Smartphones change the way we give attention to the world. Cognitive resources are involved in the perpetual monitoring of potential relevant notifications. Our brain gets addicted to this kind of variable rewards.
This document discusses the influence of media on children's development from perspectives of both empowerment and protection. It notes that child development encompasses physical, cognitive, emotional, social, and moral/ethical domains. While media can potentially empower children and families through interactive technology, it can also pose risks to healthy development if overused or misused at young ages. The document prompts consideration of issues like appropriate versus inappropriate technology use, equity concerns, and how media may impact different aspects of a child's growth.
Time management is important in life. One should prioritize tasks and plan their schedule using calendars and to-do lists. Technology like the internet, mobile phones, TV, and tablets can either kill time or help with time management depending on how they are used. It is best to work smarter, not harder, by breaking large tasks into smaller ones, monitoring progress, focusing attention, avoiding distractions and procrastination, and balancing work with socializing.
WaterLogg - a Fitbit mashup (and a wearable technology love story)Jason Salas
This talk focuses on knowing the wearable user experience to properly create experiences that help you stay in the moment. In this case, a very simple wearable application is detailed that lets users update the amount of water they've consumed to their Fitbit profiles, handsfree via voice dictation on Google Glass and Android Wear.
This document discusses the role of technology in education. It poses questions about whether technology will replace teaching, if schools will go completely paperless, and how to best use classroom time. It advocates that technological tools can foster student abilities and promote higher-quality thinking and writing. However, it emphasizes that technology is a tool, not the focus of learning, and should be used to enable new ways of learning and assessing students. The document provides hashtags for education-related online chats and quotes about technology being ubiquitous but invisible and focusing on deeper learning rather than just assigning videos. It concludes with opening the floor for questions and answers.
We Don't Watch the Internet, We Live in ItDave Hogue
We live in a multi-screen world and spend much of our time with our various devices. How do we use our devices, and how do we design for different goals and behaviors?
[WSO2Con Asia 2018] Are You a Software Company?WSO2
This slide deck explores how to transition a traditional business to a software-powered digital business.
Learn more: https://wso2.com/library/conference/2018/08/wso2con-asia-2018-are-you-a-software-company-yet/
Using Internet & Smartphone Tools to Engage & Support Volunteers (April 2013,...PDXTech4Good.org
Thanks to the Internet and handheld computers like smart phones, it's never been easier for nonprofits, schools, libraries, government programs and other mission-based initiatives to keep volunteers feeling supported, informed and valued. But how do you communicate all you need to without overwhelming volunteers? How do you appeal to the many different communications styles among volunteers? How do you keep your messages from being drowned out from the growing volume of online "noise" and landslide of information and Internet memes? And how do you integrate online communications with your many different other priorities? This lively discussion will explore all this and more!
Jayne Cravens is an internationally-recognized trainer, researcher and consultant. She is a pioneer regarding the research and practice of virtual volunteering, and she is a veteran manager of various local and international initiatives. She has been quoted in articles in The New York Times, The Wall Street Journal and the Associated Press, as well as for reports by CNN, Deutsche Well, the BBC, and various local radio and TV stations. Resources from her web site, coyotecommunications.com, are frequently cited in reports and articles by a variety of organizations, online and in-print. She is currently based near Portland, Oregon in the USA.
A recording from PDXTech4Good, a free monthly gathering of nonprofits, techies and activists in Portland, Oregon. More information: PDXTech4Good.org
The document contains interview notes from teenagers, adults, and an older adult on their use of technology. Teenager 1 uses their phone for 7-8 hours a day and says technology feels essential, while Teenager 2 uses their devices less and thinks technology makes people anti-social. Adult 1 grew up with early gaming consoles and sees technology as generally positive. The older Adult 2 rarely uses their basic phone, prefers non-digital activities, and views technology as making kids anti-social.
This document discusses the influence of media on children's development from perspectives of both empowerment and protection. It notes that child development encompasses physical, cognitive, emotional, social, and moral/ethical domains. While media can potentially empower children and families through interactive technology, it can also pose risks to healthy development if overused or misused at young ages. The document prompts consideration of issues like appropriate versus inappropriate technology use, equity concerns, and how media may impact different aspects of a child's growth.
Time management is important in life. One should prioritize tasks and plan their schedule using calendars and to-do lists. Technology like the internet, mobile phones, TV, and tablets can either kill time or help with time management depending on how they are used. It is best to work smarter, not harder, by breaking large tasks into smaller ones, monitoring progress, focusing attention, avoiding distractions and procrastination, and balancing work with socializing.
WaterLogg - a Fitbit mashup (and a wearable technology love story)Jason Salas
This talk focuses on knowing the wearable user experience to properly create experiences that help you stay in the moment. In this case, a very simple wearable application is detailed that lets users update the amount of water they've consumed to their Fitbit profiles, handsfree via voice dictation on Google Glass and Android Wear.
This document discusses the role of technology in education. It poses questions about whether technology will replace teaching, if schools will go completely paperless, and how to best use classroom time. It advocates that technological tools can foster student abilities and promote higher-quality thinking and writing. However, it emphasizes that technology is a tool, not the focus of learning, and should be used to enable new ways of learning and assessing students. The document provides hashtags for education-related online chats and quotes about technology being ubiquitous but invisible and focusing on deeper learning rather than just assigning videos. It concludes with opening the floor for questions and answers.
We Don't Watch the Internet, We Live in ItDave Hogue
We live in a multi-screen world and spend much of our time with our various devices. How do we use our devices, and how do we design for different goals and behaviors?
[WSO2Con Asia 2018] Are You a Software Company?WSO2
This slide deck explores how to transition a traditional business to a software-powered digital business.
Learn more: https://wso2.com/library/conference/2018/08/wso2con-asia-2018-are-you-a-software-company-yet/
Using Internet & Smartphone Tools to Engage & Support Volunteers (April 2013,...PDXTech4Good.org
Thanks to the Internet and handheld computers like smart phones, it's never been easier for nonprofits, schools, libraries, government programs and other mission-based initiatives to keep volunteers feeling supported, informed and valued. But how do you communicate all you need to without overwhelming volunteers? How do you appeal to the many different communications styles among volunteers? How do you keep your messages from being drowned out from the growing volume of online "noise" and landslide of information and Internet memes? And how do you integrate online communications with your many different other priorities? This lively discussion will explore all this and more!
Jayne Cravens is an internationally-recognized trainer, researcher and consultant. She is a pioneer regarding the research and practice of virtual volunteering, and she is a veteran manager of various local and international initiatives. She has been quoted in articles in The New York Times, The Wall Street Journal and the Associated Press, as well as for reports by CNN, Deutsche Well, the BBC, and various local radio and TV stations. Resources from her web site, coyotecommunications.com, are frequently cited in reports and articles by a variety of organizations, online and in-print. She is currently based near Portland, Oregon in the USA.
A recording from PDXTech4Good, a free monthly gathering of nonprofits, techies and activists in Portland, Oregon. More information: PDXTech4Good.org
The document contains interview notes from teenagers, adults, and an older adult on their use of technology. Teenager 1 uses their phone for 7-8 hours a day and says technology feels essential, while Teenager 2 uses their devices less and thinks technology makes people anti-social. Adult 1 grew up with early gaming consoles and sees technology as generally positive. The older Adult 2 rarely uses their basic phone, prefers non-digital activities, and views technology as making kids anti-social.
The document discusses how technology has changed the author's life and the implications for education. As a child, the author's first technology was a Nintendo, and a desktop computer later changed how they used technology. In school, the author used computers, email, and other technologies. Now, the author relies heavily on devices daily. For education, students today have always had technology and it must be incorporated into learning. Teachers need to teach digital skills. One way to learn new technologies is through personal learning networks where educators can connect and share ideas online.
Senior citizens have rich histories to share with a new generation who sometimes prefers texting to oral conversation. This presentation is meant to promote awareness of digital citizenship with a focus on seniors and tips for understanding digital culture and youth today.
Society 3.0 abundance by technology february 4th 2020 BangladeshJurjen de Vries
This document discusses emerging technologies and their impact on society. It notes that smartphones now incorporate technologies that used to require separate devices. It also discusses how 3D printing costs for houses have dropped significantly in recent years. The document argues that society is shifting from ego-based to eco-based systems, with an emphasis on sharing over ownership and access over possession. It advocates for changing one's thinking by asking different questions to help facilitate this transition and embrace new opportunities from technological change and abundance.
This document provides guidance on digital citizenship for parents and educators. It discusses the importance of social networks to students, embracing their digital world, empowering students with tools and teaching citizenship both physically and digitally. It recommends modeling appropriate online behavior, setting clear boundaries on technology use at home, educating yourself on your own digital footprint and privacy settings, and positively responding to negativity online or at school by reporting cyberbullying. Common Sense Media is also recommended as a resource for rating and educating about kids' online activities.
This document provides a summary of a strategic planner's experience and skills. It outlines various internships and roles the planner held in advertising, public relations, and strategic planning. It details responsibilities like creating newsletters, conducting consumer research, developing campaign strategies, and overseeing project teams. The planner's skills are also listed, including experience with various marketing databases, design software, video editing, photography, and languages.
The document summarizes interviews with a sister, mother, and two friends about their use of technology. The sister and friends report using their iPhones and laptops daily and using social media and messaging apps. The mother uses her phone and laptop a few times a week for news, weather, and email. Both the sister and friends say technology is important for social media and communication, while the mother says it is not important to her. All report that digital technology provides benefits like access to information, media, and communication.
This document discusses trends and focuses in education for 2018 and beyond. It identifies 10 trends that will shape education over time, including diversity, digital citizenship, and global connectedness. The document also outlines CORE's focus areas for 2018, such as the shift to learner-centered education and the impact of artificial intelligence. Additionally, it provides strategies for building an organization's capacity for change, such as developing leadership, understanding culture, and collaborating instead of working in isolation. The overarching message is that adapting to change is essential in an era of rapid technological advancement.
The document discusses the concept of "digital natives" and "digital immigrants". It argues that today's students think and process information differently compared to the past due to growing up with technology. It suggests educators need to develop teaching methods tailored for digital natives that incorporate more technology and interactivity, rather than expecting students to adapt to traditional teaching styles. The document also addresses concerns about students' attention spans, arguing their spans are not actually short but that students choose not to pay attention in traditional settings that lack interactivity.
Explore the World of Google and Web. A 4 day program for newbies in technology either be a school kid or a college student. How and what he/she should learn and explore to get a firm step in the field of technology.
Learning for digital natives by Lukas Ritzel, SwitzerlandLukas Ritzel
Talk at 4th GERA conference at Khalsa College of Education, Amritsar in November, 2015 on the theme "EDUCATION: WITHIN AND BEYOND THE CLASSROOM" by Honorary Member - 1 Lukas O Ritzel, Accenture, Guest Professor with HWZ, Grenoble Graduate School of Business, Harvard, Speaker TEDx, Lucerne http://thegera.in/
With help of some 3 brightest young India professionals which I am proud to know and call friends > Shweta, Gautam & Kaushal
Mobile technology is changing how people interact digitally through personal devices like smartphones. It is blurring the lines between the digital world and physical reality through augmented reality applications. The constant connectivity afforded by mobile devices has transformed social media into always-on experiences that are increasingly integrated into everyday life. As augmented reality becomes more advanced, the digital and physical worlds will become even more intertwined in the future.
New and Mobile Media Technology discusses how mobile technology is changing how people operate digitally through smartphones and wearables. It explores how the digital and physical worlds are becoming enmeshed through augmented reality and how social media is always connected through mobile devices. The document examines how mobile technology is affecting social experiences, businesses, privacy, politics, and shopping. It suggests that augmented reality will become more integrated into everyday life and that the distinction between the digital and virtual will continue to blur.
Society 3.0 abundance by technology - November 19th 2019Jurjen de Vries
Slowly but surely in our society we are shifting from values that we express in money to abundance. For example, consider Wikipedia or some co-working spaces. But it is also possible with self-driving cars for transport and 3D printers for building homes. We take you on a journey of abundance by technology.
The document discusses several topics related to labour markets, technology, and their impact. It covers:
- The Canadian labour market outlook and jobs being impacted by automation by 2031.
- How social media like Twitter is being used as an educational tool by some teachers but has not been effectively implemented in Papua New Guinea.
- The significant predicted impact of artificial intelligence technologies on society and business, though many such technologies have not yet been introduced in Papua New Guinea.
- How automation and robots are replacing human jobs in some countries and industries, but human effort is still primarily used in Papua New Guinea's developing economy and labour market.
Skillshare - Building a data literacy community in NigeriaSchool of Data
Join our Nigerian fellow Nkechi Okwuone to learn about the why and the how of building a community, as illustrated by her experience as an open data project manager in the Edo, Nigeria. Community building in Nigeria (or similar regions) presents its own sets of challenges, so tune in to see how to address them.
Too Much Minecraft: What can parents do about too much screen time? Chadd Int...Randy Kulman
This document summarizes a presentation about managing screen time for children with ADHD. It discusses why children with ADHD are often engaged by digital media due to the feedback and engagement. Both positive and negative impacts of technology are reviewed from research. Specific games like Minecraft are described as having potential benefits for executive functions, but also requiring limits and guidance. Recommendations are provided for selecting games, setting limits, and using tools to manage screen time. The importance of a balanced "play diet" including other activities is emphasized.
Most consumers now spend much of their leisure time engaged with multiple screens, moving seamlessly between devices like smartphones, computers, tablets, and TVs. There are two main ways people multi-screen - sequentially, by starting an activity on one device and finishing it on another, and simultaneously, by using multiple devices at the same time. Smartphones are the most common starting point for online activities that are then continued on other screens. People also frequently use their smartphone and another device simultaneously, with most attention split between unrelated activities on each screen.
Early Childhood Technology - What We Currently KnowDrew Gerdes
This document summarizes a presentation about using technology effectively in early childhood education. It discusses how technology is already being used by young children and in classrooms. While research is still being done on the impacts of technology, tools like computers, websites, interactive whiteboards, tablets and iPads can be used to support learning if implemented intentionally and in moderation. The presentation provides examples of developmentally appropriate uses of technology and encourages educators to continue learning about integrating technology.
Impact of Disruptive Enabling Technologies on Creative EducationDavid Wortley
The document discusses the impact of disruptive enabling technologies on creative education. It notes how education and learning have changed over time, from the 1960s model of teachers transferring knowledge to students to today's virtual classrooms and MOOCs enabled by technology. Emerging technologies like virtual reality, augmented reality, sensors, artificial intelligence and machine learning will further transform learning by enabling immersive and personalized experiences. However, the document argues that technology should empower and not replace humans, and that future education should focus on vocations that cannot be done by machines while cultivating human skills like active citizenship.
Technology has had a significant impact on modern society. It has made many tasks easier by allowing people to accomplish things from home without leaving. However, overreliance on technology has also negatively impacted family and social interactions, as people spend more time online than enjoying life together in person. While technology offers conveniences, it is also reducing important real-world skills like communication and basic math, and shifting communication primarily to social media instead of in-person interactions. Both benefits and drawbacks of technology must be recognized.
The document discusses how technology has changed the author's life and the implications for education. As a child, the author's first technology was a Nintendo, and a desktop computer later changed how they used technology. In school, the author used computers, email, and other technologies. Now, the author relies heavily on devices daily. For education, students today have always had technology and it must be incorporated into learning. Teachers need to teach digital skills. One way to learn new technologies is through personal learning networks where educators can connect and share ideas online.
Senior citizens have rich histories to share with a new generation who sometimes prefers texting to oral conversation. This presentation is meant to promote awareness of digital citizenship with a focus on seniors and tips for understanding digital culture and youth today.
Society 3.0 abundance by technology february 4th 2020 BangladeshJurjen de Vries
This document discusses emerging technologies and their impact on society. It notes that smartphones now incorporate technologies that used to require separate devices. It also discusses how 3D printing costs for houses have dropped significantly in recent years. The document argues that society is shifting from ego-based to eco-based systems, with an emphasis on sharing over ownership and access over possession. It advocates for changing one's thinking by asking different questions to help facilitate this transition and embrace new opportunities from technological change and abundance.
This document provides guidance on digital citizenship for parents and educators. It discusses the importance of social networks to students, embracing their digital world, empowering students with tools and teaching citizenship both physically and digitally. It recommends modeling appropriate online behavior, setting clear boundaries on technology use at home, educating yourself on your own digital footprint and privacy settings, and positively responding to negativity online or at school by reporting cyberbullying. Common Sense Media is also recommended as a resource for rating and educating about kids' online activities.
This document provides a summary of a strategic planner's experience and skills. It outlines various internships and roles the planner held in advertising, public relations, and strategic planning. It details responsibilities like creating newsletters, conducting consumer research, developing campaign strategies, and overseeing project teams. The planner's skills are also listed, including experience with various marketing databases, design software, video editing, photography, and languages.
The document summarizes interviews with a sister, mother, and two friends about their use of technology. The sister and friends report using their iPhones and laptops daily and using social media and messaging apps. The mother uses her phone and laptop a few times a week for news, weather, and email. Both the sister and friends say technology is important for social media and communication, while the mother says it is not important to her. All report that digital technology provides benefits like access to information, media, and communication.
This document discusses trends and focuses in education for 2018 and beyond. It identifies 10 trends that will shape education over time, including diversity, digital citizenship, and global connectedness. The document also outlines CORE's focus areas for 2018, such as the shift to learner-centered education and the impact of artificial intelligence. Additionally, it provides strategies for building an organization's capacity for change, such as developing leadership, understanding culture, and collaborating instead of working in isolation. The overarching message is that adapting to change is essential in an era of rapid technological advancement.
The document discusses the concept of "digital natives" and "digital immigrants". It argues that today's students think and process information differently compared to the past due to growing up with technology. It suggests educators need to develop teaching methods tailored for digital natives that incorporate more technology and interactivity, rather than expecting students to adapt to traditional teaching styles. The document also addresses concerns about students' attention spans, arguing their spans are not actually short but that students choose not to pay attention in traditional settings that lack interactivity.
Explore the World of Google and Web. A 4 day program for newbies in technology either be a school kid or a college student. How and what he/she should learn and explore to get a firm step in the field of technology.
Learning for digital natives by Lukas Ritzel, SwitzerlandLukas Ritzel
Talk at 4th GERA conference at Khalsa College of Education, Amritsar in November, 2015 on the theme "EDUCATION: WITHIN AND BEYOND THE CLASSROOM" by Honorary Member - 1 Lukas O Ritzel, Accenture, Guest Professor with HWZ, Grenoble Graduate School of Business, Harvard, Speaker TEDx, Lucerne http://thegera.in/
With help of some 3 brightest young India professionals which I am proud to know and call friends > Shweta, Gautam & Kaushal
Mobile technology is changing how people interact digitally through personal devices like smartphones. It is blurring the lines between the digital world and physical reality through augmented reality applications. The constant connectivity afforded by mobile devices has transformed social media into always-on experiences that are increasingly integrated into everyday life. As augmented reality becomes more advanced, the digital and physical worlds will become even more intertwined in the future.
New and Mobile Media Technology discusses how mobile technology is changing how people operate digitally through smartphones and wearables. It explores how the digital and physical worlds are becoming enmeshed through augmented reality and how social media is always connected through mobile devices. The document examines how mobile technology is affecting social experiences, businesses, privacy, politics, and shopping. It suggests that augmented reality will become more integrated into everyday life and that the distinction between the digital and virtual will continue to blur.
Society 3.0 abundance by technology - November 19th 2019Jurjen de Vries
Slowly but surely in our society we are shifting from values that we express in money to abundance. For example, consider Wikipedia or some co-working spaces. But it is also possible with self-driving cars for transport and 3D printers for building homes. We take you on a journey of abundance by technology.
The document discusses several topics related to labour markets, technology, and their impact. It covers:
- The Canadian labour market outlook and jobs being impacted by automation by 2031.
- How social media like Twitter is being used as an educational tool by some teachers but has not been effectively implemented in Papua New Guinea.
- The significant predicted impact of artificial intelligence technologies on society and business, though many such technologies have not yet been introduced in Papua New Guinea.
- How automation and robots are replacing human jobs in some countries and industries, but human effort is still primarily used in Papua New Guinea's developing economy and labour market.
Skillshare - Building a data literacy community in NigeriaSchool of Data
Join our Nigerian fellow Nkechi Okwuone to learn about the why and the how of building a community, as illustrated by her experience as an open data project manager in the Edo, Nigeria. Community building in Nigeria (or similar regions) presents its own sets of challenges, so tune in to see how to address them.
Too Much Minecraft: What can parents do about too much screen time? Chadd Int...Randy Kulman
This document summarizes a presentation about managing screen time for children with ADHD. It discusses why children with ADHD are often engaged by digital media due to the feedback and engagement. Both positive and negative impacts of technology are reviewed from research. Specific games like Minecraft are described as having potential benefits for executive functions, but also requiring limits and guidance. Recommendations are provided for selecting games, setting limits, and using tools to manage screen time. The importance of a balanced "play diet" including other activities is emphasized.
Most consumers now spend much of their leisure time engaged with multiple screens, moving seamlessly between devices like smartphones, computers, tablets, and TVs. There are two main ways people multi-screen - sequentially, by starting an activity on one device and finishing it on another, and simultaneously, by using multiple devices at the same time. Smartphones are the most common starting point for online activities that are then continued on other screens. People also frequently use their smartphone and another device simultaneously, with most attention split between unrelated activities on each screen.
Early Childhood Technology - What We Currently KnowDrew Gerdes
This document summarizes a presentation about using technology effectively in early childhood education. It discusses how technology is already being used by young children and in classrooms. While research is still being done on the impacts of technology, tools like computers, websites, interactive whiteboards, tablets and iPads can be used to support learning if implemented intentionally and in moderation. The presentation provides examples of developmentally appropriate uses of technology and encourages educators to continue learning about integrating technology.
Impact of Disruptive Enabling Technologies on Creative EducationDavid Wortley
The document discusses the impact of disruptive enabling technologies on creative education. It notes how education and learning have changed over time, from the 1960s model of teachers transferring knowledge to students to today's virtual classrooms and MOOCs enabled by technology. Emerging technologies like virtual reality, augmented reality, sensors, artificial intelligence and machine learning will further transform learning by enabling immersive and personalized experiences. However, the document argues that technology should empower and not replace humans, and that future education should focus on vocations that cannot be done by machines while cultivating human skills like active citizenship.
Technology has had a significant impact on modern society. It has made many tasks easier by allowing people to accomplish things from home without leaving. However, overreliance on technology has also negatively impacted family and social interactions, as people spend more time online than enjoying life together in person. While technology offers conveniences, it is also reducing important real-world skills like communication and basic math, and shifting communication primarily to social media instead of in-person interactions. Both benefits and drawbacks of technology must be recognized.
Big data and algorithms can have unintended negative consequences if not implemented carefully. An example showed how an algorithm aimed at improving student performance by evaluating teachers fired a highly regarded teacher due to flaws in the model. Proper models require large, coherent datasets and feedback mechanisms to avoid harming individuals. Weapons of math destruction are algorithms that amplify inequalities through unexamined biases and lack of transparency.
99ways presentation at semtech conference 2009michele minno
This document describes a tool called 99ways that allows users to curate and organize web content in a personalized graph. It allows extracting text, images, videos or audio from web pages and adding them as nodes to the user's graph. Nodes can be described with semantic tags and linked together. Users can browse and discover new content through their own graph and those of friends. The tool aims to provide a more personalized and higher quality web experience guided by user-selected content.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
2. About me
● Software engineer
● I worked in web companies
● Big Data, Social Media, Influence Marketing
3. Context
● Lesson given at high school
● Digital Citizenship (optional alternative class to Catholic Religion)
● 14 to 18 years old students
● Academic year 2017/2018
4. The iGen generation with internet on hand
● Never alone with myself
○ At a party, on a trip, on a bench during a game, at practice.. I check my phone.
○ My friends are always with me through chats, comments, posts.
● Never focussed on just one thing, on what’s happening around me
○ There’s always my usual comforting world every time I go online (every 5 minutes?)
● Never bored, but without any boost to go deeper in a single thing
● Flooded with data, every answer is accessible
5. Race for attention
● Our minds can be hijacked
● Tristan Harris TED talk
● Center for Human Technology organization
● Interview with ex Facebook president and technical leader
6. The hook model
● Trigger
● Action
● Variable reward
● Investment
● Nir Eyal presentation
7. Attention economy
● Basic commodity scarcity: our attention
● Race for attention grows more and more: more entities want some (apps,
sites, games, ..)
● We as human beings can afford a maximum quantity of attention per day
We reach our physical boundaries (and beyond)
8. Perpetual partial attention
● Limited ability to focus and often lower IQs
● Consuming instant content
● How many times I touch my phone
● The only presence of our phone drain some cognitive resources
9. The mere presence of our smartphone
reduces available cognitive capacity
● While we are performing a certain task, we prevent our mind not to monitor
potential stimuli coming from our phone
● They are relevant, important for our goals in life (before checking, we don’t
know what each notification will bring)
● It’s an active work, it requires cognitive resources
● Our available resources for the current task drop
The mere smartphone presence, even if not in our visual
field, lowers the cognitive resources we can use for the task
we are currently working on.
10. Who built it doesn’t let their children use it
● A lot of young software engineers and designers are getting away from the
products they contributed to create
● They send their children to elite schools in the Silicon Valley where
smartphones, tablets and even laptops are banned.
● At Steve Jobs' house
11. Addiction and compulsive behaviours
● Technology is turning out to compulsive habits, if not addiction like it
happens with drugs
○ Impulse to check a notification, to go on youtube, facebook, twitter just for a few minutes
○ Finding yourself clicking and scrolling one hour later
○ Nothing of this is accidental, all goes as designers want
● Some anti-distraction tools: DF youtube (distraction free), HabitLab, Forest
app
● Handle and organize your iPhone