Computers are enjoyed by playing games on them. The document expresses excitement for computers through emoticons and punctuation. Computers are deemed to be very cool by the author.
The document discusses three examples of technological convergence: the PS3, iPad, and Microsoft Surface. It notes that each provides multiple functions beyond their primary purposes, such as web browsing, media playback, communication apps, and more. Specifically, the PS3 allows Blu-Ray/DVD playback, internet use, music from various sources. The iPad enables web browsing, email, photos, video, books, maps and more through apps. Microsoft Surface integrates music, phone, photos, maps, news, games and internet access. The document concludes by stating the author would want the iPad for its versatility and app selection, though it is expensive.
To program sounds into his game, the author first imported .WAV and .MP3 files into the game maker project. He then browsed his sound library and selected sounds to add to the "Sounds" folder. To play the sounds, the author used the code "audio_play_sound(soundID,Priority,loop)" in different events like player create. This allowed sounds like the main music, jumping, and trap sounds to play when wanted. The author repeated this process to add a total of 4 sounds to the game.
This sequence is intended for a science fiction genre to depict an alien environment. The dramatic music could be used in tense moments of a computer game. Effects like delay, "Battery Acid", and fade were used to make the tracks sound more alien, dramatic, and tense to emphasize the sci-fi computerized atmosphere.
We use computers for many tasks like writing, drawing, playing games, watching movies, listening to music, and surfing the internet. Computers are complex machines that have several main parts including a central processing unit (CPU) that acts as the brain, a screen to display information, a keyboard for input, a mouse for clicking and selecting items, and a printer for printing documents. Computers allow us to be creative and entertained in our daily lives.
Computers are complex machines that people use to perform a variety of tasks like typing, drawing, playing games, watching videos, listening to music, and surfing the internet. Computers have several key parts including a central processing unit (CPU) that acts as the brain, a screen to display information, a keyboard for typing, a mouse for clicking and selecting items, and a printer for printing documents and images from the computer.
The document discusses the basic parts of a computer including the monitor, CPU, mouse, and keyboard. It explains that the mouse is used to select items on the screen, the keyboard is used for typing, the monitor displays what is being done, and the CPU acts as the computer's brain and performs tasks. It then asks the reader to name the different parts in various multiple choice questions.
The document discusses three multimedia products used by Cedric Anover: a desktop computer, Playstation 3, and Playstation Portable. Cedric uses the desktop computer for playing games and doing homework, the Playstation 3 for playing video games online with others, and the Playstation Portable for playing games both downloaded from the internet and on UMD discs, as well as using its media player functions.
This project aimed to create a new sound based on "three blind mice" using synthesizers in a digital audio workstation. The creator used a virtual MIDI keyboard to practice and refine the sound before final recording. They could then view and edit the synthesized track in another window to make it more precise and accurate to their desired sound, using VST plugins to generate the synthesizers.
The document discusses three examples of technological convergence: the PS3, iPad, and Microsoft Surface. It notes that each provides multiple functions beyond their primary purposes, such as web browsing, media playback, communication apps, and more. Specifically, the PS3 allows Blu-Ray/DVD playback, internet use, music from various sources. The iPad enables web browsing, email, photos, video, books, maps and more through apps. Microsoft Surface integrates music, phone, photos, maps, news, games and internet access. The document concludes by stating the author would want the iPad for its versatility and app selection, though it is expensive.
To program sounds into his game, the author first imported .WAV and .MP3 files into the game maker project. He then browsed his sound library and selected sounds to add to the "Sounds" folder. To play the sounds, the author used the code "audio_play_sound(soundID,Priority,loop)" in different events like player create. This allowed sounds like the main music, jumping, and trap sounds to play when wanted. The author repeated this process to add a total of 4 sounds to the game.
This sequence is intended for a science fiction genre to depict an alien environment. The dramatic music could be used in tense moments of a computer game. Effects like delay, "Battery Acid", and fade were used to make the tracks sound more alien, dramatic, and tense to emphasize the sci-fi computerized atmosphere.
We use computers for many tasks like writing, drawing, playing games, watching movies, listening to music, and surfing the internet. Computers are complex machines that have several main parts including a central processing unit (CPU) that acts as the brain, a screen to display information, a keyboard for input, a mouse for clicking and selecting items, and a printer for printing documents. Computers allow us to be creative and entertained in our daily lives.
Computers are complex machines that people use to perform a variety of tasks like typing, drawing, playing games, watching videos, listening to music, and surfing the internet. Computers have several key parts including a central processing unit (CPU) that acts as the brain, a screen to display information, a keyboard for typing, a mouse for clicking and selecting items, and a printer for printing documents and images from the computer.
The document discusses the basic parts of a computer including the monitor, CPU, mouse, and keyboard. It explains that the mouse is used to select items on the screen, the keyboard is used for typing, the monitor displays what is being done, and the CPU acts as the computer's brain and performs tasks. It then asks the reader to name the different parts in various multiple choice questions.
The document discusses three multimedia products used by Cedric Anover: a desktop computer, Playstation 3, and Playstation Portable. Cedric uses the desktop computer for playing games and doing homework, the Playstation 3 for playing video games online with others, and the Playstation Portable for playing games both downloaded from the internet and on UMD discs, as well as using its media player functions.
This project aimed to create a new sound based on "three blind mice" using synthesizers in a digital audio workstation. The creator used a virtual MIDI keyboard to practice and refine the sound before final recording. They could then view and edit the synthesized track in another window to make it more precise and accurate to their desired sound, using VST plugins to generate the synthesizers.
The document discusses adding sounds to a game template in game maker. The author selects sounds to add by specifying properties like mono/stereo and sample rate. Sounds are then programmed to play when certain actions or buttons are pressed during the game.
How you think the sound in your chosen example has been produced final fantasyconor0994
The document discusses the sound design of the video game Final Fantasy XIII. It analyzes a fight scene from 0:00 to 3:13 in the game's soundtrack. The first track plays during a cut scene and builds tension for the ensuing battle in a calm but epic style, likely recorded by an orchestra in a studio. The second track starts slow but builds to an upbeat chorus as the second half of the fight begins. Sound effects were also professionally recorded in a studio. Voice acting was done at a high quality level like animated films. Post-production techniques like layering, effects, and editing enhanced the sounds and immersed the player in the game's atmosphere and characters.
Game developers are able to create better video games than what the limitations of computers allow by understanding how things truly work at a detailed level. They discovered tricks to get around limitations, such as updating colors rapidly to display more than the limited palette or changing sounds quickly to generate new voices. Understanding the underlying systems allows developers to creatively solve problems like drawing huge animated monsters that surpass the small allowed object sizes. This knowledge of how things really function provides advantages beyond initial restrictions.
Colin dockerty sound design in computer games analysis work sheet deadpoolColinjason Dockerty
1) The music starts slow then transitions to fast rock music when Deadpool interrupts to speak, setting the calm and aggressive moods.
2) Production techniques like layering slow and fast music were used to establish different moods for exposition and action scenes.
3) The game genre is an action-comedy due to the mix of slow intro, funny commentary, and fast-paced rock music during fighting sequences.
The document discusses adding sound effects to a game created in Game Maker. The author opened a fresh Game Maker template since they did not have time to build their own game engine. Sounds were added for the game over screen and other events. Each sound was configured for properties like being mono/stereo and sample rate. Programming was done to play the sounds when triggered by in-game actions like a button press.
This document discusses the basic components and functions of an operating system. It explains that an operating system allows multiple processes to run concurrently using a CPU through time-sharing and interrupts. It describes how devices communicate with the CPU through interrupts and DMA controllers allow direct memory access to improve performance. It also discusses the role of system calls in allowing user processes to request services from the operating system kernel.
The document discusses the game show "Countdown" and analyzes its gratifications for audiences and production techniques. It notes that Countdown is interesting because it relies on puzzle solving skills rather than luck. It also allows viewers to play along by showing the anagrams on screen. From a production standpoint, tension is created through shots of contestants intensely working during time limits and a jingle that builds to a climax during countdowns. Consistent blue and white colors are used to make the show more memorable for audiences.
Javier Ramírez will present "Fun with Ruby (and without r***s)" and teach how to program your own games with Gosu. The presentation will introduce Gosu, the game development framework, and Chipmunk, the 2D physics library. It will also cover game design considerations and components of a game development workflow. Attendees will learn how to package Ruby games into executable files using the rubyscript2exe tool to distribute their creations.
The document discusses the key components of a computer. It explains that the motherboard is the most important part as it connects all the other parts together. The CPU sends commands to other parts and acts as the "brain" or "command center". The video card generates graphics on the screen while the sound card produces and records audio. The RAM is the computer's direct memory and losing unsaved work in RAM means it cannot be recovered. The document aims to explain in an entertaining way how the basic parts of a computer work and interact with each other.
PERSONAL COMPUTERS; NOW, EVERY DESK TOP CAN BE A CONCERT HALL - The New York ...Harry Mendell
This document summarizes two new personal computer add-ons, the Melodian and MusicMate keyboards, which were released for the Commodore 64 around Christmas 1984 to allow users to compose and play music at home. Both keyboards mimic orchestral instruments but have limitations in feel and the number of notes that can be played. The Melodian spans more octaves but both keyboards do not feel like real pianos. Additional software is available for composing, editing, and learning rhythm. The Melodian's RhythmMaster software in particular helps beginners learn rhythm and timing through a game-like interface.
The document discusses different hobbies such as reading, playing, jumping, running and collecting stamps. It defines a hobby as something you enjoy doing in your free time that you are interested in and helps you relax. Some of the most popular hobbies mentioned are collecting stamps, sports, music, games, traveling and photography. The document also includes exercises about matching words to hobbies and making dialogues about hobbies.
How you think the sound in your chosen example has been produced zeldaconor0994
1. The sounds in The Legend of Zelda: Ocarina of Time were produced using real instruments like organs for the soundtracks. Voice acting and in-game sound effects were recorded in a studio.
2. Post-production techniques like layering sounds, adding echo, and adjusting audio levels were used to integrate the voice acting and sound effects with the soundtracks.
3. The game's sound design enhanced the gaming experience by using music and audio cues that matched the mood of different locations, like upbeat music for villages versus gloomy music for temples.
The document discusses several language teaching methods:
Community Language Learning focuses on social dynamics and sees students as clients rather than pupils. Suggestopedia believes learning can increase under the right conditions using music and art. The Notional Functional Syllabus organizes language around functions and notions like introductions and requests. Each method has drawbacks like lack of structure or over-reliance on teachers.
The document discusses various approaches and methods for teaching language, including:
- Communicative Language Teaching (CLT) which takes ideas from multiple methods and focuses on communication.
- Grammar-Translation which teaches grammar rules and translation exercises to read literature.
- Direct Method which uses only the target language and teaches concrete vocabulary through objects.
- Audio-Lingualism which teaches grammar inductively and relies on behaviorism and drills.
- Task-Based Learning which uses tasks to accomplish concrete goals and teaches necessary language.
Principles of Teaching:Different Methods and Approachesjustindoliente
The document discusses different approaches and methods for teaching. It defines key concepts like teaching approach, strategy, method, and technique. It also provides examples of different teaching approaches that range from teacher-centered to learner-centered. Direct instruction/lecture and demonstration are two methods discussed in more detail. For direct instruction, steps include demonstrating skills or concepts and providing guided and independent practice. Formative assessment is used during the process. Demonstration involves a teacher or student showing a process while others observe, and guidelines are provided for effective demonstrations.
The document discusses several topics in educational psychology including cognitive processes, learning theories, memory, and theorists such as Ausubel and Gagne. It covers concepts like sensory register, chunking, short term memory, TOTE model, advance organizers, subsumption, conditions of learning, types of learning like signal, stimulus-response, and discrimination. It also discusses metacognition and its components as well as references several educational psychology textbooks.
The document summarizes the cognitivist learning theory and its key scientific contributors. It discusses how Allan Paivio, Robert Gagne, Howard Gardner, and Benjamin Bloom each contributed to the theory. It also provides examples of how their ideas can be integrated into classroom instruction both with and without technology. Finally, it discusses how the author would apply the theory in their own teaching by utilizing different learning styles and techniques with or without technology.
Humanist approaches to education website versionsehl050
This document discusses humanist approaches to education and learning. Some key points:
- Humanism emphasizes studying the whole person and their uniqueness. It focuses on inner feelings and self-concept.
- Rogers believed in supportive learning environments where teachers work with students to achieve agreed goals so students love learning.
- Knowles proposed 6 principles of adult learning: need/reason for learning, self-concept, experience, readiness, problem-solving, and motivation.
- Humanism values learner autonomy, experience, problem-solving and intrinsic motivation over rote learning and external rewards. It aims to understand individuals and facilitate active, self-directed learning.
The document discusses various methods for using films as teaching tools in the classroom. It notes that films can bring realism to lessons, engage students, and serve as a substitute for field trips. However, it also acknowledges some disadvantages, such as the time required to view films and potential distractions from their content. The document then provides nine specific lesson plan ideas for incorporating films into class, such as creating worksheets for students to fill out either during or after viewing and stopping the film periodically for discussion.
This document provides information about reciprocal teaching, including what it is, how to implement it, and examples of its use. Reciprocal teaching involves a dialogue between teacher and students using four strategies: predicting, questioning, clarifying, and summarizing. It enables students to construct meaning and self-monitor as they read. The document outlines a professional development plan to introduce teachers to reciprocal teaching and provide modeling, observation, and support as they begin to implement it in their own classrooms. It also includes links to video examples and a lesson plan template.
Language learning involves more than just learning vocabulary and grammar. It involves learning a new culture, way of thinking, and identity. The goal is to develop communicative competence or the ability to use the language. Learners develop their skills through a systematic process of using the language and receiving feedback to eliminate errors over time. Success requires meaningful practice, time, effort, risk-taking, and being intrinsically motivated to learn.
The Practice of Language Teaching:Approaches, Methods, Procedures, TechniquesAna Paredes
This document discusses key concepts in language teaching approaches including approach, method, procedures, and techniques. It defines each concept and provides examples. It then summarizes several common approaches to language teaching: Audiolingualism, PPP, Communicative Approach, Task-Based Learning, Humanistic Approach, Lexical Approach, CLL, Silent Way, Suggestopaedia, and TPR. Each approach is briefly described in terms of its underlying principles and techniques. The document aims to outline major approaches to language teaching and compare their similarities and differences.
The document discusses adding sounds to a game template in game maker. The author selects sounds to add by specifying properties like mono/stereo and sample rate. Sounds are then programmed to play when certain actions or buttons are pressed during the game.
How you think the sound in your chosen example has been produced final fantasyconor0994
The document discusses the sound design of the video game Final Fantasy XIII. It analyzes a fight scene from 0:00 to 3:13 in the game's soundtrack. The first track plays during a cut scene and builds tension for the ensuing battle in a calm but epic style, likely recorded by an orchestra in a studio. The second track starts slow but builds to an upbeat chorus as the second half of the fight begins. Sound effects were also professionally recorded in a studio. Voice acting was done at a high quality level like animated films. Post-production techniques like layering, effects, and editing enhanced the sounds and immersed the player in the game's atmosphere and characters.
Game developers are able to create better video games than what the limitations of computers allow by understanding how things truly work at a detailed level. They discovered tricks to get around limitations, such as updating colors rapidly to display more than the limited palette or changing sounds quickly to generate new voices. Understanding the underlying systems allows developers to creatively solve problems like drawing huge animated monsters that surpass the small allowed object sizes. This knowledge of how things really function provides advantages beyond initial restrictions.
Colin dockerty sound design in computer games analysis work sheet deadpoolColinjason Dockerty
1) The music starts slow then transitions to fast rock music when Deadpool interrupts to speak, setting the calm and aggressive moods.
2) Production techniques like layering slow and fast music were used to establish different moods for exposition and action scenes.
3) The game genre is an action-comedy due to the mix of slow intro, funny commentary, and fast-paced rock music during fighting sequences.
The document discusses adding sound effects to a game created in Game Maker. The author opened a fresh Game Maker template since they did not have time to build their own game engine. Sounds were added for the game over screen and other events. Each sound was configured for properties like being mono/stereo and sample rate. Programming was done to play the sounds when triggered by in-game actions like a button press.
This document discusses the basic components and functions of an operating system. It explains that an operating system allows multiple processes to run concurrently using a CPU through time-sharing and interrupts. It describes how devices communicate with the CPU through interrupts and DMA controllers allow direct memory access to improve performance. It also discusses the role of system calls in allowing user processes to request services from the operating system kernel.
The document discusses the game show "Countdown" and analyzes its gratifications for audiences and production techniques. It notes that Countdown is interesting because it relies on puzzle solving skills rather than luck. It also allows viewers to play along by showing the anagrams on screen. From a production standpoint, tension is created through shots of contestants intensely working during time limits and a jingle that builds to a climax during countdowns. Consistent blue and white colors are used to make the show more memorable for audiences.
Javier Ramírez will present "Fun with Ruby (and without r***s)" and teach how to program your own games with Gosu. The presentation will introduce Gosu, the game development framework, and Chipmunk, the 2D physics library. It will also cover game design considerations and components of a game development workflow. Attendees will learn how to package Ruby games into executable files using the rubyscript2exe tool to distribute their creations.
The document discusses the key components of a computer. It explains that the motherboard is the most important part as it connects all the other parts together. The CPU sends commands to other parts and acts as the "brain" or "command center". The video card generates graphics on the screen while the sound card produces and records audio. The RAM is the computer's direct memory and losing unsaved work in RAM means it cannot be recovered. The document aims to explain in an entertaining way how the basic parts of a computer work and interact with each other.
PERSONAL COMPUTERS; NOW, EVERY DESK TOP CAN BE A CONCERT HALL - The New York ...Harry Mendell
This document summarizes two new personal computer add-ons, the Melodian and MusicMate keyboards, which were released for the Commodore 64 around Christmas 1984 to allow users to compose and play music at home. Both keyboards mimic orchestral instruments but have limitations in feel and the number of notes that can be played. The Melodian spans more octaves but both keyboards do not feel like real pianos. Additional software is available for composing, editing, and learning rhythm. The Melodian's RhythmMaster software in particular helps beginners learn rhythm and timing through a game-like interface.
The document discusses different hobbies such as reading, playing, jumping, running and collecting stamps. It defines a hobby as something you enjoy doing in your free time that you are interested in and helps you relax. Some of the most popular hobbies mentioned are collecting stamps, sports, music, games, traveling and photography. The document also includes exercises about matching words to hobbies and making dialogues about hobbies.
How you think the sound in your chosen example has been produced zeldaconor0994
1. The sounds in The Legend of Zelda: Ocarina of Time were produced using real instruments like organs for the soundtracks. Voice acting and in-game sound effects were recorded in a studio.
2. Post-production techniques like layering sounds, adding echo, and adjusting audio levels were used to integrate the voice acting and sound effects with the soundtracks.
3. The game's sound design enhanced the gaming experience by using music and audio cues that matched the mood of different locations, like upbeat music for villages versus gloomy music for temples.
The document discusses several language teaching methods:
Community Language Learning focuses on social dynamics and sees students as clients rather than pupils. Suggestopedia believes learning can increase under the right conditions using music and art. The Notional Functional Syllabus organizes language around functions and notions like introductions and requests. Each method has drawbacks like lack of structure or over-reliance on teachers.
The document discusses various approaches and methods for teaching language, including:
- Communicative Language Teaching (CLT) which takes ideas from multiple methods and focuses on communication.
- Grammar-Translation which teaches grammar rules and translation exercises to read literature.
- Direct Method which uses only the target language and teaches concrete vocabulary through objects.
- Audio-Lingualism which teaches grammar inductively and relies on behaviorism and drills.
- Task-Based Learning which uses tasks to accomplish concrete goals and teaches necessary language.
Principles of Teaching:Different Methods and Approachesjustindoliente
The document discusses different approaches and methods for teaching. It defines key concepts like teaching approach, strategy, method, and technique. It also provides examples of different teaching approaches that range from teacher-centered to learner-centered. Direct instruction/lecture and demonstration are two methods discussed in more detail. For direct instruction, steps include demonstrating skills or concepts and providing guided and independent practice. Formative assessment is used during the process. Demonstration involves a teacher or student showing a process while others observe, and guidelines are provided for effective demonstrations.
The document discusses several topics in educational psychology including cognitive processes, learning theories, memory, and theorists such as Ausubel and Gagne. It covers concepts like sensory register, chunking, short term memory, TOTE model, advance organizers, subsumption, conditions of learning, types of learning like signal, stimulus-response, and discrimination. It also discusses metacognition and its components as well as references several educational psychology textbooks.
The document summarizes the cognitivist learning theory and its key scientific contributors. It discusses how Allan Paivio, Robert Gagne, Howard Gardner, and Benjamin Bloom each contributed to the theory. It also provides examples of how their ideas can be integrated into classroom instruction both with and without technology. Finally, it discusses how the author would apply the theory in their own teaching by utilizing different learning styles and techniques with or without technology.
Humanist approaches to education website versionsehl050
This document discusses humanist approaches to education and learning. Some key points:
- Humanism emphasizes studying the whole person and their uniqueness. It focuses on inner feelings and self-concept.
- Rogers believed in supportive learning environments where teachers work with students to achieve agreed goals so students love learning.
- Knowles proposed 6 principles of adult learning: need/reason for learning, self-concept, experience, readiness, problem-solving, and motivation.
- Humanism values learner autonomy, experience, problem-solving and intrinsic motivation over rote learning and external rewards. It aims to understand individuals and facilitate active, self-directed learning.
The document discusses various methods for using films as teaching tools in the classroom. It notes that films can bring realism to lessons, engage students, and serve as a substitute for field trips. However, it also acknowledges some disadvantages, such as the time required to view films and potential distractions from their content. The document then provides nine specific lesson plan ideas for incorporating films into class, such as creating worksheets for students to fill out either during or after viewing and stopping the film periodically for discussion.
This document provides information about reciprocal teaching, including what it is, how to implement it, and examples of its use. Reciprocal teaching involves a dialogue between teacher and students using four strategies: predicting, questioning, clarifying, and summarizing. It enables students to construct meaning and self-monitor as they read. The document outlines a professional development plan to introduce teachers to reciprocal teaching and provide modeling, observation, and support as they begin to implement it in their own classrooms. It also includes links to video examples and a lesson plan template.
Language learning involves more than just learning vocabulary and grammar. It involves learning a new culture, way of thinking, and identity. The goal is to develop communicative competence or the ability to use the language. Learners develop their skills through a systematic process of using the language and receiving feedback to eliminate errors over time. Success requires meaningful practice, time, effort, risk-taking, and being intrinsically motivated to learn.
The Practice of Language Teaching:Approaches, Methods, Procedures, TechniquesAna Paredes
This document discusses key concepts in language teaching approaches including approach, method, procedures, and techniques. It defines each concept and provides examples. It then summarizes several common approaches to language teaching: Audiolingualism, PPP, Communicative Approach, Task-Based Learning, Humanistic Approach, Lexical Approach, CLL, Silent Way, Suggestopaedia, and TPR. Each approach is briefly described in terms of its underlying principles and techniques. The document aims to outline major approaches to language teaching and compare their similarities and differences.
The document provides a history of language teaching methods from the 17th century to modern times. It begins with the Classical Period where education focused on religious orthodoxy and morality. Foreign language learning emphasized intellectuality through Greek and Latin. The Grammar Translation Method from 1850-1950s stressed grammar rules, memorization, and translation with no speaking practice. Reformers in the early 20th century emphasized meaning and presenting language in context. The Direct Method used the target language exclusively with a focus on oral communication. The Audiolingual Method of the 1950s was based on behaviorism and drilled grammar patterns orally. Later methods incorporated situations and communicative language teaching focused on using language to communicate authentically.
This document provides an overview of the historical methodologies used in English as a second language instruction. It defines key terms related to approaches, methods, techniques, curriculum, and methodology. It then summarizes several prominent methods throughout history, including the Grammar Translation Method, Direct Method, Audiolingual Method, Cognitive Code Learning, designer methods of the 1970s like Community Language Learning and Suggestopedia, as well as the Silent Way, Total Physical Response, and Krashen's theories. It concludes with a discussion of the "post-method era" and debates around the concept of methods.
Principles of language learning and teachingJorge Rengifo
This document discusses key concepts relating to language learning and teaching including definitions of language, learning, and teaching. It also covers schools of thought in second language acquisition such as structuralism and constructivism. Theories of first language acquisition like behaviorism, nativism, and functional approaches are examined. The concepts of universal grammar, imitation, practice, input, and the critical period hypothesis are defined. Finally, it distinguishes between first and second language, bilingualism, types of learning, inductive and deductive reasoning.
This document discusses the postmethod condition in second/foreign language teaching. It suggests moving away from rigid adherence to methods and toward empowering teachers with autonomy and knowledge. The postmethod condition enables teachers to develop practices informed by their own experiences rather than externally-imposed methods. It also promotes principles like maximizing learning opportunities, facilitating negotiated interaction between students, and integrating language skills. The overall aim is to help teachers strategically design pedagogy that is responsive to their unique classroom contexts.
Principles.teaching approaches, methods and techniquesnhiecu
This document outlines different teaching approaches and methods. It discusses 16 approaches: inclusive learner-centered, developmentally appropriate, responsive and relevant, culture-sensitive, research-based, contextualized and global, collaborative, constructivist, inquiry-based and reflective, integrative, MTB-MLE-based, and spiral progression. Each approach represents a set of assumptions about the nature of learning and informs the overall plan and specific classroom activities used to systematically present lessons to students.
The document discusses the integrated approach to education, which creates a learner-centered curriculum based on students' interests that allows flexible and engaging learning. It values enhancing learning through learner-centered activities in real-life contexts that encourage critical thinking and problem-solving. An effective integrated approach requires reassessing the learning process with open-ended questions and information skills to promote active, collaborative, and creative learning that breaks down barriers between subjects. Educators take the role of facilitating student-driven constructive and resource-based learning. The document outlines steps to integrate information and communication technology into the curriculum through research, staff training, piloting, and ongoing evaluation for continuous improvement.
The document discusses several cognitive concepts related to how students learn, including information processing, encoding, storage and retrieval of information, perception, attention, working memory, long-term memory, declarative, procedural and conditional knowledge, episodic memory, and flashbulb memories. It emphasizes the importance of these concepts and provides examples of how a social studies teacher could incorporate them, such as using images, audio, debates and field trips to help students effectively process, store and retrieve information.
Power Point Oral Approach Of Method Of Teaching EngglishMarda Ely Shinta
The document discusses the oral approach method of teaching English as a foreign/second language. It was developed in the 1930s by British leaders like Harold Palmer and A.S. Hornby. The goals are to assess students' knowledge, introduce target language, and improve pronunciation, speaking and reading abilities. Key aspects include a focus on vocabulary and grammar control, using spoken language and new language points in each lesson, and structured textbook materials and visual aids. The method is based on behaviorist learning theory and structuralist language theory. It emphasizes accuracy, response, and automatic control through controlled oral drills and repetition.
The document outlines various approaches, methods, and techniques for teaching including:
1. Direct/expositive instruction which teaches basic skills in a step-by-step manner.
2. Constructivist approach which has students reconstruct meanings based on past experiences.
3. Cooperative learning approach which uses classroom activities for students to help each other learn in groups.
4. Reflective thinking approach guides students to reflect on experiences to arrive at new understandings.
It then describes several other specific methods and techniques like lecture, discussion, demonstration, activity, and investigatory approaches.
The document discusses various language teaching approaches, methods, procedures and techniques. It defines each term and provides examples. Approaches describe theories of language learning that inform practices. Methods are practical realizations of approaches, including procedures and techniques. Procedures are sequences of techniques. Techniques are specific classroom activities. Some common approaches discussed include Grammar-Translation, Direct Method, Reading Approach, Audiolingualism, Cognitive Approach, Affective-Humanistic Approach, Comprehension-Based Approach and Communicative Approach.
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/temporal-event-neural-networks-a-more-efficient-alternative-to-the-transformer-a-presentation-from-brainchip/
Chris Jones, Director of Product Management at BrainChip , presents the “Temporal Event Neural Networks: A More Efficient Alternative to the Transformer” tutorial at the May 2024 Embedded Vision Summit.
The expansion of AI services necessitates enhanced computational capabilities on edge devices. Temporal Event Neural Networks (TENNs), developed by BrainChip, represent a novel and highly efficient state-space network. TENNs demonstrate exceptional proficiency in handling multi-dimensional streaming data, facilitating advancements in object detection, action recognition, speech enhancement and language model/sequence generation. Through the utilization of polynomial-based continuous convolutions, TENNs streamline models, expedite training processes and significantly diminish memory requirements, achieving notable reductions of up to 50x in parameters and 5,000x in energy consumption compared to prevailing methodologies like transformers.
Integration with BrainChip’s Akida neuromorphic hardware IP further enhances TENNs’ capabilities, enabling the realization of highly capable, portable and passively cooled edge devices. This presentation delves into the technical innovations underlying TENNs, presents real-world benchmarks, and elucidates how this cutting-edge approach is positioned to revolutionize edge AI across diverse applications.
Dandelion Hashtable: beyond billion requests per second on a commodity serverAntonios Katsarakis
This slide deck presents DLHT, a concurrent in-memory hashtable. Despite efforts to optimize hashtables, that go as far as sacrificing core functionality, state-of-the-art designs still incur multiple memory accesses per request and block request processing in three cases. First, most hashtables block while waiting for data to be retrieved from memory. Second, open-addressing designs, which represent the current state-of-the-art, either cannot free index slots on deletes or must block all requests to do so. Third, index resizes block every request until all objects are copied to the new index. Defying folklore wisdom, DLHT forgoes open-addressing and adopts a fully-featured and memory-aware closed-addressing design based on bounded cache-line-chaining. This design offers lock-free index operations and deletes that free slots instantly, (2) completes most requests with a single memory access, (3) utilizes software prefetching to hide memory latencies, and (4) employs a novel non-blocking and parallel resizing. In a commodity server and a memory-resident workload, DLHT surpasses 1.6B requests per second and provides 3.5x (12x) the throughput of the state-of-the-art closed-addressing (open-addressing) resizable hashtable on Gets (Deletes).
For the full video of this presentation, please visit: https://www.edge-ai-vision.com/2024/06/how-axelera-ai-uses-digital-compute-in-memory-to-deliver-fast-and-energy-efficient-computer-vision-a-presentation-from-axelera-ai/
Bram Verhoef, Head of Machine Learning at Axelera AI, presents the “How Axelera AI Uses Digital Compute-in-memory to Deliver Fast and Energy-efficient Computer Vision” tutorial at the May 2024 Embedded Vision Summit.
As artificial intelligence inference transitions from cloud environments to edge locations, computer vision applications achieve heightened responsiveness, reliability and privacy. This migration, however, introduces the challenge of operating within the stringent confines of resource constraints typical at the edge, including small form factors, low energy budgets and diminished memory and computational capacities. Axelera AI addresses these challenges through an innovative approach of performing digital computations within memory itself. This technique facilitates the realization of high-performance, energy-efficient and cost-effective computer vision capabilities at the thin and thick edge, extending the frontier of what is achievable with current technologies.
In this presentation, Verhoef unveils his company’s pioneering chip technology and demonstrates its capacity to deliver exceptional frames-per-second performance across a range of standard computer vision networks typical of applications in security, surveillance and the industrial sector. This shows that advanced computer vision can be accessible and efficient, even at the very edge of our technological ecosystem.
Connector Corner: Seamlessly power UiPath Apps, GenAI with prebuilt connectorsDianaGray10
Join us to learn how UiPath Apps can directly and easily interact with prebuilt connectors via Integration Service--including Salesforce, ServiceNow, Open GenAI, and more.
The best part is you can achieve this without building a custom workflow! Say goodbye to the hassle of using separate automations to call APIs. By seamlessly integrating within App Studio, you can now easily streamline your workflow, while gaining direct access to our Connector Catalog of popular applications.
We’ll discuss and demo the benefits of UiPath Apps and connectors including:
Creating a compelling user experience for any software, without the limitations of APIs.
Accelerating the app creation process, saving time and effort
Enjoying high-performance CRUD (create, read, update, delete) operations, for
seamless data management.
Speakers:
Russell Alfeche, Technology Leader, RPA at qBotic and UiPath MVP
Charlie Greenberg, host
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
- Discover ArgoCD, a declarative, GitOps continuous delivery tool for Kubernetes, and its role in deploying applications on edge devices.
4. Deployment Using ArgoCD for Edge Devices
- Step-by-step guide on deploying anomaly detection models on edge devices using ArgoCD.
5. Introduction to Apache Kafka and S3
- Explore Apache Kafka for real-time data streaming and Amazon S3 for scalable storage solutions.
6. Viewing Kafka Messages in the Data Lake
- Learn how to view and analyze Kafka messages stored in a data lake for better insights.
7. What is Prometheus?
- Get to know Prometheus, an open-source monitoring and alerting toolkit, and its application in monitoring edge devices.
8. Monitoring Application Metrics with Prometheus
- Detailed instructions on setting up Prometheus to monitor the performance and health of your anomaly detection system.
9. What is Camel K?
- Introduction to Camel K, a lightweight integration framework built on Apache Camel, designed for Kubernetes.
10. Configuring Camel K Integrations for Data Pipelines
- Learn how to configure Camel K for seamless data pipeline integrations in your anomaly detection workflow.
11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
5th LF Energy Power Grid Model Meet-up SlidesDanBrown980551
5th Power Grid Model Meet-up
It is with great pleasure that we extend to you an invitation to the 5th Power Grid Model Meet-up, scheduled for 6th June 2024. This event will adopt a hybrid format, allowing participants to join us either through an online Mircosoft Teams session or in person at TU/e located at Den Dolech 2, Eindhoven, Netherlands. The meet-up will be hosted by Eindhoven University of Technology (TU/e), a research university specializing in engineering science & technology.
Power Grid Model
The global energy transition is placing new and unprecedented demands on Distribution System Operators (DSOs). Alongside upgrades to grid capacity, processes such as digitization, capacity optimization, and congestion management are becoming vital for delivering reliable services.
Power Grid Model is an open source project from Linux Foundation Energy and provides a calculation engine that is increasingly essential for DSOs. It offers a standards-based foundation enabling real-time power systems analysis, simulations of electrical power grids, and sophisticated what-if analysis. In addition, it enables in-depth studies and analysis of the electrical power grid’s behavior and performance. This comprehensive model incorporates essential factors such as power generation capacity, electrical losses, voltage levels, power flows, and system stability.
Power Grid Model is currently being applied in a wide variety of use cases, including grid planning, expansion, reliability, and congestion studies. It can also help in analyzing the impact of renewable energy integration, assessing the effects of disturbances or faults, and developing strategies for grid control and optimization.
What to expect
For the upcoming meetup we are organizing, we have an exciting lineup of activities planned:
-Insightful presentations covering two practical applications of the Power Grid Model.
-An update on the latest advancements in Power Grid -Model technology during the first and second quarters of 2024.
-An interactive brainstorming session to discuss and propose new feature requests.
-An opportunity to connect with fellow Power Grid Model enthusiasts and users.
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Discover top-tier mobile app development services, offering innovative solutions for iOS and Android. Enhance your business with custom, user-friendly mobile applications.
zkStudyClub - LatticeFold: A Lattice-based Folding Scheme and its Application...Alex Pruden
Folding is a recent technique for building efficient recursive SNARKs. Several elegant folding protocols have been proposed, such as Nova, Supernova, Hypernova, Protostar, and others. However, all of them rely on an additively homomorphic commitment scheme based on discrete log, and are therefore not post-quantum secure. In this work we present LatticeFold, the first lattice-based folding protocol based on the Module SIS problem. This folding protocol naturally leads to an efficient recursive lattice-based SNARK and an efficient PCD scheme. LatticeFold supports folding low-degree relations, such as R1CS, as well as high-degree relations, such as CCS. The key challenge is to construct a secure folding protocol that works with the Ajtai commitment scheme. The difficulty, is ensuring that extracted witnesses are low norm through many rounds of folding. We present a novel technique using the sumcheck protocol to ensure that extracted witnesses are always low norm no matter how many rounds of folding are used. Our evaluation of the final proof system suggests that it is as performant as Hypernova, while providing post-quantum security.
Paper Link: https://eprint.iacr.org/2024/257
AppSec PNW: Android and iOS Application Security with MobSFAjin Abraham
Mobile Security Framework - MobSF is a free and open source automated mobile application security testing environment designed to help security engineers, researchers, developers, and penetration testers to identify security vulnerabilities, malicious behaviours and privacy concerns in mobile applications using static and dynamic analysis. It supports all the popular mobile application binaries and source code formats built for Android and iOS devices. In addition to automated security assessment, it also offers an interactive testing environment to build and execute scenario based test/fuzz cases against the application.
This talk covers:
Using MobSF for static analysis of mobile applications.
Interactive dynamic security assessment of Android and iOS applications.
Solving Mobile app CTF challenges.
Reverse engineering and runtime analysis of Mobile malware.
How to shift left and integrate MobSF/mobsfscan SAST and DAST in your build pipeline.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
Diese Themen werden behandelt
- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!