Produsage within games and it’s potential futureJAKESINAR2011
The document discusses how advances in gaming technology could blur the lines between virtual and real identities and worlds. It explores how games increasingly allow customization of avatars, environments, and social networks. This level of control and anonymity online may lead players to confuse or prefer their virtual lives. While gaming offers new freedoms, overreliance on virtual worlds could damage perceptions of reality and increase addiction issues. The future of fully immersive technologies like virtual and augmented reality may make distinguishing the digital and real even harder.
Pausanias was a 2nd century AD Greek writer and geographer who is famous for his extensive guidebook "Description of Greece" which describes the cities, sanctuaries, monuments and objects he observed during his travels throughout Greece. The text provides background on Pausanias and discusses how his 10 book guidebook covered different regions of Greece such as Attica, Argolis, Laconia, Messenia, Elis, Achaea, Arcadia, Boeotia and Phocis. Archaeologists still use Pausanias' writings as a reference to support or disprove their own findings.
This document summarizes Ian Bogost's book "Persuasive Games" which argues that video games can be considered an expressive artistic medium. It defines the concept of "procedural rhetoric" - the idea that video games can persuade the player through their interactive rules and systems, rather than verbal or visual arguments. The document explains key terms like rhetoric, visual rhetoric, digital rhetoric and procedurality to define procedural rhetoric as the persuasive practice of authoring rule-based representations of systems. It notes Bogost uses examples from politics, advertising and education to illustrate how video games can effectively express arguments through their interactive processes.
The document outlines a dissertation research plan that examines how whole-body educational games can support self-regulated learning. It will include an empirical study of the game Waves, which teaches concepts of wave interference through full-body movements. It will also analyze how design elements like task bars and prompts aid self-regulation. A case study will examine student reactions to the scaffolding. Finally, a rhetorical analysis will compare three games to understand how their gameplay reinforces learning and values. The overarching goal is to understand how full-body games can inform perspectives on self-regulated learning with digital technology.
At this event, we will explore game mechanics and how they can be used to improve digital products, going beyond pure entertainment, to solve real world problems. This new trend is gaining in popularity and brands are reworking their digital resources. Solutions have appeared in a rich assortment of industries, including health, education, finance. Game mechanics can be used to facilitate communication, leverage common interests, create change, and locate missing persons. Some refer to this trend as serious games. Bottom-line: the use of game mechanics allow companies to solve problems, forge a stronger connection with their customers, and create a better user experience.
The document provides an overview of a media studies course, focusing on critical perspectives in media. It discusses several key topics:
1. Contemporary media issues examines debates around the role and impact of media in society through theoretical lenses, requiring analysis of audience practices and habits grounded in academic understanding.
2. When studying critical perspectives, the emphasis is on a cultural studies approach that looks at how people use and transform media as potential producers of new social values and cultural languages.
3. Postmodern media is used as an example topic, exploring how reality and identity are constructed through saturated media images and the challenges of regulating new modes of participation online.
4. New technologies like broadband internet and services like the BBC
Produsage within games and it’s potential futureJAKESINAR2011
The document discusses how advances in gaming technology could blur the lines between virtual and real identities and worlds. It explores how games increasingly allow customization of avatars, environments, and social networks. This level of control and anonymity online may lead players to confuse or prefer their virtual lives. While gaming offers new freedoms, overreliance on virtual worlds could damage perceptions of reality and increase addiction issues. The future of fully immersive technologies like virtual and augmented reality may make distinguishing the digital and real even harder.
Pausanias was a 2nd century AD Greek writer and geographer who is famous for his extensive guidebook "Description of Greece" which describes the cities, sanctuaries, monuments and objects he observed during his travels throughout Greece. The text provides background on Pausanias and discusses how his 10 book guidebook covered different regions of Greece such as Attica, Argolis, Laconia, Messenia, Elis, Achaea, Arcadia, Boeotia and Phocis. Archaeologists still use Pausanias' writings as a reference to support or disprove their own findings.
This document summarizes Ian Bogost's book "Persuasive Games" which argues that video games can be considered an expressive artistic medium. It defines the concept of "procedural rhetoric" - the idea that video games can persuade the player through their interactive rules and systems, rather than verbal or visual arguments. The document explains key terms like rhetoric, visual rhetoric, digital rhetoric and procedurality to define procedural rhetoric as the persuasive practice of authoring rule-based representations of systems. It notes Bogost uses examples from politics, advertising and education to illustrate how video games can effectively express arguments through their interactive processes.
The document outlines a dissertation research plan that examines how whole-body educational games can support self-regulated learning. It will include an empirical study of the game Waves, which teaches concepts of wave interference through full-body movements. It will also analyze how design elements like task bars and prompts aid self-regulation. A case study will examine student reactions to the scaffolding. Finally, a rhetorical analysis will compare three games to understand how their gameplay reinforces learning and values. The overarching goal is to understand how full-body games can inform perspectives on self-regulated learning with digital technology.
At this event, we will explore game mechanics and how they can be used to improve digital products, going beyond pure entertainment, to solve real world problems. This new trend is gaining in popularity and brands are reworking their digital resources. Solutions have appeared in a rich assortment of industries, including health, education, finance. Game mechanics can be used to facilitate communication, leverage common interests, create change, and locate missing persons. Some refer to this trend as serious games. Bottom-line: the use of game mechanics allow companies to solve problems, forge a stronger connection with their customers, and create a better user experience.
The document provides an overview of a media studies course, focusing on critical perspectives in media. It discusses several key topics:
1. Contemporary media issues examines debates around the role and impact of media in society through theoretical lenses, requiring analysis of audience practices and habits grounded in academic understanding.
2. When studying critical perspectives, the emphasis is on a cultural studies approach that looks at how people use and transform media as potential producers of new social values and cultural languages.
3. Postmodern media is used as an example topic, exploring how reality and identity are constructed through saturated media images and the challenges of regulating new modes of participation online.
4. New technologies like broadband internet and services like the BBC
The document discusses socio-technical complex systems and the need for new approaches to studying them. It notes that while complex systems science uses mathematical and computational models, these may not fully capture human and social factors. It argues that embracing systems science requires considering organizational, cognitive, and technological aspects, as well as using interdisciplinary knowledge modeling. The author's research focuses on these issues and developing a unified framework for understanding complex socio-technical systems.
This document discusses several theories of audience analysis:
- The Frankfurt School proposed the "effects model" which viewed audiences as isolated individuals susceptible to media messages without question.
- The two-step flow theory developed the idea that opinion leaders receive information from media sources and then pass it along to others in their social groups.
- Uses and gratifications theory sees audiences as active consumers who choose media for different reasons like diversion, social interaction, identity, or information gathering.
- David Morley's work identified three types of audience readings - dominant, negotiated, and oppositional - based on the degree to which audience members accept or reject the preferred meaning of a media text.
This document provides an overview of communication theory and symbolic interactionism. It discusses what constitutes a good theory and examines different images of theory. A good theory goes beyond accepted wisdom to offer explanations. Additionally, a theory should consist of interconnected concepts that shape perception and behavior. Symbolic interactionism holds that people act based on the meanings and interpretations they assign to people, things, and events through social interactions and language. George Herbert Mead was influential in developing this perspective, which was further advanced by his student Herbert Blumer through the term "symbolic interactionism."
The presentation is devoted to changing styles of thinking in science. It focuses on the process of transformation of information interactions as one of the possible focal points of change.
(DIGITAL) HUMANITIES REVISITED –
Challenges and Opportunities in the Digital Age; CONFERENCE SUMMARY on the Herrenhäuser Konferenz organized by the VolkswagenStiftung
The document provides an overview of key concepts in media studies, including media products, industries, audiences, forms, languages, representations, theories, and effects. It discusses topics such as how media constructs reality, how audiences make meaning, the power of media industries, and how new digital technologies have impacted cultural production and consumption. Various influential theorists are also mentioned across different areas of media studies.
This document provides an overview of key concepts and debates in media theory, structured as a toolkit. It covers topics such as texts and literacies, analyzing still and moving images, debates around audiences and effects, concepts of ideology and power in media, and emerging perspectives on media 2.0 and participatory digital media. The document uses examples, concepts, and theories to illustrate different analytical approaches to understanding media. It aims to equip readers with a range of theoretical lenses for interpreting and critiquing media texts.
This lecture discusses the development of media technology and theories about how technology influences media content and audiences. It covers:
1) Walter Benjamin's view that technological reproduction changes how meaning is structured and transmitted through media like photography and film.
2) Marshall McLuhan's theory that the medium itself, not just the content, shapes societies and cultures. He coined the term "global village" to describe electronic media bringing people together.
3) Criticisms of technological determinism emerged, arguing that technology develops through social processes, not autonomously according to its own logic. Studies showed technologies can have flexible designs negotiated by social groups.
4) A critical theory of technology aims to make technology development more democratic
The document discusses the challenges of writing an essay on the topic of new media. It notes that new media is a dynamic field that encompasses various digital platforms, networks, and emerging technologies. As a result, it is difficult to stay up-to-date on the latest innovations and their societal impacts. Additionally, new media is interdisciplinary in nature, drawing from different fields, and has multifaceted aspects that require a nuanced approach. Writers must also grapple with the complex ethical issues related to new media. Despite these challenges, engaging with cutting-edge ideas in new media can be intellectually rewarding.
Solez intro tech and future medicine course1sept2016Kim Solez ,
The document outlines the plans and expectations for a university course on the technological singularity and the future of medicine. It discusses dividing class time between lectures and discussions, student projects, exams, and a final paper. Ensuring a positive outcome for humanity is emphasized, and making complex ideas accessible to the general public. The course aims to engage both students and the broader community in shaping the future.
The document summarizes a workshop on tactical transmedia fictions led by Paolo Cirio. The workshop will explore cross-media practices like transmedia storytelling, alternate reality games, and dispersed fiction. It will introduce major transmedia productions and opportunities in the field. Specifically, it will focus on how transmedia storytelling can be used for educational and political goals. The workshop will provide theoretical background and histories of experimental storytelling, as well as practical techniques for developing transmedia projects, including developing a unified story across multiple platforms. The overall workshop aims to develop understanding of concepts in transmedia storytelling and address technical and tactical problems in using media.
The document discusses Science, Technology, and Society (STS), which is an interdisciplinary field that investigates the relationships between science, technology, and society. STS examines how scientific research and technological innovation are shaped by social, political, and economic forces, and how they in turn influence society. It also explores the applications of science for practical purposes through technological development and how these shape modern societies.
Science is a way to propose answers about natural events and understand the natural world through observation and experimentation using the scientific method. Technology applies scientific knowledge and principles to develop tools and machines to solve practical problems. Society refers to groups of people who live together in an organized way and make decisions about how to do things together.
Science, technology, and society interact in that science explores the natural world to gain knowledge, technology applies that scientific knowledge to make useful things, and society explores both science and technology to improve life. Studying their interactions through fields like science, technology, and society is important to better understand how developments in science and technology affect society, and how social values influence scientific research.
Behind the courtain of a paper: Interdisciplinary research from the idea to d...Federico Gobbo
Federico Gobbo presents an interdisciplinary research paper on the levels of abstraction in computing history. He discusses his academic background spanning multiple fields and universities. The paper was a collaboration between Gobbo and a computer scientist who observed levels of abstraction in virtualization and wanted to define a computer's minimal levels. They found no prior work analyzing this, so they proceeded to write a paper linking their analysis to the philosophy of information. Gobbo outlines lessons learned about choosing ideas, collaborating effectively, and disseminating results while managing copyright.
This document provides an overview of Karen Cham and her work in the field of digital transformation design (DTD). It discusses DTD as a design-led, user-centered method for transforming complex human systems using digital technologies. The document outlines Karen Cham's experience in sectors like technology, media, education and more. It also summarizes some of her academic writings on topics like complexity theory, systems thinking, and designing complex systems.
NATURAL VS APPLIED SOCIAL SCIENCE 4.pptxRandyNarvaez
Social sciences involve the systematic study of human society and relationships between members of society. It includes disciplines like sociology, psychology, anthropology, economics, and political science.
Applied social science is the application of theories, concepts, and findings from social sciences to address real-world problems and issues. It aims to help groups of people improve their lives by applying knowledge from social science disciplines.
The key difference is that social sciences focus on developing concepts and understanding society, while applied social sciences integrate this knowledge to analyze and solve issues in the actual world.
This document contains 100 trivia questions across 10 categories related to media studies: television & radio, the internet, music, videogames, journalism, film, and theorists. The questions test knowledge of topics like TV shows, movies, musicians, websites, and more.
This is the module introduction for the Transmedia Narratives strand of the module MED306 for Interactive Media Arts students at The University of Ulster
The document discusses socio-technical complex systems and the need for new approaches to studying them. It notes that while complex systems science uses mathematical and computational models, these may not fully capture human and social factors. It argues that embracing systems science requires considering organizational, cognitive, and technological aspects, as well as using interdisciplinary knowledge modeling. The author's research focuses on these issues and developing a unified framework for understanding complex socio-technical systems.
This document discusses several theories of audience analysis:
- The Frankfurt School proposed the "effects model" which viewed audiences as isolated individuals susceptible to media messages without question.
- The two-step flow theory developed the idea that opinion leaders receive information from media sources and then pass it along to others in their social groups.
- Uses and gratifications theory sees audiences as active consumers who choose media for different reasons like diversion, social interaction, identity, or information gathering.
- David Morley's work identified three types of audience readings - dominant, negotiated, and oppositional - based on the degree to which audience members accept or reject the preferred meaning of a media text.
This document provides an overview of communication theory and symbolic interactionism. It discusses what constitutes a good theory and examines different images of theory. A good theory goes beyond accepted wisdom to offer explanations. Additionally, a theory should consist of interconnected concepts that shape perception and behavior. Symbolic interactionism holds that people act based on the meanings and interpretations they assign to people, things, and events through social interactions and language. George Herbert Mead was influential in developing this perspective, which was further advanced by his student Herbert Blumer through the term "symbolic interactionism."
The presentation is devoted to changing styles of thinking in science. It focuses on the process of transformation of information interactions as one of the possible focal points of change.
(DIGITAL) HUMANITIES REVISITED –
Challenges and Opportunities in the Digital Age; CONFERENCE SUMMARY on the Herrenhäuser Konferenz organized by the VolkswagenStiftung
The document provides an overview of key concepts in media studies, including media products, industries, audiences, forms, languages, representations, theories, and effects. It discusses topics such as how media constructs reality, how audiences make meaning, the power of media industries, and how new digital technologies have impacted cultural production and consumption. Various influential theorists are also mentioned across different areas of media studies.
This document provides an overview of key concepts and debates in media theory, structured as a toolkit. It covers topics such as texts and literacies, analyzing still and moving images, debates around audiences and effects, concepts of ideology and power in media, and emerging perspectives on media 2.0 and participatory digital media. The document uses examples, concepts, and theories to illustrate different analytical approaches to understanding media. It aims to equip readers with a range of theoretical lenses for interpreting and critiquing media texts.
This lecture discusses the development of media technology and theories about how technology influences media content and audiences. It covers:
1) Walter Benjamin's view that technological reproduction changes how meaning is structured and transmitted through media like photography and film.
2) Marshall McLuhan's theory that the medium itself, not just the content, shapes societies and cultures. He coined the term "global village" to describe electronic media bringing people together.
3) Criticisms of technological determinism emerged, arguing that technology develops through social processes, not autonomously according to its own logic. Studies showed technologies can have flexible designs negotiated by social groups.
4) A critical theory of technology aims to make technology development more democratic
The document discusses the challenges of writing an essay on the topic of new media. It notes that new media is a dynamic field that encompasses various digital platforms, networks, and emerging technologies. As a result, it is difficult to stay up-to-date on the latest innovations and their societal impacts. Additionally, new media is interdisciplinary in nature, drawing from different fields, and has multifaceted aspects that require a nuanced approach. Writers must also grapple with the complex ethical issues related to new media. Despite these challenges, engaging with cutting-edge ideas in new media can be intellectually rewarding.
Solez intro tech and future medicine course1sept2016Kim Solez ,
The document outlines the plans and expectations for a university course on the technological singularity and the future of medicine. It discusses dividing class time between lectures and discussions, student projects, exams, and a final paper. Ensuring a positive outcome for humanity is emphasized, and making complex ideas accessible to the general public. The course aims to engage both students and the broader community in shaping the future.
The document summarizes a workshop on tactical transmedia fictions led by Paolo Cirio. The workshop will explore cross-media practices like transmedia storytelling, alternate reality games, and dispersed fiction. It will introduce major transmedia productions and opportunities in the field. Specifically, it will focus on how transmedia storytelling can be used for educational and political goals. The workshop will provide theoretical background and histories of experimental storytelling, as well as practical techniques for developing transmedia projects, including developing a unified story across multiple platforms. The overall workshop aims to develop understanding of concepts in transmedia storytelling and address technical and tactical problems in using media.
The document discusses Science, Technology, and Society (STS), which is an interdisciplinary field that investigates the relationships between science, technology, and society. STS examines how scientific research and technological innovation are shaped by social, political, and economic forces, and how they in turn influence society. It also explores the applications of science for practical purposes through technological development and how these shape modern societies.
Science is a way to propose answers about natural events and understand the natural world through observation and experimentation using the scientific method. Technology applies scientific knowledge and principles to develop tools and machines to solve practical problems. Society refers to groups of people who live together in an organized way and make decisions about how to do things together.
Science, technology, and society interact in that science explores the natural world to gain knowledge, technology applies that scientific knowledge to make useful things, and society explores both science and technology to improve life. Studying their interactions through fields like science, technology, and society is important to better understand how developments in science and technology affect society, and how social values influence scientific research.
Behind the courtain of a paper: Interdisciplinary research from the idea to d...Federico Gobbo
Federico Gobbo presents an interdisciplinary research paper on the levels of abstraction in computing history. He discusses his academic background spanning multiple fields and universities. The paper was a collaboration between Gobbo and a computer scientist who observed levels of abstraction in virtualization and wanted to define a computer's minimal levels. They found no prior work analyzing this, so they proceeded to write a paper linking their analysis to the philosophy of information. Gobbo outlines lessons learned about choosing ideas, collaborating effectively, and disseminating results while managing copyright.
This document provides an overview of Karen Cham and her work in the field of digital transformation design (DTD). It discusses DTD as a design-led, user-centered method for transforming complex human systems using digital technologies. The document outlines Karen Cham's experience in sectors like technology, media, education and more. It also summarizes some of her academic writings on topics like complexity theory, systems thinking, and designing complex systems.
NATURAL VS APPLIED SOCIAL SCIENCE 4.pptxRandyNarvaez
Social sciences involve the systematic study of human society and relationships between members of society. It includes disciplines like sociology, psychology, anthropology, economics, and political science.
Applied social science is the application of theories, concepts, and findings from social sciences to address real-world problems and issues. It aims to help groups of people improve their lives by applying knowledge from social science disciplines.
The key difference is that social sciences focus on developing concepts and understanding society, while applied social sciences integrate this knowledge to analyze and solve issues in the actual world.
This document contains 100 trivia questions across 10 categories related to media studies: television & radio, the internet, music, videogames, journalism, film, and theorists. The questions test knowledge of topics like TV shows, movies, musicians, websites, and more.
This is the module introduction for the Transmedia Narratives strand of the module MED306 for Interactive Media Arts students at The University of Ulster
This document provides information about the MED306 module on transmedia narratives and networked cultures. It outlines the structure, assessment components, and expectations of an independent practical project to create a transmedia narrative using multiple platforms. Examples of previous transmedia projects are also provided. Students will work in small groups to develop an interactive narrative that engages an audience across online and offline media.
This lecture breaks down the idea of narrative into 4 sections, looking at plot, setting, themes and charaters. It has a focus on Aristotals poetics.
(thanks goes to @vee_uye for her work with narrative)
MED316 - Mobile Phone As Camera And Screen - Viral Videos_
This lecture looks at the new developments in film production, as the mobile phone progresses from communication device to video camera and tv screen. This lecture focuses on the practice of viral videos and youtube as a distribution platform
MED312 Introduction and twitter signup - What Is Web2Point0_
This document discusses the evolution of the World Wide Web from Web 1.0 to Web 2.0. It defines Web 2.0 as the business revolution caused by the move to the internet as a platform, which harnesses network effects to improve user applications the more people use them. Key aspects of Web 2.0 include user-generated content, social media, collaborative authoring and sharing on mobile and integrated platforms. However, some argue that while it has democratized the web, it has also led to a proliferation of amateur content over masterpieces. The document encourages students to engage with Web 2.0 by creating blogs and profiles on services like Twitter to showcase their work.
This document outlines the MED316 module on mobisodes and web 2.0. It discusses mobisodes as episodic content produced for mobile devices. It also covers several topics to be addressed in the module, including mobile phones as cameras and screens, narrative construction, distribution techniques, and the use of social media platforms for promotion. Deadlines are provided for students to produce and submit four mobisode episodes. Accounts on Twitter and other services are required for students to distribute and promote their work.
This presentation looks at the maybe over used essay by Walter Benjamin, "The Work of Art in The Age of Mechanical Reproduction" and looks at its relevance to digital arts practice.
The document discusses alternative and augmented reality gaming concepts including the "magic circle" and how games blur the boundary between fantasy and reality. It provides examples of alternative reality games that took place in public spaces and used real world locations, as well as augmented reality games that combined virtual and physical worlds. Key concepts mentioned include pervasive gaming, location-based gaming, and alternative reality games that surrounded players in their daily lives.
The document discusses concepts related to digital narratives and video games, including immersion, transformation, agency, and interactivity. It summarizes the work of theorists like Janet Murray who described how video games can provide immersive experiences through transformation and a sense of agency. Interactivity is distinguished from agency, and the concepts of immersion, transformation, and agency are defined in the context of digital environments.
Interactive Narrative - Jason Rohrer and the Authorial Role_
This document summarizes an upcoming session that will look at two interactive narratives by game developers Jason Rohrer and Chris Crawford. The session will play and discuss Rohrer's games Passage and Gravitation, and potentially Crawford's Balance of Power 2K if there is time. It will then discuss how these games construct narratives through interactivity and player choices. Key points about Passage include that it presents an entire life in 5 minutes and has no right or wrong choices. Gravitation explores mania, melancholia and the creative process through simple mechanics and pixel art.
This document discusses intertextuality and transmedia storytelling in relation to video games. It defines intertextuality as texts that inform or help construct the meaning of another text, and can come from any medium. Video games are intertextual as no game exists in isolation - games reference and are influenced by other cultural works. Transmedia storytelling refers to stories told across multiple media platforms, creating a networked narrative universe. The document uses the examples of Pokémon and Halo to illustrate how their worlds expand transmedially through various core games, characters, films, books, user-created content and more. This allows for a unified entertainment experience that transcends individual media.
This lecture looks at Determinism and Technological Determinism. This lecture is part of the Media and Cultural Theories module on the MSc and MA in Creative Technology and Creative Games at The University of Salford.
The document discusses the concepts of fun, games, and the MDA framework. It states that fun is often considered the essence of games and what distinguishes good games from bad ones. It then introduces the MDA framework, which views games as complex systems and decomposes them into mechanics, dynamics, and aesthetics. Mechanics refer to the basic components and rules, dynamics to how the rules interact over time based on player input, and aesthetics to the emotional responses evoked in players.
The document discusses various perspectives on whether video games can be considered an art form. It presents views that video games are a new art form that should be studied as such. However, it also notes that video game criticism has tended to focus on mechanics and gameplay rather than aesthetics, implicitly viewing games as design rather than art. The document also references how new mediums in art are often initially met with lack of respect or indifference from the art world before gaining acceptance.
This session covers the breaking of the magic circle by Alternative/Augmented Reality and pervasive gaming. This presentation is accompanied by videos of events and examples of games
This lecture looks at gamings wider cultures and games within culture. Video Games permiate our wider culture and do not stand alone. Video Games create a space of/for play but influence and are influenced by a wider culture. This lecture takes 3 case examples and examines the paratexts of Video Games. Games are not an island
Technoculture and the Game: A Focus on Immersion and Murry_
The document discusses key concepts related to immersion in technology and media. It defines technological determinism as the belief that technology drives social change. It also examines the concepts of agency, transformation, and immersion as put forth by Janet Murray to understand user experiences. Agency refers to interactivity, transformation refers to identification, and immersion relates to suspension of disbelief. Other concepts discussed include engagement and presence in virtual environments.
The document discusses various film analysis concepts and how they can be applied to analyzing video games, such as point of view, mise-en-scène, sound, iconography, and the fourth wall. It provides examples of how first-person and third-person perspectives orient the player differently and influence the gaming experience. Examples are also given of games breaking the fourth wall through direct addresses to the player or references to the player's role.
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
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!"
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.)
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
1. Media and Cultural Theory MA Creative Technology and MSc Creative Games, The University of Salford.
2. Module Aims This module is designed to give students an overview of a wide range of theories from Media, Cultural and Critical Theories. These theories will be directly related to current and historical practices in Art, Design, Technology and New Media (both in a gallery and non-gallery context).
3. Focuses This module will look at a range of new medias and their applications, it will cover art and videogames and also the areas where the two meet. We will be looking at a number of theoreticians and use their theories as frameworks to talk about creative practices.
4. Experiences of “Theory” What do we all know about already? What have we all studied before? Game Studies Film Theory Literary Theory Technocultures New Media Theory Too many fragmented disciplines for a powerpointven-diagram
5. What do we know about these theorists and their theories Jean Baudrillard Michel Foucault SlavojŽižek Donna Haraway Marshall Mcluhan Walter Benjamin TheodorAdorno JesperJuul Fredric Jamerson Gilles Deleuze
6. What does Theory offer us? Theory gives us a framework or lens to understand or view our world through It can offer us a system to help understand our world or environment It can generate ideas which can help us inform or understand our own practice Theory can give us a inspiration to develop new frameworks or theories.
7. The power of words… “words are bearers and generators of ideas – perhaps even more than the reverse[…] We think we advance by way of ideas – that is doubtless the fantasy of every theorist, every philosopher – but it is also words themselves which generate or regenerate ideas, which act as ‘shifters’.” Baudrillard, J., (2003). Passwords, Verso: London