Presentation from May 19, 2016 of the Open Access Week 2015 alternate reality game organized by the University of Toronto Libraries Scholarly Communication and Copyright Office.
This document summarizes the Maker Movement in libraries and the Make It At Your Library (MI@YL) initiative. It provides examples of maker programs at various libraries like innovation labs, workshops, and Idea Boxes. It discusses how MI@YL provides resources for libraries to implement maker programs through different levels of readiness. It offers best practices and lists additional library maker resources and groups for support. The summary encourages participation and contribution to help the Maker Movement grow in libraries.
Taking chances and getting messy: Big thinking and copyright outreachNelly Cancilla
This document summarizes a presentation about taking risks with outreach strategies and learning from failures. It discusses using alternate reality games and an "Open Robarts" game to engage users. It emphasizes understanding community needs, leveraging strengths, sharing successes, admitting mistakes, and continual learning. Audience members were asked to share their outreach experiences and ideas to plan new strategies together.
Lotts counterplay 2016- Playing with LEGO®, “Making” Campus Connections, and ...Megan Lotts
The document discusses the implementation of a LEGO playing station at the Rutgers University Art Library to promote creativity and engagement. It describes how the station was set up and various programs held including workshops for students and faculty. Assessment found the events improved learning and fostered community. A tour involved bringing LEGO activities to other university libraries. The station demonstrated how hands-on making can expand traditional research roles in academic libraries.
IOLUG - Evolving Librarian Conference; The Evolve ProjectBrian Pichman
The presentation for the Indiana Online User Group's Conference called the "Evolving Librarian". This presentation covers the Evolve Project and what it aims to complete and do.
This document summarizes the Maker Movement in libraries and the Make It At Your Library (MI@YL) initiative. It provides examples of maker programs at various libraries, discusses levels of making activities libraries can offer from simple to complex, and offers best practices and resources for libraries starting maker programs. The goal of MI@YL is to help libraries launch low-cost, easy-to-implement maker activities to engage new patrons and provide hands-on, creative learning opportunities.
NEFLIN 13: Engaging the Next Generation of Library Users Through Innovative T...Brian Pichman
This session focuses on unique innovative technologies that are readily available on the market and rolling out in the future. Engage the next generation of users by allowing these technologies to position your library as a community anchor that can provide homework assistance, social growth, and exploration of reading. Get a sense and feel for new age technology and feel confident that you can bring these new gadgets into your community to increase circulation, patron usage, or offer more programs. Through this, you will allow your patrons to learn through discovery, interaction, and collaboration and turn them into permanent library users.
ILEAD USA - Innovative Technology and ServicesBrian Pichman
Presentation that focuses on different innovative technologies that are extremely unique and how they could be brought into library settings, from technology that is readily available on the market to technology that may be rolling out in the future. Get a sense and feel for new age technology and feel confident that you can bring it into your community to increase circulation,patron usage, or offer more programs.
This document summarizes the Maker Movement in libraries and the Make It At Your Library (MI@YL) initiative. It provides examples of maker programs at various libraries like innovation labs, workshops, and Idea Boxes. It discusses how MI@YL provides resources for libraries to implement maker programs through different levels of readiness. It offers best practices and lists additional library maker resources and groups for support. The summary encourages participation and contribution to help the Maker Movement grow in libraries.
Taking chances and getting messy: Big thinking and copyright outreachNelly Cancilla
This document summarizes a presentation about taking risks with outreach strategies and learning from failures. It discusses using alternate reality games and an "Open Robarts" game to engage users. It emphasizes understanding community needs, leveraging strengths, sharing successes, admitting mistakes, and continual learning. Audience members were asked to share their outreach experiences and ideas to plan new strategies together.
Lotts counterplay 2016- Playing with LEGO®, “Making” Campus Connections, and ...Megan Lotts
The document discusses the implementation of a LEGO playing station at the Rutgers University Art Library to promote creativity and engagement. It describes how the station was set up and various programs held including workshops for students and faculty. Assessment found the events improved learning and fostered community. A tour involved bringing LEGO activities to other university libraries. The station demonstrated how hands-on making can expand traditional research roles in academic libraries.
IOLUG - Evolving Librarian Conference; The Evolve ProjectBrian Pichman
The presentation for the Indiana Online User Group's Conference called the "Evolving Librarian". This presentation covers the Evolve Project and what it aims to complete and do.
This document summarizes the Maker Movement in libraries and the Make It At Your Library (MI@YL) initiative. It provides examples of maker programs at various libraries, discusses levels of making activities libraries can offer from simple to complex, and offers best practices and resources for libraries starting maker programs. The goal of MI@YL is to help libraries launch low-cost, easy-to-implement maker activities to engage new patrons and provide hands-on, creative learning opportunities.
NEFLIN 13: Engaging the Next Generation of Library Users Through Innovative T...Brian Pichman
This session focuses on unique innovative technologies that are readily available on the market and rolling out in the future. Engage the next generation of users by allowing these technologies to position your library as a community anchor that can provide homework assistance, social growth, and exploration of reading. Get a sense and feel for new age technology and feel confident that you can bring these new gadgets into your community to increase circulation, patron usage, or offer more programs. Through this, you will allow your patrons to learn through discovery, interaction, and collaboration and turn them into permanent library users.
ILEAD USA - Innovative Technology and ServicesBrian Pichman
Presentation that focuses on different innovative technologies that are extremely unique and how they could be brought into library settings, from technology that is readily available on the market to technology that may be rolling out in the future. Get a sense and feel for new age technology and feel confident that you can bring it into your community to increase circulation,patron usage, or offer more programs.
What You Need To Know Before Gamifying Your Library Carli Spina
This document provides an overview of gamification in libraries through several presentations and discussions. It begins with definitions of gamification and examples of how it has been used both inside and outside of libraries. Several librarians then discuss specific applications of gamification, including using badges and leaderboards to encourage summer reading, setting standards for game-based learning in instruction, and gamifying professional development. The document also shares results from a study on library usage and student outcomes, and discusses tools for library gamification including a library gaming website and social networks. It concludes by providing contact and resource information for a library gaming interest group.
Plan designing interactive learning spaces through technology b_pichman_finalBrian Pichman
This document summarizes a presentation given by Brian Pichman of the Evolve Project at a library technology conference. The presentation discussed designing interactive learning spaces through technology, focusing on engagement, collaboration, interaction and innovation. It provided examples of interactive technologies libraries can utilize like Sphero balls and LittleBits. It also covered design concepts for spaces, funding ideas, the future of technology like wearables, and different types of maker spaces libraries can implement like fabrication labs.
What You Need To Know Before Gamifying Your Library Bohyun Kim
This document discusses gamification in libraries and provides information about several presentations on incorporating games and gamification in libraries. It includes summaries of presentations on using gamification for library instruction, professional development, and programming. Speakers shared examples of gamified libraries and discussed potential benefits and pitfalls of gamification. The document also provides contact information for an ALA interest group on game making in libraries.
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
CIL 2013 - Innovative Technology and ServicesBrian Pichman
This session focuses on different innovative technologies that are extremely unique and how they could be brought into library settings, from technology that we already own (laser tag, Sphero, Sifteo, gesture-based computing, and so forth) to technology that may be rolling out in the future. Get a sense and feel for new age technology and feel confident that you can bring it into your community to increase circulation, patron usage, or offer more programs.
This document provides information from a presentation by Pam Seabolt on community engagement for libraries. It discusses the difference between engagement and outreach, and presents a spectrum of engagement from inform to empower. Various methods of community engagement are outlined, such as interviews, art exhibits, and crowdsourcing. Case studies of specific library engagement initiatives are described, like community conversations at Knox County Public Library and an ideas box at Oak Park Public Library. Resources for further information on community engagement are also listed.
Designing Interactive Library Spaces on Limited Budgets - ISLMABrian Pichman
In this session we will discuss the importance of redesigning library spaces to make them more interactive and collaborative. The Evolve Project is a collaborative platform that aims to change the way people see libraries through the injection of technology that fosters collaboration and exploration. See what other libraries have done to build maker spaces, fab labs, and other creative concepts that you can start today!
Want to bring STEAM to your library? Find ways to leverage existing dollars, programs, spaces, services and collections and integrate STEAM components. Don’t worry about reinventing the wheel at your library; just inject some STEAM in to what you already do!
NYLA MSRT Webinar delivered on 8/25/15 by Fayetteville Free Library
The document discusses designing interactive learning spaces in libraries. It provides ideas for incorporating technology like robots, 3D printers, and interactive displays to engage patrons. It emphasizes making the space colorful, open, modular, and filled with art to encourage exploration, collaboration, and invention. Interactive elements should be paired with staff who can help patrons learn to use technologies. The document also provides funding ideas like crowdfunding, donations, grants, and volunteers.
The document describes a Maker Space Petting Zoo event being held by Courtney Brown of the Indiana State Library. The event will include a presentation about what maker spaces are and different types of hands-on, interactive technologies and projects like Makey Makey, Little Bits, and Sphero robots. Attendees will learn how maker spaces can support creativity and community in libraries, as well as ideas for incorporating maker projects into library programming for all ages.
This document summarizes Melissa Techman's efforts to reorganize and transform her elementary school library space and programming. Some key changes included weeding 1/3 of non-fiction shelving to open up space, creating more flexible and user-centered areas, and hosting hands-on activities for students like coding clubs and ebook design. The goals are to make the library a more inviting community hub, support constructivist learning through choice and real-world projects, and promote information literacy and advocacy for libraries through student work.
This document outlines a creative library workshop aimed at liberating the library through information creation. The workshop includes several hands-on activities like collage making, blackout poetry, and fidget toy making. It also discusses learning outcomes around understanding the relationship between information creation and library liberation. The workshop is meant to establish collective hope for future library events and ends with participants sharing what they hope for in the coming months.
Want to tinker with new technology at your library but don’t quite know where to start? The Maker Space Petting Zoo provides a 30 minutes overview of maker culture in libraries, followed by an hour of hands on experience with a variety of maker technology, including robots. You’ll complete this session with some hands-on experience that you can take back to your library, along with project ideas, to develop your own makerspace.
The document discusses strategies used by the Fayetteville Free Library (FFL) to engage teen patrons. It outlines FFL's culture of innovation including open discussions and flexibility. It then details various STEAM and maker programs offered to teens like LEGO robotics, a STEAMPunk club, and a creation club with resources like 3D printers. The document also discusses volunteer opportunities for teens and future goals to expand teen offerings like Minecraft, comics, and more STEAM programming.
ILEAD USA - Engaging The Next Generation of Library UsersBrian Pichman
The document discusses various ways that libraries can engage teens and the community through innovative programming and use of technology. Some key points include:
- Social media, film festivals, and art galleries can help draw in new crowds and get teens involved in sharing their works.
- Interactive programs like Lego robotics contests, guided tours with tracking balls, and tablet-based learning games can spark curiosity and engagement through hands-on activities.
- Low-cost viral marketing tools like flip cameras and engaging teens as resident experts on their interests can help get more community members involved in the library.
- Non-traditional events like lock-ins, teddy bear sleepovers, and video game nights can attract new patrons
The document discusses the design of a library instruction video game created by students to teach basic library skills through gameplay. The game was designed to be educational rather than purely for entertainment. Students were recruited and split into two groups to design the game using simple materials rather than computers. The students enjoyed collaborating and seeing the results, and most felt they learned new skills through the project, though one student wished they had used actual programming.
Digital Humanities Congress 2014, Sheffield
What is a ludic book?
Game play artefacts and NPCs can create meaningful play?
Can words be power?
What interaction can be derived from Skyrim?
Useful and effective tool?
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.
What You Need To Know Before Gamifying Your Library Carli Spina
This document provides an overview of gamification in libraries through several presentations and discussions. It begins with definitions of gamification and examples of how it has been used both inside and outside of libraries. Several librarians then discuss specific applications of gamification, including using badges and leaderboards to encourage summer reading, setting standards for game-based learning in instruction, and gamifying professional development. The document also shares results from a study on library usage and student outcomes, and discusses tools for library gamification including a library gaming website and social networks. It concludes by providing contact and resource information for a library gaming interest group.
Plan designing interactive learning spaces through technology b_pichman_finalBrian Pichman
This document summarizes a presentation given by Brian Pichman of the Evolve Project at a library technology conference. The presentation discussed designing interactive learning spaces through technology, focusing on engagement, collaboration, interaction and innovation. It provided examples of interactive technologies libraries can utilize like Sphero balls and LittleBits. It also covered design concepts for spaces, funding ideas, the future of technology like wearables, and different types of maker spaces libraries can implement like fabrication labs.
What You Need To Know Before Gamifying Your Library Bohyun Kim
This document discusses gamification in libraries and provides information about several presentations on incorporating games and gamification in libraries. It includes summaries of presentations on using gamification for library instruction, professional development, and programming. Speakers shared examples of gamified libraries and discussed potential benefits and pitfalls of gamification. The document also provides contact information for an ALA interest group on game making in libraries.
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
CIL 2013 - Innovative Technology and ServicesBrian Pichman
This session focuses on different innovative technologies that are extremely unique and how they could be brought into library settings, from technology that we already own (laser tag, Sphero, Sifteo, gesture-based computing, and so forth) to technology that may be rolling out in the future. Get a sense and feel for new age technology and feel confident that you can bring it into your community to increase circulation, patron usage, or offer more programs.
This document provides information from a presentation by Pam Seabolt on community engagement for libraries. It discusses the difference between engagement and outreach, and presents a spectrum of engagement from inform to empower. Various methods of community engagement are outlined, such as interviews, art exhibits, and crowdsourcing. Case studies of specific library engagement initiatives are described, like community conversations at Knox County Public Library and an ideas box at Oak Park Public Library. Resources for further information on community engagement are also listed.
Designing Interactive Library Spaces on Limited Budgets - ISLMABrian Pichman
In this session we will discuss the importance of redesigning library spaces to make them more interactive and collaborative. The Evolve Project is a collaborative platform that aims to change the way people see libraries through the injection of technology that fosters collaboration and exploration. See what other libraries have done to build maker spaces, fab labs, and other creative concepts that you can start today!
Want to bring STEAM to your library? Find ways to leverage existing dollars, programs, spaces, services and collections and integrate STEAM components. Don’t worry about reinventing the wheel at your library; just inject some STEAM in to what you already do!
NYLA MSRT Webinar delivered on 8/25/15 by Fayetteville Free Library
The document discusses designing interactive learning spaces in libraries. It provides ideas for incorporating technology like robots, 3D printers, and interactive displays to engage patrons. It emphasizes making the space colorful, open, modular, and filled with art to encourage exploration, collaboration, and invention. Interactive elements should be paired with staff who can help patrons learn to use technologies. The document also provides funding ideas like crowdfunding, donations, grants, and volunteers.
The document describes a Maker Space Petting Zoo event being held by Courtney Brown of the Indiana State Library. The event will include a presentation about what maker spaces are and different types of hands-on, interactive technologies and projects like Makey Makey, Little Bits, and Sphero robots. Attendees will learn how maker spaces can support creativity and community in libraries, as well as ideas for incorporating maker projects into library programming for all ages.
This document summarizes Melissa Techman's efforts to reorganize and transform her elementary school library space and programming. Some key changes included weeding 1/3 of non-fiction shelving to open up space, creating more flexible and user-centered areas, and hosting hands-on activities for students like coding clubs and ebook design. The goals are to make the library a more inviting community hub, support constructivist learning through choice and real-world projects, and promote information literacy and advocacy for libraries through student work.
This document outlines a creative library workshop aimed at liberating the library through information creation. The workshop includes several hands-on activities like collage making, blackout poetry, and fidget toy making. It also discusses learning outcomes around understanding the relationship between information creation and library liberation. The workshop is meant to establish collective hope for future library events and ends with participants sharing what they hope for in the coming months.
Want to tinker with new technology at your library but don’t quite know where to start? The Maker Space Petting Zoo provides a 30 minutes overview of maker culture in libraries, followed by an hour of hands on experience with a variety of maker technology, including robots. You’ll complete this session with some hands-on experience that you can take back to your library, along with project ideas, to develop your own makerspace.
The document discusses strategies used by the Fayetteville Free Library (FFL) to engage teen patrons. It outlines FFL's culture of innovation including open discussions and flexibility. It then details various STEAM and maker programs offered to teens like LEGO robotics, a STEAMPunk club, and a creation club with resources like 3D printers. The document also discusses volunteer opportunities for teens and future goals to expand teen offerings like Minecraft, comics, and more STEAM programming.
ILEAD USA - Engaging The Next Generation of Library UsersBrian Pichman
The document discusses various ways that libraries can engage teens and the community through innovative programming and use of technology. Some key points include:
- Social media, film festivals, and art galleries can help draw in new crowds and get teens involved in sharing their works.
- Interactive programs like Lego robotics contests, guided tours with tracking balls, and tablet-based learning games can spark curiosity and engagement through hands-on activities.
- Low-cost viral marketing tools like flip cameras and engaging teens as resident experts on their interests can help get more community members involved in the library.
- Non-traditional events like lock-ins, teddy bear sleepovers, and video game nights can attract new patrons
The document discusses the design of a library instruction video game created by students to teach basic library skills through gameplay. The game was designed to be educational rather than purely for entertainment. Students were recruited and split into two groups to design the game using simple materials rather than computers. The students enjoyed collaborating and seeing the results, and most felt they learned new skills through the project, though one student wished they had used actual programming.
Digital Humanities Congress 2014, Sheffield
What is a ludic book?
Game play artefacts and NPCs can create meaningful play?
Can words be power?
What interaction can be derived from Skyrim?
Useful and effective tool?
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.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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Slideshare: http://www.slideshare.net/PECBCERTIFICATION
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.
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.)
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.
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
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
6. What is an ARG?
An alternate reality game (ARG) is a transmedia game that combines real
life components with online elements, tied together with a unified plot.
7.
8.
9.
10. Open Robarts Levels
Rabbit Hole
Media
Commons:
DVD case
Director’s
Website
Email
correspondence
with Game
Master
Conspiracy
Theorist
Website
TSpace:
Encoded
message
Course
Reserves:
Obtain
bookmark
Fisher Library:
Align bookmark with
ancient tablet
Vayika
Website:
Pledge
alliance
24. Games in Libraries
Gamification
◈ Adding badges or a points
system to tasks to
encourage library
engagement.
◈ Creating a leaderboard for
top engagers with library
programs, initiatives, or
resources.
Full-Fledged Games
◈ Creating a video or other
game (like an ARG) to
increase interest and
participation in a library
event or initiative.
Gameful Learning
◈ Using game elements in an
educational environment to
make a big impact.
◈ Using full games or gameful
design for advocacy.