A carta pede à delegada que libere um veículo apreendido por suspeita de furto e remova a restrição, uma vez que o proprietário precisa do carro para resolver problemas financeiros com o consórcio e instituições de crédito, evitando transtornos morais e materiais.
This document summarizes a project aimed at improving conditions in the peripheries of cities. It discusses how the project will work to promote social inclusion, access to services, and community development in underserved areas. It outlines the goals of empowering local communities and improving lives through initiatives focused on education, culture, professional training and public spaces.
Netforte is a consulting firm that provides business, operational, and IT services to help clients work more efficiently and solve problems. It aims to deliver exceptional customer service above its competitors. The presentation discusses Netforte's vision, history of growth since 2006, strategy of focusing on customer outcomes, services in business consulting, IT, and training, social agenda, and future plans to expand offerings and thought leadership. It promotes Netforte's ability to help clients achieve service excellence and solve challenges of customer satisfaction, employee engagement, and consistent results delivery.
This document summarizes a study of CEO succession events among the largest 100 U.S. corporations between 2005-2015. The study analyzed executives who were passed over for the CEO role ("succession losers") and their subsequent careers. It found that 74% of passed over executives left their companies, with 30% eventually becoming CEOs elsewhere. However, companies led by succession losers saw average stock price declines of 13% over 3 years, compared to gains for companies whose CEO selections remained unchanged. The findings suggest that boards generally identify the most qualified CEO candidates, though differences between internal and external hires complicate comparisons.
A carta pede à delegada que libere um veículo apreendido por suspeita de furto e remova a restrição, uma vez que o proprietário precisa do carro para resolver problemas financeiros com o consórcio e instituições de crédito, evitando transtornos morais e materiais.
This document summarizes a project aimed at improving conditions in the peripheries of cities. It discusses how the project will work to promote social inclusion, access to services, and community development in underserved areas. It outlines the goals of empowering local communities and improving lives through initiatives focused on education, culture, professional training and public spaces.
Netforte is a consulting firm that provides business, operational, and IT services to help clients work more efficiently and solve problems. It aims to deliver exceptional customer service above its competitors. The presentation discusses Netforte's vision, history of growth since 2006, strategy of focusing on customer outcomes, services in business consulting, IT, and training, social agenda, and future plans to expand offerings and thought leadership. It promotes Netforte's ability to help clients achieve service excellence and solve challenges of customer satisfaction, employee engagement, and consistent results delivery.
This document summarizes a study of CEO succession events among the largest 100 U.S. corporations between 2005-2015. The study analyzed executives who were passed over for the CEO role ("succession losers") and their subsequent careers. It found that 74% of passed over executives left their companies, with 30% eventually becoming CEOs elsewhere. However, companies led by succession losers saw average stock price declines of 13% over 3 years, compared to gains for companies whose CEO selections remained unchanged. The findings suggest that boards generally identify the most qualified CEO candidates, though differences between internal and external hires complicate comparisons.
The Music Origins Project is challenging students to learn STEAM (Science, Technology, Engineering, Art and Math skills through the fun and compelling lens of music. We are teaching students to research, add new locations to the map, to define and document new and emerging genres of music. Students and music aficionados will be challenged to create unique virtual museums documenting locations important to each musical genre covered. We are also challenging students and volunteers to research musical genres to create documentary shorts, and mashup videos and post them along with musical samples, mixes, images and other “primary source” historic documents, to create multimedia “virtual museums” highlighting popular places and musical venues important to music history adding a compelling nuance to the existing body of musical knowledge. For More info visit: http://MusicOrigins.com
V-MUST is funded by the European Commission to apply knowledge and technology to improve how ICT is used in museums and cultural heritage. It brings together museums, research centers, and companies from across Europe. The document discusses several case studies of 3D virtual museums and reconstructions, including the Ename museum in Belgium and the landscape around Egmont castle in Zottegem. It emphasizes sustainable approaches through procedural modeling, standardized workflows, and enabling reuse of digital assets.
Flipped fieldtrips Bob Johnston and Graham McElearney TELFest july 2016telshef
This session from TELFest by Bob Johnston and Graham McElearney looks at a number of different ways in choch technology can be used to enhance the field work experience of students. The session looks at the use of ESRI Story Maps, 360 images and videos, and other technologies such as creating virtual worlds with the popular Unity gaming engine.
The document provides an overview of a presentation given by Marco Neves on using digital tools and platforms for outdoor and map activities. The presentation covered tools like Google Earth, My Maps, Google Maps, MAPinr, PhotoSpheres and StorySpheres. It explained how these tools can be used for subjects like biology, geology and environmental science. Hands-on examples were provided to create maps with MyMaps and PhotoSpheres/StorySpheres. Additional mapping tools and resources were listed at the end. The overall document summarized a presentation about using various free digital mapping and location-based tools to support outdoor learning activities.
MW2009: Presentation Slides: Mobile Guides and Context-Specific Educational M...idiscoverbelgium
The document discusses research projects aimed at enhancing the museum experience through mobile technologies. It describes two projects - ARCHIE and RITCHIE - which focused on developing mobile guides and games. It also outlines some basic principles for using ICT in museums, including tailoring the experience to visitors' needs and encouraging social interaction. Finally, it discusses the design of a mobile game for teenagers based on these principles, focusing on personalization, localization, communication, and user-centered design.
3D reconstructions for story telling and understandingCARARE
This slidedeck was prepared for a webinar exploring some of the ways that 3D reconstructions are being used for story telling and to aid understanding. Following an introduction to the webinar Daniel Pletinckx of Visual Dimension bvma gave a presentation on 'Interactive storytelling in virtual worlds' which is followed by a presentation by Catherine Cassidy of the Open Virtual Worlds group at the University of St Andrews on 'Dissemination Methods for 3D Historical Virtual Environments'.
The document provides an update on the eQnet project, which aims to collect and validate online educational resources according to "Travel Well" criteria. It outlines the consortium members and timeline for the project. The project will collect 350 resources per partner according to the Travel Well criteria over three years. It will also validate the criteria and conduct quality assurance procedures. The document discusses progress made so far, including the initial resource collection, setting up a teacher network, and disseminating information about the project.
The Venice Project Center was created in 1988 and has since involved over 650 students working on 180 projects. Over its 25 years it has made numerous significant contributions to understanding Venice, including several projects and tools that have provided long-lasting benefits to the city. Through its impactful research projects, it has gained worldwide recognition for improving domains like canal maintenance, public art conservation, and mobility and environmental management in Venice.
Mobiilisti -hanke, mobiilioppimista autenttisessa ympäristössä yhdistäen sosiaaliseen mediaan.
MobiLearn project, learning in authentic environement utilizing mobile devices and social media.
https://sites.google.com/site/mobiilillaluonnollisesti/
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1) Europeana is a digital platform containing over 50 million cultural heritage items from European institutions. It includes some 3D content.
2) Providing access to 3D content online has been challenging due to large file sizes and a lack of standard formats and viewers. However, technologies like Sketchfab now allow users to interact with 3D models within Europeana.
3) For 3D content to be truly accessible and reusable, standards for formats, metadata, and interoperability need to be improved so users have a consistent experience across platforms.
This document outlines the plans for the first transnational meeting of a project focused on the Labours of Hercules. It includes an introduction of partners and the Erasmus+ program. The project goals and activities like intellectual outputs, multiplier events, and staff trainings are discussed. A calendar of upcoming activities and tasks for each partner school are defined, including developing parts of a travel guide on the locations of Hercules' labours and populating an eTwinning site. Expectations for impact, dissemination of results, certification, evaluation, budget, and addressing potential issues are also covered.
“Create It” - “Share It” - “Game It”: The Case of a Web-based Digital Platfor...Game It
The International Academy of Technology, Education and Development (IATED) is an organisation dedicated to the promotion of international education and university cooperation in the field of Technology and Science. Through the organisation of different international events, it brings together institutions, bodies and organisations from different countries of the world for discussion and cooperation.
Stephen DeMuth has over 15 years of experience in graphic and web design. He currently works as a Communications Designer at Simon Fraser University, where he has collaborated on many projects including educational websites, brochures, and presentations. Some of his most notable projects include designing interactive websites for the SFU Museum of Anthropology showcasing forensic science and a First Nations village. DeMuth has extensive skills in applications such as Adobe's Creative Suite and knows both Mac and Windows platforms. He has received several awards for his work, including Webby Honorees and Applied Arts Magazine awards.
Digitising the Collections of the Stratigraphical Museum, KnossosAxiell ALM
Hannah Gwyther, Knossos Curation Project, The British School at Athens, Knossos
The Knossos Curatorial Project aims to create catalogue records for the Stratigraphical Museum holdings, using the software EMu. At Knossos we are using the Catalogue module, linking our collections with records created within the Thesaurus, Bibliography, Collection Events and other modules utilised by the British School at Athens. Recently we have been trialling data entry through the Sapphire interface. I plan to discuss both the challenges we are facing with using a combination of a remote desktop and Sapphire, as well as some of the solutions we have adopted that might prove useful to the wider community of EMu / Sapphire users.
This document summarizes a presentation about the ImaGeo project. The project aims to (1) simplify the organization and sharing of photos and travel information on mobile devices, (2) provide instant location-based information based on photos captured, and (3) make it easy to embed and share generated travel content online. The proposed solution utilizes an open architecture and user-centered design approach. It will allow users to retrieve information about objects in their photos and share experiences to promote tourism. A consortium of universities and companies will collaborate on the project.
This document proposes using 3D modeling and virtualization to preserve Sri Lanka's cultural heritage sites and artifacts that are threatened by damage and decay over time. The project would create an interactive virtual world accessible through a website where users could navigate between 3D reconstructed versions of important heritage locations like Sigiriya. The 3D models would be created using software like Autodesk Maya and hosted on the website through a platform like Unity web player. This would allow remote users to virtually experience heritage sites in an immersive way while helping to digitally preserve these locations for future generations.
Catherine Georgopoulou describes her experience with an eTwinning project called "Journey Through Time". The project involved students from 9 European countries following the journey of two characters, Etwin and Ning, as they discovered historical sites across Europe. Through activities like creating presentations, a virtual museum, e-book, maps, puzzles and games, students learned about the history and culture of different countries while improving their communication skills. The project promoted multicultural understanding and gave students experience with innovative teaching methods using digital tools. Teachers and students from various countries collaborated to create shared educational resources and tell a common story.
The document summarizes an ICT in Learning workshop organized by Hacettepe University in Italy. Students used various digital tools like Toondoo, Pixlr, and Scratch to create comics, posters, animations, and games retelling the labors of Hercules. Products were shared on a Facebook group. The workshop aimed to teach students how to use ICT to learn about the three tasks of Hercules through a gamified approach where they collected awards for completing steps.
The document summarizes an ICT in Learning workshop organized by Hacettepe University in Italy. Students used various digital tools like Toondoo, Pixlr, and Scratch to create comics, posters, animations, and games retelling the labors of Hercules. Products were shared on a Facebook group. The workshop aimed to teach students how to use ICT to learn about the three tasks of Hercules through a gamified approach where they collected awards for completing steps.
The document discusses using wireless devices to guide visitors through a large historical arts center building with over 300 areas. Visitors would be given a wireless device at the entrance that uses their location to provide historical information, directions to activities and facilities, and tailor content based on visitor profiles. A proof-of-concept demonstration was implemented using a wireless sensor network and PDAs to retrieve visitor positions on a map and access related graphical and video information from a database created by center staff. The system aims to help visitors navigate the building and find activities more easily.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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The Music Origins Project is challenging students to learn STEAM (Science, Technology, Engineering, Art and Math skills through the fun and compelling lens of music. We are teaching students to research, add new locations to the map, to define and document new and emerging genres of music. Students and music aficionados will be challenged to create unique virtual museums documenting locations important to each musical genre covered. We are also challenging students and volunteers to research musical genres to create documentary shorts, and mashup videos and post them along with musical samples, mixes, images and other “primary source” historic documents, to create multimedia “virtual museums” highlighting popular places and musical venues important to music history adding a compelling nuance to the existing body of musical knowledge. For More info visit: http://MusicOrigins.com
V-MUST is funded by the European Commission to apply knowledge and technology to improve how ICT is used in museums and cultural heritage. It brings together museums, research centers, and companies from across Europe. The document discusses several case studies of 3D virtual museums and reconstructions, including the Ename museum in Belgium and the landscape around Egmont castle in Zottegem. It emphasizes sustainable approaches through procedural modeling, standardized workflows, and enabling reuse of digital assets.
Flipped fieldtrips Bob Johnston and Graham McElearney TELFest july 2016telshef
This session from TELFest by Bob Johnston and Graham McElearney looks at a number of different ways in choch technology can be used to enhance the field work experience of students. The session looks at the use of ESRI Story Maps, 360 images and videos, and other technologies such as creating virtual worlds with the popular Unity gaming engine.
The document provides an overview of a presentation given by Marco Neves on using digital tools and platforms for outdoor and map activities. The presentation covered tools like Google Earth, My Maps, Google Maps, MAPinr, PhotoSpheres and StorySpheres. It explained how these tools can be used for subjects like biology, geology and environmental science. Hands-on examples were provided to create maps with MyMaps and PhotoSpheres/StorySpheres. Additional mapping tools and resources were listed at the end. The overall document summarized a presentation about using various free digital mapping and location-based tools to support outdoor learning activities.
MW2009: Presentation Slides: Mobile Guides and Context-Specific Educational M...idiscoverbelgium
The document discusses research projects aimed at enhancing the museum experience through mobile technologies. It describes two projects - ARCHIE and RITCHIE - which focused on developing mobile guides and games. It also outlines some basic principles for using ICT in museums, including tailoring the experience to visitors' needs and encouraging social interaction. Finally, it discusses the design of a mobile game for teenagers based on these principles, focusing on personalization, localization, communication, and user-centered design.
3D reconstructions for story telling and understandingCARARE
This slidedeck was prepared for a webinar exploring some of the ways that 3D reconstructions are being used for story telling and to aid understanding. Following an introduction to the webinar Daniel Pletinckx of Visual Dimension bvma gave a presentation on 'Interactive storytelling in virtual worlds' which is followed by a presentation by Catherine Cassidy of the Open Virtual Worlds group at the University of St Andrews on 'Dissemination Methods for 3D Historical Virtual Environments'.
The document provides an update on the eQnet project, which aims to collect and validate online educational resources according to "Travel Well" criteria. It outlines the consortium members and timeline for the project. The project will collect 350 resources per partner according to the Travel Well criteria over three years. It will also validate the criteria and conduct quality assurance procedures. The document discusses progress made so far, including the initial resource collection, setting up a teacher network, and disseminating information about the project.
The Venice Project Center was created in 1988 and has since involved over 650 students working on 180 projects. Over its 25 years it has made numerous significant contributions to understanding Venice, including several projects and tools that have provided long-lasting benefits to the city. Through its impactful research projects, it has gained worldwide recognition for improving domains like canal maintenance, public art conservation, and mobility and environmental management in Venice.
Mobiilisti -hanke, mobiilioppimista autenttisessa ympäristössä yhdistäen sosiaaliseen mediaan.
MobiLearn project, learning in authentic environement utilizing mobile devices and social media.
https://sites.google.com/site/mobiilillaluonnollisesti/
3D content in Europeana: the challenges of providing accessCARARE
1) Europeana is a digital platform containing over 50 million cultural heritage items from European institutions. It includes some 3D content.
2) Providing access to 3D content online has been challenging due to large file sizes and a lack of standard formats and viewers. However, technologies like Sketchfab now allow users to interact with 3D models within Europeana.
3) For 3D content to be truly accessible and reusable, standards for formats, metadata, and interoperability need to be improved so users have a consistent experience across platforms.
This document outlines the plans for the first transnational meeting of a project focused on the Labours of Hercules. It includes an introduction of partners and the Erasmus+ program. The project goals and activities like intellectual outputs, multiplier events, and staff trainings are discussed. A calendar of upcoming activities and tasks for each partner school are defined, including developing parts of a travel guide on the locations of Hercules' labours and populating an eTwinning site. Expectations for impact, dissemination of results, certification, evaluation, budget, and addressing potential issues are also covered.
“Create It” - “Share It” - “Game It”: The Case of a Web-based Digital Platfor...Game It
The International Academy of Technology, Education and Development (IATED) is an organisation dedicated to the promotion of international education and university cooperation in the field of Technology and Science. Through the organisation of different international events, it brings together institutions, bodies and organisations from different countries of the world for discussion and cooperation.
Stephen DeMuth has over 15 years of experience in graphic and web design. He currently works as a Communications Designer at Simon Fraser University, where he has collaborated on many projects including educational websites, brochures, and presentations. Some of his most notable projects include designing interactive websites for the SFU Museum of Anthropology showcasing forensic science and a First Nations village. DeMuth has extensive skills in applications such as Adobe's Creative Suite and knows both Mac and Windows platforms. He has received several awards for his work, including Webby Honorees and Applied Arts Magazine awards.
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Hannah Gwyther, Knossos Curation Project, The British School at Athens, Knossos
The Knossos Curatorial Project aims to create catalogue records for the Stratigraphical Museum holdings, using the software EMu. At Knossos we are using the Catalogue module, linking our collections with records created within the Thesaurus, Bibliography, Collection Events and other modules utilised by the British School at Athens. Recently we have been trialling data entry through the Sapphire interface. I plan to discuss both the challenges we are facing with using a combination of a remote desktop and Sapphire, as well as some of the solutions we have adopted that might prove useful to the wider community of EMu / Sapphire users.
This document summarizes a presentation about the ImaGeo project. The project aims to (1) simplify the organization and sharing of photos and travel information on mobile devices, (2) provide instant location-based information based on photos captured, and (3) make it easy to embed and share generated travel content online. The proposed solution utilizes an open architecture and user-centered design approach. It will allow users to retrieve information about objects in their photos and share experiences to promote tourism. A consortium of universities and companies will collaborate on the project.
This document proposes using 3D modeling and virtualization to preserve Sri Lanka's cultural heritage sites and artifacts that are threatened by damage and decay over time. The project would create an interactive virtual world accessible through a website where users could navigate between 3D reconstructed versions of important heritage locations like Sigiriya. The 3D models would be created using software like Autodesk Maya and hosted on the website through a platform like Unity web player. This would allow remote users to virtually experience heritage sites in an immersive way while helping to digitally preserve these locations for future generations.
Catherine Georgopoulou describes her experience with an eTwinning project called "Journey Through Time". The project involved students from 9 European countries following the journey of two characters, Etwin and Ning, as they discovered historical sites across Europe. Through activities like creating presentations, a virtual museum, e-book, maps, puzzles and games, students learned about the history and culture of different countries while improving their communication skills. The project promoted multicultural understanding and gave students experience with innovative teaching methods using digital tools. Teachers and students from various countries collaborated to create shared educational resources and tell a common story.
The document summarizes an ICT in Learning workshop organized by Hacettepe University in Italy. Students used various digital tools like Toondoo, Pixlr, and Scratch to create comics, posters, animations, and games retelling the labors of Hercules. Products were shared on a Facebook group. The workshop aimed to teach students how to use ICT to learn about the three tasks of Hercules through a gamified approach where they collected awards for completing steps.
The document summarizes an ICT in Learning workshop organized by Hacettepe University in Italy. Students used various digital tools like Toondoo, Pixlr, and Scratch to create comics, posters, animations, and games retelling the labors of Hercules. Products were shared on a Facebook group. The workshop aimed to teach students how to use ICT to learn about the three tasks of Hercules through a gamified approach where they collected awards for completing steps.
The document discusses using wireless devices to guide visitors through a large historical arts center building with over 300 areas. Visitors would be given a wireless device at the entrance that uses their location to provide historical information, directions to activities and facilities, and tailor content based on visitor profiles. A proof-of-concept demonstration was implemented using a wireless sensor network and PDAs to retrieve visitor positions on a map and access related graphical and video information from a database created by center staff. The system aims to help visitors navigate the building and find activities more easily.
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Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
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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.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
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Changing the Look of a City: The v-Corfu Case (IISA 2014 presentation)
1. Georgios Tsoumanis, PhD Candidate
Ionian University, Corfu, Greece
gtsoum@greenlab.di.ionio.gr
and
Eleni Kavvadia, Konstantinos Oikonomou
{ekavvadia,okon}@ionio.gr
Chania, Greece, 7-9 July 2014
Changing the Look of a City:
The v-Corfu Case
2. ACKNOWLEDGEMENT
This work was supported in part by project “Buildings, Culture and
Environment in a Virtual World of the Ionian Islands for Touristic
Promotion,” which is partially funded by European and National Greek
Funds (ESPA) under the Regional Operational Programme “Western
Greece – Peloponnese - Ionian Islands 2007-2013.”
4. Idea
• Plethora of sites in Corfu, which are related with the
history and culture of many different civilizations.
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• 3d “rebuilt” of historical sites and 3d “reborn” of
important persons.
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• Result! Enhance teaching history through a playful way.
9. Implementing v-Corfu (1)
v-sites
Category Materials needed Adjustments
Existing sites in good condition Photos of today, arch. designs,
videos
Small
Existing sites in bad condition Photos of today, photos of the
past, arch. designs, videos
Big
Non-existing sites Photos of the past and every
material can be founded
Complete 3d reconstruction
Non-visitable sites Material of today outdoors,
material of the past indoors
Outdoor adjustments, indoor
complete 3d reconstruction
12. Constructing v-Corfu (1)
workflow
• The entire process is divided into 5 different tasks:
– Collect all items needed to construct the v-sites (photos, videos,
buildings’ designs).
– Create the v-sites and other objects, added to the virtual world (e.g.
terrains, buildings).
– Construct the avatars, along with their animations and v-assistants if
needed.
– Integrate the outcome of the previous tasks in order to create v-Corfu.
– v-Tours are created, using v-Corfu.
13. Constructing v-Corfu (2)
materials and software
• Primary materials
– Photos
– Building designs
• Software
– GIMP
– Autodesk 3d Studio Max
– Reallusion iClone
– Unity 3d engine
14. Enhancing v-Corfu:
v-assistants
• V-assistants are properties, which are held by some v-
sites or educative avatars, in order to be useful during the
educative process
.
–Related to v-sites
•Pop – up notes
–Related to educative avatars
•Animations
–Talk through subtitles
–Move
15. Experiencing v-Corfu:
v-tours
• v-tours
– The v-tour for every site is created as a movie, in order to be projected in one of
the site’s places.
– v-Sites, avatars and educative avatars are participating in v-tours.
– Best watched outdoors and after the sunset.
16. Educational aspects
• Expand the knowledge about the city’s historical and cultural
heritage.
– Target group
•Individuals with cultural and historical interests.
•Students
–Cooperation between the v-Corfu team and teachers is intended
in order to create an educative plan.