The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
This document provides a mid-semester evaluation report for an augmented reality interior design android app project. It includes declarations signed by the two students, Shyam Gupta and Vinyas Gupta, certifying the work as their own. It also includes an acknowledgement thanking their supervisor, Dr. Dharamveer Singh, for his guidance. The introduction provides an overview of augmented reality and the project, which aims to allow users to view virtual objects in the real world by providing images of objects from different angles to place on a 3D cube. The document discusses the architecture, constraints, application areas and literature survey of the project.
The following is an erratic thought-experiment to place the significant, incremental technologies required to produce true, emergent Artificial Intelligence (AI). It is a culmination of thousands of hours of discussions and parallel-thought experiments I've had with Tristan and others over the past 5 years. It is a work in progress and dates are approximate. If you have any further ideas, thoughts or feedback, please contact me via my blog. I'd love to hear from you!
The document discusses emerging technologies related to virtual reality, 3D displays, and brain-computer interfaces. It describes how these technologies could enable highly immersive virtual worlds, thought-controlled devices and games, and potentially restore sight through "bionic eyes". The pattern of the future is seen as the convergence of massively multiplayer online games, virtual worlds, realistic 3D display, brain interfaces, and visual immersion technologies.
The document discusses the potential benefits of using 3D web technologies, including reduced distance between people, cost savings, positive PR, and being at the forefront of new technologies. It describes services offered like creating 3D environments for exhibitions, conferences, and learning. The company provides 3D web development and consulting, and has an Enterprise Development Program for collaborating with clients over 6 months to implement proof of concepts. Factors to consider include maturity of technologies and trends as well as sustainability.
Introduction to 3D Lean Learning SeminarVirtual iVent
Optimum Performance Solutions is a management consulting firm that uses applied behavior analysis and a holistic approach. They partner with 3D web consultancy KohdSpace to deliver interactive learning experiences through blended learning and virtual worlds. Their approach focuses on systems, processes, culture and people. They have worked with clients in various industries and host conferences and seminars on topics like lean learning and virtual worlds.
The document discusses the potential of virtual reality games that enable direct brain connections between players and servers. It outlines how this technology could allow for highly immersive VR experiences by facilitating information exchange without standard input devices. The summary discusses how such advanced VR games may be used to improve education, inspire creativity in solving problems, and address real-world issues through simulated scenarios. However, it also notes some potential negative impacts like isolation, loss of morality, and privacy/security risks if direct brain interfaces are not properly implemented and regulated.
This document provides a mid-semester evaluation report for an augmented reality interior design android app project. It includes declarations signed by the two students, Shyam Gupta and Vinyas Gupta, certifying the work as their own. It also includes an acknowledgement thanking their supervisor, Dr. Dharamveer Singh, for his guidance. The introduction provides an overview of augmented reality and the project, which aims to allow users to view virtual objects in the real world by providing images of objects from different angles to place on a 3D cube. The document discusses the architecture, constraints, application areas and literature survey of the project.
The following is an erratic thought-experiment to place the significant, incremental technologies required to produce true, emergent Artificial Intelligence (AI). It is a culmination of thousands of hours of discussions and parallel-thought experiments I've had with Tristan and others over the past 5 years. It is a work in progress and dates are approximate. If you have any further ideas, thoughts or feedback, please contact me via my blog. I'd love to hear from you!
The document discusses emerging technologies related to virtual reality, 3D displays, and brain-computer interfaces. It describes how these technologies could enable highly immersive virtual worlds, thought-controlled devices and games, and potentially restore sight through "bionic eyes". The pattern of the future is seen as the convergence of massively multiplayer online games, virtual worlds, realistic 3D display, brain interfaces, and visual immersion technologies.
The document discusses the potential benefits of using 3D web technologies, including reduced distance between people, cost savings, positive PR, and being at the forefront of new technologies. It describes services offered like creating 3D environments for exhibitions, conferences, and learning. The company provides 3D web development and consulting, and has an Enterprise Development Program for collaborating with clients over 6 months to implement proof of concepts. Factors to consider include maturity of technologies and trends as well as sustainability.
Introduction to 3D Lean Learning SeminarVirtual iVent
Optimum Performance Solutions is a management consulting firm that uses applied behavior analysis and a holistic approach. They partner with 3D web consultancy KohdSpace to deliver interactive learning experiences through blended learning and virtual worlds. Their approach focuses on systems, processes, culture and people. They have worked with clients in various industries and host conferences and seminars on topics like lean learning and virtual worlds.
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
Discuss the benefits of using virtual worlds to facilitate learning..pdfaksharatelicom
Discuss the benefits of using virtual worlds to facilitate learning.
E.Commerce course
Solution
A virtual world or massively multiplayer online world (MMOW) is a computer-based simulated
environment populated by many users who can create a personal avatar, and simultaneously and
independently explore the virtual world, participate in its activities and communicate with others.
These avatars can be textual, two or three-dimensional graphical representations, or live video
avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users.
The user accesses a computer-simulated world which presents perceptual stimuli to the user, who
in turn can manipulate elements of the modeled world and thus experience a degree of presence.
Such modeled worlds and their rules may draw from the reality or fantasy worlds.
Example are gravity, topography, locomotion, real-time actions, and communication.
Communication between users can range from text, graphical icons, visual gesture, sound, and
rarely, forms using touch, voice command, and balance senses.
Learning in virtual worlds
The capacity for innovation is exciting, particularly as teachers and teacher librarians begin to
explore how to harness virtual worlds for better learning outcomes. The challenge for schools is
to fast-track ways to bring ‘out of school’ virtual worlds activity into the daily learning cycles; to
bring back the connections between school and home and to provide learning environments that
are authentic to the technology use of students. Virtual worlds can operate on computer desktops,
laptops, hand-held games consoles, ipads and mobile phones. Some of the virtual worlds that
teachers might hear about include: DimensionM, Whyville, World of Warcraft, Quest Atlantis,
Second Life, Club Penguin, Aion, Sploder, Unity 3D. Some common attributes of virtual worlds
include:
• persistence of an ‘inworld’ environment within which action takes place
• a shared space allowing multiple users to participate and interact simultaneously
• avatars (people or characters), which are customisable, 3D representations of real people
• immediacy of action that occurs in real time.
Learning highlights for students in their project were
: • Developing problem-solving skills: ‘I found a solution to my avatar issue …’
• Self-directed learning: ‘It’s your decision ...’
• Students have realised there is a real purpose to their work: ‘Teachers and students are going to
use what I created’.
• Students don’t want to leave the computer lab!
So how do you decide what to do?
In the short publication Virtual Worlds, you can learn more about the context in which virtual
worlds are changing the way we interact with others online. There are hundreds of spaces in the
metaverse — but you do not need to know them all, or be actively involved in them all. The key
to engagement in this new learning space is information, connection and collaboration — and I
suggest, a certain amount of courage couple.
XR Extended Reality - Virtual/Augmented Reality as Art and Enterprise. Create your own Custom XR software, or purchase VR/AR applications to drive marketing
Virtual Worlds: An Overview and Larger TrendsJoshua Nair
1. Virtual worlds refer to simulated 3D online environments that users can interact with and where they can socialize, play games, or engage in other activities.
2. There are closed virtual worlds like Second Life that are self-contained, and open virtual worlds on the emerging 3D internet that allow user-generated content.
3. Virtual worlds have potential applications for entertainment, social networking, and even business, but the technology is still developing and how they will ultimately be used is still uncertain.
Presentation I gave at Metameets 2010 on serious game development which included overview of the nursing virtual world project we have been doing for Duke School of Nursing.
Updated and mashed together longer version of metameets and cave paintings v2.
Includes unity3d and opensim
Premise is still don't get stuck on "thats the way we do things" there is an explosion in both thought and technology out there
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
Virtual and augmented realities will continue to advance, allowing for more immersive experiences. Technologies like high resolution scanning, sophisticated virtual displays, and advanced artificial intelligence could enable the creation of highly realistic virtual humans and environments. However, issues around authenticity, data ownership, and the responsibilities of technology creators will need to be addressed as these virtual worlds become more integrated with physical reality. Future generations may experience reality in ways that are very different from today due to emerging technologies that continue to blur the lines between virtual and physical.
This document discusses Second Life, a 3D virtual world, and provides information about its features and popularity. It notes that Second Life has over 10 million total users with 25,000-50,000 active users daily. Billions of dollars are spent in the virtual economy. The document also outlines several other popular virtual worlds and notes there are over 80 million total users across 55 virtual world platforms. It concludes by stating investment and adoption of virtual worlds continues to grow as the technology matures and offers more value to both consumers and businesses.
The document discusses the concept of the metaverse, which is described as a hypothetical future iteration of the internet that combines virtual and augmented reality. Key points include:
- The metaverse will include both physical and virtual elements and allow people to interact in virtual 3D spaces for activities like socializing, learning, and playing.
- It is expected to merge different digital platforms like gaming, social media, VR, and cryptocurrency.
- Existing virtual worlds and games have incorporated some elements of what may become the metaverse, but a fully realized version does not yet exist.
- Issues that could arise include user safety, addiction, and potential negative mental health impacts from overuse or using it as an
Virtual worlds are computer-based simulated environments where users interact through avatars. They include massive multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as non-gaming virtual environments such as Second Life that allow users to interact with their environment and each other, build their own spaces, and share 3D information in a simulated reality that can mimic real-world experiences. Educational uses of virtual worlds include historical role-playing, immersive simulations, and realistic workspaces for companies.
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
The document discusses the concept of presence in online communication and social networks. It defines presence as the exposure of personal states to others and awareness of others' states through ambient communication. It describes how presence has evolved from features like away messages to modern microblogging. Common ways presence is used include managing attention, facilitating casual interactions, providing a sense of activity, and allowing self-expression. The document outlines different types of presence and models for conceptualizing presence information in systems. It provides examples of how presence is implemented and consumed in technologies like Skype, Facebook, and online learning platforms.
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
The document provides an overview of 3D web technologies including Second Life. It discusses 3D web browsers, avatars, simulations (SIMs), prims, and new users (newbies). It demonstrates how to perform basic actions like moving, flying, teleporting, and talking in a virtual 3D environment. Examples are given of real-world applications for 3D worlds including virtual meetings and conferences. Links are included to examples of 3D web platforms.
This document discusses the exponential growth of technology according to several "laws", including Moore's law of transistors doubling every two years. It suggests this growth will continue with broadband speeds doubling every 21 months according to Nielsen's law. Finally, it notes how virtual worlds are becoming more common, with video games now surpassing movies and 3D virtual environments being used for applications like virtual training.
Calongne vr simulations games ctu doctoral july 2017Cynthia Calongne
Two virtual reality, virtual worlds, games and simulation research workshops at the Colorado Technical University Doctoral Symposium July 12-13, 2017 hosted by Dr. Cynthia Calongne, aka Lyr Lobo in the Metaverse.
Discuss the benefits of using virtual worlds to facilitate learning..pdfaksharatelicom
Discuss the benefits of using virtual worlds to facilitate learning.
E.Commerce course
Solution
A virtual world or massively multiplayer online world (MMOW) is a computer-based simulated
environment populated by many users who can create a personal avatar, and simultaneously and
independently explore the virtual world, participate in its activities and communicate with others.
These avatars can be textual, two or three-dimensional graphical representations, or live video
avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users.
The user accesses a computer-simulated world which presents perceptual stimuli to the user, who
in turn can manipulate elements of the modeled world and thus experience a degree of presence.
Such modeled worlds and their rules may draw from the reality or fantasy worlds.
Example are gravity, topography, locomotion, real-time actions, and communication.
Communication between users can range from text, graphical icons, visual gesture, sound, and
rarely, forms using touch, voice command, and balance senses.
Learning in virtual worlds
The capacity for innovation is exciting, particularly as teachers and teacher librarians begin to
explore how to harness virtual worlds for better learning outcomes. The challenge for schools is
to fast-track ways to bring ‘out of school’ virtual worlds activity into the daily learning cycles; to
bring back the connections between school and home and to provide learning environments that
are authentic to the technology use of students. Virtual worlds can operate on computer desktops,
laptops, hand-held games consoles, ipads and mobile phones. Some of the virtual worlds that
teachers might hear about include: DimensionM, Whyville, World of Warcraft, Quest Atlantis,
Second Life, Club Penguin, Aion, Sploder, Unity 3D. Some common attributes of virtual worlds
include:
• persistence of an ‘inworld’ environment within which action takes place
• a shared space allowing multiple users to participate and interact simultaneously
• avatars (people or characters), which are customisable, 3D representations of real people
• immediacy of action that occurs in real time.
Learning highlights for students in their project were
: • Developing problem-solving skills: ‘I found a solution to my avatar issue …’
• Self-directed learning: ‘It’s your decision ...’
• Students have realised there is a real purpose to their work: ‘Teachers and students are going to
use what I created’.
• Students don’t want to leave the computer lab!
So how do you decide what to do?
In the short publication Virtual Worlds, you can learn more about the context in which virtual
worlds are changing the way we interact with others online. There are hundreds of spaces in the
metaverse — but you do not need to know them all, or be actively involved in them all. The key
to engagement in this new learning space is information, connection and collaboration — and I
suggest, a certain amount of courage couple.
XR Extended Reality - Virtual/Augmented Reality as Art and Enterprise. Create your own Custom XR software, or purchase VR/AR applications to drive marketing
Virtual Worlds: An Overview and Larger TrendsJoshua Nair
1. Virtual worlds refer to simulated 3D online environments that users can interact with and where they can socialize, play games, or engage in other activities.
2. There are closed virtual worlds like Second Life that are self-contained, and open virtual worlds on the emerging 3D internet that allow user-generated content.
3. Virtual worlds have potential applications for entertainment, social networking, and even business, but the technology is still developing and how they will ultimately be used is still uncertain.
Presentation I gave at Metameets 2010 on serious game development which included overview of the nursing virtual world project we have been doing for Duke School of Nursing.
Updated and mashed together longer version of metameets and cave paintings v2.
Includes unity3d and opensim
Premise is still don't get stuck on "thats the way we do things" there is an explosion in both thought and technology out there
How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - ...SeriousGamesAssoc
Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills?
Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are:
• using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills,
• leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support,
• developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment,
You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.
Virtual and augmented realities will continue to advance, allowing for more immersive experiences. Technologies like high resolution scanning, sophisticated virtual displays, and advanced artificial intelligence could enable the creation of highly realistic virtual humans and environments. However, issues around authenticity, data ownership, and the responsibilities of technology creators will need to be addressed as these virtual worlds become more integrated with physical reality. Future generations may experience reality in ways that are very different from today due to emerging technologies that continue to blur the lines between virtual and physical.
This document discusses Second Life, a 3D virtual world, and provides information about its features and popularity. It notes that Second Life has over 10 million total users with 25,000-50,000 active users daily. Billions of dollars are spent in the virtual economy. The document also outlines several other popular virtual worlds and notes there are over 80 million total users across 55 virtual world platforms. It concludes by stating investment and adoption of virtual worlds continues to grow as the technology matures and offers more value to both consumers and businesses.
The document discusses the concept of the metaverse, which is described as a hypothetical future iteration of the internet that combines virtual and augmented reality. Key points include:
- The metaverse will include both physical and virtual elements and allow people to interact in virtual 3D spaces for activities like socializing, learning, and playing.
- It is expected to merge different digital platforms like gaming, social media, VR, and cryptocurrency.
- Existing virtual worlds and games have incorporated some elements of what may become the metaverse, but a fully realized version does not yet exist.
- Issues that could arise include user safety, addiction, and potential negative mental health impacts from overuse or using it as an
Virtual worlds are computer-based simulated environments where users interact through avatars. They include massive multiplayer online role-playing games (MMORPGs) like World of Warcraft as well as non-gaming virtual environments such as Second Life that allow users to interact with their environment and each other, build their own spaces, and share 3D information in a simulated reality that can mimic real-world experiences. Educational uses of virtual worlds include historical role-playing, immersive simulations, and realistic workspaces for companies.
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
The document discusses the concept of presence in online communication and social networks. It defines presence as the exposure of personal states to others and awareness of others' states through ambient communication. It describes how presence has evolved from features like away messages to modern microblogging. Common ways presence is used include managing attention, facilitating casual interactions, providing a sense of activity, and allowing self-expression. The document outlines different types of presence and models for conceptualizing presence information in systems. It provides examples of how presence is implemented and consumed in technologies like Skype, Facebook, and online learning platforms.
This document discusses virtual worlds and their uses. It describes virtual worlds as computer-simulated environments where users interact through avatars. It outlines how virtual worlds can be used for social networking, education, training, marketing, and more. It also discusses the types of virtual worlds that exist, including commercial worlds like Second Life as well as open-source options. Potential future applications are explored, such as fully integrating virtual worlds into education and combining them with augmented reality.
The document provides an overview of 3D web technologies including Second Life. It discusses 3D web browsers, avatars, simulations (SIMs), prims, and new users (newbies). It demonstrates how to perform basic actions like moving, flying, teleporting, and talking in a virtual 3D environment. Examples are given of real-world applications for 3D worlds including virtual meetings and conferences. Links are included to examples of 3D web platforms.
This document discusses the exponential growth of technology according to several "laws", including Moore's law of transistors doubling every two years. It suggests this growth will continue with broadband speeds doubling every 21 months according to Nielsen's law. Finally, it notes how virtual worlds are becoming more common, with video games now surpassing movies and 3D virtual environments being used for applications like virtual training.
The document discusses a virtual worlds seminar business workshop agenda. The agenda covers topics like thinking about 3D web applications, branding in virtual worlds, current research statistics, case studies, and the ecosystem around 3D web development. It provides examples and considerations for various 3D web and virtual world project types and implementation strategies.
This document discusses 3D virtual worlds and introduces Terry Thorpe, the founder of a company called "live in 3D". It outlines Thorpe's vision to allow people to "live in 3D" by interacting and participating in virtual 3D environments. The document promotes Thorpe's company and introduces the team working to develop new 3D virtual worlds and technologies to transform the way people interact and experience the internet in 3D.
Barefoot Leader's Guide to 3D Web Part 2Virtual iVent
This document discusses the rapid pace of technological change and challenges of predicting the future. It notes that estimates of when certain technologies would become mainstream, such as wireless internet access, have been off by several years. The document also briefly touches on the importance of standards, interoperability, non-verbal communication, and creating compelling user experiences. It concludes by thanking the reader in multiple languages.
Barefoot Leader's Guide to 3D Web part 1Virtual iVent
The document discusses the future of technology and the transition to Web 3.0. It outlines several "laws" that have governed exponential growth in computing, including Moore's Law on transistor density and Kryder's Law on data storage capacity. It then discusses emerging technologies like augmented reality, 3D interfaces, and ubiquitous connectivity that are shaping the transition to Web 3.0 and an increasingly globalized world economy driven by exponential growth.
An introduction to search engine optimisationVirtual iVent
This document provides a beginner's guide to search engine optimization (SEO). It discusses the importance of optimizing content, links, and technical elements of a website. Key factors mentioned include using keywords in descriptions, alt tags for images, directories and blogs for links, and keeping content and code regularly updated across different browsers to improve a site's organic search ranking. The overall message is that SEO is crucial for gaining free traffic and visibility through search engines like Google.
This document provides an introduction to online networking and recommends joining several social media platforms such as LinkedIn, starting a blog, and joining Facebook, Twitter, and YouTube. It discusses why these platforms are useful for visibility, building connections and expertise, and positioning one's brand. The document is authored by Terry Thorpe, a fellow of several professional organizations and founder of kohd.
Part of a larger (much larger!) presentation on 3D Web. This occupies about 2-3 minutes and is an image based history of video games from 1972 to 2004. Special thanks to Stef Mills.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
MATATAG CURRICULUM: ASSESSING THE READINESS OF ELEM. PUBLIC SCHOOL TEACHERS I...NelTorrente
In this research, it concludes that while the readiness of teachers in Caloocan City to implement the MATATAG Curriculum is generally positive, targeted efforts in professional development, resource distribution, support networks, and comprehensive preparation can address the existing gaps and ensure successful curriculum implementation.
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.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This 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.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
June 3, 2024 Anti-Semitism Letter Sent to MIT President Kornbluth and MIT Cor...Levi Shapiro
Letter from the Congress of the United States regarding Anti-Semitism sent June 3rd to MIT President Sally Kornbluth, MIT Corp Chair, Mark Gorenberg
Dear Dr. Kornbluth and Mr. Gorenberg,
The US House of Representatives is deeply concerned by ongoing and pervasive acts of antisemitic
harassment and intimidation at the Massachusetts Institute of Technology (MIT). Failing to act decisively to ensure a safe learning environment for all students would be a grave dereliction of your responsibilities as President of MIT and Chair of the MIT Corporation.
This Congress will not stand idly by and allow an environment hostile to Jewish students to persist. The House believes that your institution is in violation of Title VI of the Civil Rights Act, and the inability or
unwillingness to rectify this violation through action requires accountability.
Postsecondary education is a unique opportunity for students to learn and have their ideas and beliefs challenged. However, universities receiving hundreds of millions of federal funds annually have denied
students that opportunity and have been hijacked to become venues for the promotion of terrorism, antisemitic harassment and intimidation, unlawful encampments, and in some cases, assaults and riots.
The House of Representatives will not countenance the use of federal funds to indoctrinate students into hateful, antisemitic, anti-American supporters of terrorism. Investigations into campus antisemitism by the Committee on Education and the Workforce and the Committee on Ways and Means have been expanded into a Congress-wide probe across all relevant jurisdictions to address this national crisis. The undersigned Committees will conduct oversight into the use of federal funds at MIT and its learning environment under authorities granted to each Committee.
• The Committee on Education and the Workforce has been investigating your institution since December 7, 2023. The Committee has broad jurisdiction over postsecondary education, including its compliance with Title VI of the Civil Rights Act, campus safety concerns over disruptions to the learning environment, and the awarding of federal student aid under the Higher Education Act.
• The Committee on Oversight and Accountability is investigating the sources of funding and other support flowing to groups espousing pro-Hamas propaganda and engaged in antisemitic harassment and intimidation of students. The Committee on Oversight and Accountability is the principal oversight committee of the US House of Representatives and has broad authority to investigate “any matter” at “any time” under House Rule X.
• The Committee on Ways and Means has been investigating several universities since November 15, 2023, when the Committee held a hearing entitled From Ivory Towers to Dark Corners: Investigating the Nexus Between Antisemitism, Tax-Exempt Universities, and Terror Financing. The Committee followed the hearing with letters to those institutions on January 10, 202
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.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
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.
50. Simulation
Business processes
Accurate interface
Competition Building Signs
Mentor
Reviews
Role of Hero Story
Replay Mixed scale
High score
Game Pedagogy
55. 7 sensibilities of VW
sense of self
death of distance
power of presence
sense of space
capacity to co-create
pervasiveness of practice
enrichment of experience