The document provides an overview of the history of video games and their controls. It discusses early arcade games from the 1970s-1980s like Pacman and their simple controls using directional arrows. It also mentions modern console controls that aim for more precision in movement while using technologies like touch screens and motion sensors. The document aims to help students understand key features of early video games and their controls, be able to play some early games, and review games by considering their objectives, graphics, sound, characters, and controls.
Raster graphics are composed of pixels arranged in a grid, while vector graphics use shapes that can be edited individually. File formats like JPEG are commonly used for photos due to their small file sizes, though quality degrades with edits, while TIFF maintains quality but has slow loading speeds. Vector formats like AI and PSD allow high quality editing but require specific software. Optimizing images and naming files accurately helps organize and reduce file sizes for sharing graphics online.
This document discusses a software lesson about understanding the capabilities and limitations of game creation software. It instructs the reader to play games on the Flowlab website and analyze their key features. The goals of the lesson are to be able to identify capabilities and limitations of software, and research a range of game creation options. The reader is then asked to sign up for Flowlab and review its main tools, capabilities, limitations, and compare it to other software by describing features in detail and reviewing ease of use.
This document discusses hardware and peripherals used for gaming. It includes a quiz on game console sales rankings and lessons on understanding hardware requirements and the role of peripherals for creating and testing games. Some key peripherals mentioned are joysticks, keyboards, mice, controllers, monitors, sensors, televisions, steering wheels, guitars and balance boards. The document provides examples of peripherals used for different devices like desktops, consoles and portables and instructs students to research and list the hardware and peripherals used for different game platforms.
Digital media comes in different file formats for images, audio, and video depending on the device and how the file will be used. Common file formats include JPEG, GIF, PNG for images and MP3, WAV, and AAC for audio. Video file formats include AVI, MP4, and MOV. File formats can vary in properties like file size, quality, resolution, and whether they are compressed or uncompressed. Compression reduces file sizes but also lowers quality, while uncompressed files are highest quality but largest in size. The appropriate file format depends on balancing quality needs with file size and device compatibility.
This document discusses various video camera techniques that can be used when filming. It explains different types of camera shots including wide angle, mid shot, close up, and extreme close up shots. It also describes how the camera can be moved while recording through techniques like zooming, dollying, panning, and tilting. The goal is for students to understand different camera techniques, where they are used, and be able to describe various video camera shots and types of camera movement.
This document discusses the importance of providing clear instructions to players of a game and the use of algorithms within games. It defines algorithms as sets of instructions that must be carried out for things to happen in a game. The goals are to understand the need for clear instructions, know what algorithms are used for in games, and be able to create a winnable computer game. The task is to create suitable algorithms in a game to meet requirements and provide evidence of triggers, player actions, and rules to help or challenge the player.
This document discusses mood boards, providing goals and tasks related to understanding their purpose and identifying key features and styles. Mood boards are described as collages used to convey an overall theme through images, colors, and fabrics, and learners are tasked with finding examples of mood boards and explaining their content, style, and potential uses.
The document provides an overview of the history of video games and their controls. It discusses early arcade games from the 1970s-1980s like Pacman and their simple controls using directional arrows. It also mentions modern console controls that aim for more precision in movement while using technologies like touch screens and motion sensors. The document aims to help students understand key features of early video games and their controls, be able to play some early games, and review games by considering their objectives, graphics, sound, characters, and controls.
Raster graphics are composed of pixels arranged in a grid, while vector graphics use shapes that can be edited individually. File formats like JPEG are commonly used for photos due to their small file sizes, though quality degrades with edits, while TIFF maintains quality but has slow loading speeds. Vector formats like AI and PSD allow high quality editing but require specific software. Optimizing images and naming files accurately helps organize and reduce file sizes for sharing graphics online.
This document discusses a software lesson about understanding the capabilities and limitations of game creation software. It instructs the reader to play games on the Flowlab website and analyze their key features. The goals of the lesson are to be able to identify capabilities and limitations of software, and research a range of game creation options. The reader is then asked to sign up for Flowlab and review its main tools, capabilities, limitations, and compare it to other software by describing features in detail and reviewing ease of use.
This document discusses hardware and peripherals used for gaming. It includes a quiz on game console sales rankings and lessons on understanding hardware requirements and the role of peripherals for creating and testing games. Some key peripherals mentioned are joysticks, keyboards, mice, controllers, monitors, sensors, televisions, steering wheels, guitars and balance boards. The document provides examples of peripherals used for different devices like desktops, consoles and portables and instructs students to research and list the hardware and peripherals used for different game platforms.
Digital media comes in different file formats for images, audio, and video depending on the device and how the file will be used. Common file formats include JPEG, GIF, PNG for images and MP3, WAV, and AAC for audio. Video file formats include AVI, MP4, and MOV. File formats can vary in properties like file size, quality, resolution, and whether they are compressed or uncompressed. Compression reduces file sizes but also lowers quality, while uncompressed files are highest quality but largest in size. The appropriate file format depends on balancing quality needs with file size and device compatibility.
This document discusses various video camera techniques that can be used when filming. It explains different types of camera shots including wide angle, mid shot, close up, and extreme close up shots. It also describes how the camera can be moved while recording through techniques like zooming, dollying, panning, and tilting. The goal is for students to understand different camera techniques, where they are used, and be able to describe various video camera shots and types of camera movement.
This document discusses the importance of providing clear instructions to players of a game and the use of algorithms within games. It defines algorithms as sets of instructions that must be carried out for things to happen in a game. The goals are to understand the need for clear instructions, know what algorithms are used for in games, and be able to create a winnable computer game. The task is to create suitable algorithms in a game to meet requirements and provide evidence of triggers, player actions, and rules to help or challenge the player.
This document discusses mood boards, providing goals and tasks related to understanding their purpose and identifying key features and styles. Mood boards are described as collages used to convey an overall theme through images, colors, and fabrics, and learners are tasked with finding examples of mood boards and explaining their content, style, and potential uses.
This document provides instructions for a lesson on mind maps. The lesson goals are to understand the purpose and use of mind maps, identify their key features, and explain their content. Students are tasked with creating a mind map to plan a new children's animated film and analyzing examples of mind maps by explaining their content, style, and potential uses. The assessment will involve answering questions about mind maps in detail.
This document outlines a lesson on visualizations. The lesson goals are to understand the purpose and use of visualizations, identify key features, and explain the content of visualizations. Students are tasked with finding examples of visualizations, explaining their content, style, and potential uses, and picking ones that are easy to explain or show comparisons. Key words defined are "visualization" as a drawing or sketch diagram, and "sketch" as a rough drawing showing an outline or quick idea.
A mood board is used to collect ideas through photos, fabrics, and colors to help generate concepts for a specific style. Mood boards can be physical boards with pinned items or digital collages created with software. They are used by fashion designers, set/costume creators, and decorators to showcase themes. The document instructs students to create a digital "About Me" mood board filling the page with images and text to represent their individual style.
The document outlines the goals, marking criteria, and tasks for a lesson on testing a digital game. The lesson aims to have students understand client requirements, develop a test plan, and test the functionality of a finished game. Students are to create a test plan that tests features of the game like doors, characters, and objectives against expected outcomes, identifying any improvements made.
This document provides guidance for evaluating a new multi-page website that was created. It lists the goals of understanding client requirements, identifying improvements, and effectively evaluating the website. The evaluation should comment on how well the website fits its purpose, the suitability of content, ease of navigation, and aesthetic quality. It also recommends including details on potential improvements and future plans. Learners are tasked with producing an evaluation that addresses these areas and provides evidence of improvements made based on feedback.
This document provides an introduction to a lesson on digital media. The lesson will teach students about the sectors that use digital media and the different uses of digital media across sectors. Students will develop basic skills in editing images, video, and audio. Their task is to research the sectors that use digital media and how different media types are used in each industry.
The document discusses how to analyze media institutions by looking at their ownership, operating model, products, market position, and competitors. It provides definitions for these key terms and encourages understanding the institution's structure and identifying important aspects. An example case study of the Hartlepool Mail newspaper is given to demonstrate what should be investigated for a chosen media company.
Mind maps are used to show the development of an idea broken into categories around a central theme. They can display options for an idea or resources needed for a project. Mind maps are created by hand or using software and are used by designers, project planners, and students for revision. The purpose of a mind map is to break down an idea. They are used in planning and contain a central topic with branches developing key themes and can include images.
This document provides information about different types of pre-production documents used in media production, including their purpose, use, content, and examples. It instructs students to match each document type with its purpose, use, and typical content. The document types are mood board, mind map, visualization, storyboard, and script. Students are then asked to use feedback on their previous work to improve their understanding and descriptions of these pre-production documents.
The document discusses pre-production documents for the Creative iMedia course. It identifies five key pre-production documents: mood boards, mind maps/spider diagrams, visualisation diagrams, scripts, and storyboards. For each document, it provides the definition, examples, purpose, how it aids planning, typical content, and good features. The purpose of pre-production documents is to plan and generate ideas for new creative media products.
The document provides instructions for a lesson on scripts. It instructs students to find a script from a familiar film on imsdb.com, identify a recognizable scene, and break it down into a table. It explains that the goals of the lesson are to understand the purpose and key features of scripts, and be able to explain their content. Key features that scripts contain are identified, such as location, shot type, character, and dialogue. The differences between scripts and storyboards are also outlined. Students are tasked to explain the content, style, and purpose of a script they analyze from imsdb.com.
Storyboards are used in planning films and animations. They consist of a series of drawings with explanations of what happens in each scene. Storyboards help visualize scenes before filming and organize filming by showing what shots and camera movements are needed. They usually include details like the number of scenes, camera shots, camera movements, timings, lighting, sounds, and locations. The purpose of a storyboard is to plan out a video or animation beforehand and see what each scene will look like. They can be created by hand or digitally.
Visualisation diagrams are used to plan products and images. They show what something will look like when created. Visualisation diagrams can be hand drawings or digital designs. They are used to plan costumes, logos, posters, vehicles, and webpages. The purpose is to understand how a product or image will appear. They allow features to be labeled and viewed from different angles.
This document discusses client requirements for a lesson. It explains that the client is the person who commissions a project and will provide requirements to guide the project. Requirements can be obtained through discussions with the client, written briefs, scripts, or formal specifications. Getting clear requirements from the client is important for appropriately planning projects. Interpreting and understanding the client's requirements is a goal of the lesson.
Scripts are written documents used to plan television shows, films, and other visual media. They explain the scenes, narrative, characters, dialogue, directions, shots, camera movements, sounds, and other details. The purpose of a script is to plan the story and scenes so actors know their lines and roles. It is used in production to ensure everyone understands the vision. A script may include original stories or adaptations and typically has a beginning, middle, and end.
This document provides guidance for analyzing commercial websites. It discusses:
1) The goals of understanding varying audience needs and analyzing existing websites.
2) What constitutes a commercial website and examples of commercial site categories.
3) Criteria for website analysis including purpose, visitor needs, information flow, features, benefits, and content.
4) The task of researching and analyzing at least three contrasting commercial websites using the specified criteria.
This document provides instructions for a lesson on storyboards. The lesson goals are to understand the purpose of storyboards, identify their key features, and explain their content. Students are asked to find examples of storyboards from Pixar and Disney films and explain the content, style, and potential use of each storyboard. Key terms defined are storyboard, which are drawings and information about film scenes, and scene, which are individual screens on a storyboard that show the action.
The document provides an introduction to the Cambridge Nationals in Creative iMedia course. It discusses that the course will develop skills using industry standard software like Adobe. It also outlines that students will need to complete four units, including one exam and three coursework units, to pass the course. They will learn about pre-production skills, digital graphics, comic book creation, and game design.
This document provides information from a Year 12 Parents' Information Evening at a sixth form college. It summarizes academic performance data, lists the sixth form staff, explains targets for student achievement, outlines subject choices and timetable changes, and details policies around attendance, learning support, careers guidance, and other opportunities available to students.
This document discusses uses of digital graphics. It outlines lesson goals of understanding where digital graphics are used, their purposes, and analyzing examples. Digital graphics can be used for entertainment, promotion, information, advertising, and education. They are often found in multimedia products. The task is to research and report on how digital graphics are used in the entertainment industry, why they are used there, and analyze examples by describing the graphic's purpose and fit for that purpose.
This document provides instructions for a lesson on mind maps. The lesson goals are to understand the purpose and use of mind maps, identify their key features, and explain their content. Students are tasked with creating a mind map to plan a new children's animated film and analyzing examples of mind maps by explaining their content, style, and potential uses. The assessment will involve answering questions about mind maps in detail.
This document outlines a lesson on visualizations. The lesson goals are to understand the purpose and use of visualizations, identify key features, and explain the content of visualizations. Students are tasked with finding examples of visualizations, explaining their content, style, and potential uses, and picking ones that are easy to explain or show comparisons. Key words defined are "visualization" as a drawing or sketch diagram, and "sketch" as a rough drawing showing an outline or quick idea.
A mood board is used to collect ideas through photos, fabrics, and colors to help generate concepts for a specific style. Mood boards can be physical boards with pinned items or digital collages created with software. They are used by fashion designers, set/costume creators, and decorators to showcase themes. The document instructs students to create a digital "About Me" mood board filling the page with images and text to represent their individual style.
The document outlines the goals, marking criteria, and tasks for a lesson on testing a digital game. The lesson aims to have students understand client requirements, develop a test plan, and test the functionality of a finished game. Students are to create a test plan that tests features of the game like doors, characters, and objectives against expected outcomes, identifying any improvements made.
This document provides guidance for evaluating a new multi-page website that was created. It lists the goals of understanding client requirements, identifying improvements, and effectively evaluating the website. The evaluation should comment on how well the website fits its purpose, the suitability of content, ease of navigation, and aesthetic quality. It also recommends including details on potential improvements and future plans. Learners are tasked with producing an evaluation that addresses these areas and provides evidence of improvements made based on feedback.
This document provides an introduction to a lesson on digital media. The lesson will teach students about the sectors that use digital media and the different uses of digital media across sectors. Students will develop basic skills in editing images, video, and audio. Their task is to research the sectors that use digital media and how different media types are used in each industry.
The document discusses how to analyze media institutions by looking at their ownership, operating model, products, market position, and competitors. It provides definitions for these key terms and encourages understanding the institution's structure and identifying important aspects. An example case study of the Hartlepool Mail newspaper is given to demonstrate what should be investigated for a chosen media company.
Mind maps are used to show the development of an idea broken into categories around a central theme. They can display options for an idea or resources needed for a project. Mind maps are created by hand or using software and are used by designers, project planners, and students for revision. The purpose of a mind map is to break down an idea. They are used in planning and contain a central topic with branches developing key themes and can include images.
This document provides information about different types of pre-production documents used in media production, including their purpose, use, content, and examples. It instructs students to match each document type with its purpose, use, and typical content. The document types are mood board, mind map, visualization, storyboard, and script. Students are then asked to use feedback on their previous work to improve their understanding and descriptions of these pre-production documents.
The document discusses pre-production documents for the Creative iMedia course. It identifies five key pre-production documents: mood boards, mind maps/spider diagrams, visualisation diagrams, scripts, and storyboards. For each document, it provides the definition, examples, purpose, how it aids planning, typical content, and good features. The purpose of pre-production documents is to plan and generate ideas for new creative media products.
The document provides instructions for a lesson on scripts. It instructs students to find a script from a familiar film on imsdb.com, identify a recognizable scene, and break it down into a table. It explains that the goals of the lesson are to understand the purpose and key features of scripts, and be able to explain their content. Key features that scripts contain are identified, such as location, shot type, character, and dialogue. The differences between scripts and storyboards are also outlined. Students are tasked to explain the content, style, and purpose of a script they analyze from imsdb.com.
Storyboards are used in planning films and animations. They consist of a series of drawings with explanations of what happens in each scene. Storyboards help visualize scenes before filming and organize filming by showing what shots and camera movements are needed. They usually include details like the number of scenes, camera shots, camera movements, timings, lighting, sounds, and locations. The purpose of a storyboard is to plan out a video or animation beforehand and see what each scene will look like. They can be created by hand or digitally.
Visualisation diagrams are used to plan products and images. They show what something will look like when created. Visualisation diagrams can be hand drawings or digital designs. They are used to plan costumes, logos, posters, vehicles, and webpages. The purpose is to understand how a product or image will appear. They allow features to be labeled and viewed from different angles.
This document discusses client requirements for a lesson. It explains that the client is the person who commissions a project and will provide requirements to guide the project. Requirements can be obtained through discussions with the client, written briefs, scripts, or formal specifications. Getting clear requirements from the client is important for appropriately planning projects. Interpreting and understanding the client's requirements is a goal of the lesson.
Scripts are written documents used to plan television shows, films, and other visual media. They explain the scenes, narrative, characters, dialogue, directions, shots, camera movements, sounds, and other details. The purpose of a script is to plan the story and scenes so actors know their lines and roles. It is used in production to ensure everyone understands the vision. A script may include original stories or adaptations and typically has a beginning, middle, and end.
This document provides guidance for analyzing commercial websites. It discusses:
1) The goals of understanding varying audience needs and analyzing existing websites.
2) What constitutes a commercial website and examples of commercial site categories.
3) Criteria for website analysis including purpose, visitor needs, information flow, features, benefits, and content.
4) The task of researching and analyzing at least three contrasting commercial websites using the specified criteria.
This document provides instructions for a lesson on storyboards. The lesson goals are to understand the purpose of storyboards, identify their key features, and explain their content. Students are asked to find examples of storyboards from Pixar and Disney films and explain the content, style, and potential use of each storyboard. Key terms defined are storyboard, which are drawings and information about film scenes, and scene, which are individual screens on a storyboard that show the action.
The document provides an introduction to the Cambridge Nationals in Creative iMedia course. It discusses that the course will develop skills using industry standard software like Adobe. It also outlines that students will need to complete four units, including one exam and three coursework units, to pass the course. They will learn about pre-production skills, digital graphics, comic book creation, and game design.
This document provides information from a Year 12 Parents' Information Evening at a sixth form college. It summarizes academic performance data, lists the sixth form staff, explains targets for student achievement, outlines subject choices and timetable changes, and details policies around attendance, learning support, careers guidance, and other opportunities available to students.
This document discusses uses of digital graphics. It outlines lesson goals of understanding where digital graphics are used, their purposes, and analyzing examples. Digital graphics can be used for entertainment, promotion, information, advertising, and education. They are often found in multimedia products. The task is to research and report on how digital graphics are used in the entertainment industry, why they are used there, and analyze examples by describing the graphic's purpose and fit for that purpose.
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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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
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
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
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
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.