The document discusses the 5 steps of an AI/ML innovation project:
1. Empathize and analyze to understand user needs and objectives.
2. Define and synthesize insights about key decisions and potential variables and metrics.
3. Ideate potential solutions by choosing a suitable machine learning model.
4. Prototype and tune by creating mockups to study user interactions and identify insights.
5. Test and validate prototypes using user testing and evaluating the machine learning model on test data.
Electrical engineers solve technological problems by designing, developing, testing, and supervising the manufacture of electrical equipment and systems. They use a three step engineering process of analyzing problems, designing solutions, and implementing designs. Electrical engineers design and build things like electric motors, machinery controls, lighting and wiring, radar and navigation systems, and communications systems. They require at least a bachelor's degree in electrical engineering and additional training in math, science, and electronics. Related careers include robotics engineer, mathematician, and computer scientist. Electrical engineering is a stable career with 11.5% growth between 2004-2014 and projected 2% growth between 2008-2018.
IFC World Bank Education Conference 201804 Cape TownGary A. Bolles
The document discusses the exponential future of work and the need to grow problem-solvers. It provides statistics on Singularity University's global community and impact initiatives in areas like health, energy, and the environment. The organization works with exponential technologies like artificial intelligence, robotics, and biotechnology. The conclusion emphasizes cultivating problem-solvers who are adaptive, creative, and have empathy to address challenges in new ways.
From computational Thinking to computational Action - Dr. Hal Abelson, MIT Ap...CAVEDU Education
This document discusses the history and development of computational thinking and computational action through the MIT App Inventor project. It provides examples of how students from around the world have used App Inventor to create apps that address real-world issues in their communities, such as finding clean water sources and improving healthcare. The document also outlines the growing global use of App Inventor and how it enables students to engage in computational thinking and action through designing and building mobile apps.
From Software through Art to Social EntrepreneurshipLetizia Jaccheri
The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions. The first is maker movement and its role in educational practices.Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.
There is a common agreement that ethical concerns are of high importance when it comes to systems equipped with Artificial Intelligence (AI). Demands for ethical AI are declared from all directions. As a response, in recent years, public bodies, governments, and universities have rushed in to provide a set of principles to be considered when AI-based systems are designed and used. We have learned, however, that high-level principles do not turn easily into actionable advice for practitioners. Hence, also companies are publishing their own ethical guidelines to guide their AI development. These guidelines do not seem to help the developers. To bridge this gap, we present a method for implementing AI Ethics in practice. The ECCOLA method has been developed in collaboration with researchers and practitioners in the field, and it is under proof-testing in several AI companies. The presentation outlines the method and its practical use cases.
The field of Artificial Intelligence (AI) has progressed rapidly in the past few years. AI systems are having a growing impact on society and concerns have been raised whether AI system can be trusted. A way to address these concerns is to employ ethically aligned design principles to the development of AI software. Yet these principles are still far away from practical application. This talk provides state-of-the-art empirical insight into what should researchers and professionals do today when the client wants ethics to be added to their system.
The document discusses the 5 steps of an AI/ML innovation project:
1. Empathize and analyze to understand user needs and objectives.
2. Define and synthesize insights about key decisions and potential variables and metrics.
3. Ideate potential solutions by choosing a suitable machine learning model.
4. Prototype and tune by creating mockups to study user interactions and identify insights.
5. Test and validate prototypes using user testing and evaluating the machine learning model on test data.
Electrical engineers solve technological problems by designing, developing, testing, and supervising the manufacture of electrical equipment and systems. They use a three step engineering process of analyzing problems, designing solutions, and implementing designs. Electrical engineers design and build things like electric motors, machinery controls, lighting and wiring, radar and navigation systems, and communications systems. They require at least a bachelor's degree in electrical engineering and additional training in math, science, and electronics. Related careers include robotics engineer, mathematician, and computer scientist. Electrical engineering is a stable career with 11.5% growth between 2004-2014 and projected 2% growth between 2008-2018.
IFC World Bank Education Conference 201804 Cape TownGary A. Bolles
The document discusses the exponential future of work and the need to grow problem-solvers. It provides statistics on Singularity University's global community and impact initiatives in areas like health, energy, and the environment. The organization works with exponential technologies like artificial intelligence, robotics, and biotechnology. The conclusion emphasizes cultivating problem-solvers who are adaptive, creative, and have empathy to address challenges in new ways.
From computational Thinking to computational Action - Dr. Hal Abelson, MIT Ap...CAVEDU Education
This document discusses the history and development of computational thinking and computational action through the MIT App Inventor project. It provides examples of how students from around the world have used App Inventor to create apps that address real-world issues in their communities, such as finding clean water sources and improving healthcare. The document also outlines the growing global use of App Inventor and how it enables students to engage in computational thinking and action through designing and building mobile apps.
From Software through Art to Social EntrepreneurshipLetizia Jaccheri
The main goal of my research through 30 years is to understand software by empirical studies. While researchers traditionally use students as subjects to pilot studies before they are carried out in industrial environments, the supporting pillar of my working method is to set up studies with students that go beyond the contribution to scientific literature and identify benefits for other stakeholders. The four primary actors are: students, instructors, industry, and researchers Later, in our studies we have identified issues that appear at the intersection between art and software. Artistic software projects have often a social goal and are highly innovative. Our studies in art and software have given the ground for two research directions. The first is maker movement and its role in educational practices.Typical topics of interest vary from engineering -oriented pursuits such as electronics, robotics, 3D printing to the use of art and craft. Leveraging the beneficial outcomes from the Maker Movement approach and programming languages designed for children, together with a group of researchers, and artists we have designed, implemented and evaluated workshop programs. In our studies we have identified the important factors that characterize the design of the activities and the main aspects of children's engagement in such software intensive activities The second research direction is to harness the power of big data, increase collective and individual awareness about societal problems and ultimately create the needed intelligence that will lead entrepreneurs and policy makers to innovative solutions for societal challenges towards a sustainable society.
There is a common agreement that ethical concerns are of high importance when it comes to systems equipped with Artificial Intelligence (AI). Demands for ethical AI are declared from all directions. As a response, in recent years, public bodies, governments, and universities have rushed in to provide a set of principles to be considered when AI-based systems are designed and used. We have learned, however, that high-level principles do not turn easily into actionable advice for practitioners. Hence, also companies are publishing their own ethical guidelines to guide their AI development. These guidelines do not seem to help the developers. To bridge this gap, we present a method for implementing AI Ethics in practice. The ECCOLA method has been developed in collaboration with researchers and practitioners in the field, and it is under proof-testing in several AI companies. The presentation outlines the method and its practical use cases.
The field of Artificial Intelligence (AI) has progressed rapidly in the past few years. AI systems are having a growing impact on society and concerns have been raised whether AI system can be trusted. A way to address these concerns is to employ ethically aligned design principles to the development of AI software. Yet these principles are still far away from practical application. This talk provides state-of-the-art empirical insight into what should researchers and professionals do today when the client wants ethics to be added to their system.
The document provides 10 reasons for opting for a career in computer science. It discusses how computer science is involved in many aspects of modern life and enables one to solve complex problems and make a positive impact. Computer science careers offer high pay and job satisfaction with many open positions available. Expertise in computer science is valuable for other careers as well by providing problem-solving skills. Computer science allows for both individual creativity and team collaboration. It is seen as an essential part of a well-rounded education, and future opportunities in the field are vast due to its ability to drive innovation.
Stephen Piotrowski is a 17-year-old high school junior who enjoys building things like computers and playing video games. He discusses his interests in math, science, and technology and his consideration of computer engineering as a career. The document provides an overview of the history and evolution of technology and computing. It also outlines the typical job duties, education requirements, workplace, hours, pay, and future job prospects of a computer engineer.
ELH School Tech 2013 - Computational ThinkingPaul Herring
To be good ‘Computational Thinkers’ and hence effective users of, and more importantly empowered creators with Digital Technologies, students need to be conversant and articulate with:
algorithms;
cryptography;
machine intelligence;
computational biology;
search;
recursion;
heuristics;
Entrepreneurial enabling, and
The use of Digital Technologies to develop and support Critical Thinking skills.
While schools have taught many of these areas in the past, opportunities are now being presented where schools can fully embrace those areas traditionally part of a Computer Science type course, but also introduce the fascinating new areas of endeavor such as cryptography and computational biology.
Coupled with the increasing enabling of application development and deployment by Senior School students, such as in the creation and deployment of mobile games using Corona and Lua for example, students are able to be powerfully enabled as creative producers, not just passive users.
The presentation will give an overview of these areas of Computational Thinking and some outline of how they might be implemented in the curriculum, including current examples from senior IT classes in Queensland who are creating digital apps for Android devices.
This presentation will cover some of the ground from my ACEC 2012 talk on this topic (see SlideCast at this link: http://www.slideshare.net/StrategicITbyPFH/computational-thinking-14629222), but expand in a number of areas, in particular some specific suggestions regarding classroom implementation.
The document discusses the Junkbots project, which provides 12 hours of STEM activities to secondary school students using robotics and computational thinking. It aims to teach programming skills through building robots out of junk and programming Lego robots. The project has expanded to primary schools and uses Raspberry Pi and Scratch/Python programming. It teaches fundamental skills like debugging and collaboration. Computational thinking skills are strengthened through activities involving tinkering, abstraction, and logic. The project has received funding and resources, and the author questions how changes bringing computational thinking to K-12 curriculums will impact university curriculums.
This presentation introduces the viewer to the concept of the technical debt and provides strategies to eliminate it as much as possible by using tools and processes.
This document discusses several topics related to technology and its impact on society. It addresses interaction art in public spaces, the fight for online privacy, the digital divide, and how failure can be key to creativity. It provides quotes from various experts on each of these topics. For example, it discusses interactive public art installations and quotes the creators of Daily Tous Les Jours talking about bringing magic to public places. It also addresses concerns about online privacy and fighting back against loss of privacy, quoting Edward Snowden on the NSA.
TAROT2013 Testing School - Antonia Bertolino presentationHenry Muccini
TAROT 2013 9th International Summer School on Training And Research On Testing, Volterra, Italy, 9-13 July, 2013
These slides summarize Paolo Tonella's presentation about "Academic developments in search based testing for the Future Internet."
The document discusses the field of computer science and engineering. It provides an overview of the origins and focus of the field, the department's mission to impart fundamental concepts and practical skills. It outlines the program's objectives to provide a strong foundation in math, science and engineering, and to prepare students for careers in industry. Finally, it discusses the wide career opportunities available to computer science graduates in roles such as software development, networking, and databases in top companies in India and internationally.
Exponential technologies and the changing nature of competition march 2019Paul Barter
Exponential technologies are rapidly accelerating and shaping (and reshaping) major industries and all aspects of our lives. Exponential technologies include computing (the microprocessor) artificial intelligence (AI), data science, nanotechnology, digital biology and biotech. We believe that solutions to many of the world’s most pressing challenges lie at the intersection of these exponential technologies. We also believe that slow moving incumbents are at risk of disruption or irrelevance if they don't respond.
How deep learning works and why it alone won't get us much closer to AGIDan Elton
This document summarizes a presentation on deep learning and artificial general intelligence. It argues that while deep learning has achieved narrow successes, it alone will not lead to AGI. Deep learning models rely heavily on hardcoded assumptions, large datasets, and do not generalize well. Recent deep learning systems like AlphaGo Zero and GPT-2 demonstrate narrow capabilities rather than true understanding. The field of deep learning also faces issues with reproducibility and overfitting to datasets. While economic growth from narrow AI applications is possible, this does not inherently bring us closer to developing human-level artificial general intelligence.
AI - How Artificial Intelligence Will Impact Your BusinessPaul Barter
AI - How Artificial Intelligence Will Impact Your Business
DESCRIPTION:
AI (Artificial Intelligence) has the potential to radically transform employment, productivity and society. Business decision makers need to mitigate underlying risks and invest appropriately to drive future competitive advantage.
Over 260 electrical and computer engineering students gathered for the annual ECE Design Fair to showcase 84 projects solving real-world challenges. Three highlighted projects included an exoskeletal leg helping a man with cerebral palsy walk, an app for instantly creating and playing side-scrolling mobile games, and a smart micro-grid electricity system prototype. The student work attracted widespread attention and praise for demonstrating their innovative abilities.
This document discusses the importance of teaching computer science in schools. It notes that while computers and software are changing everything, the majority of schools do not teach computer science. It argues that computer science is about logic, problem solving, and creativity, not just learning technology, and is a foundational subject that affects every field. The document also highlights the growing demand for computer programmers and how computer science jobs are a major source of new wages, yet many states still lack computer science standards and the STEM problem is specifically in computer science education.
My target audience results and analysisEnea Luciano
This document summarizes the results of a survey conducted with 30 random members of the public in Hull City Centre about a song and music videos. The survey gathered information on demographics like gender and age. It also asked questions about music listening habits, views on music videos and the song, preferences for characters and themes for an Alice in Wonderland-themed music video, and meanings people associate with the story and song "Mad Hatter". Charts are presented analyzing the responses.
Visit jll.com/skyline to see how the top office buildings perform across the United States and take a look at how some of the nation’s tallest buildings embrace the holiday season.
The document lists various life goals and experiences including getting married, having children, having a job and home, spending time with friends, volunteering, becoming rich or famous, being successful, going to school and university, and returning home.
Sesión tren inferior embarazadas nivel 2nerea vazquez
Este documento describe una sesión de entrenamiento para el tren inferior dirigida a mujeres embarazadas de nivel medio. La sesión incluye un calentamiento con movimientos suaves, seguido de ejercicios realizados con una fitball que trabajan los glúteos, gemelos y lumbares, como sentadillas, elevaciones de pierna y movimientos de cadera. Finaliza con estiramientos enfocados en esas zonas.
This document outlines the benefits of various services provided by Al-Bahar including equipment protection plans, customer support agreements, financing solutions, Cat genuine parts, and Cat EMSolutions. The services are aimed at helping customers lower operating costs, maximize equipment productivity and uptime, plan maintenance needs, and protect their equipment investments. Al-Bahar provides a one-stop-shop for customers' equipment purchase, financing, parts, maintenance, and monitoring needs.
Simmal Aluminum Extrusion Designing To The Limits Nov 09frankpower
This document provides an overview of aluminum extrusions from Simmal Ltd, including:
- The company history of Simmal Ltd, which was founded in 1986 and is now a second generation family business turning over £10 million annually.
- The aluminum extrusion process, which involves aluminum billets being pushed through shaped dies by large presses to produce the desired shapes.
- The advantages of aluminum extrusions, such as their strength, corrosion resistance, light weight, heat and electrical conductivity, and ability to be produced in complex, close tolerance shapes in a cost effective manner.
- Case studies and opportunities for design solutions using aluminum extrusions are discussed.
This document provides a workout routine to strengthen the abdominal area and hips. The routine consists of 4 series with different core exercises like crunches with hands on chest, ears, and knees as well as leg lifts. Each series involves 40 repetitions of an exercise followed by a 20 second rest period before moving to the next exercise. The goal is to strengthen the core muscles through advanced exercises performed over multiple rounds.
This document discusses comparatives and superlatives in English. It provides rules for forming comparatives and superlatives for adjectives of 1, 2, or more than 2 syllables. Rule 1 for comparatives adds -er to one-syllable adjectives. Rule 2 adds -ier to two-syllable adjectives ending in y. Rule 3 uses more + adjective + than for adjectives of more than two syllables. Rule 1 for superlatives adds -est, rule 2 changes y to iest, and rule 3 uses most + adjective + than. There are also irregular forms for far, bad, good. Examples are provided to illustrate the rules.
The document provides 10 reasons for opting for a career in computer science. It discusses how computer science is involved in many aspects of modern life and enables one to solve complex problems and make a positive impact. Computer science careers offer high pay and job satisfaction with many open positions available. Expertise in computer science is valuable for other careers as well by providing problem-solving skills. Computer science allows for both individual creativity and team collaboration. It is seen as an essential part of a well-rounded education, and future opportunities in the field are vast due to its ability to drive innovation.
Stephen Piotrowski is a 17-year-old high school junior who enjoys building things like computers and playing video games. He discusses his interests in math, science, and technology and his consideration of computer engineering as a career. The document provides an overview of the history and evolution of technology and computing. It also outlines the typical job duties, education requirements, workplace, hours, pay, and future job prospects of a computer engineer.
ELH School Tech 2013 - Computational ThinkingPaul Herring
To be good ‘Computational Thinkers’ and hence effective users of, and more importantly empowered creators with Digital Technologies, students need to be conversant and articulate with:
algorithms;
cryptography;
machine intelligence;
computational biology;
search;
recursion;
heuristics;
Entrepreneurial enabling, and
The use of Digital Technologies to develop and support Critical Thinking skills.
While schools have taught many of these areas in the past, opportunities are now being presented where schools can fully embrace those areas traditionally part of a Computer Science type course, but also introduce the fascinating new areas of endeavor such as cryptography and computational biology.
Coupled with the increasing enabling of application development and deployment by Senior School students, such as in the creation and deployment of mobile games using Corona and Lua for example, students are able to be powerfully enabled as creative producers, not just passive users.
The presentation will give an overview of these areas of Computational Thinking and some outline of how they might be implemented in the curriculum, including current examples from senior IT classes in Queensland who are creating digital apps for Android devices.
This presentation will cover some of the ground from my ACEC 2012 talk on this topic (see SlideCast at this link: http://www.slideshare.net/StrategicITbyPFH/computational-thinking-14629222), but expand in a number of areas, in particular some specific suggestions regarding classroom implementation.
The document discusses the Junkbots project, which provides 12 hours of STEM activities to secondary school students using robotics and computational thinking. It aims to teach programming skills through building robots out of junk and programming Lego robots. The project has expanded to primary schools and uses Raspberry Pi and Scratch/Python programming. It teaches fundamental skills like debugging and collaboration. Computational thinking skills are strengthened through activities involving tinkering, abstraction, and logic. The project has received funding and resources, and the author questions how changes bringing computational thinking to K-12 curriculums will impact university curriculums.
This presentation introduces the viewer to the concept of the technical debt and provides strategies to eliminate it as much as possible by using tools and processes.
This document discusses several topics related to technology and its impact on society. It addresses interaction art in public spaces, the fight for online privacy, the digital divide, and how failure can be key to creativity. It provides quotes from various experts on each of these topics. For example, it discusses interactive public art installations and quotes the creators of Daily Tous Les Jours talking about bringing magic to public places. It also addresses concerns about online privacy and fighting back against loss of privacy, quoting Edward Snowden on the NSA.
TAROT2013 Testing School - Antonia Bertolino presentationHenry Muccini
TAROT 2013 9th International Summer School on Training And Research On Testing, Volterra, Italy, 9-13 July, 2013
These slides summarize Paolo Tonella's presentation about "Academic developments in search based testing for the Future Internet."
The document discusses the field of computer science and engineering. It provides an overview of the origins and focus of the field, the department's mission to impart fundamental concepts and practical skills. It outlines the program's objectives to provide a strong foundation in math, science and engineering, and to prepare students for careers in industry. Finally, it discusses the wide career opportunities available to computer science graduates in roles such as software development, networking, and databases in top companies in India and internationally.
Exponential technologies and the changing nature of competition march 2019Paul Barter
Exponential technologies are rapidly accelerating and shaping (and reshaping) major industries and all aspects of our lives. Exponential technologies include computing (the microprocessor) artificial intelligence (AI), data science, nanotechnology, digital biology and biotech. We believe that solutions to many of the world’s most pressing challenges lie at the intersection of these exponential technologies. We also believe that slow moving incumbents are at risk of disruption or irrelevance if they don't respond.
How deep learning works and why it alone won't get us much closer to AGIDan Elton
This document summarizes a presentation on deep learning and artificial general intelligence. It argues that while deep learning has achieved narrow successes, it alone will not lead to AGI. Deep learning models rely heavily on hardcoded assumptions, large datasets, and do not generalize well. Recent deep learning systems like AlphaGo Zero and GPT-2 demonstrate narrow capabilities rather than true understanding. The field of deep learning also faces issues with reproducibility and overfitting to datasets. While economic growth from narrow AI applications is possible, this does not inherently bring us closer to developing human-level artificial general intelligence.
AI - How Artificial Intelligence Will Impact Your BusinessPaul Barter
AI - How Artificial Intelligence Will Impact Your Business
DESCRIPTION:
AI (Artificial Intelligence) has the potential to radically transform employment, productivity and society. Business decision makers need to mitigate underlying risks and invest appropriately to drive future competitive advantage.
Over 260 electrical and computer engineering students gathered for the annual ECE Design Fair to showcase 84 projects solving real-world challenges. Three highlighted projects included an exoskeletal leg helping a man with cerebral palsy walk, an app for instantly creating and playing side-scrolling mobile games, and a smart micro-grid electricity system prototype. The student work attracted widespread attention and praise for demonstrating their innovative abilities.
This document discusses the importance of teaching computer science in schools. It notes that while computers and software are changing everything, the majority of schools do not teach computer science. It argues that computer science is about logic, problem solving, and creativity, not just learning technology, and is a foundational subject that affects every field. The document also highlights the growing demand for computer programmers and how computer science jobs are a major source of new wages, yet many states still lack computer science standards and the STEM problem is specifically in computer science education.
My target audience results and analysisEnea Luciano
This document summarizes the results of a survey conducted with 30 random members of the public in Hull City Centre about a song and music videos. The survey gathered information on demographics like gender and age. It also asked questions about music listening habits, views on music videos and the song, preferences for characters and themes for an Alice in Wonderland-themed music video, and meanings people associate with the story and song "Mad Hatter". Charts are presented analyzing the responses.
Visit jll.com/skyline to see how the top office buildings perform across the United States and take a look at how some of the nation’s tallest buildings embrace the holiday season.
The document lists various life goals and experiences including getting married, having children, having a job and home, spending time with friends, volunteering, becoming rich or famous, being successful, going to school and university, and returning home.
Sesión tren inferior embarazadas nivel 2nerea vazquez
Este documento describe una sesión de entrenamiento para el tren inferior dirigida a mujeres embarazadas de nivel medio. La sesión incluye un calentamiento con movimientos suaves, seguido de ejercicios realizados con una fitball que trabajan los glúteos, gemelos y lumbares, como sentadillas, elevaciones de pierna y movimientos de cadera. Finaliza con estiramientos enfocados en esas zonas.
This document outlines the benefits of various services provided by Al-Bahar including equipment protection plans, customer support agreements, financing solutions, Cat genuine parts, and Cat EMSolutions. The services are aimed at helping customers lower operating costs, maximize equipment productivity and uptime, plan maintenance needs, and protect their equipment investments. Al-Bahar provides a one-stop-shop for customers' equipment purchase, financing, parts, maintenance, and monitoring needs.
Simmal Aluminum Extrusion Designing To The Limits Nov 09frankpower
This document provides an overview of aluminum extrusions from Simmal Ltd, including:
- The company history of Simmal Ltd, which was founded in 1986 and is now a second generation family business turning over £10 million annually.
- The aluminum extrusion process, which involves aluminum billets being pushed through shaped dies by large presses to produce the desired shapes.
- The advantages of aluminum extrusions, such as their strength, corrosion resistance, light weight, heat and electrical conductivity, and ability to be produced in complex, close tolerance shapes in a cost effective manner.
- Case studies and opportunities for design solutions using aluminum extrusions are discussed.
This document provides a workout routine to strengthen the abdominal area and hips. The routine consists of 4 series with different core exercises like crunches with hands on chest, ears, and knees as well as leg lifts. Each series involves 40 repetitions of an exercise followed by a 20 second rest period before moving to the next exercise. The goal is to strengthen the core muscles through advanced exercises performed over multiple rounds.
This document discusses comparatives and superlatives in English. It provides rules for forming comparatives and superlatives for adjectives of 1, 2, or more than 2 syllables. Rule 1 for comparatives adds -er to one-syllable adjectives. Rule 2 adds -ier to two-syllable adjectives ending in y. Rule 3 uses more + adjective + than for adjectives of more than two syllables. Rule 1 for superlatives adds -est, rule 2 changes y to iest, and rule 3 uses most + adjective + than. There are also irregular forms for far, bad, good. Examples are provided to illustrate the rules.
The document provides instructions to complete 11 sentences using relative clauses. It prompts the reader to finish sentences about seeing a house, a dress with a description, a cafe that used to be in a square, asking a waiter something, not knowing a lady, sometimes watching TV programs, identifying a bedroom, coming to a party with a new boyfriend, going to a flat, not being shown some photographs, asking if there is anything, and not hearing from someone.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
This document discusses various likes, dislikes, and preferences using gerunds (verbs ending in "ing") including liking playing football, disliking eating meat, not minding doing homework, liking biting, hating voting together for yes, hating looking, not being able to stand losing basketball, and preferring eating chocolate. It also asks and answers questions about liking eating and loving studying using short sentences.
This document provides examples of common time expressions in English used to indicate different parts of the day, years, seasons, days of the week, and other temporal contexts. It lists times for daily activities like getting up, doing homework, and having dinner. It also includes examples showing time expressions paired with months, holidays, birthdays, and other events to specify when they occur. The document serves as a reference for some basic English vocabulary around expressing and understanding time.
This document outlines a marketing plan for a new mobile app called CityExpert. It includes the following:
1. The overview introduces the app and describes the target customers as people new to cities who need guidance.
2. The goal is to generate trials and downloads within the first two months and gain sponsorships.
3. The course of action is to create an exhaustive marketing plan to promote the app.
It then discusses conducting market research, advertising through multiple channels, and partnering with companies in related fields to generate revenue and provide value to collaborators.
This document provides information about the Computer Explorers afterschool program. It offers a variety of technology courses for students aged 3 and older, including programming, engineering, filmmaking, and graphic design. Courses are taught using hands-on projects and the latest technology tools. Computer Explorers has over 30 years of experience and 600 teachers who teach over 25,000 students per week across the US and internationally. Recommended courses combine skills like robotics, Minecraft, and coding to engage students in STEM learning.
The document discusses the growing movement to teach computer programming and coding to children in schools. It provides examples of initiatives and programs in different places that aim to introduce coding in primary and secondary schools, as well as arguments for why coding skills are as important as reading and writing in the 21st century. Organizations discussed include Code.org, Code Club, Young Rewired State and Facebook programs to get more girls interested in engineering. The importance of teaching coding is framed as a way to develop critical thinking skills and prepare children for future jobs that may involve programming.
STEM Education & 21st Century Skills for Students through CSR ProjectsNityanand Channur
India STEM Foundation is a registered (Sec 25, FCRA) not-for-profit organization specializes in conceptualizing & implementing programs that promote hands-on learning, innovation & problem solving skills among students from an early age. Through the programs, ISF strives to spark curiosity, nurture creativity & encourage real world application among well-deserved school students alongside enhancing pedagogy of teachers through capacity building. The programs vary from series of objective driven activity based workshops to full-fledged DIY labs that stimulate conducive environment for inquiry based learning, innovation and life skills. The programs are also structured to include worthwhile employee engaging opportunities so that job shadowing, expertise sharing, inspiration etc. flow to students & teachers naturally.
Computer engineering is a multidisciplinary field that combines electrical engineering, computer science, and software design. Computer engineers work on both hardware and software aspects of computing systems, from microprocessors to supercomputers. The first computer engineering degree program was established in 1972 at Case Western Reserve University, and there are now over 170 such programs accredited in the United States.
An exploration of AI and analytics, blockchain, robotics and 3D printing, 5G and immersive technology, gamification, video based learning and their likely impact on learning in the medium term. Also has some cautions. Developed for a series of presentations across Canada.
Tcea 2014 Video Game Design for New TEKSMike Ploor
This document provides information about a video game design session at the TCEA 2014 Convention in Austin, Texas. The session will take place on Tuesday, February 4th at 8:00 am in room 11AB. It will be presented by D. Michael Ploor and will cover video game design for new TEKS (Texas Essential Knowledge and Skills). The session will discuss character elements and why changes are needed in video game design education.
This document provides an overview of GameDesk, an organization that develops educational programs, research, and products to support learning through various means including hands-on, high-tech mobile and immersive approaches. It describes GameDesk's work in areas such as a PlayMaker modular school, a national training program for teachers, mobile research studies, educational game and app development studios, and tools like an online educational repository and mobile workshops for parents. The goal is to cater to all students, teachers, and families regardless of their access to technology.
The webinar gave participants an exploration into how to use and incorporate coding activities in everyday learning as well as identifying web 2.0 tools and apps to support engaging students in coding activities across the school. The session also provided practical examples of how to implement coding activities and highlighted the value of coding in relation to curriculum needs.
Players operate virtual train switches and speeds to prevent collisions. Researchers developed a VR train simulator to study train traffic control. Through mixing realities, embedded training is expanding to provide integrated training anytime, anywhere. Advancements are transferring to other industries like business and education. Integrated research in tracking, rendering, and scenario delivery are expanding VR simulation possibilities and command/control visualizations.
The document discusses STEM LAB, which provides hands-on STEM education programs for schools. It includes a robotics lab with Lego Mindstorm kits for building and programming robots. It also includes a 21st century science lab, with sensors and equipment for conducting experiments in various science areas. The goal is to engage students in experiential, hands-on learning that develops skills for future careers in STEM fields.
José Bidarra from Universidade Aberta gave a presentation about Mobile Learning & New Trends as part of the online events by expert pool Institutional Support within EMPOWER.
Teaching Machine Learning to Design Studentsbutest
The document discusses a course taught at Eindhoven University of Technology that teaches machine learning to industrial design students using an embodied intelligence approach. The course uses Lego Mindstorms kits to teach reinforcement learning and supervised learning concepts. Students build machines with sensors and actuators that learn behaviors through interaction with the real world. This hands-on approach helps design students without strong technical backgrounds better understand machine learning concepts compared to traditional abstract teaching methods. The course structure combines initial theory lessons with practical projects, and evaluations found the embodied approach motivated and helped all students learn the material.
The document provides an overview of the Digital Technologies curriculum in Australia to demystify it for teachers. It discusses how a digital economic future is inevitable and schools need to prepare students with skills like being entrepreneurial, adaptive to change, and digitally discerning. The curriculum focuses on developing skills in areas like computational thinking, design thinking, data representation, and digital systems. It differentiates Digital Technologies, which teaches specific computer science concepts, from general ICT capability. It provides examples of what ICT capability and computational thinking look like at different year levels. The goal is to provide practical opportunities for students to develop innovative solutions through design thinking and information systems knowledge.
This document summarizes research on using virtual reality simulations for training. It discusses two projects:
1) A project at Vienna University of Technology where players operate track switches and adjust train speeds in a virtual environment to prevent train collisions.
2) A project using mixed realities to expand embedded training potential by providing integrated training anywhere through advances in tracking, rendering, and scenario delivery. This allows constructive simulation, after action review, and command/control visualization.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
The document discusses emerging technologies that are likely to impact education within the next 1-5 years according to the Horizon Report 2011. Key trends include increased access to resources and relationships online, more flexible and collaborative work. Technologies highlighted are electronic books, mobile devices, augmented reality, game-based learning, and gesture-based computing. Challenges include developing digital literacy skills and appropriate evaluation metrics for new forms of online content and competition from proprietary colleges. The future of learning is predicted to involve more personalized, informal and collaborative learning through networked communities.
Why Game Design Education in Middle or High SchoolMike Ploor
This document provides information about video game design as a career path and educational tool. It discusses how video game design skills overlap with other in-demand technical fields. It promotes video game design as a way to engage students and integrate core subjects into hands-on learning activities. Examples are given of how concepts in math, science, and other disciplines can be taught through game design. Credentials and certifications that can be earned in the field are also listed.
Similar to Caterpillar Coffee Call - Integrating a Maker Mentality into Your Organization (20)
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
7. “The new kids we’re bringing in are smart,
academically, but can’t build anything.”
“They can make a nice digital mockup,
but don’t know how to make it come to life.”
-Ozinga
8.
9. $4.3 billion
Making STEM a priority in more of the Administration’s education efforts.
The first round of the Department of Education’s $4.3 billion Race to the
Top competition offered states a competitive preference priority on
developing comprehensive strategies to improve achievement and provide
rigorous curricula in STEM subjects; partner with local STEM institutions,
businesses, and museums; and broaden participation of women and girls
and other groups underrepresented in STEM fields.
15. Alex the Intern
Hated programming until we taught
him using Arduino.
Design students learn by making
(and this is not unique to design
students). Learning through play!
Digital artifacts can be less
interesting than physical ones.
30. Requirements
28 credits : 8 courses (note: two of the courses are 2 credits)
INTRO:
EXP 2XX: Hardware Design Basics
Workshop(2 credit)
EXP 2XX: Design for Physical
Space Workshop (2 credit)
ISM 210: Introduction to Human
Computer Interaction
GAM 240: Playgramming
ADVANCED (choose two):
EXP 3XX: Designing for the
Internet of Things
EXP 3XX: Designing for Autonomy
EXP 3XX: Physical Art &
Interactive Exhibits
GAM 3XX: Games and Play in
Physical Space
GAM 368: Augmented Reality
Game Design and
COLLABORATIVE:
EXP 3XX: Physical Technology
Collaborative Studio I
EXP 3XX: Physical Technology
Collaborative Studio II
31. Hardware Design Basics Workshop
This workshop applies problem solving and programming skills toward building
physical systems using an array of fundamental skills. The course will cover basic
electronics and hardware skills like soldering, circuit building, and basic
programming for an electronic prototyping platform to interface with digital and
analog inputs (sensors), control motors, and use displays. Throughout the workshop
you will work in groups to build basic physical systems (e.g., controlling LEDs) to
moderately sophisticated ones (e.g., developing remote controls).
32. Designing for the Internet of Things
From everyday household items like thermostats and locks to cities developing
arrays of climate and traffic sensors, the world is increasingly becoming an
interconnected system of aware and responsive devices. This course will cover the
development and evolution of our connected world, and the possibilities for
designing future products. Students will be introduced to ambient intelligence
through exercises, collaborative projects, in-depth discussions, and instructor-led
tutorials. The course will cover ambient sensing, communication, embedded
systems, and designing experiences for the Internet of Things. Students will be
familiar with the considerations involved in designing an interconnected system,
and work in groups to prototype an “IoT” product.