This document provides instructions for a concept project on the play "Memory" by Jonathan Lichtenstein. Students will work in groups to create a concept presentation addressing the play's problems, focus, world, and intentions. The presentation should use visual and audio aids. The document defines these elements and provides examples to consider for each one. It also outlines the process of identifying a play's facts, assumptions, and directorial choices. Finally, it lists the group assignments and presentation dates.
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
This document provides instructions for creating a playbill by outlining the key elements to include and the order to assemble them. It recommends beginning with the back cover page by including the play's theme as the base for design. Next is the inside front cover, then the most complicated task of listing all characters, cast, and crew. The final step is the creative front cover page that advertises the play's title, date, and location. The overall process creates a 4-page playbill that promotes and thanks all involved in the production.
A talk I delivered as part of a "Games and Art" panel in the Music and Gaming Education Symposium. I specific focused on the concept of metaphor in gaming.
Procedures on making a Playbill English-9MarkxAlthea
This document outlines the procedure for making a playbill, including gathering necessary information about the play, brainstorming design themes, choosing a page size, beginning with simpler pages like the back cover, designing the complex cast page, creating thank you sections, and finishing with the creative front cover design that reflects the theme of the play. The process involves collecting details, planning design elements, and working through each page from easier to more difficult sections.
This document summarizes and analyzes the opening title sequences (OTS) of three films - Ginger Snaps, The Conjuring, and The Last of Us.
For Ginger Snaps, the credits are on the right or left side of static images with names in lowercase and jobs in capitals in white text. Filters emphasize the title.
The Conjuring credits use photographs and appear on an "old projector" with names above characters. Music is unsettling.
The Last of Us has no animation but detailed liquid. The ending inspires using a blown-out candle's smoke to form the title. Comparisons are made to lighting, transitions and credit positioning between the three O
This document summarizes and analyzes the opening title sequences (OTS) of three films. For Ginger Snaps, the credits appear on still images with names in lowercase and jobs in capitals in white. For The Conjuring, the credits use old black and white photos and appear as if on a projector with uncomfortable orchestra music. For The Last of Us, the credits do not touch spreading liquid on the page and transition with fades. The document discusses elements of each OTS that provide inspiration for the creator's own planned non-linear OTS featuring old black and white photos and ending with a candle flame transforming into the title via smoke.
Richard Bartle presents a model of "non-player types" to explain why people may stop playing or not play a game in the first place. The model proposes two axes - challenge on the x-axis, and meaning/depth on the y-axis. Games that are too easy, hard, shallow, or deep can cause players to lose engagement. Specific quadrants of the graph are used to illustrate examples of games that may fail to retain players due to the right balance not being struck between challenge and meaning. The model is then applied to suggest some players may be willing to make microtransactions in free-to-play games to alter the challenge or depth to better suit their preferences.
Playing catch-up: games and play in the wider culture and in the libraryPhilip Minchin
Play and games are set to be the media of the 21st Century in the same way audiovisual media were of the 20th. But libraries have largely ignored the tremendous importance (and potential) of these new media, making little to no effort to include them in collections except as they do so easily, and even ignoring games that come in book form. There has been little effort to curate games and play, cultivate deeper and broader critical appreciation in the public, or even apply accurate taxonomies. (And if you know librarians, that really says something about the size of the blind spot!)
This presentation, delivered at the Australian Library & Information Association's 7th New Librarians' Symposium (ALIA's NLS7), outlines the foundational reasons why games and play actually matter a lot more than our culture likes to think, and especially to libraries; it also offers some pointers for making this case to existing library institutions, and how to negotiate a system that is almost completely blind to the value of play.
Wei Fan Chen, Executive Producer / Founder | Fourdesire, China
Playable Design
I’m the founder of Fourdesire. I created games include keeping people to stay hydrated (via Plant Nanny), motivating them to walk more and stay healthy (via Walkr), and helping them to keep track of the knowledge behind these healthful activities.
Our titles Plant Nanny, Walkr and Fortune City have been used by tens of millions of users globally and were covered by Washington Post, Business Insider, IGN, Polygon etc.
Presented by the
Serious Play Conference
seriousplayconf.com
at
Orlando,
University of Central Florida,
UCF,
July 24-26, 2019
This document provides instructions for creating a playbill by outlining the key elements to include and the order to assemble them. It recommends beginning with the back cover page by including the play's theme as the base for design. Next is the inside front cover, then the most complicated task of listing all characters, cast, and crew. The final step is the creative front cover page that advertises the play's title, date, and location. The overall process creates a 4-page playbill that promotes and thanks all involved in the production.
A talk I delivered as part of a "Games and Art" panel in the Music and Gaming Education Symposium. I specific focused on the concept of metaphor in gaming.
Procedures on making a Playbill English-9MarkxAlthea
This document outlines the procedure for making a playbill, including gathering necessary information about the play, brainstorming design themes, choosing a page size, beginning with simpler pages like the back cover, designing the complex cast page, creating thank you sections, and finishing with the creative front cover design that reflects the theme of the play. The process involves collecting details, planning design elements, and working through each page from easier to more difficult sections.
This document summarizes and analyzes the opening title sequences (OTS) of three films - Ginger Snaps, The Conjuring, and The Last of Us.
For Ginger Snaps, the credits are on the right or left side of static images with names in lowercase and jobs in capitals in white text. Filters emphasize the title.
The Conjuring credits use photographs and appear on an "old projector" with names above characters. Music is unsettling.
The Last of Us has no animation but detailed liquid. The ending inspires using a blown-out candle's smoke to form the title. Comparisons are made to lighting, transitions and credit positioning between the three O
This document summarizes and analyzes the opening title sequences (OTS) of three films. For Ginger Snaps, the credits appear on still images with names in lowercase and jobs in capitals in white. For The Conjuring, the credits use old black and white photos and appear as if on a projector with uncomfortable orchestra music. For The Last of Us, the credits do not touch spreading liquid on the page and transition with fades. The document discusses elements of each OTS that provide inspiration for the creator's own planned non-linear OTS featuring old black and white photos and ending with a candle flame transforming into the title via smoke.
Richard Bartle presents a model of "non-player types" to explain why people may stop playing or not play a game in the first place. The model proposes two axes - challenge on the x-axis, and meaning/depth on the y-axis. Games that are too easy, hard, shallow, or deep can cause players to lose engagement. Specific quadrants of the graph are used to illustrate examples of games that may fail to retain players due to the right balance not being struck between challenge and meaning. The model is then applied to suggest some players may be willing to make microtransactions in free-to-play games to alter the challenge or depth to better suit their preferences.
Playing catch-up: games and play in the wider culture and in the libraryPhilip Minchin
Play and games are set to be the media of the 21st Century in the same way audiovisual media were of the 20th. But libraries have largely ignored the tremendous importance (and potential) of these new media, making little to no effort to include them in collections except as they do so easily, and even ignoring games that come in book form. There has been little effort to curate games and play, cultivate deeper and broader critical appreciation in the public, or even apply accurate taxonomies. (And if you know librarians, that really says something about the size of the blind spot!)
This presentation, delivered at the Australian Library & Information Association's 7th New Librarians' Symposium (ALIA's NLS7), outlines the foundational reasons why games and play actually matter a lot more than our culture likes to think, and especially to libraries; it also offers some pointers for making this case to existing library institutions, and how to negotiate a system that is almost completely blind to the value of play.
Wind, Not Sand: Mapping Dynamic Emotion Across a Product LandscapeErin Hoffman-John
Delivered at UX Week 2015 in San Francisco, CA: Existing design work treats emotion as a snapshot -- distinct, moment-based -- when real emotion is a moving target that progresses over time. What is your product’s core emotion? When beginning, sinking into, and finally leaving your experience, what states are you evoking in your user, and in what order? Why do we call them “users”, and what starkness of experience fills our foundational assumption space as a result? When we begin to detect what a user is feeling across time in a product experience (hint: even the latest science on this admits it’s really hard), it’s like seeing color for the first time: dynamic ranges that flow across your product landscape, palettes that differ between users, discords and harmonies as user action intersects with intent. Emergence! Here we’ll put a magnifying glass on that elusive emotional progression, explore how the atomic mechanical actions of interaction evoke specific corresponding emotions (which linger on the mind-palate), and suggest a new way of looking at the designer’s toolset when it comes to interactive design.
This document provides an introduction to analyzing video games. It discusses the key components of video game analysis including narratology, which examines the narrative, and ludology, which examines the gameplay and rules. It outlines different levels of narratological and ludological analysis from basic to more complex approaches. It also discusses combining and relating the two areas of analysis. The document recommends specific video games to play and analyze and provides resources for obtaining games.
Erin Hoffman-John - Effective Games: Why We Can't Have Nice Things (Yet)SeriousGamesAssoc
The document discusses the challenges of creating effective educational games that truly teach students. It notes that while games are good at engaging and motivating students, most games do not actually teach in a valid way. The document outlines some of the key elements needed for a teaching game, including being a valid assessment, providing scaffolding for students, and incorporating multiple representations of concepts. It then discusses one game called Mars Generation One: Argubot Academy that was created to teach argumentation skills and how it incorporated design elements like precise assessments, masterable complexity, and an emotional journey to transform students' thinking. However, it notes a challenge is the significant resources needed to create such teaching games at scale.
The document discusses the six classical elements of drama identified by Aristotle: plot, character, thought, language, music, and spectacle. It focuses on explaining plot, providing details on typical plot structures including linear and causal plots, exposition, conflict, climax, and more. It also discusses how plot has evolved in modern drama through experimentation.
Gamers Conquered the Mainstream... What's Next?Philip Minchin
Games. Everyone loves them - and pretty much everyone plays them, whether it's cutting-edge electronic games, or traditional games like chess and bridge, or anything in between. And when you look at our history, starting with the very first work of written history in the Western canon, it's clear we always have.
With strong evidence linking play to learning, intelligence, creativity, community connectedness, physical AND mental health, problem-solving, systems literacy, psychological literacy, optimism, and a host of other benefits, this is a good thing!
But given that play is so profoundly linked to and good for humanity, where is the public institutional support for it?
This presentation attempts to (very briefly!) outline the case for games and play, describe how we could be covering and supporting them a whole lot better, and then plot a course for how to get there from here. First presented at PAX Aus, it's now being shared online.
If you like the ideas contained in this presentation, check out http://apili.org and http://australianplayalliance.org!
Or you can read more by the author at http://philipminchin.com - or contact him via http://philipminchin.com/contact if you have questions or would like to consult him on a matter related to games and play.
This document outlines an agenda for an ASC Rising Stars training event held on April 27-28, 2015. It includes introductions and icebreakers, presentations on the company's history and culture, paradigms and habits for success. Participants engage in activities exploring communication, listening skills, and right brain thinking. They are assigned to read "A Whole New Mind" by Daniel Pink and discuss applying its concepts to improve ASC. The goal is to help students develop career skills and mindsets for a changing world.
WCC COMM 106 audio subject questions LUTHERprofluther
This document provides guidance for conducting an audio interview in three parts: pre-production, production, and post-production. In pre-production, the topics include choosing an interview subject and story, researching questions, and planning logistics. Example questions are also provided to illustrate open-ended questions versus yes/no questions. The document stresses preparing more questions than needed and advising the last question allows the subject to provide additional information. Students are instructed to prepare at least 10 interview questions following the best practices.
This document provides a checklist for observing a student's use of inferring strategies. The checklist includes strategies such as blending background knowledge with text cues to make inferences, making simple logical inferences, making more complex inferences that require problem solving, providing reasons for complex inferences, visualizing from descriptions, making inferences about word meanings from context, making inferences about literary language, and understanding jokes and word plays. The checklist can be used to track whether a student employs each strategy independently or with support such as prompts from a teacher.
This document provides guidance and learning materials for students studying the play "Metamorphosis" by Steven Berkoff. It includes assignments on vocal awareness, language, and non-verbal communication in the context of the play. Students are instructed to practice techniques for demonstrating non-verbal communication and transforming physically into a beetle. They will present next week on the historical, social, political and cultural contexts of the play.
WCC COMM 106 preproduction audio interview questions LUTHERprofluther
This document provides guidance for conducting an audio interview in three stages: pre-production, production, and post-production. In pre-production, the topics, sources, questions, and logistics are planned. Key details to consider include the interview subject, story, questions, date, and location of the interview. Good questions are open-ended and avoid bias, while being concise at under 15 words. Students should prepare at least 10 questions and anticipate follow-ups. The production stage is the actual recording of the interview. In post-production, the audio is written, edited, and published.
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017Codemotion
In game design, we trust our senses. Is this mechanic fun? Is this Environment beautiful? Is this story emotional? Is the game GOOD? However, as time passes and our project evolves, so do we. We are not the same person we were a minute ago, a month ago, a year ago. How can we maintain a steady vision if we ourselves are a constantly changing, complex interlacing of feelings and ideas? A practical look at how to establish a strong identity for a project: the beacon which will lead future decisions in design, art and production.
2011 EventCamp National Conference -- Jessica Levin/Midori Connolly Social ga...EventCamp
This document discusses how social games can be used for events. It first covers the theory behind why games can aid learning, noting that they help people enter a state of flow, provide safe emotional engagement, and foster competition and community. Specific game mechanics like rules, roles, challenges and rewards are also outlined. Finally, some example game formats and tools are proposed, and key steps for planning a successful game event are outlined, including setting objectives, gaining stakeholder buy-in, choosing tools/formats, and assessing performance.
This talk follows the path from thinking about using voice actors in your game to getting them into the recording booth and beyond. We explore what the role of an actor is, how to cast them, appropriate rates, the impact on scripts and narrative, what makes good and bad direction and how actors can be utilised both in the game and beyond.
This document provides guidance on how to structure an effective film pitch in 5 minutes or less. It advises pitching the main character's arc from inciting incident to goal to twists/turns/conflict without excessive backstory. Pitches should grab attention, be concise yet compelling, focus on a character's journey, leave the audience wanting more, and convey why the story and filmmaker are unique. Effective pitches demonstrate passion and use media cleverly to set tone and intrigue the audience about an important story in a unique way.
An audience research questionnaire was produced to understand what audiences expect from a psychological thriller film. 20 people answered the questionnaire which asked about their age, gender, conventions they associate with the genre, if they are fans and why, and what is needed at the beginning of a film to keep them watching. The majority preferred psychological thrillers for creating suspense and making them think. Most were able to identify the film genre as psychological from the script and felt the synopsis gave a clear outline.
Noncompetitive games played over the phone or in person. You can cocreate a story, express an emotion, improvise a poem or examine a belief. Games are created so anyone can play. It’s fun and easy to learn!
Here are the key points from your research evaluation:
- Product research provided examples to draw inspiration from but also risked being too similar.
- Questionnaires received varied responses but many were not useful. Interviews received serious responses.
- Responses to the questionnaire were often random and not applicable. Other research methods like interviews and product analysis yielded more relevant information.
- The survey was distributed through college email and Blackboard, allowing wide reach but reliance on those channels limited external responses.
In summary, while the questionnaire design and distribution had weaknesses, the other research methods like interviews and examining existing products provided valuable insights into what would appeal to the target audience for this game project. A combination of qualitative and quantitative approaches
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
Wind, Not Sand: Mapping Dynamic Emotion Across a Product LandscapeErin Hoffman-John
Delivered at UX Week 2015 in San Francisco, CA: Existing design work treats emotion as a snapshot -- distinct, moment-based -- when real emotion is a moving target that progresses over time. What is your product’s core emotion? When beginning, sinking into, and finally leaving your experience, what states are you evoking in your user, and in what order? Why do we call them “users”, and what starkness of experience fills our foundational assumption space as a result? When we begin to detect what a user is feeling across time in a product experience (hint: even the latest science on this admits it’s really hard), it’s like seeing color for the first time: dynamic ranges that flow across your product landscape, palettes that differ between users, discords and harmonies as user action intersects with intent. Emergence! Here we’ll put a magnifying glass on that elusive emotional progression, explore how the atomic mechanical actions of interaction evoke specific corresponding emotions (which linger on the mind-palate), and suggest a new way of looking at the designer’s toolset when it comes to interactive design.
This document provides an introduction to analyzing video games. It discusses the key components of video game analysis including narratology, which examines the narrative, and ludology, which examines the gameplay and rules. It outlines different levels of narratological and ludological analysis from basic to more complex approaches. It also discusses combining and relating the two areas of analysis. The document recommends specific video games to play and analyze and provides resources for obtaining games.
Erin Hoffman-John - Effective Games: Why We Can't Have Nice Things (Yet)SeriousGamesAssoc
The document discusses the challenges of creating effective educational games that truly teach students. It notes that while games are good at engaging and motivating students, most games do not actually teach in a valid way. The document outlines some of the key elements needed for a teaching game, including being a valid assessment, providing scaffolding for students, and incorporating multiple representations of concepts. It then discusses one game called Mars Generation One: Argubot Academy that was created to teach argumentation skills and how it incorporated design elements like precise assessments, masterable complexity, and an emotional journey to transform students' thinking. However, it notes a challenge is the significant resources needed to create such teaching games at scale.
The document discusses the six classical elements of drama identified by Aristotle: plot, character, thought, language, music, and spectacle. It focuses on explaining plot, providing details on typical plot structures including linear and causal plots, exposition, conflict, climax, and more. It also discusses how plot has evolved in modern drama through experimentation.
Gamers Conquered the Mainstream... What's Next?Philip Minchin
Games. Everyone loves them - and pretty much everyone plays them, whether it's cutting-edge electronic games, or traditional games like chess and bridge, or anything in between. And when you look at our history, starting with the very first work of written history in the Western canon, it's clear we always have.
With strong evidence linking play to learning, intelligence, creativity, community connectedness, physical AND mental health, problem-solving, systems literacy, psychological literacy, optimism, and a host of other benefits, this is a good thing!
But given that play is so profoundly linked to and good for humanity, where is the public institutional support for it?
This presentation attempts to (very briefly!) outline the case for games and play, describe how we could be covering and supporting them a whole lot better, and then plot a course for how to get there from here. First presented at PAX Aus, it's now being shared online.
If you like the ideas contained in this presentation, check out http://apili.org and http://australianplayalliance.org!
Or you can read more by the author at http://philipminchin.com - or contact him via http://philipminchin.com/contact if you have questions or would like to consult him on a matter related to games and play.
This document outlines an agenda for an ASC Rising Stars training event held on April 27-28, 2015. It includes introductions and icebreakers, presentations on the company's history and culture, paradigms and habits for success. Participants engage in activities exploring communication, listening skills, and right brain thinking. They are assigned to read "A Whole New Mind" by Daniel Pink and discuss applying its concepts to improve ASC. The goal is to help students develop career skills and mindsets for a changing world.
WCC COMM 106 audio subject questions LUTHERprofluther
This document provides guidance for conducting an audio interview in three parts: pre-production, production, and post-production. In pre-production, the topics include choosing an interview subject and story, researching questions, and planning logistics. Example questions are also provided to illustrate open-ended questions versus yes/no questions. The document stresses preparing more questions than needed and advising the last question allows the subject to provide additional information. Students are instructed to prepare at least 10 interview questions following the best practices.
This document provides a checklist for observing a student's use of inferring strategies. The checklist includes strategies such as blending background knowledge with text cues to make inferences, making simple logical inferences, making more complex inferences that require problem solving, providing reasons for complex inferences, visualizing from descriptions, making inferences about word meanings from context, making inferences about literary language, and understanding jokes and word plays. The checklist can be used to track whether a student employs each strategy independently or with support such as prompts from a teacher.
This document provides guidance and learning materials for students studying the play "Metamorphosis" by Steven Berkoff. It includes assignments on vocal awareness, language, and non-verbal communication in the context of the play. Students are instructed to practice techniques for demonstrating non-verbal communication and transforming physically into a beetle. They will present next week on the historical, social, political and cultural contexts of the play.
WCC COMM 106 preproduction audio interview questions LUTHERprofluther
This document provides guidance for conducting an audio interview in three stages: pre-production, production, and post-production. In pre-production, the topics, sources, questions, and logistics are planned. Key details to consider include the interview subject, story, questions, date, and location of the interview. Good questions are open-ended and avoid bias, while being concise at under 15 words. Students should prepare at least 10 questions and anticipate follow-ups. The production stage is the actual recording of the interview. In post-production, the audio is written, edited, and published.
Without vision, you'd be blind - Mattia Traverso - Codemotion Amsterdam 2017Codemotion
In game design, we trust our senses. Is this mechanic fun? Is this Environment beautiful? Is this story emotional? Is the game GOOD? However, as time passes and our project evolves, so do we. We are not the same person we were a minute ago, a month ago, a year ago. How can we maintain a steady vision if we ourselves are a constantly changing, complex interlacing of feelings and ideas? A practical look at how to establish a strong identity for a project: the beacon which will lead future decisions in design, art and production.
2011 EventCamp National Conference -- Jessica Levin/Midori Connolly Social ga...EventCamp
This document discusses how social games can be used for events. It first covers the theory behind why games can aid learning, noting that they help people enter a state of flow, provide safe emotional engagement, and foster competition and community. Specific game mechanics like rules, roles, challenges and rewards are also outlined. Finally, some example game formats and tools are proposed, and key steps for planning a successful game event are outlined, including setting objectives, gaining stakeholder buy-in, choosing tools/formats, and assessing performance.
This talk follows the path from thinking about using voice actors in your game to getting them into the recording booth and beyond. We explore what the role of an actor is, how to cast them, appropriate rates, the impact on scripts and narrative, what makes good and bad direction and how actors can be utilised both in the game and beyond.
This document provides guidance on how to structure an effective film pitch in 5 minutes or less. It advises pitching the main character's arc from inciting incident to goal to twists/turns/conflict without excessive backstory. Pitches should grab attention, be concise yet compelling, focus on a character's journey, leave the audience wanting more, and convey why the story and filmmaker are unique. Effective pitches demonstrate passion and use media cleverly to set tone and intrigue the audience about an important story in a unique way.
An audience research questionnaire was produced to understand what audiences expect from a psychological thriller film. 20 people answered the questionnaire which asked about their age, gender, conventions they associate with the genre, if they are fans and why, and what is needed at the beginning of a film to keep them watching. The majority preferred psychological thrillers for creating suspense and making them think. Most were able to identify the film genre as psychological from the script and felt the synopsis gave a clear outline.
Noncompetitive games played over the phone or in person. You can cocreate a story, express an emotion, improvise a poem or examine a belief. Games are created so anyone can play. It’s fun and easy to learn!
Here are the key points from your research evaluation:
- Product research provided examples to draw inspiration from but also risked being too similar.
- Questionnaires received varied responses but many were not useful. Interviews received serious responses.
- Responses to the questionnaire were often random and not applicable. Other research methods like interviews and product analysis yielded more relevant information.
- The survey was distributed through college email and Blackboard, allowing wide reach but reliance on those channels limited external responses.
In summary, while the questionnaire design and distribution had weaknesses, the other research methods like interviews and examining existing products provided valuable insights into what would appeal to the target audience for this game project. A combination of qualitative and quantitative approaches
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
3. CONCEPT PROJECT
• In groups, you will create a concept presentation for Memory
• The presentation must address the following 4 elements;
PROBLEMS, FOCUS, WORLD OF THE PLAY, AND INTENTION
4. CONCEPT PROJECT
• In groups, you will create a concept presentation for Memory
• The presentation must address the following 4 elements;
PROBLEMS, FOCUS, WORLD OF THE PLAY, AND INTENTION
• Use visual and aural aids to help us understand what the world
should look and sound like.
11. PROBLEMS
• A PROBLEM can be many things.
• A PROBLEM is loosely defined as a challenge the play
presents to the production, the actors or the audience.
13. PROBLEMS
• Some examples:
• A problematic, unlikeable, morally objectionable main character
(“I HATE that guy!”)
14. PROBLEMS
• Some examples:
• A problematic, unlikeable, morally objectionable main character
(“I HATE that guy!”)
• A challenging scenic requirement (“322 different locations??”)
15. PROBLEMS
• Some examples:
• A problematic, unlikeable, morally objectionable main character
(“I HATE that guy!”)
• A challenging scenic requirement (“322 different locations??”)
• Controversial thematic content. (“She really wrote a play about
an incestuous relationship??”)
16. PROBLEMS
• Some examples:
• A problematic, unlikeable, morally objectionable main character
(“I HATE that guy!”)
• A challenging scenic requirement (“322 different locations??”)
• Controversial thematic content. (“She really wrote a play about
an incestuous relationship??”)
• Challenging requirements for actors (“The same actor has to
play a 22 year old AND an 80 year old??”)
17. PROBLEMS
• Some examples:
• A problematic, unlikeable, morally objectionable main character (“I
HATE that guy!”)
• A challenging scenic requirement (“322 different locations??”)
• Controversial thematic content. (“She really wrote a play about an
incestuous relationship??”)
• Challenging requirements for actors (“The same actor has to play a 2
year old AND an 80 year old??”)
• Structural or linear/non-linear intricacies (“This play moves in all
directions at once!”)
20. PROBLEMS
• Three Steps in dealing with problems:
• IDENTIFY and outline the problems
• Decide WHY they are there. (A good play contains several
intentional problems.)
21. PROBLEMS
• Three Steps in dealing with problems:
• IDENTIFY and outline the problems
• Decide WHY they are there. (A good play contains several
intentional problems.)
• Decide HOW you will address them in the production.
22. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
23. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
• FACTS
24. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
• FACTS
• ASSUMPTIONS
25. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
• FACTS
• ASSUMPTIONS
• CHOICES
26. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
• FACTS
• ASSUMPTIONS
• CHOICES
27. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
• FACTS – actual things that the play tells us, either in given
circumstances, dialogue, stage directions. These are inarguable.
• ASSUMPTIONS
• CHOICES
28. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
• FACTS – actual things that the play tells us, either in given
circumstances, dialogue, stage directions. These are inarguable.
• ASSUMPTIONS – things we can INFER, based on the true
understanding of the FACTS of the play. Can be argued, perhaps.
• CHOICES
29. • When dealing with PROBLEMS (and all other elements of concept), a director
MUST understand the differences between
• FACTS – actual things that the play tells us, either in given
circumstances, dialogue, stage directions. These are inarguable.
• ASSUMPTIONS – things we can INFER, based on the true
understanding of the FACTS of the play. Can be argued, perhaps.
• CHOICES – personal decisions directors make
about the play. Good CHOICES always come from a
careful and clear understanding of the FACTS and
ASSUMPTIONS in the play.
31. WHAT IS THE STORY HERE?
Allie: Thanks so much for coming by.
Brian: Hey, my pleasure!
Rob: Hey Allie, I’m home! Brian, what’s going on?
Allie: Oh, we’re just talking.
Brian: Yeah, is that okay with you?
Rob: Oh yeah, sure.
Brian: Well, looks like I’d better get going.
Allie: No, you don’t have to.
Rob: Yeah, stick around.
Brian: Actually, I’ve got someplace to be.
Allie: All right, see you later.
Rob: Later.
32. WHAT STORY DO YOU WISH TO
TELL?
• Director’s Concept, Rob Comes Home Early
Rob Comes Home Early is a brief and intense study in the perils of
human relationships. What unfolds in two short minutes is an
entirely realistic, straightforward story of how a simple
misunderstanding nearly results in disaster for all parties involved.
The coincidence of Rob’s early arrival is a metaphor for the frailty
that plagues all human interaction. Fortunately, however, true
catastrophe is averted as calmer heads prevail. Thus, hope exists
that misunderstandings can be overcome, and peace can be found.
33. FOCUS
• What is the STORY you (in collaboration with the playwright,
living or dead) wish to tell?
34. FOCUS
• What is the STORY you (in collaboration with the playwright,
living or dead) wish to tell?
• Whose story is it? (or, getting around the Antagonist/Protagonist
dilemma)
36. THE WORLD OF THE PLAY
• Where/when does the play take place?
37. THE WORLD OF THE PLAY
• Where/when does the play take place?
• FACTS – time, place, era, social, socio-economic realities
38. THE WORLD OF THE PLAY
• Where/when does the play take place?
• FACTS – time, place, era, social, socio-economic realities
• When you think of the FACTS of the play, what images come to
mind?
39. THE WORLD OF THE PLAY
• Where/when does the play take place?
• FACTS – time, place, era, social, socio-economic realities
• When you think of the FACTS of the play, what images come to
mind?
• What does the world LOOK like? What might we see onstage?
40. THE WORLD OF THE PLAY
• Where/when does the play take place?
• FACTS – time, place, era, social, socio-economic realities
• When you think of the FACTS of the play, what images come to
mind?
• What does the world LOOK like? What might we see onstage?
• What does the world SOUND like? What might we hear onstage?
41. THE WORLD OF THE PLAY
• Where/when does the play take place?
• FACTS – time, place, era, social, socio-economic realities
• When you think of the FACTS of the play, what images come to
mind?
• What does the world LOOK like? What might we see onstage?
• What does the world SOUND like? What might we hear onstage?
• What does the world FEEL like?
43. THE WORLD OF THE PLAY
• What is the STASIS at the beginning of the play?
44. THE WORLD OF THE PLAY
• What is the STASIS at the beginning of the play?
• What is the INTRUSION?
45. THE WORLD OF THE PLAY
• What is the STASIS at the beginning of the play?
• What is the INTRUSION?
• What is the Battle for New Stasis?
46. THE WORLD OF THE PLAY
• What is the STASIS at the beginning of the play?
• What is the INTRUSION?
• What is the Battle for New Stasis?
• What ”forces” are invested in the battle?
47. THE WORLD OF THE PLAY
• What is the STASIS at the beginning of the play?
• What is the INTRUSION?
• What is the Battle for New Stasis?
• What ”forces” are invested in the battle?
• Why are they opposed?
48. THE WORLD OF THE PLAY
• What is the STASIS at the beginning of the play?
• What is the INTRUSION?
• What is the Battle for New Stasis?
• What ”forces” are invested in the battle?
• Why are they opposed?
• What is at stake??
49. THE WORLD OF THE PLAY
• What is the STASIS at the beginning of the play?
• What is the INTRUSION?
• What is the Battle for New Stasis?
• What ”forces” are invested in the battle?
• Why are they opposed?
• What is at stake??
• After the battle, what is the New Stasis?
53. INTENTION
• Why this play, why now?
• Why does the world need this story?
• What excites you about this play?
54. INTENTION
• Why this play, why now?
• Why does the world need this story?
• What excites you about this play?
• As a director
55. INTENTION
• Why this play, why now?
• Why does the world need this story?
• What excites you about this play?
• As a director
• An an audience member
57. INTENTION
• Why this play, why now?
• What is the audience experience?
• What do you want them to experience when they enter the space?
While they are waiting for the show to start? While they are
experiencing the story?
58. INTENTION
• Why this play, why now?
• What is the audience experience?
• What do you want them to experience when they enter the space?
While they are waiting for the show to start? While they are
experiencing the story?
• What is the Drive Home Effect?
59. INTENTION
• Why this play, why now?
• What is the audience experience?
• What do you want them to experience when they enter the space?
While they are waiting for the show to start? While they are
experiencing the story?
• What is the Drive Home Effect?
• What do you hope your audience will think/talk about after the
play?
60. CONCEPT PROJECT
GROUPS
• Group 1: Sandy, Maggie, Zoe, Riley, Johnny
• Group 2: Katie, Rebecca, Nate, Abby, Allie
• Presenting 9/22
• Group 3: Jessie, Will, Daniel, Casey, Kelly
• Group 4: Emily E, Emma, Tyler, Ray, Kaitlyn,
• Presenting 9/25
• Group 5: Ale, Emily P, Nick, Amber, Jenna
• Group 6: Sarah Anne, Carly, Kambria, Sommer
• Presenting 9/27