This blog is part of a blog series around tips that you might want to consider before starting a gamification project. Please note! Blog no. 16 and 17 will be distributed on request only.
To view the latest version of a Twine game, select "Rebuild game> View Last Build" without saving. Variables can be set using <<set $variable = value>> and passages displayed with <<display 'passage'>>. Writing out conditional statements in English first can help with coding them in Twine. The goals for March 18th were to add variables, narrative, plan the game map, and have 40 passages completed by the end of the day from the starting 15.
This document discusses pickups in computer games. It defines pickups as items that players can collect in a game level. Pickups can have positive or negative impacts on gameplay by increasing or decreasing things like health, points, or time. The document provides examples of pickup properties that can be configured and instructs students to include relevant pickups in their own game, demonstrating both positive and negative pickup impacts.
The document provides guidance on using feedback to improve a game creation section. It outlines the key areas of environment, interaction, and scoring system that must be evidenced. Screenshots and annotations are expected to show how the creator has implemented feedback to enhance their game in these areas. The goal is to understand the needs of the client, know what evidence is expected, and apply feedback to iteratively improve the game.
Gamification is a powerful tool but can fail if not designed properly. The document outlines 10 common mistakes in gamification design: 1) Implementing gamification just because it is popular without analyzing fit, 2) Having goals that are not specific, measurable, attainable, relevant and time-based, 3) Gamifying a non-functional process, 4) Thinking gamification is just points, badges and leaderboards, 5) Overly relying on material rewards, 6) Not evolving the design over time, 7) Focusing only on technology instead of psychology, 8) Not getting support from stakeholders, 9) Not analyzing player types, and 10) Thinking gamification is a one-size-fits-all solution instead
10 Deadly Mistakes at Gamification Design by oyunlastirma.coErcan Altuğ YILMAZ
Gamification is a powerful tool but can fail if not designed properly. The document outlines 10 common mistakes in gamification design: 1) Implementing gamification just because it is popular without analyzing fit, 2) Having goals that are not specific, measurable, attainable, relevant and time-based, 3) Gamifying a non-functional process, 4) Thinking gamification is only about points, badges and leaderboards, 5) Overly relying on material rewards, 6) Not evolving the design over time, 7) Viewing it only as a technology solution rather than a psychological one, 8) Not getting support from stakeholders, 9) Not analyzing player types, and 10) Viewing it as a one-size
This document discusses the importance of providing clear instructions to players of a game and the use of algorithms within games. It defines algorithms as sets of instructions that must be carried out for things to happen in a game. The goals are to understand the need for clear instructions, know what algorithms are used for in games, and be able to create a winnable computer game. The task is to create suitable algorithms in a game to meet requirements and provide evidence of triggers, player actions, and rules to help or challenge the player.
Creative Mobile: How to eliminate risks in game design evaluationDevGAMM Conference
This document discusses common mistakes and best practices for game design elements like core mechanics, metagame mechanics, storytelling, economics, monetization, and tutorials. It provides advice such as forming an experienced team, finding successful references, integrating elements, and getting early feedback. Mistakes highlighted include adding unnecessary complexity, copying elements without understanding them, and not designing elements together as interconnected systems. The document advocates designing each element based on its purpose and keeping elements clear, simple and understandable for players.
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
To view the latest version of a Twine game, select "Rebuild game> View Last Build" without saving. Variables can be set using <<set $variable = value>> and passages displayed with <<display 'passage'>>. Writing out conditional statements in English first can help with coding them in Twine. The goals for March 18th were to add variables, narrative, plan the game map, and have 40 passages completed by the end of the day from the starting 15.
This document discusses pickups in computer games. It defines pickups as items that players can collect in a game level. Pickups can have positive or negative impacts on gameplay by increasing or decreasing things like health, points, or time. The document provides examples of pickup properties that can be configured and instructs students to include relevant pickups in their own game, demonstrating both positive and negative pickup impacts.
The document provides guidance on using feedback to improve a game creation section. It outlines the key areas of environment, interaction, and scoring system that must be evidenced. Screenshots and annotations are expected to show how the creator has implemented feedback to enhance their game in these areas. The goal is to understand the needs of the client, know what evidence is expected, and apply feedback to iteratively improve the game.
Gamification is a powerful tool but can fail if not designed properly. The document outlines 10 common mistakes in gamification design: 1) Implementing gamification just because it is popular without analyzing fit, 2) Having goals that are not specific, measurable, attainable, relevant and time-based, 3) Gamifying a non-functional process, 4) Thinking gamification is just points, badges and leaderboards, 5) Overly relying on material rewards, 6) Not evolving the design over time, 7) Focusing only on technology instead of psychology, 8) Not getting support from stakeholders, 9) Not analyzing player types, and 10) Thinking gamification is a one-size-fits-all solution instead
10 Deadly Mistakes at Gamification Design by oyunlastirma.coErcan Altuğ YILMAZ
Gamification is a powerful tool but can fail if not designed properly. The document outlines 10 common mistakes in gamification design: 1) Implementing gamification just because it is popular without analyzing fit, 2) Having goals that are not specific, measurable, attainable, relevant and time-based, 3) Gamifying a non-functional process, 4) Thinking gamification is only about points, badges and leaderboards, 5) Overly relying on material rewards, 6) Not evolving the design over time, 7) Viewing it only as a technology solution rather than a psychological one, 8) Not getting support from stakeholders, 9) Not analyzing player types, and 10) Viewing it as a one-size
This document discusses the importance of providing clear instructions to players of a game and the use of algorithms within games. It defines algorithms as sets of instructions that must be carried out for things to happen in a game. The goals are to understand the need for clear instructions, know what algorithms are used for in games, and be able to create a winnable computer game. The task is to create suitable algorithms in a game to meet requirements and provide evidence of triggers, player actions, and rules to help or challenge the player.
Creative Mobile: How to eliminate risks in game design evaluationDevGAMM Conference
This document discusses common mistakes and best practices for game design elements like core mechanics, metagame mechanics, storytelling, economics, monetization, and tutorials. It provides advice such as forming an experienced team, finding successful references, integrating elements, and getting early feedback. Mistakes highlighted include adding unnecessary complexity, copying elements without understanding them, and not designing elements together as interconnected systems. The document advocates designing each element based on its purpose and keeping elements clear, simple and understandable for players.
Boston games forum universal design lessons - dave biscegliaElizabeth Cormack
Dave Bisceglia gave a talk on universal design lessons he has learned in his career making mobile games. Some key lessons included focusing on divergent thinking during ideation to generate better ideas, prototyping multiple variations of game mechanics to find what is fun, and using analytics to test games and improve metrics like engagement and retention. He also stressed the importance of polishing games, balancing elements, and giving players a story to tell others to help games grow successfully.
Retora Games is a game studio that uses artificial intelligence to create adaptive gameplay experiences that maximize player engagement. Their toolset allows AI to generate new content on the fly to suit each player's style and preferences, improving retention. They are seeking $1.5 million in seed funding to expand their game portfolio and workflow tools for other developers. Their current game has over 2 million downloads and they have 10+ years of experience in game development.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
Advergaming Creating A Video Game As A BrandZach Klein
I pulled this presentation together at BBDO/Proximity in early 2008. The purpose of the presentation was to introduce branded video games and discuss the elements that go into creating a successful branded video game experience.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
GDPR game framework from Lumesse LearningTrudi Baker
This document describes a GDPR learning game that can be deployed by organizations to drive GDPR awareness. The game takes 20 minutes to complete and places GDPR content into a familiar board game structure. It combines learning and testing to introduce key GDPR concepts and principles in an engaging way. Developing the customized game takes about 8 weeks. The game helps ensure all staff understand personal data protection under GDPR and provides evidence of training to regulators.
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
How to Fix the 10 Biggest Mistakes in GamificationAggregage
This document discusses gamification in training and provides tips for effectively implementing gamification. It begins with an overview of ELB Learning and their gamification products and services. It then lists 10 common mistakes made with gamification and provides recommendations to address each mistake, such as focusing on learning objectives not just fun, using the right type of game, providing feedback, and analyzing results. The document encourages using a blended approach and social elements for better learning outcomes. It presents The Training Arcade and CenarioVR as gamification platforms that address these best practices.
Gamification design involves several common mistakes: (1) assuming gamification is always the right solution without analyzing business needs; (2) having goals that are not specific, measurable, achievable etc.; (3) trying to gamify processes that are not working effectively; and (4) thinking gamification only involves points, badges and leaderboards without considering other mechanics or custom designs. Successful gamification requires understanding player types, iteratively implementing elements, and ensuring the underlying process is working well before adding incentives.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
This document provides an agenda for a workshop on building a game with JavaScript. The workshop will cover key JavaScript concepts like variables, functions, if/else statements, and comparing values. Attendees will work through starter code with the support of instructors and TAs. They will then build their own site and review the answer key. Suggestions are given for continuing to learn after the workshop. Thinkful's approach of 1-on-1 mentorship and projects is described.
The document provides an overview of Team Vega GP, which is comprised of 10th and 11th grade students from New Delhi who are passionate about Formula 1 racing. It introduces the team members and their roles. It also outlines the sponsors that supported the team, their budget plans, design process, and the three iterations of their race car (Mark I, Mark II, and Mark III). The team utilized various software and means of communication during their project. Their final race car, the Mark III, was praised for its aerodynamic design and sporting appearance. The conclusion reflects on the valuable lessons and experiences gained from participating in the competition.
Sanjeev NC: 5 Game Techniques to Immediately Apply in Your Service DeskitSMF UK
Gamification in service management is nothing new, but all too often it only focuses on points, badges, and leaderboards. In this presentation, Sanjeev goes beyond this, and shows you how you can apply gaming techniques to drive the right behaviours amongst end users and agents. Plus he shares examples of specific game techniques that can be applied to your service desk, based on Yukai Chou's Octalysis framework for gamification and behavioural design.
Take a look at this presentation to gain actionable insights based on game techniques when applied to the service desk; to take away advice on how to improve end user adoption (of the likes of self-service) and agent motivation. Plus learn a new behavioural design framework (Octalysis).
How to Develop with the UAT Studios - IGDA UAT Greenlight GuideBen Reichert
The document provides guidance on assembling an effective team for a game jam project. It recommends having an experienced core team that is committed to completing the project, including at least one programmer and one artist. The core team members should want to make the game, enjoy working together, and be reliable. Additionally, it emphasizes the need for a product owner, clear vision and goals, prioritized product backlog, well-written user stories, and a ScrumMaster to facilitate the process and handle any obstacles. The team should aim to have a presentable first release by the end of the semester to demonstrate their progress.
This document describes a card game called "Cards to Gain Humanity" that is meant to facilitate discussions about emotions in the workplace. The game uses trigger, emotion, and action cards to guide players through the steps of experiencing a trigger, the evoked emotion, the initial reaction, considering the impact, and designing a conscious response. It is intended to help players recognize and consciously address their emotions so they can intentionally shape company culture. The document provides the rationale for the game, explains how to play, and includes examples of card types.
The document outlines an agenda for a machine learning master class, beginning with introductions to machine learning and neural networks. It discusses the general machine learning process and common deep learning terminology. It then covers ML@SAP and SAP's machine learning products and strategies. Finally, it introduces TensorFlow, describing its architecture and providing exercises for hands-on learning. The overall summary is that the master class covers introductory and advanced machine learning topics, with a focus on neural networks, deep learning, and the TensorFlow framework, as well as SAP's machine learning offerings.
28_09_2018 eMadrid seminar on MOOCs by Ralf Teusner, Hasso Plattner Institute...eMadrid network
«On the impact of programming exercise descriptions. Effects of programming exercise descriptions to scores and working times», eMadrid seminar on «MOOCs as part of the future of digital learning», part of the LWMOOCS Conference
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
Retora Games is a game studio that uses artificial intelligence to create adaptive gameplay experiences that maximize player engagement. Their toolset allows AI to generate new content on the fly to suit each player's style and preferences, improving retention. They are seeking $1.5 million in seed funding to expand their game portfolio and workflow tools for other developers. Their current game has over 2 million downloads and they have 10+ years of experience in game development.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
Advergaming Creating A Video Game As A BrandZach Klein
I pulled this presentation together at BBDO/Proximity in early 2008. The purpose of the presentation was to introduce branded video games and discuss the elements that go into creating a successful branded video game experience.
Universal Design Lessons - Boston Games ForumDave Bisceglia
The document provides design lessons for various stages of game development including ideation, prototyping, building, testing, polishing, and growing. It emphasizes keeping ideas simple, finding the fun through prototyping, getting early feedback, showing progress, optimizing monetization, balancing games, and giving players a story to share. Key lessons include focusing on engagement, retention, monetization and virality metrics.
GDPR game framework from Lumesse LearningTrudi Baker
This document describes a GDPR learning game that can be deployed by organizations to drive GDPR awareness. The game takes 20 minutes to complete and places GDPR content into a familiar board game structure. It combines learning and testing to introduce key GDPR concepts and principles in an engaging way. Developing the customized game takes about 8 weeks. The game helps ensure all staff understand personal data protection under GDPR and provides evidence of training to regulators.
Agility is the Key: Power Up Your GameDev Project Management with Agile Pract...DevGAMM Conference
Agile processes have been widely adopted in software development for over a decade, but their adoption in game development studios is relatively new. In this talk, Epam Management experts Ganna Ivanicheva and Boris Lesun will discuss the benefits of adopting Agile processes in game development studios, drawing from their expertise and industry research. They will also explore the similarities and differences between software and game development processes, and common pain points studios face. Additionally, the speakers will delve into the acceleration of game development processes due to the adoption of artificial intelligence (AI).
How to Fix the 10 Biggest Mistakes in GamificationAggregage
This document discusses gamification in training and provides tips for effectively implementing gamification. It begins with an overview of ELB Learning and their gamification products and services. It then lists 10 common mistakes made with gamification and provides recommendations to address each mistake, such as focusing on learning objectives not just fun, using the right type of game, providing feedback, and analyzing results. The document encourages using a blended approach and social elements for better learning outcomes. It presents The Training Arcade and CenarioVR as gamification platforms that address these best practices.
Gamification design involves several common mistakes: (1) assuming gamification is always the right solution without analyzing business needs; (2) having goals that are not specific, measurable, achievable etc.; (3) trying to gamify processes that are not working effectively; and (4) thinking gamification only involves points, badges and leaderboards without considering other mechanics or custom designs. Successful gamification requires understanding player types, iteratively implementing elements, and ensuring the underlying process is working well before adding incentives.
Tom Mejias is a Client Engineer at Space Ape Games and a whiz at prototyping new titles. During the hour Tom gave an overview of the games industry and the engineering roles that exist within it as well as some in depth guidance, tips and tricks for specializing in the role of Creative Engineer.
This document provides an agenda for a workshop on building a game with JavaScript. The workshop will cover key JavaScript concepts like variables, functions, if/else statements, and comparing values. Attendees will work through starter code with the support of instructors and TAs. They will then build their own site and review the answer key. Suggestions are given for continuing to learn after the workshop. Thinkful's approach of 1-on-1 mentorship and projects is described.
The document provides an overview of Team Vega GP, which is comprised of 10th and 11th grade students from New Delhi who are passionate about Formula 1 racing. It introduces the team members and their roles. It also outlines the sponsors that supported the team, their budget plans, design process, and the three iterations of their race car (Mark I, Mark II, and Mark III). The team utilized various software and means of communication during their project. Their final race car, the Mark III, was praised for its aerodynamic design and sporting appearance. The conclusion reflects on the valuable lessons and experiences gained from participating in the competition.
Sanjeev NC: 5 Game Techniques to Immediately Apply in Your Service DeskitSMF UK
Gamification in service management is nothing new, but all too often it only focuses on points, badges, and leaderboards. In this presentation, Sanjeev goes beyond this, and shows you how you can apply gaming techniques to drive the right behaviours amongst end users and agents. Plus he shares examples of specific game techniques that can be applied to your service desk, based on Yukai Chou's Octalysis framework for gamification and behavioural design.
Take a look at this presentation to gain actionable insights based on game techniques when applied to the service desk; to take away advice on how to improve end user adoption (of the likes of self-service) and agent motivation. Plus learn a new behavioural design framework (Octalysis).
How to Develop with the UAT Studios - IGDA UAT Greenlight GuideBen Reichert
The document provides guidance on assembling an effective team for a game jam project. It recommends having an experienced core team that is committed to completing the project, including at least one programmer and one artist. The core team members should want to make the game, enjoy working together, and be reliable. Additionally, it emphasizes the need for a product owner, clear vision and goals, prioritized product backlog, well-written user stories, and a ScrumMaster to facilitate the process and handle any obstacles. The team should aim to have a presentable first release by the end of the semester to demonstrate their progress.
This document describes a card game called "Cards to Gain Humanity" that is meant to facilitate discussions about emotions in the workplace. The game uses trigger, emotion, and action cards to guide players through the steps of experiencing a trigger, the evoked emotion, the initial reaction, considering the impact, and designing a conscious response. It is intended to help players recognize and consciously address their emotions so they can intentionally shape company culture. The document provides the rationale for the game, explains how to play, and includes examples of card types.
The document outlines an agenda for a machine learning master class, beginning with introductions to machine learning and neural networks. It discusses the general machine learning process and common deep learning terminology. It then covers ML@SAP and SAP's machine learning products and strategies. Finally, it introduces TensorFlow, describing its architecture and providing exercises for hands-on learning. The overall summary is that the master class covers introductory and advanced machine learning topics, with a focus on neural networks, deep learning, and the TensorFlow framework, as well as SAP's machine learning offerings.
28_09_2018 eMadrid seminar on MOOCs by Ralf Teusner, Hasso Plattner Institute...eMadrid network
«On the impact of programming exercise descriptions. Effects of programming exercise descriptions to scores and working times», eMadrid seminar on «MOOCs as part of the future of digital learning», part of the LWMOOCS Conference
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
Similar to Blog no. 15 - tips how to start your own gamification project (20)
Blog no. 6 - Tips to start a gamification projectIsaSammet
Tip no. 6 discusses the importance of testing ideas early and often through prototypes and pilots to receive feedback before fully developing projects, in order to fail early in the design process. Following a Design Thinking approach, early failure is essential for success. Sharing ideas openly from an early stage helps clarify the goal and intention of a project. The document provides contact information for Isa Sammet at SAP SE regarding tips for starting a gamification project.
Blog no. 3 - Tips to start a gamification projectIsaSammet
The document provides tips for defining goals when starting a gamification project. It advises analyzing the root cause of behaviors rather than just the behaviors themselves. An example is given of a manager wanting motivated employees at year-end, but upon investigation, the root cause was found to be a communication issue rather than lack of employee motivation. The document stresses the importance of asking questions to understand root causes and identify the correct problem to address before beginning a project.
Ever wanted to start a gamification project but didn't know what to think about even before the start? Here's blog no. 2 of my series for fellow gamificators.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
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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.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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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 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.