The document provides ideas for a group presentation on how different topics have changed over time.
Some of the proposed topic ideas included how art, films, and games have evolved. Each group member then suggested 1-3 subtopics they could research for the presentation, such as the revolution of makeup, alcohol use, Japanese culture, bullying, crime in London, the changing family structure, and the impact of social class differences. The group discussed combining some of the ideas and decided to focus their presentation on how technology has changed over time, with episodes on the evolution of computers, games, and phones. They provided research on the development of these technologies and effects of technology use.
Conceptual integrity arises not (simply) from one mind or from a small number of agreeing resonant minds, but from sometimes hidden co-authors and the things designed themselves.
This presentation was created by Richard P Gabriel (www.dreamsongs.com) and presented at IME-USP - São Paulo on 30/Mar/2011 sponsored by CCSL (ccsl.ime.usp.br)
Conceptualizing the Maker - PresentationBinaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
Remix, Remake, Remodel.
A primer on Remix Culture featuring an all star cast: Lessig, The Avalanches, Girl Talk, Andrew Keen (OK forget that last one...)
This presentation was presented as part of my Masters in Digital Communications and Culture at the University of Sydney and was a helluva lot of fun to present!
Problem Based Learning (K-12) – Web 2.0 is about revolutionary new ways of creating, collaborating,
editing and sharing user-generated content on line. It’s also about ease of use. There is no
need to download and teachers and students can master many of these tools in minutes.
Technology has never been easier or more accessible to all. See how you can
promote technology, create user generated content and collaborate with your staff
members and among students in your library.
Bosa Mijaljevic, Librarian, Arts High School, Newark, Deborah Liberato, Librarian, Paterson
Public Schools & Cara Cunha, Librarian, Roseland Public Schools
Conceptual integrity arises not (simply) from one mind or from a small number of agreeing resonant minds, but from sometimes hidden co-authors and the things designed themselves.
This presentation was created by Richard P Gabriel (www.dreamsongs.com) and presented at IME-USP - São Paulo on 30/Mar/2011 sponsored by CCSL (ccsl.ime.usp.br)
Conceptualizing the Maker - PresentationBinaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
Remix, Remake, Remodel.
A primer on Remix Culture featuring an all star cast: Lessig, The Avalanches, Girl Talk, Andrew Keen (OK forget that last one...)
This presentation was presented as part of my Masters in Digital Communications and Culture at the University of Sydney and was a helluva lot of fun to present!
Problem Based Learning (K-12) – Web 2.0 is about revolutionary new ways of creating, collaborating,
editing and sharing user-generated content on line. It’s also about ease of use. There is no
need to download and teachers and students can master many of these tools in minutes.
Technology has never been easier or more accessible to all. See how you can
promote technology, create user generated content and collaborate with your staff
members and among students in your library.
Bosa Mijaljevic, Librarian, Arts High School, Newark, Deborah Liberato, Librarian, Paterson
Public Schools & Cara Cunha, Librarian, Roseland Public Schools
Slides from my recent presentation in Chicago for the IFP Chicago Producers Series. Only a few new things for those of you who have seen me speak before, but I always upload the slides so attendees can get links, notes, etc.
Slides from my recent presentation in Chicago for the IFP Chicago Producers Series. Only a few new things for those of you who have seen me speak before, but I always upload the slides so attendees can get links, notes, etc.
Reesa Brown's presentation at Icon 2008: Revolutions, in Tel Aviv Israel. This slideshow covers recent developments in online storytelling as well as a preview of the Continuous Coast project.
Want to move your career forward? Looking to build your leadership skills while helping others learn, grow, and improve their skills? Seeking someone who can guide you in achieving these goals?
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Learn how you can make a difference in the project management community and take the next step in your professional journey.
About Hector Del Castillo
Hector is VP of Professional Development at the PMI Silver Spring Chapter, and CEO of Bold PM. He's a mid-market growth product executive and changemaker. He works with mid-market product-driven software executives to solve their biggest growth problems. He scales product growth, optimizes ops and builds loyal customers. He has reduced customer churn 33%, and boosted sales 47% for clients. He makes a significant impact by building and launching world-changing AI-powered products. If you're looking for an engaging and inspiring speaker to spark creativity and innovation within your organization, set up an appointment to discuss your specific needs and identify a suitable topic to inspire your audience at your next corporate conference, symposium, executive summit, or planning retreat.
About PMI Silver Spring Chapter
We are a branch of the Project Management Institute. We offer a platform for project management professionals in Silver Spring, MD, and the DC/Baltimore metro area. Monthly meetings facilitate networking, knowledge sharing, and professional development. For event details, visit pmissc.org.
New Explore Careers and College Majors 2024.pdfDr. Mary Askew
Explore Careers and College Majors is a new online, interactive, self-guided career, major and college planning system.
The career system works on all devices!
For more Information, go to https://bit.ly/3SW5w8W
This comprehensive program covers essential aspects of performance marketing, growth strategies, and tactics, such as search engine optimization (SEO), pay-per-click (PPC) advertising, content marketing, social media marketing, and more
1. ASSIGNMENT 9 :
GROUP PRESENTATION
By
Karolina Fryckowska
Donnielle Carino
Michelle Asafuadjaue
Jayde-Marie Jackson
2. Part B - Ideas
Karolina
Why has art changed over How has films changed? How do games effect
time? People/ children?
Medieval art Sound History of games
Renaissance Colour Ways to access games
Romanticism Lighting, camera and special Good and bad effects
Realism effects Hyper reality and violence
Modern art Implied and explicit situations
Contemporary art Inoffensive offensive language
The way art is seen now and Blood no blood
evaluation Postmodernism
Comparisons
WWW
- Good interesting ideas and research
- Create a debate
- Wide target audience
EBI
- Combine art and film to the game idea
Strongest idea
- Game idea (Idea 3) - well researched and debatable
3. Part B - Ideas
Donnielle
Revolution Of Make Up Alcohol Japanese Culture
• Origin of Make up • People Die From Alcohol Every • Manga
• Evolution of Make up Year • Anime
• Make up during middle ages • Alcohol Use • History of Manga and Anime
• Development of Make up in • Hard core drink drivers • Distributions
Europe • Advice on drinking • Japanese Music
• Modern Make up • Health risks • Traditional/folk and modern
• Alcohol Metabolism Japanese Music
• What happens when you drink? • Street Fashion
• Reasons people start drinking
alcohol
WWW
Uncommon topics
EBI
If it had more research. And more pictures
Strongest idea
The strongest idea was the Revolution of Make Up, as it can contain a debate and
also can target a wide variety of audience.
4. Part B - Ideas
Michelle
The Family Bullying Crime in London
• How the family has changed in • Bullying in schools. • Does the area you live in affect
the last few years. • The different types of bullying. the crime rate in London.
• Why the family has changed/ E.g.-cyber bullying, gang bullying • How has crime changed over the
factors that have influenced the etc. years. E.G- gun and knife crime
change. • How bullying has changed over • Gender and crime
• The different types of family. the years. • Crime and ethnicity
• How it effects peoples lives.
WWW
Good not common ideas
EBI
Subtopics weren't clear
Not enough research and development
Nothing about conventions
Strongest idea
Family idea was the strongest because there are a lot of subtopics that can be explored within this
5. Part B - Ideas
Jayde-Marie
Bullying Technology dependence Social Class Differences
• bullying in schools – •changes of the uses of • ways of measuring social
statistics. phones – gaming, text, class
• public – reasons why internet • type of family
• effect on victims •different devices, similar • Type of schools they go to
•Cyberbulling. functions (BBM, ping chat, FB and benefits – social/cultural
chat) capital
• ways to protect yourself
online. •online banking and shopping, •associated jobs with each
apply for jobs etc … class
• bullying in the workplace
• automatic headlights, cars • „learning to labour‟ –
• statistics that park themselves, attitudes of wc boys (case
• what to do automatic toilet flush and taps study)
• talk about anti – bullying •risks and concerns about • culture of poverty –
week. technology continuing to immediate gratification and
develop. fatalism
•link to crime
• types of crime associated
with wc and mc. – white collar,
vandalism
6. Part B - Ideas
Jayde-Marie
WWW
• Research into topic
• Ideas for episodes
• Included a recent article
EBI
• More images
• More research
• Episode ideas better thought out
Strongest idea
society depending on technology as it would be easy to gain statistics and opinions on this
subject because the increasing use of technology is a contemporary issue. This idea was
also good as it relates to the concept of postmodernism.
7. Part C - Idea taking forward
MEDIA CLASS
AND SOCIETY.
8. Part C - Idea taking forward
We‟ve spoken to our teacher
about the whole combination
of topics, however as we
thought, it was a bit too
much topic in one.
So we decided to focus on one
topic to go on further which
was The Technology
Dependence.
9. Developed Idea – The evolution of technology
Episode 1 Episode 2 Episode 3
•The evolution of •Development of •The evolution of
computers games phones
10. Part D - Documentary inspirations
The Story of film: An Odyssey
Try to recreate the shots in their
way
- Compares with other text
and explains with examples
- Text to know where its
from
11. Inspirational Documentaries
Large Hadron Collider – The six billion dollar experiment
Included clips relating to the film at the
beginning (exposition)
Jamie’s American
Food Revolution
13. Part D - Documentary inspirations
Film documentary - Secret Life of Chaos
What inspired me was the use of “montage” in the
documentary.
For example – these two
Showing a quick ideational montage, whilst screenshots – as the narration
the presenter is narrating the purpose of the was going – there was a
documentary at the start. This little montage over it – showing from
animation at the first minute of the the light changing to the sea –
documentary was my favourite, as it and it was in synched with the
symbolises our mind.
narration.
14. Part D - Documentary inspirations
In the “Slanguage”
documentary last year
they used graphs and
charts to show statistics
and trends which is
something that could be
useful in our
documentary.
The voice of God narration in March of the
Penguins was very effective and is
something that might/could be used in our
documentary.
15. Part E - Research
Games
The development of game medium
16. Part E - Research
Games
1977 1983
1972 Nintendo Nintendo 1989
Worlds first releases Colour releases the Nintendo
home video TU Game family computer releases Game
game console boy
console
1st generation 2nd generation 3rd generation 4th generation
1980
Pac-man 1985 1991
1972 released Nintendo Notable releases
Arcade releases Super : Street Fighter,
game Mario Bros Sonic the
“PONG”
Hedgehog
17. Part E - Research
Games
1996 2001 2005
Microsoft 2009
Nintendo Microsoft release its Nintendo
releases the release the second console
Xbox releases
game boy Xbox 360 Nintendo DSi
colour and Sony
5th generation 6th generation 7th generation release PSP Go
1997 2004
Notable releases: Sony releases the
fist hand held 2006
Golden eye 007, Sony Playstation 3
Final Fantasy 7, console, PSP.
Nintendo release the and Nintendo Wii
Grand released
Theft Auto Nintendo DS
18. Part E - Research
Good Effects:
• Following instructions
• Problem solving and logic Bad Effects:
• Hand-eye coordination, fine motor and spatial skills. • Violence – bad language and behaviour
• Resource management and logistics. • Socially isolated
• Multitasking, simultaneous tracking of many shifting • Not exercise imagination
variables and managing multiple objectives. • Confuse reality with fantasy
• Perseverance • Bad academic achievement
• Pattern recognition • Bad effect on health e.g. obesity, seizures, Muscular
• Estimating skills and skeletal disorder, RSI
• Inductive reasoning and hypothesis testing • Addictive – depression and anxiety
• Mapping
• Memory
• Reasoned judgments
• Teamwork and cooperation when played with others
• Simulation, real world skills.
19. Part E - Research Evolution of Phones
1983 – 1st 1990 – 2nd 2009 - 3rd 2010 - 4th Generation
Generation – Generation - Generation - - Includes a
First was faster may be like 2G, combination of
introduced by and quieter but it is able to technologies that will
the Motorola than 1G. transfer other make information
Company. Smaller than types of data, transfer and internet
Used analog the large including emails, capabilities faster.
technology, and briefcase- information and
sized of a large sized. instant
briefcase. Smaller messages.
batteries are
more energy-
efficient.
Samsung
to release
bendy-
screen
mobiles 'in
early 2012'
20. Part E - Research
• Evolution of Computers.
Computer, originally meant a person capable of performing
numerical calculations with the help of a mechanical
computing device.
Binary arithmetic is at the core of computer systems.
This is a Binary
Code.
21. Part E - Research
• First generation 2nd Generation -
3rd generation - Fourth The fifth
computers - 1960s, transistor Their use generation generation
1950s all computers are
computers that based computers increased the computers.
were used were replaced 1G. Even faster – in their
speed and capable of more development
vacuum tube Transistors made efficiency of
based. calculations per phase.
Computers were computers computers. second. Has support voice
expensive and smaller and
Much more recognition and
bulky. Could cheaper. They understand
solve just one computer power
made computers natural
problem at a and speed than
time. energy efficient. other language.
generations The evolution of
VACUUM
computers will
TUBE -
continue, perhap
s till the day
EXAMPLES OF
TRANSISTORS their processing
powers equal
human
intelligence.
22. Risks of Technology
The advance of technology has brought a lot of different ways
to do things, like online shopping and availability of the
internet on mobile phones. However it has also brought risks
and dangers as well.
Credit card fraud: its now possible for
people to use the internet (or other Chat rooms
forms of technology) to hack into
someone else's accounts because people
use the credit/debit cards to shop online
nowadays.
23. Social networking sites mean
that a lot of your information is
being put all over the internet
and this can be dangerous
because you don't always know
who is viewing your webpages.
According to this article people are
unaware of what legal harm they are doing
by posting certain tweets on twitter. E.g.- in
the summer when many young people
posted details about the riots and twitter
users that went against court orders and
posted the identities of celebrities that got
injunctions to protect their private lives.
24. Video games have their
dangers as well: This article informs us about a boy
This article tells us about a who shot his parents because they
boy who developed a blood took his video game away and
clot in his leg after spending banned him from playing it.
an entire day playing video
games.
25. Risks and concerns about technology
• Private information being shared and exposed e.g. addresses and phone numbers
• Scams, viruses and spam. – Easier to spot potential victims
• Cyber bullying
• Security breaches and hacking.
• Negative influences e.g. Grand Theft Auto games leading to violence.
• Anti social society
• Machines replacing people e.g. self scanners in supermarkets
• Hard to trace criminal activity i.e. August riots spreading blamed on Blackberry
Messenger and Twitter