Slides from my presentation the MCN 2013 conference in Montreal. Examines different kinds of immersive experiences in museum settings and probes the underlying vlaue of immersion as a design goal.
The document discusses the three basic elements of theatre - the text, performance, and audience. It explores how these elements interact and influence each other. The text can take many forms from plays to improvisation. The performance brings the text to life through elements like acting, design, and staging. The audience completes the experience and provides feedback through their engagement. Theatrical works exist on a spectrum from popular entertainment to challenging avant-garde works, and economics plays a role in who can access and appreciate live performances.
Drawing from the Well of Language: Droughts, Floods, and Flows of MeaningPeter Samis
An attempt to distill some rules of thumb for museum interpretation, covering the spectrum from analog to digital. Delivered to an international audience of museum professionals in Yerevan, Armenia on October 21, 2012.
This document discusses how contemporary art exhibitions can shape youth identities through narrative spaces. It provides background on Swedish Travelling Exhibitions, which produces traveling exhibitions and education on exhibition media. The document discusses a pedagogical perspective on learning in cultural spaces and how youth understand their world through narratives. It provides two examples of exhibitions - The Collective and WORKING CLASS HERO - that allow youth to engage with art and reflect on their own narratives.
Visitor-Centered: What Does it Mean to Walk that Talk?Peter Samis
Presented at the National Museum of Denmark to a mixed audience of Nationalmuseet curators, educators, and staff from other Danish museums. The presentation addresses responsiveness to visitor needs in developing interpretive components and gallery design. I followed the talk with a hands-on workshop in which participants wrote labels in new ways, observed visitors, and edited their galleries with visitor experience in mind. Part of a 2-day symposium organized by Mette Boritz of the National Museum.
This document discusses using art as a portal for critical aesthetic pedagogy and empowerment. It provides examples of how art can be used to expose oppression and privilege, and empower students to enable social justice. Specific art forms that could be used as portals include myths, fine arts, performing arts, poetry, and various participatory art activities. The document also discusses Theatre of the Oppressed techniques like image theater, forum theater, and invisible theater.
Communicating through objects and collections belgradeNicholas Poole
A presentation to the Serbian museum community as part of their 'Reshaping the Museum' project - addressing questions of the social purpose of museums, and the implications of new models for Collections Management.
Theatre plays an important role in society by allowing self-expression, sharing history and culture, and promoting higher thinking. Many playwrights use drama to reflect contemporary society and teach lessons, creating catharsis and community for audiences. While television rose, theatre has continued as entertainment and an artistic medium, with plays often exploring social issues and human emotions.
The document discusses the three basic elements of theatre - the text, performance, and audience. It explores how these elements interact and influence each other. The text can take many forms from plays to improvisation. The performance brings the text to life through elements like acting, design, and staging. The audience completes the experience and provides feedback through their engagement. Theatrical works exist on a spectrum from popular entertainment to challenging avant-garde works, and economics plays a role in who can access and appreciate live performances.
Drawing from the Well of Language: Droughts, Floods, and Flows of MeaningPeter Samis
An attempt to distill some rules of thumb for museum interpretation, covering the spectrum from analog to digital. Delivered to an international audience of museum professionals in Yerevan, Armenia on October 21, 2012.
This document discusses how contemporary art exhibitions can shape youth identities through narrative spaces. It provides background on Swedish Travelling Exhibitions, which produces traveling exhibitions and education on exhibition media. The document discusses a pedagogical perspective on learning in cultural spaces and how youth understand their world through narratives. It provides two examples of exhibitions - The Collective and WORKING CLASS HERO - that allow youth to engage with art and reflect on their own narratives.
Visitor-Centered: What Does it Mean to Walk that Talk?Peter Samis
Presented at the National Museum of Denmark to a mixed audience of Nationalmuseet curators, educators, and staff from other Danish museums. The presentation addresses responsiveness to visitor needs in developing interpretive components and gallery design. I followed the talk with a hands-on workshop in which participants wrote labels in new ways, observed visitors, and edited their galleries with visitor experience in mind. Part of a 2-day symposium organized by Mette Boritz of the National Museum.
This document discusses using art as a portal for critical aesthetic pedagogy and empowerment. It provides examples of how art can be used to expose oppression and privilege, and empower students to enable social justice. Specific art forms that could be used as portals include myths, fine arts, performing arts, poetry, and various participatory art activities. The document also discusses Theatre of the Oppressed techniques like image theater, forum theater, and invisible theater.
Communicating through objects and collections belgradeNicholas Poole
A presentation to the Serbian museum community as part of their 'Reshaping the Museum' project - addressing questions of the social purpose of museums, and the implications of new models for Collections Management.
Theatre plays an important role in society by allowing self-expression, sharing history and culture, and promoting higher thinking. Many playwrights use drama to reflect contemporary society and teach lessons, creating catharsis and community for audiences. While television rose, theatre has continued as entertainment and an artistic medium, with plays often exploring social issues and human emotions.
The document discusses strategies for museums to cultivate meaningful engagement with cultural audiences through conversation and collaboration, examining how museums can move from being places that simply interpret cultural inheritance to becoming public squares that foster open discussions and welcome participation from visitors in interpreting artworks and cultural objects. It also explores how museums can optimize visitor experiences through approaches like identifying visitor motivations, providing interpretive materials focused on ideas, objects, or people, creating opportunities for flow states and epiphanies, and giving visitors a voice.
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
A slightly enlarged version of a talk given on the panel "Bringing together theory and practice in digital museum communication" with Allegra Burnette, Costis Dallas, Lev Manovich, Susan Hazan, and Sarah Kenderdine. Museums & the Web, San Diego, CA, April 13, 2012. The discussion was just getting underway when the hour ended!
Steven Lubar keynote presentation: Transport and Mobility on Display Steven Lubar
Presentation to the 9th International Conference of the International Association
for the History of Transport Traffic and Mobility: Transport and Mobility on Display
The document discusses the relationship between theatre and politics and how it has evolved. It refers to Brecht's epic theatre as challenging Aristotle's approach by integrating economics and politics into plays to stimulate intellectual response in audiences rather than emotional response. The document also discusses how Brecht sought to dismantle the traditional naturalistic theatre and its illusion of reality by creating a new drama based on critiquing the ideological assumptions of bourgeois theatre.
Artcasting: reflections on inventive digital evaluationjenrossity
Presentation given by Jen Ross at the Scottish Network on Digital Cultural Resources Evaluation Workshop 3. https://scotdigich.wordpress.com/2016/04/01/report-from-workshop-3-evaluating-use-and-impact/
The document discusses a museum's efforts to get visitors to provide comments and feedback on an art exhibition through a blog on the museum's website. Over 400 comments were received from over 200,000 page views, but comments only represented 2% of total blog visitors. The comments provided some useful insights but the discussion lacked depth and meaningful dialogue between visitors and the museum. Moving forward, the museum hopes to better facilitate genuine discussions between experts and novices and bridge the cultural divide through new approaches beyond just a blog.
The document discusses the definitions of art and theatre. It defines art as a skill, act of beauty, and human expression that selectively recreates reality. Theatre is defined as a "seeing place" where a performance takes place. Drama tells stories about people in conflict. Both theatre and drama are live, about human beings, and collaborative art forms. Common categories of theatre discussed include commercial, historical, political, experimental, and cultural theatre. The document contrasts how art challenges audiences and examines life critically, while entertainment aims to gratify and indulge without intellectual demands.
Jackie Calderwood creates collaborative filmmaking mediascapes that allow people to contribute user-generated content across physical and digital spaces. Her projects include e-merge, a filmmaking walk in St. James Park that mapped participant films onto a website, and Ambience, which mapped films from a public call onto a mediascape using PDAs and large-format projections. Her current project Soundlines will use film, sound, and web to engage communities with local landscapes over time. Calderwood's work explores how digital technologies can foster democratic cultural participation and community imaging through movement, collaboration, and shared experience.
1) Art is performed by everyone in many forms and is essential to society. It allows people to express themselves and communicate with others.
2) Creating art allows people to focus their minds and better understand their experiences and surroundings. It tells stories and conveys emotions in a profound way.
3) Art has existed for thousands of years, dating back to early humans drawing pictures in caves. It has continued to evolve over time but remains a vital part of human culture and expression.
This document discusses the evolution of public history over the past 25 years through examining 5 key questions: who, what, when, where, and why. It explores how perspectives have shifted from experts dictating public taste to embracing more diverse audiences and viewpoints. Museums are transforming from authorities of static content to platforms for generative sharing and social interaction where visitors can become users. The field has broadened its focus from the past alone to engaging relevant communities and stories for today.
This document provides information about a course on identity, including contact details for the lecturer, class times, assessment details, and required readings and resources. Students are expected to submit their first assignment, an illustrated written piece on their identities, by March 15th. The document also shares examples of artworks addressing themes of self-portraits and identity, including works by Ema Tavola, Albrecht Dürer, Kazimir Malevich, and Frida Kahlo. Concepts around reflexive identity from sociologist Anthony Giddens are discussed.
I visited the Leepa-Rattner Museum in Tarpon Springs, which houses a collection of American art including works by George Inness and Winslow Homer. The museum provided my first experience in an art museum, allowing me to view paintings, sculptures, and other works that helped expand my knowledge and appreciation of American art.
Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
Here are a few key reflections on my experience with theatre this semester:
- I've gained a deeper appreciation for all of the work that goes into a theatrical production. Directing taught me about the immense responsibility of overseeing all aspects of a show from conception to performance.
- Working directly with actors helped me understand how to give clear, thoughtful direction to help bring out their best work. Building trust and finding the humanity in each character were important lessons.
- The technical rehearsal process opened my eyes to the coordination required between all production elements. It's rewarding to see a fully-realized vision come to life on stage.
- Exploring different theatrical styles and conventions increased my understanding of how to craft authentic performances
The document discusses the importance of the audience in theatre. It begins by explaining that the actor-audience relationship is unique and dynamic, as each performance is influenced by the audience. It then provides a brief history of audiences from ancient Greek/Roman times to modern contemporary audiences. It notes that audience trends have declined in recent decades. The document concludes by outlining some "rules of being a good audience member."
Learning in virtual worlds: why Rosa keeps dancingMark Childs
A summary of the work of my PhD, explaining the role of presence, embodiment and identity in learning in virtual worlds. This was presented as a keynote at the SOLSTICE conference in Ormskirk in June 2011.
An overview of four elements of designing engaging cultural experiences, namely sensory immersion, emotional evocation, narrative transportation, and gameful participation. Examples of experiences that leverage these elements are cited and the relative expense of each is discussed.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
The document discusses strategies for museums to cultivate meaningful engagement with cultural audiences through conversation and collaboration, examining how museums can move from being places that simply interpret cultural inheritance to becoming public squares that foster open discussions and welcome participation from visitors in interpreting artworks and cultural objects. It also explores how museums can optimize visitor experiences through approaches like identifying visitor motivations, providing interpretive materials focused on ideas, objects, or people, creating opportunities for flow states and epiphanies, and giving visitors a voice.
This document discusses the role and purpose of museums in society from the perspective of the Dutch Open Air Museum (NOM). It addresses how NOM is perceived as focusing on nostalgia and attractions. It explores how NOM can remain relevant by telling more inclusive stories, engaging in societal issues, and taking a more active role in building connections. The document advocates using the GIVE model of storytelling to focus on values, meaning, and actions that achieve societal goals through empathy, emotions, and co-creation with audiences.
A slightly enlarged version of a talk given on the panel "Bringing together theory and practice in digital museum communication" with Allegra Burnette, Costis Dallas, Lev Manovich, Susan Hazan, and Sarah Kenderdine. Museums & the Web, San Diego, CA, April 13, 2012. The discussion was just getting underway when the hour ended!
Steven Lubar keynote presentation: Transport and Mobility on Display Steven Lubar
Presentation to the 9th International Conference of the International Association
for the History of Transport Traffic and Mobility: Transport and Mobility on Display
The document discusses the relationship between theatre and politics and how it has evolved. It refers to Brecht's epic theatre as challenging Aristotle's approach by integrating economics and politics into plays to stimulate intellectual response in audiences rather than emotional response. The document also discusses how Brecht sought to dismantle the traditional naturalistic theatre and its illusion of reality by creating a new drama based on critiquing the ideological assumptions of bourgeois theatre.
Artcasting: reflections on inventive digital evaluationjenrossity
Presentation given by Jen Ross at the Scottish Network on Digital Cultural Resources Evaluation Workshop 3. https://scotdigich.wordpress.com/2016/04/01/report-from-workshop-3-evaluating-use-and-impact/
The document discusses a museum's efforts to get visitors to provide comments and feedback on an art exhibition through a blog on the museum's website. Over 400 comments were received from over 200,000 page views, but comments only represented 2% of total blog visitors. The comments provided some useful insights but the discussion lacked depth and meaningful dialogue between visitors and the museum. Moving forward, the museum hopes to better facilitate genuine discussions between experts and novices and bridge the cultural divide through new approaches beyond just a blog.
The document discusses the definitions of art and theatre. It defines art as a skill, act of beauty, and human expression that selectively recreates reality. Theatre is defined as a "seeing place" where a performance takes place. Drama tells stories about people in conflict. Both theatre and drama are live, about human beings, and collaborative art forms. Common categories of theatre discussed include commercial, historical, political, experimental, and cultural theatre. The document contrasts how art challenges audiences and examines life critically, while entertainment aims to gratify and indulge without intellectual demands.
Jackie Calderwood creates collaborative filmmaking mediascapes that allow people to contribute user-generated content across physical and digital spaces. Her projects include e-merge, a filmmaking walk in St. James Park that mapped participant films onto a website, and Ambience, which mapped films from a public call onto a mediascape using PDAs and large-format projections. Her current project Soundlines will use film, sound, and web to engage communities with local landscapes over time. Calderwood's work explores how digital technologies can foster democratic cultural participation and community imaging through movement, collaboration, and shared experience.
1) Art is performed by everyone in many forms and is essential to society. It allows people to express themselves and communicate with others.
2) Creating art allows people to focus their minds and better understand their experiences and surroundings. It tells stories and conveys emotions in a profound way.
3) Art has existed for thousands of years, dating back to early humans drawing pictures in caves. It has continued to evolve over time but remains a vital part of human culture and expression.
This document discusses the evolution of public history over the past 25 years through examining 5 key questions: who, what, when, where, and why. It explores how perspectives have shifted from experts dictating public taste to embracing more diverse audiences and viewpoints. Museums are transforming from authorities of static content to platforms for generative sharing and social interaction where visitors can become users. The field has broadened its focus from the past alone to engaging relevant communities and stories for today.
This document provides information about a course on identity, including contact details for the lecturer, class times, assessment details, and required readings and resources. Students are expected to submit their first assignment, an illustrated written piece on their identities, by March 15th. The document also shares examples of artworks addressing themes of self-portraits and identity, including works by Ema Tavola, Albrecht Dürer, Kazimir Malevich, and Frida Kahlo. Concepts around reflexive identity from sociologist Anthony Giddens are discussed.
I visited the Leepa-Rattner Museum in Tarpon Springs, which houses a collection of American art including works by George Inness and Winslow Homer. The museum provided my first experience in an art museum, allowing me to view paintings, sculptures, and other works that helped expand my knowledge and appreciation of American art.
Technology is continuing to revolutionize many areas of life including creative endeavor. This presentation on Digital Art and Philosophy looks at different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Specific topics include: Design Aesthetics of Meaning-Making: Info Visualization, Democratized Creativity: Performance, Music, Virtual Reality, Gaming, Natural Aesthetics: Generative Art, SynBio, Biomimicry, SocNets, and Portable ArtTech: Identity, Wearable Electronics, the Future. More information: www.MelanieSwan.com/PCA
Here are a few key reflections on my experience with theatre this semester:
- I've gained a deeper appreciation for all of the work that goes into a theatrical production. Directing taught me about the immense responsibility of overseeing all aspects of a show from conception to performance.
- Working directly with actors helped me understand how to give clear, thoughtful direction to help bring out their best work. Building trust and finding the humanity in each character were important lessons.
- The technical rehearsal process opened my eyes to the coordination required between all production elements. It's rewarding to see a fully-realized vision come to life on stage.
- Exploring different theatrical styles and conventions increased my understanding of how to craft authentic performances
The document discusses the importance of the audience in theatre. It begins by explaining that the actor-audience relationship is unique and dynamic, as each performance is influenced by the audience. It then provides a brief history of audiences from ancient Greek/Roman times to modern contemporary audiences. It notes that audience trends have declined in recent decades. The document concludes by outlining some "rules of being a good audience member."
Learning in virtual worlds: why Rosa keeps dancingMark Childs
A summary of the work of my PhD, explaining the role of presence, embodiment and identity in learning in virtual worlds. This was presented as a keynote at the SOLSTICE conference in Ormskirk in June 2011.
An overview of four elements of designing engaging cultural experiences, namely sensory immersion, emotional evocation, narrative transportation, and gameful participation. Examples of experiences that leverage these elements are cited and the relative expense of each is discussed.
The Future of Playing with the Past: New Opportunities in Interpreting Cultur...Ed Rodley
Keynote delivered in March 2018 in Reykjavik for the “Let’s Play With Heritage – Seminar & Think Tank on Gamification and Heritage”. It is part of the Connected Culture and Natural Heritage in a Northern Environment (CINE) project, an EU-funded collaborative digital heritage project between 9 partners and 10 associated partners from Norway, Iceland, Ireland, Northern Ireland and Scotland. CINE aims to transform people’s experiences of outdoor heritage sites through technology, building on the idea of “museums without walls”.
Pushing at the Margins: Intentional Innovation for ManagersEd Rodley
This document discusses opportunities for managers to intentionally innovate projects at museums. It outlines four opportunities: 1) treating new projects as experiments, 2) empowering staff as experience designers, 3) building digital and museum literacy into projects, and 4) creating a workplace culture. It also presents five "useful dialectics" to consider when innovating projects: transformation vs. change, network vs. hierarchy, design vs. tradition, literacy vs. fluency, and culture vs. values. The document provides discussion on each of these topics and questions for managers to ask themselves to guide intentional innovation on new projects.
Four trends are accelerating change in U.S. museums: 1) indoor navigation and location-based services, 2) new ways of seeing like 360 video, 3D, AR, VR, 3) external pressure from grassroots initiatives and network effects on social media, 4) internal pressure to undergo a digital transformation and develop a digital culture. Museums are experimenting with technologies like indoor maps, augmented and virtual reality to improve the visitor experience, while social media activism and informal networks also influence museums to change and adopt digital strategies.
This document discusses four trends accelerating change in U.S. museums in 2016: indoor navigation, new technologies like 360 video and VR/AR/MR, external pressure from grassroots initiatives, and internal pressure to undergo digital transformation. It provides examples of how museums are implementing indoor navigation apps, using new technologies to enhance visitor experiences, and responding to activist campaigns. It also examines how museums are shifting to network organizational models and the challenges of building a digital culture within institutions.
NMC Future of Museums Virtual Conference - CrowdsourcingEd Rodley
The author does not like to use the term "crowdsourcing" because it implies taking advantage of or exploiting the crowd for one's own purposes. It makes the crowd sound like a natural resource to be mined rather than acknowledging the relationship between those asking for and receiving help. Crowdsourcing and related ideas are significant because they move people away from seeing audiences as passive visitors and toward seeing them as active co-creators and partners who can form longer term relationships.
Slides from my presentation at MCN 2013 conference in Montreal. Introduction to the session and contextualization of the debate around open authority in terms of larger movements.
Slides from my presentation at the MCN 2013 conference in Montreal. Looks at the challenges of promoting openness in museums, even when it is espoused as an institutional priority.
Peabody Essex Museum's Social Media Committee presents a series of "Social Media 101" talks on pertinent platforms for the staff. This presentation is on Twitter for museum professionals
New Media, Cthulu, & the Adjacent PossibleEd Rodley
Ed Rodley discusses new media in museums. He provides a brief history of new media, from screens and television to computers and the internet. Rodley explains that old media do not disappear with new media, but take on new roles, similar to H.P. Lovecraft's character Cthulhu continuing to influence from death. Rodley also discusses the concept of the "adjacent possible" and how it relates to new media's potential to reinvent itself at the edges of present capabilities. Museums are experimenting with new media like games, 3D scanning and printing, and interactive digital experiences to engage audiences where they are already using media.
Ed Rodley's blog post discusses how blogging has evolved from a personal notebook to a way to share ideas and bring new ideas to colleagues. Blogging allows one to explore ideas with interested people and connect with people worldwide. While operating without an institutional persona can be tricky, blogging has helped the author learn that content is still king and people are hungry for reports from the field. The blog discusses blogging as a form of personal and professional development.
Ed Rodley gave a talk on matching media to messages in museum exhibits. He discussed the Museum of Science's exhibit development process, which includes figuring out goals, learning content, prototyping experiences, and evaluating the final exhibit. Rodley also described how the Star Wars exhibit utilized over 120 artifacts, video, and interactives to convey its messages about science and technology. He emphasized choosing media based on clear goals and criteria rather than any single technology.
Looking Down vs. Looking Around: Process design for mobile experiencesEd Rodley
The document discusses different types of mobile experiences that museums can develop, including in-gallery multimedia tours, in-museum scavenger hunts and tours, wayfinding apps, augmented reality campaigns, and standalone field guide apps. It emphasizes that the type of mobile experience should be clear and appropriate for the capabilities of mobile devices like touchscreens, GPS, and sensors. Successful mobile apps will take advantage of these capabilities and provide an engaging experience, story, or access to content for audiences. The document encourages museums to launch initial mobile projects now rather than waiting, and to continuously update and improve apps over time.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
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 slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
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.
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 ...
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.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
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!"
14. What are the
hallmarks of immersive
experiences?
•Realism of the illusion
•Dimensionality
•Multi-sensory stimulation
•Meaningfulness
•Mental imagery
•Lack of interfering factors