Slides from my presentation at MCN 2013 conference in Montreal. Introduction to the session and contextualization of the debate around open authority in terms of larger movements.
The document discusses the impact of the internet after the review of Hong Kong's Control of Obscene and Indecent Articles Ordinance. It analyzes the issue from multiple perspectives including technology, business, law, society, ethics and religion. It also discusses the government's consultation process, principles related to media law, issues regarding new media technologies, media freedom, and strategies for responding to the consultation. It references debates around balancing internet regulation and freedom.
The document contains questions submitted to Minister Yunus Carrim during an online hangout on the topics of: government efforts to address high cellular costs and monopolies in South Africa; solutions for issues at the SABC; opening competition in sectors like telecoms; the minister's vision for his department; why data is more expensive in South Africa than neighboring countries; interventions to resolve SABC's funding and sustainability problems; and plans to improve broadband accessibility given South Africa's high costs compared globally. Questions were submitted via social media and calls.
The document summarizes questions asked of South African Minister Yunus Carrim during a #MGHangout event on Twitter. Several questions were asked about high cellular and internet costs in South Africa compared to other countries, monopolies of internet providers like Vodacom and MTN, solving issues at the SABC, increasing competition for services like broadband, and the minister's vision for his department. Specific questions were also asked about the price of data in Kenya compared to South Africa, interventions to resolve SABC's funding problems, and challenges around implementing local loop unbundling in South Africa.
Helen milner our digital future nov 2011Helen Milner
How can the UK truly create a digital future for our society? We need to work in partnership to help everybody reap the opportunities of a digital society
An overview of four elements of designing engaging cultural experiences, namely sensory immersion, emotional evocation, narrative transportation, and gameful participation. Examples of experiences that leverage these elements are cited and the relative expense of each is discussed.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
The document discusses the impact of the internet after the review of Hong Kong's Control of Obscene and Indecent Articles Ordinance. It analyzes the issue from multiple perspectives including technology, business, law, society, ethics and religion. It also discusses the government's consultation process, principles related to media law, issues regarding new media technologies, media freedom, and strategies for responding to the consultation. It references debates around balancing internet regulation and freedom.
The document contains questions submitted to Minister Yunus Carrim during an online hangout on the topics of: government efforts to address high cellular costs and monopolies in South Africa; solutions for issues at the SABC; opening competition in sectors like telecoms; the minister's vision for his department; why data is more expensive in South Africa than neighboring countries; interventions to resolve SABC's funding and sustainability problems; and plans to improve broadband accessibility given South Africa's high costs compared globally. Questions were submitted via social media and calls.
The document summarizes questions asked of South African Minister Yunus Carrim during a #MGHangout event on Twitter. Several questions were asked about high cellular and internet costs in South Africa compared to other countries, monopolies of internet providers like Vodacom and MTN, solving issues at the SABC, increasing competition for services like broadband, and the minister's vision for his department. Specific questions were also asked about the price of data in Kenya compared to South Africa, interventions to resolve SABC's funding problems, and challenges around implementing local loop unbundling in South Africa.
Helen milner our digital future nov 2011Helen Milner
How can the UK truly create a digital future for our society? We need to work in partnership to help everybody reap the opportunities of a digital society
An overview of four elements of designing engaging cultural experiences, namely sensory immersion, emotional evocation, narrative transportation, and gameful participation. Examples of experiences that leverage these elements are cited and the relative expense of each is discussed.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
Pushing at the Margins: Intentional Innovation for ManagersEd Rodley
This document discusses opportunities for managers to intentionally innovate projects at museums. It outlines four opportunities: 1) treating new projects as experiments, 2) empowering staff as experience designers, 3) building digital and museum literacy into projects, and 4) creating a workplace culture. It also presents five "useful dialectics" to consider when innovating projects: transformation vs. change, network vs. hierarchy, design vs. tradition, literacy vs. fluency, and culture vs. values. The document provides discussion on each of these topics and questions for managers to ask themselves to guide intentional innovation on new projects.
Four trends are accelerating change in U.S. museums: 1) indoor navigation and location-based services, 2) new ways of seeing like 360 video, 3D, AR, VR, 3) external pressure from grassroots initiatives and network effects on social media, 4) internal pressure to undergo a digital transformation and develop a digital culture. Museums are experimenting with technologies like indoor maps, augmented and virtual reality to improve the visitor experience, while social media activism and informal networks also influence museums to change and adopt digital strategies.
This document discusses four trends accelerating change in U.S. museums in 2016: indoor navigation, new technologies like 360 video and VR/AR/MR, external pressure from grassroots initiatives, and internal pressure to undergo digital transformation. It provides examples of how museums are implementing indoor navigation apps, using new technologies to enhance visitor experiences, and responding to activist campaigns. It also examines how museums are shifting to network organizational models and the challenges of building a digital culture within institutions.
NMC Future of Museums Virtual Conference - CrowdsourcingEd Rodley
The author does not like to use the term "crowdsourcing" because it implies taking advantage of or exploiting the crowd for one's own purposes. It makes the crowd sound like a natural resource to be mined rather than acknowledging the relationship between those asking for and receiving help. Crowdsourcing and related ideas are significant because they move people away from seeing audiences as passive visitors and toward seeing them as active co-creators and partners who can form longer term relationships.
Slides from my presentation at the MCN 2013 conference in Montreal. Looks at the challenges of promoting openness in museums, even when it is espoused as an institutional priority.
Slides from my presentation the MCN 2013 conference in Montreal. Examines different kinds of immersive experiences in museum settings and probes the underlying vlaue of immersion as a design goal.
Peabody Essex Museum's Social Media Committee presents a series of "Social Media 101" talks on pertinent platforms for the staff. This presentation is on Twitter for museum professionals
New Media, Cthulu, & the Adjacent PossibleEd Rodley
Ed Rodley discusses new media in museums. He provides a brief history of new media, from screens and television to computers and the internet. Rodley explains that old media do not disappear with new media, but take on new roles, similar to H.P. Lovecraft's character Cthulhu continuing to influence from death. Rodley also discusses the concept of the "adjacent possible" and how it relates to new media's potential to reinvent itself at the edges of present capabilities. Museums are experimenting with new media like games, 3D scanning and printing, and interactive digital experiences to engage audiences where they are already using media.
Ed Rodley's blog post discusses how blogging has evolved from a personal notebook to a way to share ideas and bring new ideas to colleagues. Blogging allows one to explore ideas with interested people and connect with people worldwide. While operating without an institutional persona can be tricky, blogging has helped the author learn that content is still king and people are hungry for reports from the field. The blog discusses blogging as a form of personal and professional development.
Ed Rodley gave a talk on matching media to messages in museum exhibits. He discussed the Museum of Science's exhibit development process, which includes figuring out goals, learning content, prototyping experiences, and evaluating the final exhibit. Rodley also described how the Star Wars exhibit utilized over 120 artifacts, video, and interactives to convey its messages about science and technology. He emphasized choosing media based on clear goals and criteria rather than any single technology.
Looking Down vs. Looking Around: Process design for mobile experiencesEd Rodley
The document discusses different types of mobile experiences that museums can develop, including in-gallery multimedia tours, in-museum scavenger hunts and tours, wayfinding apps, augmented reality campaigns, and standalone field guide apps. It emphasizes that the type of mobile experience should be clear and appropriate for the capabilities of mobile devices like touchscreens, GPS, and sensors. Successful mobile apps will take advantage of these capabilities and provide an engaging experience, story, or access to content for audiences. The document encourages museums to launch initial mobile projects now rather than waiting, and to continuously update and improve apps over time.
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
Pushing at the Margins: Intentional Innovation for ManagersEd Rodley
This document discusses opportunities for managers to intentionally innovate projects at museums. It outlines four opportunities: 1) treating new projects as experiments, 2) empowering staff as experience designers, 3) building digital and museum literacy into projects, and 4) creating a workplace culture. It also presents five "useful dialectics" to consider when innovating projects: transformation vs. change, network vs. hierarchy, design vs. tradition, literacy vs. fluency, and culture vs. values. The document provides discussion on each of these topics and questions for managers to ask themselves to guide intentional innovation on new projects.
Four trends are accelerating change in U.S. museums: 1) indoor navigation and location-based services, 2) new ways of seeing like 360 video, 3D, AR, VR, 3) external pressure from grassroots initiatives and network effects on social media, 4) internal pressure to undergo a digital transformation and develop a digital culture. Museums are experimenting with technologies like indoor maps, augmented and virtual reality to improve the visitor experience, while social media activism and informal networks also influence museums to change and adopt digital strategies.
This document discusses four trends accelerating change in U.S. museums in 2016: indoor navigation, new technologies like 360 video and VR/AR/MR, external pressure from grassroots initiatives, and internal pressure to undergo digital transformation. It provides examples of how museums are implementing indoor navigation apps, using new technologies to enhance visitor experiences, and responding to activist campaigns. It also examines how museums are shifting to network organizational models and the challenges of building a digital culture within institutions.
NMC Future of Museums Virtual Conference - CrowdsourcingEd Rodley
The author does not like to use the term "crowdsourcing" because it implies taking advantage of or exploiting the crowd for one's own purposes. It makes the crowd sound like a natural resource to be mined rather than acknowledging the relationship between those asking for and receiving help. Crowdsourcing and related ideas are significant because they move people away from seeing audiences as passive visitors and toward seeing them as active co-creators and partners who can form longer term relationships.
Slides from my presentation at the MCN 2013 conference in Montreal. Looks at the challenges of promoting openness in museums, even when it is espoused as an institutional priority.
Slides from my presentation the MCN 2013 conference in Montreal. Examines different kinds of immersive experiences in museum settings and probes the underlying vlaue of immersion as a design goal.
Peabody Essex Museum's Social Media Committee presents a series of "Social Media 101" talks on pertinent platforms for the staff. This presentation is on Twitter for museum professionals
New Media, Cthulu, & the Adjacent PossibleEd Rodley
Ed Rodley discusses new media in museums. He provides a brief history of new media, from screens and television to computers and the internet. Rodley explains that old media do not disappear with new media, but take on new roles, similar to H.P. Lovecraft's character Cthulhu continuing to influence from death. Rodley also discusses the concept of the "adjacent possible" and how it relates to new media's potential to reinvent itself at the edges of present capabilities. Museums are experimenting with new media like games, 3D scanning and printing, and interactive digital experiences to engage audiences where they are already using media.
Ed Rodley's blog post discusses how blogging has evolved from a personal notebook to a way to share ideas and bring new ideas to colleagues. Blogging allows one to explore ideas with interested people and connect with people worldwide. While operating without an institutional persona can be tricky, blogging has helped the author learn that content is still king and people are hungry for reports from the field. The blog discusses blogging as a form of personal and professional development.
Ed Rodley gave a talk on matching media to messages in museum exhibits. He discussed the Museum of Science's exhibit development process, which includes figuring out goals, learning content, prototyping experiences, and evaluating the final exhibit. Rodley also described how the Star Wars exhibit utilized over 120 artifacts, video, and interactives to convey its messages about science and technology. He emphasized choosing media based on clear goals and criteria rather than any single technology.
Looking Down vs. Looking Around: Process design for mobile experiencesEd Rodley
The document discusses different types of mobile experiences that museums can develop, including in-gallery multimedia tours, in-museum scavenger hunts and tours, wayfinding apps, augmented reality campaigns, and standalone field guide apps. It emphasizes that the type of mobile experience should be clear and appropriate for the capabilities of mobile devices like touchscreens, GPS, and sensors. Successful mobile apps will take advantage of these capabilities and provide an engaging experience, story, or access to content for audiences. The document encourages museums to launch initial mobile projects now rather than waiting, and to continuously update and improve apps over time.
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
6. Getting it right
is important
Remaining vibrant and relevant actors in our
communities will require change
…just like it always has.
7. This is bigger than us
•The recording industry
•The motion picture industry
•The software industry
•Newspapers
•Publishing
•Secondary education
•and so on…
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Editor's Notes
This session tries to explore approaches to dealing with a dilemma. A dilemma is not a problem in the logical sense of the word. 2x + 4= y is a problem. There are solutions, values of x and y that will solve the problem and there are values that won’t. The former are “right” and the latter are “wrong.” Dilemmas don’t have any answer that solves every single need or want. With dilemmas, every possible outcome leads to something getting sacrificed.
How we respond to this dilemma will shape how our museums evolve in this new century. I think it’s a zero-sum game so raising openness and hanging onto old models of what authority means just aren’t possible.
William Tyndale was strangled and burned at the stake in Antwerp in 1536 for publishing an unauthorized translation of the Bible, using the new technology of the printing press. I’m not trying to equate what we’ll talk about today with the religious climate in Renaissance Europe. But, this tension between authority and openness, exacerbated by new technologies is an old, old dynamic. And we know how it turns out.
Tim BL was 16 when Gutenberg launched. 1971 was the year Ray Tomlinson invented a neat hack that let him send email from one server to a whole nother server! Internet email! The entire Internet at that time consisted of 23 hosts. You could draw a map of the whole thing on one side of a piece of paper.
Critics of openness, participatory design, experiential design, etc… usually posit a “classic”, timeless, changeless, ur-state of museums that is being destroyed by all this newfangled junk. It is a past that never existed.Any student of museum history can tell you that hushed reverential temple of culture that most big museums resemble today is a response to historical trends, and a reaction, often revolutionary, to a status quo that was perceived to be out of touch with the times. Letting women in, Impressionism, claiming photographs are art, providing enrichment to school children are all examples of these responses.