TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Jorge Joo, José Rafael García-Bermejo and Fernando Martínez-Abad
https://youtu.be/uZdyJaVpM48
TRACK 8. Lastest technology trends in health science education
Authors: Jorge Muriel Fernández, M José Sánchez Ledesma, J Manuel López-Millan, Juan A Juanes Méndez and M Begoña García-Cenador
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Ana Pérez- Escoda and Nieves González Fernández-Villavicencio.
https://youtu.be/kOnUWrrzmqg
TRACK 8. Lastest technology trends in health science education
Authors: José Miguel Toribio-Guzmán, Alicia García-Holgado, Felipe Soto Pérez, Francisco José García Peñalvo and Manuel Franco Martín
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Luis Celorrio Barragué
https://youtu.be/R0Yvp1Bv2AE
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: José Figueiredo, Natália Gomes and Francisco José Garcia-Peñalvo.
https://youtu.be/SaWpTbBH0R4
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Manuel Palomo-Duarte, Anke Berns, José-Luis Isla-Montes, Juan Manuel Dodero and Owayss Kabtoul.
https://youtu.be/wwuxG-u6FQs
TRACK 8. Lastest technology trends in health science education
Authors: Jorge Muriel Fernández, M José Sánchez Ledesma, J Manuel López-Millan, Juan A Juanes Méndez and M Begoña García-Cenador
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Ana Pérez- Escoda and Nieves González Fernández-Villavicencio.
https://youtu.be/kOnUWrrzmqg
TRACK 8. Lastest technology trends in health science education
Authors: José Miguel Toribio-Guzmán, Alicia García-Holgado, Felipe Soto Pérez, Francisco José García Peñalvo and Manuel Franco Martín
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Luis Celorrio Barragué
https://youtu.be/R0Yvp1Bv2AE
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: José Figueiredo, Natália Gomes and Francisco José Garcia-Peñalvo.
https://youtu.be/SaWpTbBH0R4
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Manuel Palomo-Duarte, Anke Berns, José-Luis Isla-Montes, Juan Manuel Dodero and Owayss Kabtoul.
https://youtu.be/wwuxG-u6FQs
TRACK 8. Lastest technology trends in health science education
Authors: Jorge Muriel Fernández, M Begoña García-Cenador, M José Sánchez Ledesma, J Manuel López-Millán and Clemente Muriel Villoria
Este documento describe el uso de representaciones tridimensionales para comprender mejor la neuroanatomía compleja del sistema ventricular. Describe cómo las imágenes médicas permiten reconstrucciones volumétricas en 3D y navegación virtual. Explica los métodos utilizados como la realidad virtual, 3D activo y pasivo, y anaglifos para generar estas representaciones 3D a partir de imágenes cerebrales obtenidas mediante resonancia magnética.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Inés Ruiz Requies, Eduardo Fernandez Rodríguez, Jose Miguel Gutiérrez Pequeño and Rocío Anguita Martínez.
https://youtu.be/NrwIHD5pWic
TRACK 8. Lastest technology trends in health science education
Authors: Maria Teresa Ugidos Lozano, Juan Antonio Juanes Mendez, Carlos Molino Diaz, Sadia Manzoor, Gonzalo Ferrer Ugidos and Fernando Blaya Haro
El documento describe una conferencia sobre las aplicaciones de la tecnología en la educación de las ciencias de la salud. La conferencia presentará contribuciones de varios grupos de trabajo y estudiantes de doctorado sobre el uso de nuevas aplicaciones y tecnologías en el campo médico y de la salud. Los avances tecnológicos como la realidad virtual, la visualización 3D y 4D, y las aplicaciones móviles han cambiado las formas de enseñar y aprender en las ciencias de la salud.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Luis Miguel Pedrero Esteban and Alberto Pedrero Esteban.
https://youtu.be/826T8iEy1TE
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Manuela Ramos Silva, Pablo Martin-Ramos and Pedro S. Pereira Da Silva
https://youtu.be/BU-ldr-dGzo
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Marçal Mora Cantallops and Miguel-Angel Sicilia
https://youtu.be/QTViAQGAlVo
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Ana Pérez-Escoda, Ana Iglesias-Rodríguez and Mª Cruz Sánchez-Gómez.
https://youtu.be/izKZxzTU9a4
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Ana Pérez, Ana Castro-Zubizarreta, Rosa García-Ruiz and Ignacio Aguaded.
https://youtu.be/X4f__zWH-zQ
This study explores the use of technology by university professors in the classroom. A survey of 112 professors in Barcelona found that visualization tools like presentation software are most commonly used, while tasks involving mobile technologies are least common. Use of technology varies somewhat by academic discipline and level of courses taught, with masters-level and engineering/business professors using tools like learning management systems and social media more than others. Experience with online teaching also correlates with greater technology use in face-to-face settings. While tools generally don't substitute for one another, learning management systems have the closest relationship with social media.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Jose Manuel Pastor Benlloch, Laura Uxera Cotano and Jose Luis Soler Domínguez.
https://youtu.be/oxImP5CcrwQ
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Blanca García-Riaza and Ana Iglesias-Rodríguez.
https://youtu.be/TPAGbn5kduY
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Mª Cruz Sánchez-Gómez, Ana Iglesias-Rodríguez and Antonio Víctor Martín-García.
https://youtu.be/nty59cG4oqA
This document discusses using mobile augmented reality (MAR) to boost physics education. It defines MAR and outlines several MAR apps that can be used to teach science concepts, such as Wikitude for location-based information and Aurasma for overlaying digital content on images. Examples are given of how Aurasma can be used to teach electromagnetic induction and density measurement. Pre-service teachers participated in MAR activities and had positive attitudes towards integrating such technologies. Challenges include technical issues and limited research, but opportunities exist to increase student motivation and accessibility through MAR.
Getting Started with Augmented Reality (AR) in Online Teaching and Learning i...Shalin Hai-Jew
University creative shops are exploring whether they can get into the game of producing AR-enhanced experiences: campus tours, interactive gaming, virtual laboratories, exploratory art spaces, simulations, design labs, online / offline / blended teaching and learning modules, and other AR applications.
This work offers a basic environmental scan of the AR space for online teaching and learning, and it includes pedagogical design leads from the current research, technological knowhow, hands-on design / development / deployment of learning objects, and online teaching and learning methods.
TRACK 8. Lastest technology trends in health science education
Authors: Jorge Muriel Fernández, M Begoña García-Cenador, M José Sánchez Ledesma, J Manuel López-Millán and Clemente Muriel Villoria
Este documento describe el uso de representaciones tridimensionales para comprender mejor la neuroanatomía compleja del sistema ventricular. Describe cómo las imágenes médicas permiten reconstrucciones volumétricas en 3D y navegación virtual. Explica los métodos utilizados como la realidad virtual, 3D activo y pasivo, y anaglifos para generar estas representaciones 3D a partir de imágenes cerebrales obtenidas mediante resonancia magnética.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Inés Ruiz Requies, Eduardo Fernandez Rodríguez, Jose Miguel Gutiérrez Pequeño and Rocío Anguita Martínez.
https://youtu.be/NrwIHD5pWic
TRACK 8. Lastest technology trends in health science education
Authors: Maria Teresa Ugidos Lozano, Juan Antonio Juanes Mendez, Carlos Molino Diaz, Sadia Manzoor, Gonzalo Ferrer Ugidos and Fernando Blaya Haro
El documento describe una conferencia sobre las aplicaciones de la tecnología en la educación de las ciencias de la salud. La conferencia presentará contribuciones de varios grupos de trabajo y estudiantes de doctorado sobre el uso de nuevas aplicaciones y tecnologías en el campo médico y de la salud. Los avances tecnológicos como la realidad virtual, la visualización 3D y 4D, y las aplicaciones móviles han cambiado las formas de enseñar y aprender en las ciencias de la salud.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Luis Miguel Pedrero Esteban and Alberto Pedrero Esteban.
https://youtu.be/826T8iEy1TE
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Manuela Ramos Silva, Pablo Martin-Ramos and Pedro S. Pereira Da Silva
https://youtu.be/BU-ldr-dGzo
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Marçal Mora Cantallops and Miguel-Angel Sicilia
https://youtu.be/QTViAQGAlVo
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Ana Pérez-Escoda, Ana Iglesias-Rodríguez and Mª Cruz Sánchez-Gómez.
https://youtu.be/izKZxzTU9a4
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Ana Pérez, Ana Castro-Zubizarreta, Rosa García-Ruiz and Ignacio Aguaded.
https://youtu.be/X4f__zWH-zQ
This study explores the use of technology by university professors in the classroom. A survey of 112 professors in Barcelona found that visualization tools like presentation software are most commonly used, while tasks involving mobile technologies are least common. Use of technology varies somewhat by academic discipline and level of courses taught, with masters-level and engineering/business professors using tools like learning management systems and social media more than others. Experience with online teaching also correlates with greater technology use in face-to-face settings. While tools generally don't substitute for one another, learning management systems have the closest relationship with social media.
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Jose Manuel Pastor Benlloch, Laura Uxera Cotano and Jose Luis Soler Domínguez.
https://youtu.be/oxImP5CcrwQ
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Blanca García-Riaza and Ana Iglesias-Rodríguez.
https://youtu.be/TPAGbn5kduY
TRACK 9. A world of digital competences: mobile apps, e-citizenship and computacional systems as learning tools
Authors: Mª Cruz Sánchez-Gómez, Ana Iglesias-Rodríguez and Antonio Víctor Martín-García.
https://youtu.be/nty59cG4oqA
This document discusses using mobile augmented reality (MAR) to boost physics education. It defines MAR and outlines several MAR apps that can be used to teach science concepts, such as Wikitude for location-based information and Aurasma for overlaying digital content on images. Examples are given of how Aurasma can be used to teach electromagnetic induction and density measurement. Pre-service teachers participated in MAR activities and had positive attitudes towards integrating such technologies. Challenges include technical issues and limited research, but opportunities exist to increase student motivation and accessibility through MAR.
Getting Started with Augmented Reality (AR) in Online Teaching and Learning i...Shalin Hai-Jew
University creative shops are exploring whether they can get into the game of producing AR-enhanced experiences: campus tours, interactive gaming, virtual laboratories, exploratory art spaces, simulations, design labs, online / offline / blended teaching and learning modules, and other AR applications.
This work offers a basic environmental scan of the AR space for online teaching and learning, and it includes pedagogical design leads from the current research, technological knowhow, hands-on design / development / deployment of learning objects, and online teaching and learning methods.
The document discusses the SCARLET project, which uses augmented reality (AR) to enhance learning experiences with special collections at the University of Manchester's John Rylands Library. The project aims to add contextual information and supporting materials to rare books and manuscripts through AR applications on mobile devices. An evaluation found that AR engaged students and brought learning to life, though it also distracted some from physical objects. The project seeks to apply the SCARLET methodology to additional collections and subjects to further integrate AR into education.
The document summarizes a project using augmented reality (AR) to provide additional educational resources and context for special collections materials at a university library. The project aims to make fragile historical materials more accessible while enhancing the learning experience. An initial implementation used AR on mobile devices to overlay information about a historical text when pointed at a visual trigger. Student feedback was mixed, finding the technology novel but wanting more engagement with physical objects. Next steps include refining the interface and evaluating the approach in other academic disciplines.
The document summarizes a two-year project that used internet-based activities to help first-year geoscience students develop their understanding of 3D spatial relationships. The project tested students' spatial skills before and after using the online activities. It provided over 40 activities covering topics like minerals, fossils, volcanoes, and maps. Student feedback on the activities was positive and showed improved spatial awareness after using the resources. The project aims to help students who struggle with visualizing 3D relationships, which is an important skill for geoscience disciplines.
Invited talk at a workshop for 'Scotland's National Collections and the Digital Humanities,' a knowledge-exchange project hosted at the University of Edinburgh. 14 Feb. 2014. http://www.blogs.hss.ed.ac.uk/archives-now/
This presentation was provided by Sara Gonzalez of the University of Florida during a NISO webinar on the topic of makerspaces, held on December 14, 2016.
With Terry Weatherbee & David Duke (STEAM Space Acadia University)
The recent and explosive growth in maker-culture combined with the emergence of 3D Printing in Fabrication Laboratories (or “FabLabs”) presents an opportunity for the province to prepare for the future by investing in economic and cultural change in rural Nova Scotia. Acting in concert with the Acadia Entrepreneurship Centre and the Centre for Rural Innovation, Acadia’s new STEAM Space is working toward the creation of a Maker Space/FabLab on the Acadia University campus. It will be based on the combination of Acadia’s knowledge in Science and Technology with expertise in business for the purposes of developing an Entrepreneurial culture of innovation for Artisanal Making. It is designed to turn disruption into opportunity for the local and regional community in which Acadia is embedded. David and Terry will talk about the potential of maker spaces, as well as provide some 3D printing show and tell.
Terry Weatherbee is a Professor in the Manning School of Business at Acadia University, and has a number of different research areas of interest including the negative impacts of technology use in organizations and the historiography of management thought. His most current research focuses on the disruptive impact of Maker Technology and its opportunities for economic development and academic/economic partnership.
David Duke is an Associate Professor in the Department of History and Classics and as Coordinator of the university's recently-established Environmental and Sustainability Studies program. His academic areas of expertise are the history of Russia and the USSR, the history of science, and environmental history, and he teaches in all these areas.
The Trials and Tribulations of Software Development in Astronomy: Where are w...Kelle Cruz
With the ever-growing role of software development and computer programming in astronomical research, our community is faced with many new challenges in nearly every aspect of our profession. In this talk, I first will describe the various types of software and the many different roles it plays in the research cycle. I will also describe my personal journey — involving Astropy, the AAS, a National Academies panel, and the 2020 Decadal Survey — which has both shaped my understanding and enabled me to influence the environment around software development. Throughout the talk, I will highlight resources and tactics which individual researchers and teams can use to adapt to the rapidly changing landscape. I will also describe actions which could be taken to influence the prevailing culture to further recognize and value software development as a fundamental and crucial aspect of the entire astronomical research process.
https://doi.org/10.5281/zenodo.7719585
Augmented reality (AR) can take any situation, location, environment, or experience to a whole new level of meaning and understanding. Mobile AR technologies provide an innovative tool for contextual learning, but mobile learning designers and developers are unaware of where to look for examples or development options.
This document describes Intan Zulailka Binti Rahimi's final year project to develop an augmented reality application called "Discovery Natural Satellites Of The Solar System". The project aims to help users learn about and interact with models of natural satellites in an interactive way. It will use marker-based augmented reality techniques to display 3D models and provide information about satellites. The target users are teachers and students who can learn about satellites in a more engaging and visualized manner compared to traditional manuals. The application is being developed for Android devices and will include zooming and rotating satellite models as well as information in different languages. Literature on existing augmented reality applications and techniques was reviewed to inform the project methodology and development.
SOFIA - A Smart-M3 lab course: approach and design style to support student p...Sofia Eu
This document describes a lab course on smart spaces and ambient intelligence that was included in a postgraduate degree program. The course asked student groups to propose, develop, and demonstrate simple smart environment applications using Smart-M3, an open source interoperability platform. The course design was developed around the preliminary results of the European Project SOFIA. Students were introduced to key concepts and tools like semantic data representation using RDF and OWL ontologies. They then developed projects using a provided design style and application development process.
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
Bringing Learning to Life through Immersive ExperiencesCognizant
With its ability to help learners absorb and retain material in a whole new way, immersive learning can boost learning engagement and retention across industries and applications.
The document discusses how emerging technologies can be used to enhance teaching practice by exploiting their "wow factor" to engage students. It provides examples of technologies from 10 years ago and how they have evolved. Some key technologies discussed that have potential for education include augmented reality, mobile devices, gesture-based computing, visual data analysis, and learning analytics. The document emphasizes letting students explore technologies for their own sake to discover what can be done with them and have fun in the learning process.
Similar to Augmented Reality and Pedestrian Navigation through of mobile implementation on heritage content (20)
Track 4. New publishing and scientific communication ways: Electronic edition, Information metrics and digital educational resources
Authors: Antonio Jose Rodrigues Neto, Maria Manuel Borges and Licinio Roque
This study analyzes the use of social networks like Facebook and Twitter by two major Spanish radio stations, Cadena SER and COPE, to promote their on-demand programming content. The study uses quantitative methods to analyze the number of followers and level of interaction for selected radio programs on each network's social media accounts. The results show that Twitter tends to have more impact than Facebook. The most followed COPE programs are about football on Facebook and cycling on Twitter, while the most followed SER programs are about football on Facebook and basketball on Twitter. In general, radio programs' use of social networks is heterogeneous, but social media can be a useful promotional tool, though not all programs maximize this potential.
This document presents a three-step process for analyzing the communication strategies of top-ranked higher education institutions on Facebook. The first step characterizes each institution's editorial policy and audience response patterns. The second step compares the institutions using created metrics. The third step uses random forests to predict future engagement, sentiment, and response based on past posts. The process was applied to the top 5 universities in the QS World University Rankings and found accuracy above 80% for predictions, allowing recommendations on effective communication strategies.
This document discusses multimedia texts in social networks and media aesthetics. It begins by noting that 97 million people in Russia use VKontakte each month. New media is changing how mass communication works by forming media aesthetics - both how aesthetic values are interpreted in media culture and how communication is constructed using multimedia. Multimedia texts on social networks combine different sign systems like text, pictures, audio and video. Users learn to communicate and create complex multimedia texts through practices like language play, precedents, irony and collages. A case study analyzed two news messages on VKontakte about an expedition, finding the multimedia one was more engaging and interactive for users. The conclusion is that multimedia texts are native to media aesthetics and social
Track 15. Communication, Education and Social Media
Authors: Diego Cachón, Juan José Igartua, Magdalena Wojcieszak, Iñigo Guerrero and Isabel Rodríguez-de-Dios
The document summarizes an experimental study that tested the effects of direct online political communication on civic participation in Spain. It describes a 2x2 experiment that manipulated levels of conflict and interactivity in online political messages. Results showed that highly interactive messages had a greater impact on attention to elections when conflict was high versus low. Additionally, political interest mediated the relationship between interactivity and civic engagement. However, levels of conflict did not significantly influence political interest or civic participation. The study partly supported the hypothesis that political interest moderates effects of online communication on participation.
The document analyzes university media in Ecuador, including their models, types, functions, and self-determination. It identifies the most common models as institutional media managed by communication departments or faculties for student participation. The primary functions of Ecuadorian university media are to provide practical learning, promote the university brand, disseminate knowledge, support education, and address social issues. Results found the majority consider themselves public or mixed community-public/private, with self-determination being an important aspect.
The document discusses how researchers have used framing theory in studies analyzing environmental information in press/media. It reviews 9 relevant articles on this topic. Most commonly referenced authors on framing theory are Entman, Tankard, Scheufele, and De Vreese. The studies integrate framing theory by analyzing framing elements like actors and sources in news coverage. Definitions of framing theory focus on how text can define issues and shape debate. Key elements accompanying framing theory discussed are frameworks and interpretation.
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Andrea Vázquez-Ingelmo, Francisco José
García-Peñalvo and Roberto Theron
https://youtu.be/4T87QwwQSgQ
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Alicia García-Holgado and Francisco José García Peñalvo
https://youtu.be/e1etRHqIjCo
This document proposes a tag-based browsing system for digital collections that uses inverted indexes and a browsing cache to improve performance. Tags representing element-value pairs are used to filter resources. A browsing cache stores browsing states like filtered resources and selectable tags to speed up navigating when tag filters change. Preliminary experiments show the cache can substantially improve browsing speed over an uncached system using just inverted indexes, though with increased memory usage. Future work aims to integrate browsing automata and links between resources.
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Mary Sánchez-Gordón and Ricardo Colomo-Palacios
https://youtu.be/W6oAObExar8
Track 14. 9th International Workshop on Software Engineering for E-learning (ISELEAR’18)
Authors: Joaquín Gayoso-Cabada, Antonio Sarasa-Cabezuelo and José-Luis Sierra
https://youtu.be/_-kkPLGPPPI
The PROVIDEDH project aims to give Digital Humanities scholars tools to explore research objects and the degree of uncertainty in models applied to data. It is an interdisciplinary project that will analyze and adapt approaches from other fields where computing has been applied more extensively. The goal is to standardize infrastructures, frameworks, models and tools across different humanities disciplines.
Dotmocracy and Planning Poker are two techniques derived from digital culture that can help manage uncertainty in collaborative research projects. Dotmocracy allows researchers to visually prioritize topics through individual voting, revealing shared priorities. Planning Poker uses a consensus-based game to estimate effort for tasks, coordinating complex workflows. The techniques were applied in 9 research contexts involving 94 participants to discuss questions, methods, community interests, and task estimation. More study of techniques like these could improve collaborative decision-making and managing uncertainty in research teams.
Track 13. Uncertainty in Digital Humanities
Author: Amelie Dorn, Eveline Wandl-Vogt, Thomas Palfinger, Jose Luis Preza Diaz, Barbara Piringer, Alexander Schatek and Rainer Zoubek
More from Technological Ecosystems for Enhancing Multiculturality (20)
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
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.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
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.
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.
3. Introduction
The Augmented Reality Sandbox as a platform for educative
experiences.
The project from three points of view
• Technical
- Hardware and Software
- Alignment and calibration
• Institutional and nancial
- Medialab USAL
• Educational
- Interdisciplinary
- AR in Education
2
4. Augmented Reality Experiences
Add a virtual layer of information by computer-generated sensory inputs
Figure 1: Pokemon Go: The
interface is the screen of the
mobile device
Figure 2: AR Sandbox: Here the
interface is real sand
3
5. AR Sandbox at Universidad de Salamanca
AR Sandbox. What? Why?
• The original idea was developed by Oliver
Kreylos at UC Davis.
• Several installations of this kind have been
made in institutions and science museums
around the world
• The AR Sandbox was conceived as a Master
thesis in the MSc in Teaching Education
(Secondary) with Qualied Teacher Status
(QTS) at the Universidad de Salamanca.
4
6. AR Sandbox: How does it works?
Figure 3: Schematics of the AR
Sandbox. The Kinetic camera reads
the surface while the beamer add the
virtual digital layer
5
7. Viability
The AR sandbox has several advantages for its implementation:
1. Cheap and accessible hardware: The kinetic is a sensor sold with
the Xbox videoconsole that is cheap and aordable. The beamer
needs some specications but any general-purpose beamer can be
used for the project.
2. Open software: the full software for the installation is open source
which means there is no fee or payment to use it and the most
important thing is that the code is open and therefore can be
modied to the needs of the user.
3. A community around it. As the installation has been performed in
several places, a community has been created which is helpful to
obtain resources and help the installation. Also, the community
improves the software and implementation constantly to produce a
better experience
6
9. Adventages of the AR for the teaching of the science
Methods of teaching with AR have demonstrated to help in the teaching
of complex science or mathematical subjects.
One interesting application of this AR Sandbox is the illustration of
mathematical abstract concepts such as topographic maps and contour
lines.
• The AR Sandbox is a perfect
implementation of this
concept. Varying the surface
on the sand, the student can
observe that this denition is
general and how this concept
of isosurface or contour line
evolves as the surface changes.
8