The document discusses the original 1981 game Castle Wolfenstein and a remake of the game being developed in GameMaker. It provides details on the original game such as the developer, genre, and that it was the first to incorporate stealth gameplay. It then covers aspects of remaking the game like updated gameplay mechanics, graphics, and feedback from beta testing. Overall it finds GameMaker useful but limited, and that remaking the game has proven more difficult than expected.
The document discusses the concepts of linearity, non-linearity, emergence and narrativity in games and other media like literature. It argues that emergence is not an inherent quality of any particular medium, but rather is something that must be crafted intentionally by designers. While some games appear emergent due to interactivity, player behavior actually tends to follow patterns constrained by in-game necessities. True non-linearity is difficult to achieve. Linearity and non-linearity are design achievements that depend on authorial intention and skill, rather than properties intrinsic to any medium.
Computer Games - Story Theory - Narrative Delivery TypesAndrew Ryan
This document discusses using stories in games and different methods for delivering stories through gameplay. It outlines three main methods: linear stories where the narrative is the same for all players; branching stories where players' choices impact the narrative path; and emergent stories where broad rules lead to unique stories emerging from gameplay. Examples are provided for each type, along with their advantages like narrative control or replayability, and disadvantages like unseen content or lack of narrative control. The document advocates considering alternative stories to violence and ways to tell stories through gameplay mechanics and discovery rather than linear narratives.
El documento discute el concepto de inmersión en los medios y la ficción. Describe cómo los juegos alternativos de realidad y experiencias multimedia como Why So Serious inmersión al difuminar las líneas entre la realidad y la ficción. También explora cómo las comunidades de fans ahora tienen más control sobre las historias a través de las redes sociales y cómo los creadores deben equilibrar el control de la narrativa con dar poder a la audiencia.
Interactive Journalism - What is a Story? - Science PoGerald Holubowicz
This document discusses different approaches to storytelling and interactive journalism. It begins by defining what constitutes a story from both a journalist's perspective of who, what, when, where, why and how, and from a general perspective of having a beginning, middle and end. It then examines the history of storytelling from ancient epics to modern story structures. The document also analyzes different types of interactive formats and non-linear story structures that can be used in interactive documentaries.
The document discusses several types of interactive and transmedia storytelling forms including interactive documentaries, news games, web documentaries, augmented reality games, and transmedia storytelling across TV shows and mobile games. It outlines recurring features such as nonlinear narratives, multimedia content, and user-generated content shaping the experience. Main challenges discussed include balancing interactivity and narrative, preventing content overload, and coordinating a coherent transmedia experience. Common mistakes mentioned are lack of resources for other platforms, parts of the experience not standing alone, and forgetting to tell a story.
This document discusses using the Mechanics-Dynamics-Aesthetics (MDA) framework for course design. The MDA framework considers user experiences through mechanics (what's possible), dynamics (what happens), and aesthetics (overall experience). These interrelated parts can be adjusted to respond to learner feedback. Using MDA in teaching can lead to more engaging learning. Furthermore, layering backwards design onto MDA shows how MDA complements existing instructional design approaches. The session will explore applying current research in learning sciences and experiences with game design workshops to instructional design.
The Active Teaching Lab program provides low-commitment, structured explorations of teaching tools and techniques to help faculty teach more effectively. Faculty tell program organizers that they appreciate the light-touch, playful environment that allows them to learn from peers' experiences in a low-stress way through hands-on activities and discussions. Based on positive feedback, organizers plan to expand offerings to different times and provide deeper training on specific tools and processes to further inspire faculty to incorporate new approaches in their teaching.
The document discusses the original 1981 game Castle Wolfenstein and a remake of the game being developed in GameMaker. It provides details on the original game such as the developer, genre, and that it was the first to incorporate stealth gameplay. It then covers aspects of remaking the game like updated gameplay mechanics, graphics, and feedback from beta testing. Overall it finds GameMaker useful but limited, and that remaking the game has proven more difficult than expected.
The document discusses the concepts of linearity, non-linearity, emergence and narrativity in games and other media like literature. It argues that emergence is not an inherent quality of any particular medium, but rather is something that must be crafted intentionally by designers. While some games appear emergent due to interactivity, player behavior actually tends to follow patterns constrained by in-game necessities. True non-linearity is difficult to achieve. Linearity and non-linearity are design achievements that depend on authorial intention and skill, rather than properties intrinsic to any medium.
Computer Games - Story Theory - Narrative Delivery TypesAndrew Ryan
This document discusses using stories in games and different methods for delivering stories through gameplay. It outlines three main methods: linear stories where the narrative is the same for all players; branching stories where players' choices impact the narrative path; and emergent stories where broad rules lead to unique stories emerging from gameplay. Examples are provided for each type, along with their advantages like narrative control or replayability, and disadvantages like unseen content or lack of narrative control. The document advocates considering alternative stories to violence and ways to tell stories through gameplay mechanics and discovery rather than linear narratives.
El documento discute el concepto de inmersión en los medios y la ficción. Describe cómo los juegos alternativos de realidad y experiencias multimedia como Why So Serious inmersión al difuminar las líneas entre la realidad y la ficción. También explora cómo las comunidades de fans ahora tienen más control sobre las historias a través de las redes sociales y cómo los creadores deben equilibrar el control de la narrativa con dar poder a la audiencia.
Interactive Journalism - What is a Story? - Science PoGerald Holubowicz
This document discusses different approaches to storytelling and interactive journalism. It begins by defining what constitutes a story from both a journalist's perspective of who, what, when, where, why and how, and from a general perspective of having a beginning, middle and end. It then examines the history of storytelling from ancient epics to modern story structures. The document also analyzes different types of interactive formats and non-linear story structures that can be used in interactive documentaries.
The document discusses several types of interactive and transmedia storytelling forms including interactive documentaries, news games, web documentaries, augmented reality games, and transmedia storytelling across TV shows and mobile games. It outlines recurring features such as nonlinear narratives, multimedia content, and user-generated content shaping the experience. Main challenges discussed include balancing interactivity and narrative, preventing content overload, and coordinating a coherent transmedia experience. Common mistakes mentioned are lack of resources for other platforms, parts of the experience not standing alone, and forgetting to tell a story.
This document discusses using the Mechanics-Dynamics-Aesthetics (MDA) framework for course design. The MDA framework considers user experiences through mechanics (what's possible), dynamics (what happens), and aesthetics (overall experience). These interrelated parts can be adjusted to respond to learner feedback. Using MDA in teaching can lead to more engaging learning. Furthermore, layering backwards design onto MDA shows how MDA complements existing instructional design approaches. The session will explore applying current research in learning sciences and experiences with game design workshops to instructional design.
The Active Teaching Lab program provides low-commitment, structured explorations of teaching tools and techniques to help faculty teach more effectively. Faculty tell program organizers that they appreciate the light-touch, playful environment that allows them to learn from peers' experiences in a low-stress way through hands-on activities and discussions. Based on positive feedback, organizers plan to expand offerings to different times and provide deeper training on specific tools and processes to further inspire faculty to incorporate new approaches in their teaching.
1) The document introduces a session on using game design in education at the ELI Annual Meeting, led by John Martin and Ryan Martinez from the University of Wisconsin - Madison.
2) It discusses why game design and play are important learning tools, noting that play is universal and we often learn through play, and that game design in class incorporates powerful learning practices like problem-based and constructionist learning.
3) The document then describes an iterative game design process used in a workshop, where participants brainstorm themes, make prototypes with materials, design playable games, test and refine their designs.
This document discusses situating mobile learning and describes John Martin's perspective on the topic. It advocates for an experiential and situated approach to mobile learning that connects learning to places, problem spaces, information, and people. Mobile learning should respect how students typically use mobile devices to connect informal learning activities like chatting with friends or following passions, and design formal learning experiences accordingly. The key is connecting learning to where students are and where they want to be via hands-on experiences and just-in-time access to information.
Mobile Media Learning Classroom Practices and IntegrationJohn G Martin, PhD
1) The document discusses the "Up River" mobile augmented reality game created by Jim and Mark to teach ethnographic skills through place-based storytelling along the St. Louis River estuary. Teachers and students collaborated in designing and developing the game and their own place-based stories.
2) Five key themes emerged from participatory design of mobile learning games: encouraging engagement, leveraging place-based experiences, gathering information from the physical environment, fostering systems thinking, and continuous design improvement through collaboration.
3) The document advocates for improving the accessibility and community features of the ARIS game platform to further support participatory, place-based mobile learning design.
This document discusses the participatory scaling of the ARIS mobile learning platform. ARIS allows educators and students to create augmented reality games for learning without programming. It has grown organically from small projects to thousands of games worldwide through sustained use, frequent engagement of user-designers, and an open source community model. Examples are given of ARIS games created at the University of New Mexico and University of Wisconsin to enhance place-based learning in various courses. The goal is for mobile technologies like ARIS to become integrated into education through grassroots adoption by educators and students.
Learning, Games, and Gamification - with NOTES (Horizon Report Webinar)John G Martin, PhD
Slides and Script for a webinar presentation on Games and Gamification for the 2013 Horizon Report for Higher Education (read more here: http://www.nmc.org/publications/2013-horizon-report-higher-ed).
Educational trends point to a growing need for flexible learning tools that support anyplace, anytime learning. Recent advances in mobile computing present potential avenues for addressing this. Having explored current trends in location-based mobile learning, we will share three projects built on an easy-to-use, open-source augmented reality storytelling platform. The ARIS platform is a mobile application that layers multimedia onto physical locations, using a browser-based editor that allows users to "roll their own" place-based game, tour, or other mobile-based activity. Finally, we will facilitate a structured discussion and brainstorming activity to generate and share other place-based mobile ideas. (Presented at 2011 Educause Midwest Regional Conference 3-15-11). Link: http://www.educause.edu/midwest-regional-conference/2011/place-based-learning
In this presentation, I explore the concept of Activity and CHAT (Cultural-Historical Activity Theory) in the context of The Little Red Hen, then apply it to my doctoral research to understand how an augmented reality game mediates the cultural models of campers at a traditional woods camp.
Making games at ELI 2013 with Ryan Martinez, Chris Holden, and 14 awesome brave participants! http://www.educause.edu/eli/events/eli-annual-meeting/2013/seminar-01a-iterative-design-process-curriculum-and-games-separate-registration-required.
1. The document discusses mobile learning and how smartphones and other mobile devices can be used for educational purposes.
2. It describes how mobile learning enables learning anywhere and anytime through access to information, people, and databases on mobile devices.
3. The document presents examples of how location-based augmented reality games and interactive situated learning experiences can engage students and enhance learning when incorporated into mobile devices.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
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.)
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.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
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!"
1) The document introduces a session on using game design in education at the ELI Annual Meeting, led by John Martin and Ryan Martinez from the University of Wisconsin - Madison.
2) It discusses why game design and play are important learning tools, noting that play is universal and we often learn through play, and that game design in class incorporates powerful learning practices like problem-based and constructionist learning.
3) The document then describes an iterative game design process used in a workshop, where participants brainstorm themes, make prototypes with materials, design playable games, test and refine their designs.
This document discusses situating mobile learning and describes John Martin's perspective on the topic. It advocates for an experiential and situated approach to mobile learning that connects learning to places, problem spaces, information, and people. Mobile learning should respect how students typically use mobile devices to connect informal learning activities like chatting with friends or following passions, and design formal learning experiences accordingly. The key is connecting learning to where students are and where they want to be via hands-on experiences and just-in-time access to information.
Mobile Media Learning Classroom Practices and IntegrationJohn G Martin, PhD
1) The document discusses the "Up River" mobile augmented reality game created by Jim and Mark to teach ethnographic skills through place-based storytelling along the St. Louis River estuary. Teachers and students collaborated in designing and developing the game and their own place-based stories.
2) Five key themes emerged from participatory design of mobile learning games: encouraging engagement, leveraging place-based experiences, gathering information from the physical environment, fostering systems thinking, and continuous design improvement through collaboration.
3) The document advocates for improving the accessibility and community features of the ARIS game platform to further support participatory, place-based mobile learning design.
This document discusses the participatory scaling of the ARIS mobile learning platform. ARIS allows educators and students to create augmented reality games for learning without programming. It has grown organically from small projects to thousands of games worldwide through sustained use, frequent engagement of user-designers, and an open source community model. Examples are given of ARIS games created at the University of New Mexico and University of Wisconsin to enhance place-based learning in various courses. The goal is for mobile technologies like ARIS to become integrated into education through grassroots adoption by educators and students.
Learning, Games, and Gamification - with NOTES (Horizon Report Webinar)John G Martin, PhD
Slides and Script for a webinar presentation on Games and Gamification for the 2013 Horizon Report for Higher Education (read more here: http://www.nmc.org/publications/2013-horizon-report-higher-ed).
Educational trends point to a growing need for flexible learning tools that support anyplace, anytime learning. Recent advances in mobile computing present potential avenues for addressing this. Having explored current trends in location-based mobile learning, we will share three projects built on an easy-to-use, open-source augmented reality storytelling platform. The ARIS platform is a mobile application that layers multimedia onto physical locations, using a browser-based editor that allows users to "roll their own" place-based game, tour, or other mobile-based activity. Finally, we will facilitate a structured discussion and brainstorming activity to generate and share other place-based mobile ideas. (Presented at 2011 Educause Midwest Regional Conference 3-15-11). Link: http://www.educause.edu/midwest-regional-conference/2011/place-based-learning
In this presentation, I explore the concept of Activity and CHAT (Cultural-Historical Activity Theory) in the context of The Little Red Hen, then apply it to my doctoral research to understand how an augmented reality game mediates the cultural models of campers at a traditional woods camp.
Making games at ELI 2013 with Ryan Martinez, Chris Holden, and 14 awesome brave participants! http://www.educause.edu/eli/events/eli-annual-meeting/2013/seminar-01a-iterative-design-process-curriculum-and-games-separate-registration-required.
1. The document discusses mobile learning and how smartphones and other mobile devices can be used for educational purposes.
2. It describes how mobile learning enables learning anywhere and anytime through access to information, people, and databases on mobile devices.
3. The document presents examples of how location-based augmented reality games and interactive situated learning experiences can engage students and enhance learning when incorporated into mobile devices.
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
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.)
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.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
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!"
How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
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.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
2. The Mystery Trip
A Focus on Game Goals and Mechanics
A Focus on Game Goals and Mechanics
3. AR situates game play in the physical place surrounding the body.
Crappy PDA graphics are supplemented by amazing sensory-rich effects
(sun, wind, rain, bugs, cramps, etc.) unparalleled in other types of video
games.
John Martin, regardingjohn.com Photo by Mystery Trip 2008 Group 2
5. Original Plan
• 3-5 campers (boys age 10-16)
John Martin, regardingjohn.com 3
6. Original Plan
• 3-5 campers (boys age 10-16)
• 4-day hiking trip over a 16 square mile
area.
John Martin, regardingjohn.com 3
7. Original Plan
• 3-5 campers (boys age 10-16)
• 4-day hiking trip over a 16 square mile
area.
• play an AR game to understand
affordances and limitations .
John Martin, regardingjohn.com 3
8. Original Plan
• 3-5 campers (boys age 10-16)
• 4-day hiking trip over a 16 square mile
area.
• play an AR game to understand
affordances and limitations .
• critique and redesign game, adding
own sub-culture.
John Martin, regardingjohn.com 3
9. Original Plan
• 3-5 campers (boys age 10-16)
• 4-day hiking trip over a 16 square mile
area.
• play an AR game to understand
affordances and limitations .
• critique and redesign game, adding
own sub-culture.
• Group-collaborated design naturally
causes a game narrative portraying
community narratives on three levels:
– camp history
– current population
– trip group
• Freedom for inside jokes, community-
building, puzzle creation -- slightly
competitive.
John Martin, regardingjohn.com 3
10. Narrative
• Narrative: sets the stage for the game.
Typically introduces Object of game (goal),
and story line that ties in game mechanics
(e.g. "You wake up in a strange cell block
with no memories. There's a chair in the
room with a loose leg that might come off")
• Narrative in a place-based game should
account for (almost) anything players might
encounter.
5
11. Mystery Trip Narrative
You feel a buzzing in your backpack. You take out your Communicator, and tune in.
It’s John. His face is It’s John. His face is It’s John. His face is
scratched and bloody, scratched and bloody, scratched and bloody,
battered and bruised. battered and bruised. battered and bruised.
Whoa! I didn’t think I’d get you! After you left, camp was I’m not sure why they
This Communicator is whacked overrun by men in green. attacked. Head up Great
pretty badly. Pond Mountain. I’ll try to
We tried to fend them off.
communicate with you there.
Hello? Can you hear me?
There were five of them on Stay out of sight, and off the
Well, it says it’s transmitting, so Noah at one time, and Addie open faces — and don’t take
if you can hear me, listen up. took out eight or so, but the the main trails; I think they’re
I’m not sure what’s going on, sheer numbers overcame us. monitoring them.
but don’t come back to camp!
Go! and be careful!
And stay low!
6
12. Mechanics
• Mechanics: what you can and cannot do in
the game (e.g. walk, run, look, turn, pick up,
throw, hit, drive, etc.)
• Mechanics in a place-based game should
account for all the actions a body can do in
place.
7
13. Mystery Trip Mechanics
The Communicator buzzes again...
John Martin, looking John Martin, looking John is visibly
really really tired. really really tired. frustrated …
They’re setting up some kind of I’ll try to program it to accept It’s no use — there’s some kind
base station here. There’s all them from my end. of encryption.
sorts of radio gear.
Do not return to Craig Pond, or However, I think the key is
If you can get to one of the Great Pond mountain — they’re directional and time-based.
nearby peaks, you might be swarming with Greenies.
able to intercept a transmission If you can gather transmissions
with your Communicator. from another peak or two, I
think we can extract the key and
decode the messages.
8
16. AR Game Mechanics
Trigger game
objects
Play on
handheld
Play on location
17. AR Game Mechanics
Trigger game
objects
Play on
handheld
collect clues and
objectives Play on location
18. AR Game Mechanics
Trigger game
objects
Play on
handheld
collect clues and
objectives Play on location
19. AR Game Mechanics
Trigger game
objects
Play on
handheld
collect clues and
objectives Play on location
20. lake Trip Goals
mtn
1. Fill days
(Tue 9am - Fri 2pm)
swamp mtn 2. Camp at different
site each night
3. Explore as much land/
streams diversity as practical
mtn
4 miles
4. Low impact / Stay out
mtn of heart of Wildlands
(wildlife only)
mtn
5. Be Safe
lake 6. Have Fun
mtn
4 miles
21. A Linear Game Day One:
• safety: group sticks together 1. Camp is under attack!
We don't know why.
4 • we know (roughly) where they Go to top of mountain,
are at any time and await direction!
• can only camp at set sites
2. Stay off trails!
• must avoid center of game area
(wildlife only) 3. Here's what we know.
3 4. Camp at Hot Hole
tonight!
2
1
start
22. Day Two:
5 4. They're setting up a
transmitter. Go to
4 6
Flying Moose Mountain
and capture signal.
Simple quests 5. Signal is garbled. Get
• start easy two more from
• focus is primarily on camping mountain tops to
triangulate.
• we know (roughly) where they
are at any time 6. Stay here tonight.
23. Day Three:
6. Get two more signals
from Flag Hill and Owl
6
Peak.
Diverse Landscapes
7. Get one more from
• plan around land 7 Owl Peak.
• bushwacking is slow
8. Great! Will try to
• swamps are slow
decode. Head to
• gravel roads are boring Mitchville!
• stream trails are exciting
8 9. Stay here tonight.
9
24. Day Four:
Pacing 9. We decoded the
signals. Head back to
• take up 4 days
Craig Pond.
10. Look out for snipers!
(s)
11. Get stashed canoes
from Day 1 and head
to middle of lake.
s
12. Transmit anti-signal.
13. Mission accomplished!
We're cleaning camp.
13 10 Come back at 2pm.
11 9
12
s
25. lake Trip Goals
mtn
5 1. Fill days
4 6 (Tue 9am - Fri 2pm)
swamp mtn 2. Camp at different
7 site each night
3. Explore as much land/
streams diversity as practical
3 mtn
s 4. Low impact / Stay out
mtn 8 of heart of Wildlands
2
mtn 5. Be Safe
13 10
11 1 9 6. Have Fun
lake
12
s mtn
Editor's Notes
Elsewhere we show that playing AR games increases motivation and situates learning.
Elsewhere we show that playing AR games increases motivation and situates learning.
Elsewhere we show that playing AR games increases motivation and situates learning.
Elsewhere we show that playing AR games increases motivation and situates learning.
Elsewhere we show that playing AR games increases motivation and situates learning.