Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 19: Groupware
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document discusses different approaches to providing user support, including quick reference help, tutorials, documentation, wizards, and adaptive help systems. It covers the requirements of user support like availability, accuracy, consistency, and flexibility. Approaches discussed include command assistance, context sensitive help, online tutorials, documentation, wizards, assistants, and adaptive help systems. Key challenges of adaptive help systems include the knowledge requirements and controlling the interaction.
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses principles of universal design and multi-sensory interaction. It covers using multiple senses like sight, sound, and touch to provide richer interaction. Speech and non-speech sounds are explored as input and output methods. Handwriting recognition and gestures are also covered as alternative interaction techniques. The document examines applications and challenges of different technologies for users with varying abilities.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
Chapter 13: Socio-organizational issues and stakeholder requirements
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 19: Groupware
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document discusses different approaches to providing user support, including quick reference help, tutorials, documentation, wizards, and adaptive help systems. It covers the requirements of user support like availability, accuracy, consistency, and flexibility. Approaches discussed include command assistance, context sensitive help, online tutorials, documentation, wizards, assistants, and adaptive help systems. Key challenges of adaptive help systems include the knowledge requirements and controlling the interaction.
Multimodal interaction provides the user with multiple modes of interacting with a system. A multimodal interface provides several distinct tools for input and output of data.
HCI 3e - Ch 14: Communication and collaboration modelsAlan Dix
Chapter 14: Communication and collaboration models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses principles of universal design and multi-sensory interaction. It covers using multiple senses like sight, sound, and touch to provide richer interaction. Speech and non-speech sounds are explored as input and output methods. Handwriting recognition and gestures are also covered as alternative interaction techniques. The document examines applications and challenges of different technologies for users with varying abilities.
Chapter 9: Evaluation techniques
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 17: Models of the system
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 15: Task analysis
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
HCI 3e - Ch 16: Dialogue notations and designAlan Dix
Chapter 16: Dialogue notations and design
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
Human Computer Interaction was developed in 1983 by Stuart Card, Thomas Moran, and Allen Newell and explained in their book "The Psychology of Human Computer Interaction". It uses goals, operators, methods, and selections to model and predict human performance on computer systems. Goals are what a user wants to accomplish, operators are actions to reach goals, methods are sequences of operators, and selections determine which method to use based on context.
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
The document discusses various topics related to human-computer interaction (HCI), including usability paradigms, object-action interfaces, principles and guidelines. It describes key concepts like usability and its components (learnability, efficiency, etc.). It also covers the history of HCI through different paradigm shifts from time-sharing to ubiquitous computing. Theories, models, principles and guidelines for designing usable interactive systems are explained at different levels from conceptual to practical. The object-action interface model and its application in design is discussed in detail.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 1: The human
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document provides an overview of human information processing and cognition. It discusses how humans receive and interpret visual and auditory information. It describes short-term and long-term memory, including different memory models. It also covers topics like problem solving, reasoning, decision making, and how emotion can influence cognitive abilities.
This document discusses various techniques for fostering creativity and innovation. It begins by explaining that generating and exploring bad ideas can help designers take large leaps through the design space. It then covers additional techniques like externalization, using multiple classifications, finding critical transitions between concepts, and using personality prosthetics to help people approach problems in new ways given their natural cognitive styles. The overall message is that understanding creativity involves examining how various aids and techniques work to foster novel ideas.
Chapter 17: Models of the system
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 15: Task analysis
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 12: Cognitive models
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 8: Implementation support
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
HCI 3e - Ch 6: HCI in the software processAlan Dix
Chapter 6: HCI in the software process
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses various elements of computer systems and human-computer interaction. It describes input devices like keyboards, mice, touchscreens, as well as output displays such as CRT monitors, LCD screens, and digital paper. It also covers 3D interaction techniques used in virtual reality systems for positioning, movement, and viewing 3D content through helmets or caves. The document provides information on how these interaction techniques and devices work to facilitate human use of computer systems.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
HCI 3e - Ch 16: Dialogue notations and designAlan Dix
Chapter 16: Dialogue notations and design
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses several models of human-computer interaction, including predictive models, Guiard's model of bimanual skill, and the Key-Action Model (KAM) of keyboard interaction. Guiard's model describes the different roles of the preferred and non-preferred hands in tasks. The KAM categorizes keyboard keys as symbol, executive, or modifier keys. Both models provide insights for interaction design, such as implementing scrolling with the non-preferred hand and distributing executive keys for both hands. Microsoft keyboards are cited as an example of applying these insights.
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
Human Computer Interaction was developed in 1983 by Stuart Card, Thomas Moran, and Allen Newell and explained in their book "The Psychology of Human Computer Interaction". It uses goals, operators, methods, and selections to model and predict human performance on computer systems. Goals are what a user wants to accomplish, operators are actions to reach goals, methods are sequences of operators, and selections determine which method to use based on context.
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
The document discusses various topics related to human-computer interaction (HCI), including usability paradigms, object-action interfaces, principles and guidelines. It describes key concepts like usability and its components (learnability, efficiency, etc.). It also covers the history of HCI through different paradigm shifts from time-sharing to ubiquitous computing. Theories, models, principles and guidelines for designing usable interactive systems are explained at different levels from conceptual to practical. The object-action interface model and its application in design is discussed in detail.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Chapter 1: The human
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them” -ACM/IEEE
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document provides an overview of human information processing and cognition. It discusses how humans receive and interpret visual and auditory information. It describes short-term and long-term memory, including different memory models. It also covers topics like problem solving, reasoning, decision making, and how emotion can influence cognitive abilities.
This document discusses various techniques for fostering creativity and innovation. It begins by explaining that generating and exploring bad ideas can help designers take large leaps through the design space. It then covers additional techniques like externalization, using multiple classifications, finding critical transitions between concepts, and using personality prosthetics to help people approach problems in new ways given their natural cognitive styles. The overall message is that understanding creativity involves examining how various aids and techniques work to foster novel ideas.
A Vision-Based Mobile Platform for Seamless Indoor/Outdoor PositioningGuillaume Gales
The emergence of smartphones equipped with Internet access, high resolution cameras, and posi- tioning sensors opens up great opportunities for visualising geospatial information within augmented reality applications. While smartphones are able to provide geolocalisation, the inherent uncertainty in the estimated position, especially indoors, does not allow for completely accurate and robust alignment of the data with the camera images.
In this paper we present a system that exploits computer vision techniques in conjunction with GPS and inertial sensors to create a seamless indoor/outdoor positioning vision-based platform. The vision-based approach estimates the pose of the camera relative to the fac ̧ade of a building and recognises the fac ̧ade from a georeferenced image database. This permits the insertion of 3D widgets into the user’s view with a known orientation relative to the fac ̧ade. For example, in Figure 1 (a) we show how this feature can be used to overlay directional information on the input image. Furthermore we provide an easy and intuitive interface for non-expert users to add their own georeferenced content to the system, encouraging volunteering GI. Indeed, to achieve this users only need to drag and drop predefined 3D widgets into a reference view of the fac ̧ade, see Figure 1 (b). The infrastructure is flexible in that we can add different layers of content on top of the fac ̧ades and hence, this opens many possibilities for different applications. Furthermore the system provides a representation suitable for both manual and automatic content authoring.
This document discusses open data in island and remote communities. It describes challenges communities like Tiree face in accessing and using open data due to their small size and remoteness. It then outlines the ODIC (Open Data Islands and Communities) project which aims to improve data flows within communities, from communities to the wider world, and between communities, in order to empower communities and improve the availability and quality of open data. Key research challenges around working with small, heterogeneous datasets in disconnected areas are also mentioned.
Human-Like Computing and Human-Computer InteractionAlan Dix
paper presented at Human Centred Design for Intelligent Environments (HCD4IE) Workshop, HCI2016, Bournemouth, UK, 12 July 2016.
http://alandix.com/academic/papers/HCD4IE-2016-human-like/
additional slides for Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
This document discusses factors that promote user acceptance of products and emphasizes a user-centric approach to design. It defines a user as a customer who selects, receives, applies, and potentially retains an offered product. A user's scope of awareness is shaped by their predispositions and is defined through presence, proof, convenience and preference. An effective offer coincides with a user's scope of awareness by prioritizing critical prerequisites for acceptance identified through their behaviors, predispositions, and points of view. Affinity relates to a user's expressed needs while attraction reflects their appetites, and effective offers balance both to achieve overall acceptance.
Augmented Reality (AR) - The Future of Mobile Applications? Carin Campanario
Inspirational snippets of information (images and website links) about AR technologies, applications, concepts, ideas, events and blogs, gathered from the web for a Barcamp London 7 session on 25th October 2009, by Carin Campanario.
The document discusses the history and evolution of paradigms in human-computer interaction (HCI). It describes several paradigm shifts in interactive technologies including: batch processing, time-sharing, interactive computing, graphical displays, personal computing, the World Wide Web, ubiquitous computing. Each new paradigm created a new perception of the human-computer relationship.
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
Virtual reality refers to interactive simulations that immerse users in virtual 3D environments. The document outlines the history of VR from flight simulators in the 1950s to commercial systems in the 1980s-1990s. It describes types of VR including immersive, telepresence, and mixed reality. The architecture of a VR system includes input processors, simulation processors, rendering processors, and a world database. Applications are discussed in fields like architecture, medicine, engineering, entertainment, and training. Advantages include interaction and cost savings, while disadvantages include health effects and usability issues. The future of VR is predicted to include integration into daily life and rapid technological advancement.
This document discusses ubiquitous computing and augmented realities. It describes how ubiquitous computing involves filling the real world with computers through technologies like smart phones, digital paper, and smart displays. Augmented reality involves making the real world appear in a computer by overlaying virtual objects on the physical world. Examples of applications discussed include using augmented reality for maintenance tasks and virtual reality for simulation, training, and data visualization. Challenges of these technologies include merging the physical and digital worlds and evaluating systems designed for new types of ubiquitous, continuous interactions.
This document discusses augmented reality (AR), which combines real and virtual elements. It defines AR and outlines its components, including head-mounted displays, tracking systems, and mobile computing. Examples of AR applications in education, military, and gaming are provided. The key challenges of AR are accurate tracking and orientation. The conclusion states that AR will continue to blend real and virtual experiences.
This document discusses augmented reality (AR), which combines real and virtual elements. It describes AR systems, which overlay computer-generated data onto the real world in real-time using devices like head-mounted displays. The key components of an AR system are displays, tracking systems, and mobile computing. Examples of AR applications mentioned are education, military, and gaming. Limitations include challenges with accurate tracking and orientation. The conclusion states that AR will continue merging real and virtual experiences for users.
The document discusses the history and types of virtual reality (VR). It describes VR as a high-end user interface that involves real-time simulation and interactions through multiple senses. The main types of VR discussed are windows-on-world desktop VR, immersive VR using head-mounted displays, telepresence, augmented reality, and distributed VR across networks. The technologies that enable VR include various displays, sensors, and interaction devices. VR has applications in entertainment, medicine, education and training by creating realistic virtual environments. Current problems with VR include integration issues, cybersickness, and low fidelity. Major companies developing VR include Oculus VR, HTC Vive and Sony.
This document provides an overview of augmented reality (AR), including its definition, history, differences from virtual reality, display technologies, techniques, components, and potential application domains. It defines AR as combining real and virtual objects in real time and discusses optical and video see-through displays. Example applications mentioned include medical imaging, tourism, manufacturing, and education.
virtual reality Barkha manral seminar on augmented reality.pptBarkha Manral
This document discusses augmented reality (AR), which combines real and virtual elements to enhance one's current perception of reality. It describes how AR systems work by superimposing graphics, sounds, and other information over a real-time view using devices like head-mounted displays. The key components required for AR are displays, tracking systems to detect the user's location and orientation, and mobile computing power. The document outlines several potential applications of AR technology in fields like education, military, tourism and gaming.
Virtual reality allows users to interact with simulated environments, whether based on real or imaginary places. Most VR is primarily a visual experience shown on screens or special displays, though some systems include sound and limited tactile feedback. While technical limitations currently make high-fidelity VR difficult, improvements in processing power, resolution and bandwidth are expected to overcome these issues over time. VR has applications in training, scientific visualization, medicine, education and more. Recent advancements include contact lenses and software that allow existing graphics applications to run on VR devices without source code access.
Virtual reality (VR) uses computer-generated environments to simulate experiences. It is created through specialized hardware like headsets and software. Augmented reality (AR) overlays digital information on the real world. While VR immerses users in artificial worlds, AR enhances real-world environments. Major applications of VR and AR include education, gaming, media, and more. Programming languages like C++ and Unity are commonly used to develop VR content and applications.
Holodeck, Matrix, Simulacron - The Ultimate Display in the Year 2030 Matthias Mueller-Prove
Holodeck, Matrix, Simulacron - The Ultimate Display in the Year 2030 /by Frank Steinicke at Raum Schiff Erde 2015 http://raumschiffer.de/media/2015/holodeck.html
This document provides information about virtual reality (VR) including its concepts, forms, applications, and devices. It discusses three forms of VR: through-the-window, immersive, and second person. VR applications include perambulation, synthetic experiences, and realization. Key VR devices described are data gloves, head mounted displays, VR chairs, cameras, and sound systems. Basics of the VRML file format and elements are also covered.
Virtual reality refers to computer-generated simulations that immerse users in an artificial 3D environment. The seminar discusses the history, principles, components and types of VR systems. VR uses head-mounted displays, gloves, and other devices to track user movements and render interactive 3D environments for applications in entertainment, medicine, manufacturing, education and training by simulating real-world environments without physical risks. While VR provides benefits like improved learning and safety, challenges include high costs, potential for cybersickness or escapism, and limitations of simulated training compared to real-world experience.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual reality is also known as Artificial Reality. It us often referred as VR/AR. Virtual reality includes Augmented reality, Windows on web, Immersive VR, Telepresence, Mixed Reality(Augmented Reality), Distributed VR.
Teleporting effect using augmented realityManojKumar6305
Many historical sites in South Korea have been damaged by development projects. AR Teleport is a mobile app that uses augmented reality to reconstruct these historical sites, allowing users to view them as they were in the past directly from the present locations. The app aims to provide rich interactive experiences through gestures like jumping and touching. This study examines how these interactions impact user interest and awareness levels. AR Teleport opens new possibilities for digitally reconstructing historical places through mobile augmented reality experiences.
Many historical sites in South Korea have been damaged by development projects. AR Teleport is a mobile app that uses augmented reality to reconstruct these historical sites, allowing users to view them as they were in the past directly from the current locations. The app aims to provide rich interactive experiences through gestures like jumping and touching. This study examines how these interactions impact user interest and awareness levels. AR Teleport could open new opportunities for digitally restoring historical places through mobile interactions.
Frank Steinicke (Univ of Hamburg) Being Really Virtual - Virtual Reality in t...AugmentedWorldExpo
In order to gain a better understanding of how living in such a virtual environment (VE) would impact human beings, we conducted a self-experiment in which we exposed a single participant in an immersive VR setup for 24 hours (divided into repeated sessions of two hours VR exposure followed by ten minutes breaks), which is to our knowledge the longest documented use of an immersive VEs so far.
In my presentation I will talk about what we learned from the experiment. I will give an outlook of what VR will become in the next 15 years and what it means to be be really virtual.
Augmented World Expo (AWE) is back for its seventh year in our largest conference and expo featuring technologies giving us superpowers: augmented reality (AR), virtual reality (VR) and wearable tech. Join over 4,000 attendees from all over the world including a mix of CEOs, CTOs, designers, developers, creative agencies, futurists, analysts, investors, and top press in a fantastic opportunity to learn, inspire, partner, and experience first hand the most exciting industry of our times. See more at http://AugmentedWorldExpo.com
This document provides an overview of virtual reality (VR) technologies. It defines VR as a 3D computer-generated environment that a user can interact with via specialized equipment. It describes common VR hardware like headsets, gloves, and suits. It also discusses the different processes involved in VR like visual rendering and audio rendering. The document then outlines several applications of VR in fields like military training, medicine, engineering, entertainment and more. It notes both the positive impacts of VR in providing risk-free experiences, as well as challenges like eye strain, addiction, and difficulty distinguishing virtual from real. Finally, it speculates about future possibilities for more immersive VR through memory implants and shared virtual experiences.
This document discusses recent advances in augmented reality applications. It provides an overview of augmented reality, including definitions and how it differs from virtual reality. The document then discusses several types of augmented reality applications including education, medical, gaming, navigation, construction, and military. It also summarizes the results of a survey conducted by NASA on the impact of instructional medium on task completion times. Finally, it covers limitations of augmented reality technology and barriers to widespread adoption, as well as the future potential of augmented reality.
Similar to HCI 3e - Ch 20: Ubiquitous computing and augmented realities (20)
AI for HCI – could this be a better title if I’d asked ChatGPTAlan Dix
Seminar in Pisa, Italy, 11th June 2024
https://www.alandix.com/academic/talks/Pisa-AI4HCI-2024/
AI has entered into all aspects of life. Sometimes this is hidden, below the surface of the devices and applications we use; sometimes much more explicit in interactions with devices and user interfaces. In this talk I'll explore some of the ways in which AI can be used to enhance existing interactions and also how we can effectively design user interfaces for A-rich systems. In addition I can be used by UX designers and AI developers need better ways to interact with their tools and systems. Perhaps more fundamental is not the direct effects of AI, but the ways in which it is fundamentally changing the society and world in which we live.
Just Counting – a tool ecosystem for personal numeric informationAlan Dix
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Paper presented at 17th International Conference on Advanced Visual Interfaces (AVI 2024), Arenzano (Genoa), Italy. June 3rd -7th 2024
https://alandix.com/academic/papers/AVI2024-justcounting/
Numbers are part of day-to-day life from household budgeting to making sense of global warming and planning academic projects. But, for many, dealing with numeric information is daunting with multiple step changes in complexity moving from, say simple calculations to spreadsheet use, as well as difficulties managing different sources of complex information. In this paper we present an ecosystem of interconnected prototype tools that explore this space, including TSoW interpreting unfamiliar orders of magnitude; calQ a four-function calculator that shifts seamlessly to micro-spreadsheet; WS2 embedding spreadsheet-like features in web pages; and myData collating and connecting the diverse data sources. Collectively, these tools offer an envisionment to prompt discussion both of the way end-users can more easily deal with numeric information and of the background technical infrastructure necessary for this to happen.
A flexible QR-code infrastructure for heritageAlan Dix
Paper presented at AVICH 2024: Workshop on Advanced Visual Interfaces and Interactions in Cultural Heritage. AVI 2024 at Arenzano (Genoa), Italy, 4th June 2024
https://alandix.com/academic/papers/AVI2CH2024-qrarch/
QR codes are often used in outdoor cultural heritage settings. They are an established technology but inflexible, especially if the websites to which they point change their structure, or even disappear. This paper describes a web infrastructure for deploying QR codes that can be remapped dynamically, both as web resources move or change, but also to allow personalized and adaptable content. This is a small change in the underlying technology, but radically change potential applications. It can be used to personalise content to viewer’s preferences such as language choices, but could be used to support bespoke events or applications such as school visits or treasure hunts. The infrastructure has been deployed at the Memorial Gardens in the lost village of Troedrhiwfuwch, to enable the stories of fallen WWI and II service men to be retold for the current generation
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
AI and the Humanities – provocations – The Arts, Humanities & Responsible AI...Alan Dix
Keynote at The Arts, Humanities & Responsible AI Symposium Aberystwyth University, Wales, 29th June 2024
https://www.alandix.com/academic/talks/AHRAI-2024/
The talk takes an excursion through several frameworks or ways of looking at the way artificial intelligence impacts:
* humanities and social science research
* social justice
* fundamental changes in society
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
CDT Away Day Talk: Qualitative–Quantitative reasoning and lightweight numbersAlan Dix
Talk at EPIC CDT Away Day, St Davids Hotel, Cardiff, 11th April 2024.
https://alandix.com/academic/talks/CDT-away-day-April-2024-QQ/
As academics we need to deal with numbers including project management spreadsheets and student marks. In addition, they are part of day-to-day life whether household budgeting or working out how many socks to pack for a journey. Perhaps most crucially, many national and global issues require an understanding of numeric information from climate change to tax rates, and of course the Covid-19 pandemic. If citizens are not able to make sense of this, democracy fails. Of course, many are not only uncertain when dealing with numbers, but suffer more or less extreme maths anxiety. Indeed a recent UK survey found that, “over a third of adults (35%) say that doing maths makes them feel anxious, while one in five are so fearful it even makes them feel physically sick”. Sometimes detailed calculations are necessary, but often the critical skill is qualitative–quantitative reasoning, that is a qualitative understanding of quantitative phenomena. This can after be aided by the ability to use back-of-the-envelope calculations and dealing with lightweight numeric information. This talk discusses these issues and presents some prototype tools to explore the design space for personal numeric information.
This talk is largely the same as the one of the same name given at Ulster University in February. However, the slides have been updated to correct web material misattributed to BBC which was actually Guardian. An eagle-eyed member of the audience spotted that the font in the screenshot was one found in the Guardian online web and not the BBC.
Swan(sea) Song – personal research during my six years at Swansea ... and bey...Alan Dix
Talk at the Computational Foundry, Swansea University, 24th April 2024.
https://alandix.com/academic/talks/Swansea-song-April-2024/
This talk was my last formal act as Director of the Computational Foundry, before retiring from Swansea University at the end of April 2024. It was the last part in a research afternoon of the School of Mathematics and Computer Science, during which there were talks by other members of the school including a wonderful potted history of Maths and CS in the University and the Computational Foundry by John Tucker and Matt Jones.
This talk is a summary (partial) of more personal research through my time at Swansea, some in collaboration with others across the university, some with those external to Swansea, and some more individual. The talk used a number of web-based prototypes and systems that I've developed, many as weekend projects, to look at areas including AI, digital humanities and heritage, qualitative-quantitative reasoning, statistics and maths education, physical prototyping and UX tools. The talk included work inspired by teaching, consultancy and other real-world problems, but almost always also including a strong theoretical dimension. This reflects my personal background, as the son of a carpenter, but where mathematics was my academic 'first love' -- always seeking out ways in which practical making and fundamental knowledge interact. A theme that runs through many of the examples is the way in which many if the things that were completed while at Swansea had roots before, and also things I started here will continue on the future. And now I look forward to the coming years; although my employment at Swansea has ended, I will continue to collaborate with many in the University, both those I have met since being in Swansea and those I know before.
From Family Reminiscence to Scholarly Archive .Alan Dix
, digital economy, human-computer interaction, design thinking, computational thinking
Keynote at Transforming Heritage Research in a Transforming World, the
International Hellenic University, Serres, Greece, 16-17 April 2024.
https://alandix.com/academic/talks/CAA-GR-2024/
Human-Centred Artificial Intelligence – Malta 2024Alan Dix
Rarely a day goes by without an AI story in the news. Sometimes, there is good news, such as the use of AI to discover a new pharmaceutical, but often more dark, about AI bias or the way it may rob us of jobs, privacy or autonomy. The human impact of AI is of two kinds. First, what AI does directly - systems that we use and can design better or worse. Second, how AI shapes society, the way AI can create mismatches of power between large corporations and nation states, and between organisations and individuals. Recent advances in large-langage models in particular may mean that AI is only in the hands of those who can afford massive computational power and technical expertise. However, there are signs of hope, in particular the way that generative AI might enable niches applications that would otherwise be impossible. In education this may allow personalised tuition, bit also changes what needs to be learnt ... not necessarily digital; the ability of LLMs to generalise may offer ways for minority languages to survive; and in health there is the possibility of personalised medicine, and affordable ways to help well-being and mental health.
The future of UX design support tools - talk Paris March 2024Alan Dix
talk to ACM SIGCHI Paris Chapter at Université Paris-Saclay, 19th March 2024.
https://alandix.com/academic/talks/Paris-UX-2024/
From the 1980s graphical interfaces have dominated the way we envisage user interactions. While we know and teach our students about the importance of taking a wider perspective, the vast majority of tools used in practical UX (user experience) design are dominated by screens. In this talk I will explore ways in which future design can step beyond the pixelated surface.
One strand is understanding the physical nature of devices, human bodies, and the environments within which they engage; this is addressed in my 2022 book “TouchIT – Understanding Design in a Physical-Digital World” co-authored with Steve Gill, Jo Hare, and Devina Ramduny-Ellis.
The other strand is work over the last few years with Miriam Sturdee and Anna Carter, collectively entitled InContext, in which we have been exploring next generation UX tools, including investigative workshops and focus groups. While not a major issue, AI was mentioned in these workshops, but they were before the recent rise in awareness fostered by ChatGPT. I will contextualise this building on two other books that I am completing relating to AI and Human–Computer Interaction.
I will demonstrate two tools that explore the space of design beyond the screen. One, ScenarioViewer enables screen-based prototypes, at various levels of fidelity, to be embedded within story-board-like contextual images. The other, PhysProto, allows physical prototypes to be interactively explored remotely using video clips and Physigrams, executable models of the physical behaviour of the device. These are prototypes of prototyping tools, but also provotypes, designed to provoke you to consider for yourself the future of UX design support tools.
Qualitative–Quantitative reasoning and lightweight numbersAlan Dix
Seminar at University of Ulster, 21st February 2024.
https://alandix.com/academic/talks/Ulster-2024-QQ/
As academics we need to deal with numbers including project management spreadsheets and student marks. In addition, they are part of day-to-day life whether household budgeting or working out how many socks to pack for a journey. Perhaps most crucially, many national and global issues require an understanding of numeric information from climate change to tax rates, and of course the Covid-19 pandemic. If citizens are not able to make sense of this, democracy fails.
Of course, many are not only uncertain when dealing with numbers, but suffer more or less extreme maths anxiety. Indeed a recent UK survey found that, “over a third of adults (35%) say that doing maths makes them feel anxious, while one in five are so fearful it even makes them feel physically sick”.
Sometimes detailed calculations are necessary, but often the critical skill is qualitative–quantitative reasoning, that is a qualitative understanding of quantitative phenomena. This can after be aided by the ability to use back-of-the-envelope calculations and dealing with lightweight numeric information.
This talk discusses these issues and presents some prototype tools to explore the design space for personal numeric information.
Invited talk at Diversifying Knowledge Production in HCIAlan Dix
Invited talk at workshop on Diversifying Knowledge Production in HCI: Exploring Materiality and Novel Formats for Scholarly Expression.
TEI'24, Cork, 11th Feb 2024
https://alandix.com/academic/talks/TEI-workshop-2024/
Invited talk at AMID 2023 – 1st International Workshop on Accessibility and Multimodal Interaction Design Approaches in Museums for People with Impairments, in conjunction with MoileHCI Conference, 26 Sept. 2023.
https://alandix.com/academic/talks/AMID2023-exceptional/
Often accessibility is an afterthought or sticking plaster to fix the holes in an experience that was designed with a central audience in mind: maybe middle-aged, fully abled, well educated. Ideally we would have user experiences designed specifically for different kinds of modalities and in different tyles, not just because of the wide diversity of users, but also because any one user has varying needs and varying abilities at different times. In the context of a large museum or cultural institution this is already challenging, but appears impossible for smaller archives, or local community heritage. Yet if heritage and history is to be accessible this also applies to production, democratising digitisation and empowering marginalised groups.. We need appropriate architectures, tools, technology infrastructure and platforms, that make this not just possible, but simple. In this talk I offer some insights, some examples and many research challenges towards the goal of enabling exceptional experiences for everyone.
Keynote at 9th International Conference on Computing and Informatics (ICOCI 2023), "Nurturing an inclusive digital society for a sustainable nation", 13-14 September 2023, Kuala Lumpur, Malaysia
https://alandix.com/academic/talks/ICOCI2023-keynote/
AI is transforming many sectors of the economy and our day-today lives. We hear of success stories including medical advances, but also worries that AI will destroy jobs or even be an existential threat to humanity. We also know that for previous waves of technology – mechanical, electronic and digital – the costs and benefits do not fall equally to everyone in society. There are clear dangers that AI will further entrench existing power and deepen the digital divide: both at an individual level and globally. For example, training foundation models, such as GPT-4, requires enormous computational power and massive data sets accessible only to the largest corporations. However, the ways in which these can be used generatively in more niche areas, offers potential for minority languages and individualised learning that was previously only accessible to the rich. Whether the threats of AI or its opportunities dominate is not simply an abstract question, but one that impacts the most disadvantaged around us, and one that, as researchers and practitioners in digital technology, we can affect. If we truly want an inclusive digital society, then we need to make it happen.
Hidden Figures architectural challenges to expose parameters lost in codeAlan Dix
Position paper presented at Engineering Interactive Systems Embedding AI Technologies at EICS 2023, Swansea, Wales, UK. 27 June. 2023.
https://alandix.com/academic/papers/EISEAIT2023-hidden/
Many critical user interaction design decisions are made in the heat of detailed development. These include simple parameter choices or more complex weightings in intelligent algorithms. Many would be appropriate for expert design review, user-preference choices or optimisation by machine learning, but they are buried deep in the code. Although the developer may realise this potential, the location of the decision is far removed in the code from where user feedback occurs, data can be collected and machine learning could be applied. This position paper describes several case studies and use them to frame an architectural challenge for tools and infrastructure to uncover these hidden variables to make them available for machine learning and user inspection.
ChatGPT, Culture and Creativity simulacrum and alterityAlan Dix
Keynote at Creative AI Research Conference 2023
https://alandix.com/academic/talks/CAR2023-keynote/
Over the years many of the ‘red lines’ of artificial intelligence have been crossed: challenges that were deemed to require uniquely human understanding. In 1997, chess fell as Deep Blue defeated Kasparov; then, twenty years later, AlphaGo beat Ke Jie, the world’s top Go player. Arguably, game playing can be considered artificial and formal, not representing the rich nuanced nature of human intelligence embodied in the real world. However, large language models have challenged these assumptions producing dialogue and texts that appear human – passing the Turing test . Furthermore, the text, and poems generated by ChatGPT and images created by DALL-E appear almost creative.
Has the last bastion fallen or is it merely the babbling of ‘stochastic parrots’? Is AI the ultimate charlatan peddling plagiarism or instead the child’s cry that reveals the emperor’s cloths of human creativity are sham? And what does it mean to be creative anyway?
I will attempt, if not to answer these deep questions, at least lay down some pointers. We will test the limits of the myth of the individual innate genius with inspiration gifted by the muses; and explore the way creativity is always embodied in culture and technology. Yet, while artists and philosophers debate, the child draws on.
Why pandemics and climate change are hard to understand and make decision mak...Alan Dix
Talk given as part of Online Seminars on Human Computer Interaction and User Experience
Presented by British Computer Society Interaction Group
and Interacting with Computers, 27 February 2023
https://alandix.com/academic/talks/BCS-IwC-Covid-Feb-2023/
This talk draws on diverse psychological, behavioural and numerical literature to understand some of the challenges we all face in making sense of large-scale phenomena and use this to create a roadmap for HCI responses. This body of research points the way toward current challenges and equips us with tools and principles that can help HCI researchers deliver value. The talk is framed by looking at patterns and information that highlight some of the common misunderstandings that arise – not just for politicians and the general public but also for those in the academic community’s heart. This talk does not have all the answers to this, but we hope it provides some and, perhaps more importantly, raises questions that we need to address as scientific and technical communities.
Beyond the Wireframe: tools to design, analyse and prototype physical devicesAlan Dix
Keynote at Fifth European Tangible Interaction Studio, ENAC Toulouse. Nov. 7-10 2022.
https://alandix.com/academic/talks/ETIS2022-keynote/
For many years interaction design was driven by the abstractions of WIMP (windows, icons, menus, pointer). The details differ on desktop applications, web pages or smart-phones and the ‘pointer’ has evolved from mice to trackpad and touch-based interactions, however, for many digital applications, the central aspects are unchanged. What is different is that the screens we encounter, as Weiser predicted, are everywhere: embedded in physical appliances such as showers and toasters and situated in office walls and building facades. Furthermore, we are often engaging with digital applications that have no obvious screen or where the screen if present is only a small part of the interaction; these include voice assistants, semi-autonomous vehicles, and smart cities.
Even where the dominant interaction is focused on a screen, the places where we use them and the physical activities, we are doing fundamentally affect the nature of the interactive experience: using a smartphone while sitting in an armchair and watching television, is very different from thumbing a quick message whilst walking down a busy city road on a rainy night.
In this talk I will describe several design techniques and prototype tools that seek to address the physicality of digital interactions including the physical nature of the device itself and the physical context in which it is placed. This will include ‘soft’ formal methods to describe physical aspects of devices, ways to use video to model physical prototypes during early design and tools to encourage designers to keep the context of use in mind even when working on largely screen-based interactions.
The talk draws on some long-standing work, parts of the recently published book 'TouchIT: Understanding Design in a Physical-Digital World' (co-authored with Steve Gill, Devina Ramduny-Ellis, and Jo Hare) and the InContext project (in collaboration with Miriam Sturdee and Anna Carter). The latter arose from the realisation that despite the vast number of design tools available, nearly all focus entirely on the screen and wireframes. We are asking "what is the Next Generation of UX design tool?" – perhaps you would like to join this conversation.
Forever Cyborgs – a long view on physical-digital interactionAlan Dix
Keynote at the European Conference on Cognitive Ergonomics (ECCE 2022), Kaiserslautern, Germany, 7th Oct 2022.
https://alandix.com/academic/talks/ECCE2022-keynote/
From prehistory to the internet age, humans have always lived as part of a technologically mediated world. Knapped flints have given way to touch-screens, cuneiform to CSS, but in both rapid hand-eye coordination and long-term social interactions, our experiences and actions in the world are embedded in a physical, mechanical, symbolic and digital nexus. After far too long in the writing, my co-authors and I are delighted that "TouchIT: Understanding Design in a Physical-Digital World" is finally published – symbolic words, recorded in digital media and printed on physical paper. This book covers established and emergent digital technology, but repeatedly the continuity of current and past technology, physical and digital worlds is evident. The fundamental cognitive resources that enable our digital existence in an age of constant flux are the result of aeons of development in a physical world that we remake and reimagine. In this talk I will explore multiple scales of digital interaction from seconds to years, informed by and illuminating what it means to be a fully embodied and richly reflective human.
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.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
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!"
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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How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
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.
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.
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.)
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...