The are the slides from my presentation given on June 3rd, 2009 for the Learning Times Handheld Conference online. Talks about the mobile tours done at our museum.
Google Glass is an augmented reality project by Google that aims to implement wearable computing. It uses technologies like augmented reality, bone conduction, eye tap, 4G, and Android to allow hands-free displaying of information to the user via a small video display. The user can take photos/videos and get information by voice commands. While promising increased access, it may also raise privacy and safety issues.
Google Glass is an augmented reality project by Google that aims to implement wearable computing. It uses technologies like augmented reality, bone conduction, eye tap, 4G, and Android to allow hands-free displaying of information to the user via a small video display. The user can take photos/videos and get information by using voice commands. While Google Glass provides easy access to information and could help disabled people, it also raises privacy and safety concerns when used in public.
Apples’ iPhone, iPod touch and iPad Application Programming - CLASS 1Violeta Salas
Across this sessions you will learn to develop and deploy mobile applications on Apple´s iPhone, Ipod and iPad.
CLASS 1. Introduction. Mobile Characteristics and Interaction Design Principles.
REVO is a portable augmented reality device that projects digital information onto physical surfaces using a camera, projector, and sensors. It bridges the gap between digital and physical worlds by allowing users to interact with intangible online information in the real world. The prototype device is affordable at $150 and uses computer vision algorithms and an internet connection to identify objects and surfaces, retrieve related online information, and project it for interaction. Some potential applications include making calls, recording notes, accessing digital information, and getting details about products by pointing the device at them. The goal is to turn any surface into an interactive display.
Overview of usability testing methods for mobile devices and apps. Includes information on usability, explanation of challenges introduced by the mobile context, and practical tools and techniques.
1) Mobile usability testing requires solutions for recording screens that involve scrolling as well as capturing tap and swipe gestures.
2) The author's team created several prototypes for sled systems to hold mobile devices for usability testing and recording, addressing needs like adjustability, stability, and accommodating various device sizes.
3) Key lessons from testing include that switching device orientation is difficult, an adjustable mount is essential, and users may prefer placing devices on a table if available rather than a sled. Context simulation and using users' own devices can provide additional insights.
An overview of the accessibility features in iOS 13.
This presentation was given by Anitra Pavka and Joey deVilla at the Tampa Bay UX Group meetup on Thursday, January 30, 2020.
Google Glass is an augmented reality project by Google that aims to implement wearable computing. It uses technologies like augmented reality, bone conduction, eye tap, 4G, and Android to allow hands-free displaying of information to the user via a small video display. The user can take photos/videos and get information by voice commands. While promising increased access, it may also raise privacy and safety issues.
Google Glass is an augmented reality project by Google that aims to implement wearable computing. It uses technologies like augmented reality, bone conduction, eye tap, 4G, and Android to allow hands-free displaying of information to the user via a small video display. The user can take photos/videos and get information by using voice commands. While Google Glass provides easy access to information and could help disabled people, it also raises privacy and safety concerns when used in public.
Apples’ iPhone, iPod touch and iPad Application Programming - CLASS 1Violeta Salas
Across this sessions you will learn to develop and deploy mobile applications on Apple´s iPhone, Ipod and iPad.
CLASS 1. Introduction. Mobile Characteristics and Interaction Design Principles.
REVO is a portable augmented reality device that projects digital information onto physical surfaces using a camera, projector, and sensors. It bridges the gap between digital and physical worlds by allowing users to interact with intangible online information in the real world. The prototype device is affordable at $150 and uses computer vision algorithms and an internet connection to identify objects and surfaces, retrieve related online information, and project it for interaction. Some potential applications include making calls, recording notes, accessing digital information, and getting details about products by pointing the device at them. The goal is to turn any surface into an interactive display.
Overview of usability testing methods for mobile devices and apps. Includes information on usability, explanation of challenges introduced by the mobile context, and practical tools and techniques.
1) Mobile usability testing requires solutions for recording screens that involve scrolling as well as capturing tap and swipe gestures.
2) The author's team created several prototypes for sled systems to hold mobile devices for usability testing and recording, addressing needs like adjustability, stability, and accommodating various device sizes.
3) Key lessons from testing include that switching device orientation is difficult, an adjustable mount is essential, and users may prefer placing devices on a table if available rather than a sled. Context simulation and using users' own devices can provide additional insights.
An overview of the accessibility features in iOS 13.
This presentation was given by Anitra Pavka and Joey deVilla at the Tampa Bay UX Group meetup on Thursday, January 30, 2020.
Bill reviewed course A on an iPhone 7+ running iOS 10.2 using the Safari browser. He found that audio and video playback was good and there were numerous sharing and downloading options for files. However, many pages needed to be viewed in landscape mode to be readable, some pop-up windows were cut off and not adjustable, and new windows began piling up making navigation back to the starting page sometimes tricky.
The document describes Google Glass, a wearable computer with features like:
- An optical head-mounted display and camera that allows hands-free use
- Voice control using a bone conduction speaker and microphone
- Augmented reality provided through technologies like wearable computing, ambient intelligence, and eye tap displays
- Capabilities like taking photos/videos, getting information, viewing maps, and language translation through voice commands
- Future applications in fields like healthcare, education, and more are envisioned despite some current disadvantages like privacy concerns.
This document provides tips on accessibility for visually impaired users, including guide dogs and digital devices. It discusses how Android and iOS handle accessibility features, noting that Android provides basic support like TalkBack while iOS offers more robust support through features like VoiceOver that can make apps usable and be life changing for some users. Developers are encouraged to implement accessibility best practices like adding content descriptions and hints to make their apps more inclusive.
Assistive technology refers to devices that help people with disabilities perform tasks. This includes low-tech devices like pencil grips and magnifiers as well as more advanced technologies like computers, braille displays, and voice recognition software. Schools are required by law to provide assistive technologies that can help students with disabilities learn. Examples of assistive technologies for different disabilities include FM systems for the hearing impaired, reading machines and braille devices for the visually impaired, and switches or eye-tracking for students with physical disabilities.
Mobile web vs. native apps: It's not about technology, it's about psychologyiQcontent
Cold logic makes a hard case for opting for mobile web apps over native ones. If you can build it in HTML, CSS, and javascript, then do, right? Except for the pesky little detail called the real world, where marketers demand apps, boardrooms pay for apps, and even worse, users seem to prefer them. Or do they?
In this talk, Brian will try to reframe the web vs native vs hybrid debate into a conversation about what your customers really need, and what they’ll actually use. The technology you choose for your mobile approach is of strategic importance, but you need to be thinking about much more than just technology.
Mobile First - Web & PHP Conference - 2013-09-17 KeynoteFrédéric Harper
Mobile First is an approach where the mobile experience is prioritized during website development. It involves designing for touch interfaces, limiting content to the essential, and optimizing sites for mobile constraints like connection speeds. Adopting a Mobile First approach forces developers to focus on usability and ensures the content is accessible regardless of device. As mobile usage surpasses desktop, it is important to think of growth in mobility and design interfaces for all devices with touch in mind.
This document discusses designing good mobile user experiences. It outlines that mobile experiences are different than desktop experiences due to limitations of mobile devices and contexts of mobile use. A good mobile experience focuses on interactions rather than tasks, is tailored to the mobile context, and is tested with users. Lessons from experience indicate that mobile design should pay attention to usage contexts, uniqueness of mobile, limited attention, and changing technologies through participatory design.
- Smartphone interfaces should be designed with short, bursty usage sessions in mind rather than long desktop sessions. Features that require many clicks or inputs should be minimized as clicks and inputs are difficult on small touchscreens.
- Designs must also account for the inaccuracy of touchscreens and avoid small, closely packed interface elements to prevent accidental selection. Notifications and messages should be used carefully so as not to overwhelm the user. Thorough testing with real users is important.
The document summarizes Gonzalo Parra's presentation on mobile development. It discusses the differences between iPhone and Android development platforms. Native apps are developed using iOS SDK and Objective-C, while mobile web apps can be developed for any smartphone using HTML, CSS, and JavaScript. It also presents Gonzalo's case study on a social discovery tool called "More!" which inspired the use of QR codes to share researcher profiles but was limited and could be improved with a native mobile app.
Usability Testing on Mobile Devices - No More Excuses!UXPA Boston
This document describes two setup options for conducting usability testing on mobile devices remotely. Setup 1 involves using two laptops, one to capture and share the screen of the mobile device being tested and the other to record the session. This allows observers to view both the screen and participant's face. Setup 2 only requires one device but is limited to iPhones. The document provides details on equipment, software, and steps needed for Setup 1 to help overcome barriers to remote mobile testing.
The iPad is a tablet computer developed by Apple Inc. that was announced in January 2010. It functions as a hybrid between the iPhone and a laptop, allowing users to browse the internet, use apps, listen to music, watch videos and play games using multi-touch gestures on its high-resolution display. The iPad has a thin and light design, powerful performance, and up to 10 hours of battery life.
The iPad is a tablet computer developed by Apple Inc. that was announced in January 2010. It functions as a hybrid between the iPhone and a laptop, allowing users to browse the internet, use apps, listen to music, watch videos and play games using multi-touch gestures on its high-resolution display. The iPad has a thin and light design, powerful performance, and up to 10 hours of battery life.
The document discusses the importance of user experience (UX) and user interface (UI) in creating a great mobile app. It states that UX/UI is the difference between an average app and a great app. A great app embraces the principles of the platform it is being designed for, has a custom UX/UI tailored to its goals and features, and engages the user. The document emphasizes that offshore development may miss cultural understanding important for UX/UI, and that Apple in particular has set standards for high-quality user experience with their Human Interface Guidelines.
We develop a technology of music tone recognition that allows users to create music just using their voice: Sing a melody, Select musical instrument to play it, play it and share!
Best Mobile UI Practices - FITC Mobile 2010Boris Chan
The document discusses best practices for mobile user interface design. It recommends learning about users, platforms, and following guidelines. Key points include knowing your users and their needs, understanding different platforms and their conventions, and applying principles like usability, feedback and forgiveness. The document provides examples from iPhone, Android and Blackberry guidelines regarding elements, navigation and discoverability. It emphasizes using native elements where possible for consistency.
The document summarizes the E-Ball, the smallest PC ever made. It is a spherical computer that is 160mm in diameter. It contains components like a dual core processor, 2GB of RAM, 350-500GB hard drive, integrated graphics and sound card, speakers, wireless mouse, networking cards, and a webcam. It projects a holographic keyboard and can be used for presentations due to its portability and large memory.
Tablet PCs are portable computers with touch screens that run standard PC operating systems. They come in various sizes and prices. Tablet PCs are gaining popularity due to their convenience. They are being used in education due to their portability and ability to easily share information. Tablet PCs are also being used increasingly in healthcare for things like patient education and therapeutic applications. Popular tablet PCs include the Apple iPad, Samsung Galaxy Tab, Dell Streak, Motorola Xoom, and BlackBerry PlayBook.
Confoo 2012-03-01 - Building mobile experiences that don't suckFrédéric Harper
This document discusses principles for designing mobile apps that provide a good user experience. It begins by outlining three common motivations for using mobile apps: microtasking, accessing local information, and alleviating boredom. It then covers design considerations like prioritizing content over controls, tailoring experiences for each mobile platform, and designing intuitive gestures. The document advocates designing apps that make tasks easy for users while hiding complexity. It also encourages building apps that help users feel accomplished and engaged in the moment.
Tablet pc will be the future of computershafia Nadeem
Tablet PCs were first attempted in the 1980s but were too large. The iPad introduced in 2010 was a successful tablet. A tablet is a portable personal computer that uses a touch screen as its primary input. While some tablets have keyboards, others only offer touchscreen input. Tablets are becoming more popular for business, education, and personal use due to their portability and touchscreen capabilities.
This document discusses features of female anatomy and symptoms of gynecology. It describes implantation bleeding as an early sign of pregnancy and mentions other potential symptoms like missed periods, tender breasts, frequent urination, and food cravings. It also notes that stretch marks and birth control usage are common after affects and that labor can be a painful experience for women. The document encourages women to use protection and wait until age 21 before having children to be prepared for the pain of pregnancy and childbirth.
Bill reviewed course A on an iPhone 7+ running iOS 10.2 using the Safari browser. He found that audio and video playback was good and there were numerous sharing and downloading options for files. However, many pages needed to be viewed in landscape mode to be readable, some pop-up windows were cut off and not adjustable, and new windows began piling up making navigation back to the starting page sometimes tricky.
The document describes Google Glass, a wearable computer with features like:
- An optical head-mounted display and camera that allows hands-free use
- Voice control using a bone conduction speaker and microphone
- Augmented reality provided through technologies like wearable computing, ambient intelligence, and eye tap displays
- Capabilities like taking photos/videos, getting information, viewing maps, and language translation through voice commands
- Future applications in fields like healthcare, education, and more are envisioned despite some current disadvantages like privacy concerns.
This document provides tips on accessibility for visually impaired users, including guide dogs and digital devices. It discusses how Android and iOS handle accessibility features, noting that Android provides basic support like TalkBack while iOS offers more robust support through features like VoiceOver that can make apps usable and be life changing for some users. Developers are encouraged to implement accessibility best practices like adding content descriptions and hints to make their apps more inclusive.
Assistive technology refers to devices that help people with disabilities perform tasks. This includes low-tech devices like pencil grips and magnifiers as well as more advanced technologies like computers, braille displays, and voice recognition software. Schools are required by law to provide assistive technologies that can help students with disabilities learn. Examples of assistive technologies for different disabilities include FM systems for the hearing impaired, reading machines and braille devices for the visually impaired, and switches or eye-tracking for students with physical disabilities.
Mobile web vs. native apps: It's not about technology, it's about psychologyiQcontent
Cold logic makes a hard case for opting for mobile web apps over native ones. If you can build it in HTML, CSS, and javascript, then do, right? Except for the pesky little detail called the real world, where marketers demand apps, boardrooms pay for apps, and even worse, users seem to prefer them. Or do they?
In this talk, Brian will try to reframe the web vs native vs hybrid debate into a conversation about what your customers really need, and what they’ll actually use. The technology you choose for your mobile approach is of strategic importance, but you need to be thinking about much more than just technology.
Mobile First - Web & PHP Conference - 2013-09-17 KeynoteFrédéric Harper
Mobile First is an approach where the mobile experience is prioritized during website development. It involves designing for touch interfaces, limiting content to the essential, and optimizing sites for mobile constraints like connection speeds. Adopting a Mobile First approach forces developers to focus on usability and ensures the content is accessible regardless of device. As mobile usage surpasses desktop, it is important to think of growth in mobility and design interfaces for all devices with touch in mind.
This document discusses designing good mobile user experiences. It outlines that mobile experiences are different than desktop experiences due to limitations of mobile devices and contexts of mobile use. A good mobile experience focuses on interactions rather than tasks, is tailored to the mobile context, and is tested with users. Lessons from experience indicate that mobile design should pay attention to usage contexts, uniqueness of mobile, limited attention, and changing technologies through participatory design.
- Smartphone interfaces should be designed with short, bursty usage sessions in mind rather than long desktop sessions. Features that require many clicks or inputs should be minimized as clicks and inputs are difficult on small touchscreens.
- Designs must also account for the inaccuracy of touchscreens and avoid small, closely packed interface elements to prevent accidental selection. Notifications and messages should be used carefully so as not to overwhelm the user. Thorough testing with real users is important.
The document summarizes Gonzalo Parra's presentation on mobile development. It discusses the differences between iPhone and Android development platforms. Native apps are developed using iOS SDK and Objective-C, while mobile web apps can be developed for any smartphone using HTML, CSS, and JavaScript. It also presents Gonzalo's case study on a social discovery tool called "More!" which inspired the use of QR codes to share researcher profiles but was limited and could be improved with a native mobile app.
Usability Testing on Mobile Devices - No More Excuses!UXPA Boston
This document describes two setup options for conducting usability testing on mobile devices remotely. Setup 1 involves using two laptops, one to capture and share the screen of the mobile device being tested and the other to record the session. This allows observers to view both the screen and participant's face. Setup 2 only requires one device but is limited to iPhones. The document provides details on equipment, software, and steps needed for Setup 1 to help overcome barriers to remote mobile testing.
The iPad is a tablet computer developed by Apple Inc. that was announced in January 2010. It functions as a hybrid between the iPhone and a laptop, allowing users to browse the internet, use apps, listen to music, watch videos and play games using multi-touch gestures on its high-resolution display. The iPad has a thin and light design, powerful performance, and up to 10 hours of battery life.
The iPad is a tablet computer developed by Apple Inc. that was announced in January 2010. It functions as a hybrid between the iPhone and a laptop, allowing users to browse the internet, use apps, listen to music, watch videos and play games using multi-touch gestures on its high-resolution display. The iPad has a thin and light design, powerful performance, and up to 10 hours of battery life.
The document discusses the importance of user experience (UX) and user interface (UI) in creating a great mobile app. It states that UX/UI is the difference between an average app and a great app. A great app embraces the principles of the platform it is being designed for, has a custom UX/UI tailored to its goals and features, and engages the user. The document emphasizes that offshore development may miss cultural understanding important for UX/UI, and that Apple in particular has set standards for high-quality user experience with their Human Interface Guidelines.
We develop a technology of music tone recognition that allows users to create music just using their voice: Sing a melody, Select musical instrument to play it, play it and share!
Best Mobile UI Practices - FITC Mobile 2010Boris Chan
The document discusses best practices for mobile user interface design. It recommends learning about users, platforms, and following guidelines. Key points include knowing your users and their needs, understanding different platforms and their conventions, and applying principles like usability, feedback and forgiveness. The document provides examples from iPhone, Android and Blackberry guidelines regarding elements, navigation and discoverability. It emphasizes using native elements where possible for consistency.
The document summarizes the E-Ball, the smallest PC ever made. It is a spherical computer that is 160mm in diameter. It contains components like a dual core processor, 2GB of RAM, 350-500GB hard drive, integrated graphics and sound card, speakers, wireless mouse, networking cards, and a webcam. It projects a holographic keyboard and can be used for presentations due to its portability and large memory.
Tablet PCs are portable computers with touch screens that run standard PC operating systems. They come in various sizes and prices. Tablet PCs are gaining popularity due to their convenience. They are being used in education due to their portability and ability to easily share information. Tablet PCs are also being used increasingly in healthcare for things like patient education and therapeutic applications. Popular tablet PCs include the Apple iPad, Samsung Galaxy Tab, Dell Streak, Motorola Xoom, and BlackBerry PlayBook.
Confoo 2012-03-01 - Building mobile experiences that don't suckFrédéric Harper
This document discusses principles for designing mobile apps that provide a good user experience. It begins by outlining three common motivations for using mobile apps: microtasking, accessing local information, and alleviating boredom. It then covers design considerations like prioritizing content over controls, tailoring experiences for each mobile platform, and designing intuitive gestures. The document advocates designing apps that make tasks easy for users while hiding complexity. It also encourages building apps that help users feel accomplished and engaged in the moment.
Tablet pc will be the future of computershafia Nadeem
Tablet PCs were first attempted in the 1980s but were too large. The iPad introduced in 2010 was a successful tablet. A tablet is a portable personal computer that uses a touch screen as its primary input. While some tablets have keyboards, others only offer touchscreen input. Tablets are becoming more popular for business, education, and personal use due to their portability and touchscreen capabilities.
This document discusses features of female anatomy and symptoms of gynecology. It describes implantation bleeding as an early sign of pregnancy and mentions other potential symptoms like missed periods, tender breasts, frequent urination, and food cravings. It also notes that stretch marks and birth control usage are common after affects and that labor can be a painful experience for women. The document encourages women to use protection and wait until age 21 before having children to be prepared for the pain of pregnancy and childbirth.
Marcus Piazzisi: Social Media Advertising: Top 10 Tips for Getting the Highes...Sean Bradley
This document provides 10 tips for running a successful social media advertising campaign on Facebook and Twitter. It recommends starting with Facebook and leveraging different ad types like promoted posts and page likes to meet goals like driving website traffic, engagement, and follower growth. It also suggests fine-tuning targeting with Facebook's advanced options, incorporating lead generation forms, retargeting existing customers, and promoting service offers. For Twitter, it recommends designing a strategy aligned with Facebook and taking advantage of Twitter's targeting and conversion pixels to measure direct ROI across channels.
di Mario De Caro
(Università Roma Tre)
Convegno "Le neuroscienze incontrano le altre discipline"
Padova, Palazzo del Bo
5 maggio 2011
Il convegno è promosso dall’Università di Padova e dal Dipartimento di Psicologia generale della stessa università, con il sostegno della Fondazione Sigma Tau e della Fondazione Giannino Bassetti.
Understanding & implementing marketing information systemNishant Dutta
The document discusses marketing information systems for tourism in Himachal Pradesh, India. It explains that tourism marketing has focused on promotion and new technologies like the internet provide opportunities for cost-effective promotion. Himachal Pradesh has natural beauty from the Himalayas to forests and rivers. The government has invested in information kiosks and smartphone apps to provide tourist information. While e-marketing is still developing, these interactive technologies have helped grow tourism in various cities after 2009. The document concludes that continued development and promotion of tourism through new technologies can benefit Himachal Pradesh's economy.
iPad Lecture Capture for Brightspace - Illinois Ignite 2014D2L Barry
Presentation titled "iPad Lecture Capture for Brightspace" by James Moore of DePaul University. Brightspace Ignite Forum on November 21, 2014 at DePaul University
The document discusses the pros and cons of the iPhone and provides information on developing apps for the iPhone platform. It outlines how the iPhone's touch interface and location services are strengths, but that it has limited appeal due to cost and restrictions. It then details how to create both web apps and native apps for the iPhone using technologies like Safari, Cocoa Touch, and the iOS SDK. Developers must submit apps to the official Apple App Store.
This document provides information on creating video podcasts for outdoor education. It discusses equipment needed like video cameras and tripods, preparing a storyboard, recording video, editing footage, and uploading the finished podcast to sites like YouTube or iTunes. Creating short, simple podcasts on topics related to outdoor skills and activities can help educate audiences and provide professional development for outdoor educators. Instructions are given on using software like iMovie or Windows Movie Maker to edit videos and convert files for uploading and viewing on iPods.
The document describes an offline mobile app called Offnet that allows users to access cached web pages when internet is unavailable. Offnet stores copies of websites the user visits, including images, text, audio and video. When using Offnet, the user can choose which pages from a website to cache. Later, the cached files can be accessed offline, saving data and bandwidth. Offnet provides an offline browsing experience that allows users to continue accessing content without an internet connection.
This document provides an overview of developing educational content for iPhones and iPads. It discusses apps for viewing and creating documents, presentations, PDFs, audio, and video content. It also addresses issues with displaying Flash content and provides steps for mobile development. Resources for learning objective C programming and creating basic apps are also included. The document aims to educate on creating and delivering course content on mobile devices.
Video can be used effectively for education and extension work by capturing demonstrations, interviews, and discussions. It allows content to be reused and preserved over time at a relatively low cost. Basic video equipment includes cameras, microphones, computers, and editing software. Planning is important through storyboards and prepared interview questions. Good audio quality is essential. Editing can be time-consuming but storyboarding helps. Still images with narration is another option. Hosting can be on YouTube or Vimeo. Participatory video involves stakeholders filming themselves.
The document discusses using podcasting and screencasting to provide library tutorials and instructions. It describes how the University of Bath library used free software like Audacity to create podcasts ("Libcasts") on various topics to make induction tutorials and information more flexible and portable for users. It also explains how the library used Camtasia software to create short instructional videos or "Libflicks" that were placed throughout the library website. Key steps included choosing equipment and software, developing content and style guidelines, promotion of the resources, and measuring their success.
The document discusses the San Jose Museum of Art's use of technology for audio tours, from early experiments using iPods in "notes-only" mode to developing one of the first iPhone tours in 2007 and officially launching an iPod Touch tour in 2008. It notes the museum's small staff and budget but ability to create all content in-house using video cameras, microphones, and Apple software. It also provides a brief history of the museum's technology program starting in 2005.
This document provides an overview of screencasting and cloud-based screencasting applications. It defines screencasting as the digital recording of computer screen output along with audio narration. Cloud computing is defined as using internet-based applications instead of locally installed software. The document discusses benefits of screencasts such as ease of use, sharing, and viewing. It also reviews features of the screencasting applications Screenr and Screencast-O-Matic which allow creating and storing screencasts in the cloud. Best practices for recording screencasts are also presented.
Cinemacraft is a video technology company established in 2010 with offices in Tokyo and LA. Their flagship product is Videogram, which allows users to browse and interact with videos in a similar way as photos. It uses algorithms to break videos down into frames that can be commented on individually. They chose to develop Videogram and their other products using Sencha Touch for its cross-platform capabilities. Their development process involves initial testing in the browser followed by testing on actual devices using PhoneGap.
Playing with Technology for Assessment & Data Collection in a DAP Classroom 2013Jodie Riek
This document discusses using technology for assessment and data collection in early childhood classrooms. It provides examples of free and low-cost software tools that can be used for documentation, data collection, and project-based learning activities to support various developmental domains. Examples include using Word for assessments, PowerPoint for digital portfolios, Paint.net and Audacity for multimedia projects, and iPad apps and Kidblog for communication and collaboration. Contact information is provided for the author to ask additional questions.
What Have You Learnt About Technologies From The Process Of Constructing This...katydonovan
The document discusses various technologies used to construct a product or project. It describes using the internet for research, a phone to take photos and communicate, a digital video camera to film an opening which allowed reviewing footage, and a scanner to upload images. It also discusses using PowerPoint, Windows Movie Maker, YouTube, and Adobe Premier Elements to edit a digital video and film opening, adding credits and effects.
This primer on mobile accessibility will give you a solid grounding on standards, guidelines and principles of making websites accessible on mobile devices, and demonstrate some of the accessibility features available on iOS and Android.
This presentation was delivered at Digpen 7:
http://lanyrd.com/2014/digpen7/sdfcth/
This document discusses using video conferencing technology like iChat and Polycom to connect classrooms. It provides tips for planning successful video conferences, including testing connections, preparing students with questions, and having backup plans. Options discussed for hardware include using an iSight webcam, Firewire camcorder, or Polycom system. Enhancements like iChatUSBCam, iGlasses, and Conference Recorder can improve the iChat experience.
This document discusses using video conferencing technology like iChat and Polycom to connect classrooms. It provides tips for planning successful video conferences, including testing connections, preparing students with questions, and having backup plans. Options discussed for hardware include using an iSight webcam, Firewire camcorder, or Polycom system. Enhancements like iChatUSBCam, iGlasses, and Conference Recorder can improve the iChat experience.
This document discusses using video conferencing technology like iChat and Polycom to connect classrooms. It provides tips for planning successful video conferences, including testing connections, preparing students with questions, and having backup plans. Options discussed for hardware include using an iSight webcam, Firewire camcorder, or Polycom system. Enhancements like iChatUSBCam, iGlasses, and Conference Recorder can improve the iChat experience.
This document discusses using video conferencing technology like iChat and Polycom to connect classrooms. It provides tips for planning successful video conferences, including testing connections, preparing students with questions, and having backup plans. Options discussed for hardware include using an iSight webcam, Firewire camcorder, or Polycom system. Enhancements like iChatUSBCam, iGlasses, and Conference Recorder can improve the iChat experience.
This document discusses using video conferencing technology like iChat and Polycom to connect classrooms. It provides tips for planning successful video conferences, including testing connections, preparing students with questions, and having backup plans. Options discussed for hardware include using an iSight webcam, Firewire camcorder, or Polycom system. Enhancements like iChatUSBCam, iGlasses, and Conference Recorder can improve the iChat experience.
The document discusses alternatives to video recordings for lectures, such as enhanced podcasts and slidecasts. It describes the advantages of these alternatives, including being easier and less resource-intensive to produce than videos, having smaller file sizes, and being viewable on mobile devices. The document also summarizes the results of a study comparing students who took a course with only lectures, a blended approach using lectures and podcasts, or only podcasts, finding that podcasts improved completion rates and student evaluations of the course.
Similar to Learning Times Handheld Conference (20)
This is a presentation that I gave at SFSU regarding how Apple disrupted the technology in museums, allowing them to create their own content and present their own mobile tours. The presentation occurred in April 2012.
Piecing it Together: Steps to Building Mobile ApplicationChris Alexander
I organized this presentation given at the Museum Computer Network conference in Atlanta 2011.
Panelists included:
-Jennifer Rossi, The Hirshhorn
- Joshua Jeffery, The Warhol
- Jack Ludden, The Getty
- Steve Gemmel, The Getty
- Amy Heibel, Los Angeles County Museum of Art
Presentation that I gave for the Museums and Mobile online conference in March 2011. Topic had to do with museums repurposing content that they have in a mobile experience.
Slides for the presentation that I gave at Museums and the Web regarding the San Jose Museum of Art iPhone interactive guide that I created and launched in May 2008. Talks about the various frameworks that are available for developing on the platform.
These are the slides for a presentation that I gave at the California Association of Museums 2009 in San Francisco. The focus was on preparing your museum for a incoming technology savvy generation.
Presentation given on Dec. 2, 2008 to the Cultural Connections group at SFMoMA. In it I discussed our use of YouTube to both promote and feed an interpretive element of the Road Trip exhbition.
The podcast "Artist of the Week" used a Marantz digital audio recorder and Sennheiser and Snoball microphones to record interviews. They used Garageband to edit recordings, iTunes to convert files, Podcast Maker to create an RSS feed, Skype for phone interviews, and IODA Promonet for music. The finished podcast was delivered through their website using an Odeo player and on the iTunes Music Store.
The San Jose Museum of Art started posting videos on YouTube in 2006 and has since had over 75,000 total views of 71 videos created in-house by a team of two. Their first and most successful video was about ballpoint pen artist Il Lee, which has nearly 20,000 views and went viral after being featured on the blog kottke.org, leading other bloggers to share it and more people to discover the artist. Visitors then came to the museum asking about "that ballpoint pen artist" and the video helped sell out their store catalog about Il Lee.
The podcast selects artists using a checklist to promote diversity and get recommendations from curators, records interviews in the artists' studios, galleries or museums using a Marantz audio recorder, Snoball mic, Sennheiser mic and Canon camera, edits interviews with Garageband, and converts them to iTunes with iTunes.
The document discusses the role of interactive technology and new experiences in 21st century museums. It outlines an agenda to talk about the current static website of the San Jose Museum of Art (SJMA), trends in interactive and social web technologies used by other museums, and what SJMA is currently doing to move in a more interactive direction. The current SJMA website is described as informational with no interactivity, limited expandability, accessibility issues, and bad interface design, while modern websites and other museums are leveraging dynamic, user-generated, social, and mobile features.
This document discusses trends in Web 2.0, including dynamic websites that allow user-generated content and social networking. It mentions mashups, examples of Web 2.0 sites, and how technologies like AJAX, RSS, blogging, and web standards enabled more interactive experiences on the modern web. The document proposes creating a next generation website for an artist of the week with podcasts and outlines how current trends in Web 2.0 will influence its design.
The document outlines an event taking place at the SJMA art gallery from 11:30-12:15, including an introduction to technology usage at 11:30, a talk about an Escher cell phone game at 11:55, and a talk about installing a Listening Post upstairs in the gallery at 12:05, with time until 12:15 to explore the Listening Post, a cell phone game, and the gallery. It also provides information about iPod tours and podcasts produced in-house at the gallery using Apple, Garageband, and other software and equipment, which feature curator interviews and interpretations of art and poetry.
Technology can enhance museum experiences by offering additional interactive and audiovisual layers that bring visitors closer to artists and allow people to learn at their own pace, engaging with exhibits for longer. This helps museums attract grants by fulfilling requirements. Current technologies used include podcast and cell phone tours, kiosks, and websites, such as iPod tours that visitors can download from the museum's website and check out in the lobby.
The San Jose Museum of Art has a Museum Experience and Education Department that oversees volunteers, docents, and public programs with the goal of enhancing visitors' experience through technology. The department is led by a Director and has several Managers who oversee volunteers, docents, public programs, and digital experience.
Presentation I gve at the MCN Cal SIG which we hosted at the San Jose Museum of Art on August 22, 2008. I spoke about our iPod Touch/iPhone museum tour.
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UiPath Test Automation using UiPath Test Suite series, part 5
Learning Times Handheld Conference
1. The Little Train that Could:
Mobile Tours on a Shoestring Budget
Chris Alexander
Manager of Interactive Technology
San Jose Museum of Art
2. The Little Train that Could:
Mobile Tours on a Shoestring Budget
Chris Alexander
Manager of Interactive Technology
San Jose Museum of Art
3. SJMA Mobile History
Started 4 years ago
Led to creation of Manager of
Interactive Technology position
Cell tour and Video iPods
First customer of Guide by Cell
Launched iPods concurrently
iPod Touch/iPhone Tour launched in
May 2008
4. Content Production
• All content produced in-house by
two people
• Video is shot mostly in artist studios
in HD
• Wireless microphones to capture
audio
• Edited back at museum with Final
Cut Express
• Pushed out to multiple platforms
• YouTube
• iTunes via RSS feed
• SJMA website
• And of course, mobile devices
5. Cell Phones
First customer of Guide by Cell (prototype)
Offers audio tours via a visitors cell phone
Visitors call a phone number and enter a prompt
number next to object to hear info.
Simple easy to use web interface for creating
tours. Upload audio or record audio over phone.
Outstanding statistical information
Monthly pricing based of number of call-ins
New features being offered include text
messaging and voting
6. Cell Phones
Pros
Visitor familiar with their own device
No ick factor
Easy to get up and running
Cons
Poor sound quality
Usage of cell phone plan minutes
Cell phone reception issues
7. Why iPods?
• The Director at that time said so.
• Actually - he realized the allure of
the device
• At the time of first use Podcasting
was starting to become big
• Familiar and easy to use
• Easy to program for
• Cool factor
• Practical for a small museum like
the SJMA
• Easily replaceable
8. Video iPods
Used Notes-Only Mode aka “Museum Mode”
Way of locking visitors into Notes section of iPod
Keeps them out of other areas
Still an effect way to offer tour, but not supported
on current models
Beginning learning curve
Good Apple documentation
Limiting (font-size, images, buttons)
Creative UI solutions
Launch “Museum-mode” video
9. Video iPods
Used Notes-Only Mode aka “Museum Mode”
Way of locking visitors into Notes section of iPod
Keeps them out of other areas
Still an effect way to offer tour, but not supported
on current models
Beginning learning curve
Good Apple documentation
Limiting (font-size, images, buttons)
Creative UI solutions
Launch “Museum-mode” video
10. Video iPods
Pros
Visitor ability to use their own device
Localized content allows for stable delivery
Availability
Cons
Requires visitors to be pre-prepared by
downloading at home
UI not very easy or intuitive
Fixed UI
Accessibility issues
11. Video iPods
Pros
Visitor ability to use their own device
Localized content allows for stable delivery
Availability
Cons
Requires visitors to be pre-prepared by
downloading at home
UI not very easy or intuitive
Fixed UI
Accessibility issues
12. iPod Touch/iPhone
Interface more intuitive (touch control)
Flexible for UI development
Nice to develop for one modern browser
Options - Web-based tour, SDK tour, Hybrid
SJMA has a web-based tour created using HTML, CSS
and iUI javascript framework
Delivered via an onsite DNS server to speed video
streaming
Launch “iPod Touch Tour” video
13. iPod Touch/iPhone
Pros
Flexible UI
Allure factor might entice more to utilize tour
Ability to add more interactivity
Accessibility can be addressed by allowing larger
text, etc.
Cons
Availability - unless handed out
WiFi - if tour is delivered via it
Access to other apps hard to restict
14. In-House Logistics
•Museum Experience Reps
•Trained on artwork and iPod
usage
•Also trained on minor
troubleshooting
•Checkouts from Cabinets
•Available to visitors on shelves
•Signage indicates options
15. The Little Train that Could:
Mobile Tours on a Shoestring Budget
Chris Alexander
Manager of Interactive Technology
San Jose Museum of Art
email: cmalexander@me.com
Slides available at: www.slideshare.net/cmalexander
iPod Touch/iPhone tour video at: www.vimeo.com/1487144
Video iPod in Notes-Only Mode: www.vimeo.com/363779