audience of millions of children and families.
Position Paper 6: Interview with Drew Davidson, Ph.D.Cupcake Digital
Cupcake Digital received expert advice from Dr. Drew Davidson on the relationship between technology and education. Dr. Davidson believes that technology, like tablets, can be engaging for young children when used as part of a well-rounded learning system that also includes hands-on and social activities. He sees apps as not being a magic solution on their own and advises moderation in technology use along with equal time spent on other activities like reading and outdoor play. Cupcake Digital strives to create educational apps through partnerships with subject experts and assessments to ensure apps help with learning.
The presentation describes how the iPad can transform learning in a primary school classroom. It is changing the way we are able to help children learn- doing new things in new ways.
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
This document discusses augmented reality (AR) and its potential benefits for education. AR overlays virtual imagery on views of the real world and can be accessed through mobile devices. It allows for place-based learning outside of the classroom. Examples mentioned include using AR for homework assignments, outdoor advertising, books, and learning trails around the local area. Free and easy to use AR creation tools are highlighted, such as Aurasma and BuildAR. The document promotes experimenting with AR pilots in the classroom and sharing examples with others.
Augmented Reality Children's Book ProjectMaxie Tran
The document summarizes research conducted by a team to develop an augmented reality children's book. The team explored existing AR applications and innovations, interviewed parents, and analyzed popular AR book apps. Their research found opportunities to make reading more engaging for children by incorporating AR technologies. The team developed design principles for AR books and created early concepts, including an educational storybook or game book with puzzles.
An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)Jorge Brandão
Technologies, like augmented reality (AR), have the ability to catch children’s imagination and to promote their attention.
Children with ASD usually have difficulty to recognize facial expressions and to understand associated emotions.
We propose to design and develop an innovative GameBook to assist children with ASD to recognize and acquire emotions by engaging their attention and motivation.
The GameBook will contain a story that describe some scenarios and real world situations which will conduct the children to become involved on fictional contents associated with emotions.
Augmented Reality in Education: How AR is Shaping the Future of Learning?.pdfDark Bears
Technologies and science have opened the floodgates of opportunities for humanity. It has made our lives more convenient, comfortable, and easy by offering brilliant applications in healthcare, retail, communication, learning, and education.
C:\Documents And Settings\Rkairam\Desktop\Autism And The I Pad September 2010Ram Kairam
The document discusses how interactive technologies like the iPad can help address communication and behavioral impairments associated with autism. It provides details on apps like Proloquo2Go and Grace that allow nonverbal individuals to communicate using pictures and text-to-speech. Reviews of the iPad note its potential to transform lives through affordable and easy-to-use augmentative and alternative communication tools.
Web 2.0 tools allow users to create, share, and collaborate on content online. The iLearn Virtual Learning Environment is an example of a Web 2.0 tool that teachers can use to deliver course content and enable communication, collaboration, and assessment. Digital resources refer to any content that can be stored digitally and used for teaching and learning purposes.
Web 2.0 tools allow users to create, share, and collaborate on content online. The iLearn Virtual Learning Environment is an example of a Web 2.0 tool that teachers can use to deliver course content and enable communication, collaboration, and assessment. Digital resources refer to any content that can be stored digitally and used for teaching and learning purposes.
I pad apps for pre k through 2nd grade studentsSt Isidore
This document provides summaries of 13 iPad apps for pre-K through 2nd grade students. The apps cover a range of subjects including interactive stories, games to practice skills like spelling and counting, and drawing/art apps. Many of the apps are free or have free components to try before purchasing additional content. The apps are designed to be engaging for young learners and to help build important foundational skills.
The future of education will incorporate new technologies like augmented reality, online learning, and adaptive learning systems. Students will be able to learn both inside and outside the classroom through interactive simulations and personalized learning experiences. Classrooms will become more immersive learning environments where students can use augmented reality on their devices to interact with virtual elements and gain a deeper understanding of concepts. Teachers will have new tools to bring lessons to life and actively involve students in their education.
New England Library Association Conference 2012: Claire MooreCen Campbell
This document discusses technology programming and services for children at the Darien Library. It begins with an introduction to the library and outlines why technology is vital for meeting patron needs and developing 21st century skills. Several examples are provided of how the library incorporates technology into its children's services and programs, such as using iPads and apps to support early literacy and offering technology-focused programs for different age groups. Resources for implementing technology and evaluating apps are also shared.
Atelier - Innover avec l’IA Générative et les graphes de connaissancesNeo4j
Atelier - Innover avec l’IA Générative et les graphes de connaissances
Allez au-delà du battage médiatique autour de l’IA et découvrez des techniques pratiques pour utiliser l’IA de manière responsable à travers les données de votre organisation. Explorez comment utiliser les graphes de connaissances pour augmenter la précision, la transparence et la capacité d’explication dans les systèmes d’IA générative. Vous partirez avec une expérience pratique combinant les relations entre les données et les LLM pour apporter du contexte spécifique à votre domaine et améliorer votre raisonnement.
Amenez votre ordinateur portable et nous vous guiderons sur la mise en place de votre propre pile d’IA générative, en vous fournissant des exemples pratiques et codés pour démarrer en quelques minutes.
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Similar to An Augmented Reality Mobile Application Powerpoint Presentation.
Mobile phones in the classroom have always been a controversial topic. Some teachers worry about the potential for student distraction, while others have decided to use them because they offer some positive learning benefits. The reality is that students, especially those ages 12-18, use smartphones on a daily basis. For most, smartphones are their device of choice, and nearly all 95% of all teens have them (Pew Research, 2018). Because this device is so commonplace, it makes sense to leverage its benefits.
From a distance learning perspective, the smartphone is a tool that can be used for research, as a mobile diary, a voice recorder, for making videos, and much more. As a modern educator you need to learn how to promote the educational uses of smartphones in a constructive way that supports learning.
Here are four simple ways to facilitate the educational use of smartphones:
This is a presentation for Global Learning and Cross Cultural Communication and International Education Research (GLACCIER), 14th Nov, 2011, Melbourne, Australia
The document discusses several apps and technologies used at Homerton Early Years Centre in Cambridge, including the HP Reveal App, Open University Our Story app, Yellow Door Pre-writing app, and TTS Story Sequencer. The HP Reveal App allows users to create an "aura" so that pointing an iPad at an image will play a related video. The Our Story app allows creating and sharing stories by inserting photos, videos, and text or voice recordings. The Yellow Door Pre-writing app uses digital pebbles and a simulated pond to help children trace patterns. The TTS Story Sequencer uses recordable panels to help children sequence pictures and recordings into stories.
The document provides information on why iPads are useful for education. It discusses how iPads enable 21st century skills like project based and collaborative learning. It highlights key trends in technology and learning environments that iPads support. The document also provides examples of educational apps in categories like productivity, those that are engaging, and social apps. Resources for using iPads in the classroom and tutorials are listed at the end.
Augmented reality the next big thing for future educationValiant Technosoft
The term AR refers to Augmented Reality is the technology that empowers people to include digital elements into their existing world or actual environment. For example, Social apps, NFL, Pokémon Go are highly influenced by AR -
https://valianttechnosoft.com/blog/augmented-reality-the-next-big-thing-for-future-education/
Firefly is a new storytelling device designed for children that combines printed books with interactive technology. It looks like a book but brings words and pictures to life in new ways. Firefly allows children to explore stories in an interactive digital landscape with additional content like videos and songs. The goal is to transform the experience of parents handing their children a tablet into meaningful shared reading time with an innovative new storytelling medium. Marketing Firefly will involve partnerships with parents, libraries, publishers, and the mobile industry to reach its potential audience of millions of children and families.
Position Paper 6: Interview with Drew Davidson, Ph.D.Cupcake Digital
Cupcake Digital received expert advice from Dr. Drew Davidson on the relationship between technology and education. Dr. Davidson believes that technology, like tablets, can be engaging for young children when used as part of a well-rounded learning system that also includes hands-on and social activities. He sees apps as not being a magic solution on their own and advises moderation in technology use along with equal time spent on other activities like reading and outdoor play. Cupcake Digital strives to create educational apps through partnerships with subject experts and assessments to ensure apps help with learning.
The presentation describes how the iPad can transform learning in a primary school classroom. It is changing the way we are able to help children learn- doing new things in new ways.
The Pedagogical Potential of Augmented Reality Appsinventionjournals
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
This document discusses augmented reality (AR) and its potential benefits for education. AR overlays virtual imagery on views of the real world and can be accessed through mobile devices. It allows for place-based learning outside of the classroom. Examples mentioned include using AR for homework assignments, outdoor advertising, books, and learning trails around the local area. Free and easy to use AR creation tools are highlighted, such as Aurasma and BuildAR. The document promotes experimenting with AR pilots in the classroom and sharing examples with others.
Augmented Reality Children's Book ProjectMaxie Tran
The document summarizes research conducted by a team to develop an augmented reality children's book. The team explored existing AR applications and innovations, interviewed parents, and analyzed popular AR book apps. Their research found opportunities to make reading more engaging for children by incorporating AR technologies. The team developed design principles for AR books and created early concepts, including an educational storybook or game book with puzzles.
An Augmented Reality GameBook for Children with Autism Spectrum Disorder (ASD)Jorge Brandão
Technologies, like augmented reality (AR), have the ability to catch children’s imagination and to promote their attention.
Children with ASD usually have difficulty to recognize facial expressions and to understand associated emotions.
We propose to design and develop an innovative GameBook to assist children with ASD to recognize and acquire emotions by engaging their attention and motivation.
The GameBook will contain a story that describe some scenarios and real world situations which will conduct the children to become involved on fictional contents associated with emotions.
Augmented Reality in Education: How AR is Shaping the Future of Learning?.pdfDark Bears
Technologies and science have opened the floodgates of opportunities for humanity. It has made our lives more convenient, comfortable, and easy by offering brilliant applications in healthcare, retail, communication, learning, and education.
C:\Documents And Settings\Rkairam\Desktop\Autism And The I Pad September 2010Ram Kairam
The document discusses how interactive technologies like the iPad can help address communication and behavioral impairments associated with autism. It provides details on apps like Proloquo2Go and Grace that allow nonverbal individuals to communicate using pictures and text-to-speech. Reviews of the iPad note its potential to transform lives through affordable and easy-to-use augmentative and alternative communication tools.
Web 2.0 tools allow users to create, share, and collaborate on content online. The iLearn Virtual Learning Environment is an example of a Web 2.0 tool that teachers can use to deliver course content and enable communication, collaboration, and assessment. Digital resources refer to any content that can be stored digitally and used for teaching and learning purposes.
Web 2.0 tools allow users to create, share, and collaborate on content online. The iLearn Virtual Learning Environment is an example of a Web 2.0 tool that teachers can use to deliver course content and enable communication, collaboration, and assessment. Digital resources refer to any content that can be stored digitally and used for teaching and learning purposes.
I pad apps for pre k through 2nd grade studentsSt Isidore
This document provides summaries of 13 iPad apps for pre-K through 2nd grade students. The apps cover a range of subjects including interactive stories, games to practice skills like spelling and counting, and drawing/art apps. Many of the apps are free or have free components to try before purchasing additional content. The apps are designed to be engaging for young learners and to help build important foundational skills.
The future of education will incorporate new technologies like augmented reality, online learning, and adaptive learning systems. Students will be able to learn both inside and outside the classroom through interactive simulations and personalized learning experiences. Classrooms will become more immersive learning environments where students can use augmented reality on their devices to interact with virtual elements and gain a deeper understanding of concepts. Teachers will have new tools to bring lessons to life and actively involve students in their education.
New England Library Association Conference 2012: Claire MooreCen Campbell
This document discusses technology programming and services for children at the Darien Library. It begins with an introduction to the library and outlines why technology is vital for meeting patron needs and developing 21st century skills. Several examples are provided of how the library incorporates technology into its children's services and programs, such as using iPads and apps to support early literacy and offering technology-focused programs for different age groups. Resources for implementing technology and evaluating apps are also shared.
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Atelier - Innover avec l’IA Générative et les graphes de connaissancesNeo4j
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Allez au-delà du battage médiatique autour de l’IA et découvrez des techniques pratiques pour utiliser l’IA de manière responsable à travers les données de votre organisation. Explorez comment utiliser les graphes de connaissances pour augmenter la précision, la transparence et la capacité d’explication dans les systèmes d’IA générative. Vous partirez avec une expérience pratique combinant les relations entre les données et les LLM pour apporter du contexte spécifique à votre domaine et améliorer votre raisonnement.
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8 Best Automated Android App Testing Tool and Framework in 2024.pdfkalichargn70th171
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AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppGoogle
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
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See My Other Reviews Article:
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Recording:
https://www.youtube.com/live/MSdGLG2zLy8?si=INxBHTqkwHhxV5Ta&t=0
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
17. C
Augmented Reality (AR) is an interactive experience of a real-world environment whereby the objects
that reside in the real-world are "augmented" by computer-generated perceptual information, sometimes
across multiple sensory modalities, including visual, auditory, haptic, somatosensory, and olfactory.
BORNOPOROCHOY AR IS AUGMENTED REALITY BASED APP
22. VISSION & MISSION
01 02 03
Augmented all
primary book and
make children more
interested to learning.
Augmented Biology,
physics and chemistry
book’s to make learning
more powerful.
Finally Augmented all
text book still image to
3D model for make a
revelation in education.