I've had to remove the videos from the file to reduce the size for upload. There are some notes on the page, but they will likely make less sense without the. They are quite key pieces of material.
Middle managers are often unhappy for several reasons: they don't feel valued or appreciated by their organizations, they feel they are treated unfairly compared to others, their work lacks meaning and purpose, there are no career or promotion opportunities, and they experience poor leadership.
The document discusses creative technology education and provides tips for its development. It notes that computing is now ubiquitous and there is both demand and supply for creative technology skills. However, not everyone can develop these skills and institutions need to ensure they are developing students' human qualities like reflection alongside technical abilities. Educators are encouraged to take a transdisciplinary approach, focus on real-world problems over specific technologies, and provide incubation spaces for students to develop their ideas.
Digital Insights from Pervasive & Urban GamingDan Dixon
Pervasive and Urban Gaming are new forms of experimental game design that explore technology and the possibilities of urban space to create innovative forms of playful experience. This talk that I gave at GDCNZ15 looks at insights from my ethnographic research and how these can be applied in more traditional digital gaming.
The document provides time management tips organized into sections on organizing, planning ahead, avoiding time stealers, health, techniques, and common mistakes. Some key tips include creating to-do lists and using checklists, planning the next day's tasks, limiting distractions from online activities and phone calls, scheduling time for exercise and personal activities each day, and using time management techniques like the Pomodoro method to focus on one task at a time for set periods. Common mistakes to avoid are constantly checking email, getting distracted by other computer activities, multitasking, and working in interruptive environments.
This document discusses Lefebvre's concept of rhythmanalysis and its application to digital, traditional, and pervasive games. It explains that for Lefebvre, rhythm emerges from the interaction of place, time, and energy expenditure. The document outlines different types of rhythms and discusses how the "rhythmanalyst" uses the body to listen to rhythms. It argues that digital games form rhythmic interactions between the player and game, while pervasive games can explore social rhythms and how culture shapes gestures through "dressage."
Big Games and Hipsters: Cool Capital in Pervasive Gaming FestivalsDan Dixon
Pervasive and street gamers are compared and contrasted with the infamous subculture known as hipsters, showing that although they are quite different social groups their aesthetics operate in similar ways. Specific attention is given to the emergent, socially relative nature of these aesthetics and the operation of ‘cool’ cultural capital. These findings are based on ethnographic field work carried out in 2010 at the Come Out and Play festival.
This document discusses gameful design and introduces the MDA (mechanics-dynamics-aesthetics) analysis model. It begins by defining gameful design and distinguishing it from gamification. Participants then apply the MDA model to analyze existing games and design challenges. The core experience loop is introduced as a framework for designing engaging and rewarding user experiences. Finally, gameful design is positioned as a useful lens for user experience design and the MDA model is reinforced as a tool for both analysis and design.
This document discusses the relationship between gameplay and everyday experiences. It examines de Certeau's concept of tactics and strategies used in everyday life and compares it to elements of games. Specifically, it analyzes the dichotomy between the Dionysian and Apollonian principles and how they relate to a tactical aesthetic found in both everyday life and games. The document aims to reevaluate de Certeau's work by exploring how everyday tactics can be understood through a ludic or gameplay lens.
Middle managers are often unhappy for several reasons: they don't feel valued or appreciated by their organizations, they feel they are treated unfairly compared to others, their work lacks meaning and purpose, there are no career or promotion opportunities, and they experience poor leadership.
The document discusses creative technology education and provides tips for its development. It notes that computing is now ubiquitous and there is both demand and supply for creative technology skills. However, not everyone can develop these skills and institutions need to ensure they are developing students' human qualities like reflection alongside technical abilities. Educators are encouraged to take a transdisciplinary approach, focus on real-world problems over specific technologies, and provide incubation spaces for students to develop their ideas.
Digital Insights from Pervasive & Urban GamingDan Dixon
Pervasive and Urban Gaming are new forms of experimental game design that explore technology and the possibilities of urban space to create innovative forms of playful experience. This talk that I gave at GDCNZ15 looks at insights from my ethnographic research and how these can be applied in more traditional digital gaming.
The document provides time management tips organized into sections on organizing, planning ahead, avoiding time stealers, health, techniques, and common mistakes. Some key tips include creating to-do lists and using checklists, planning the next day's tasks, limiting distractions from online activities and phone calls, scheduling time for exercise and personal activities each day, and using time management techniques like the Pomodoro method to focus on one task at a time for set periods. Common mistakes to avoid are constantly checking email, getting distracted by other computer activities, multitasking, and working in interruptive environments.
This document discusses Lefebvre's concept of rhythmanalysis and its application to digital, traditional, and pervasive games. It explains that for Lefebvre, rhythm emerges from the interaction of place, time, and energy expenditure. The document outlines different types of rhythms and discusses how the "rhythmanalyst" uses the body to listen to rhythms. It argues that digital games form rhythmic interactions between the player and game, while pervasive games can explore social rhythms and how culture shapes gestures through "dressage."
Big Games and Hipsters: Cool Capital in Pervasive Gaming FestivalsDan Dixon
Pervasive and street gamers are compared and contrasted with the infamous subculture known as hipsters, showing that although they are quite different social groups their aesthetics operate in similar ways. Specific attention is given to the emergent, socially relative nature of these aesthetics and the operation of ‘cool’ cultural capital. These findings are based on ethnographic field work carried out in 2010 at the Come Out and Play festival.
This document discusses gameful design and introduces the MDA (mechanics-dynamics-aesthetics) analysis model. It begins by defining gameful design and distinguishing it from gamification. Participants then apply the MDA model to analyze existing games and design challenges. The core experience loop is introduced as a framework for designing engaging and rewarding user experiences. Finally, gameful design is positioned as a useful lens for user experience design and the MDA model is reinforced as a tool for both analysis and design.
This document discusses the relationship between gameplay and everyday experiences. It examines de Certeau's concept of tactics and strategies used in everyday life and compares it to elements of games. Specifically, it analyzes the dichotomy between the Dionysian and Apollonian principles and how they relate to a tactical aesthetic found in both everyday life and games. The document aims to reevaluate de Certeau's work by exploring how everyday tactics can be understood through a ludic or gameplay lens.
This document summarizes Nietzsche's views on play, games, and aesthetics and compares them to the work of philosopher Roger Caillois. It contrasts Nietzsche's concepts of the Apollonian and Dionysian with Caillois' categories of paidia, ludus, alea, ilinx, and mimicry. The document also references views from Gadamer and Nietzsche on play and its relationship to seriousness.
This document discusses various definitions of games provided by scholars over time. It notes that while scholars generally agree that games have rules and goals or outcomes, there are still open debates around other key components of games. The document also examines taking a player perspective in defining games and considers whether this helps address problems in defining them. It concludes by questioning if different online activities can truly be considered games.
The document outlines the key elements in web design, which can be categorized as the surface (visual design), skeleton (interface, navigation, and information design), and structure (information architecture and interaction design). It also discusses requirements and strategy. The surface focuses on visual aesthetics, the skeleton on usability, and the structure on organizing content. Additionally, the document contrasts designing for the web as a hypertext system versus a software application.
This document discusses elements that make experiences dramatic and engaging like games. It identifies that challenge, flow, clear goals and feedback, concentration, control and loss of self-consciousness where the experience is an end in itself can create engrossing play. Play can involve competition, exploration, collection, achievement, joking, creativity, leadership, storytelling and puzzles. Engagement increases with immersion and immediacy. An effective premise unifies the formal and dramatic elements of a game. Characters differ from avatars and player control varies from full will to full control. Story, world-building and dramatic arc are also discussed.
This document compares characteristics of games and game play across several frameworks put forth by different scholars including Sutton-Smith, Abt, Huizinga, Caillois, Suits, Crawford, Costikyan, and Fullerton. It examines whether each framework considers games to have rules, involve conflict/contest, be goal or outcome oriented, constitute an activity/process/event, involve decision making, or not serve an external purpose.
Death; a minor annoyance or an invitation to play?Dan Dixon
This document discusses death in the context of play and games. It explores how death is commonly experienced in childhood play and how it takes on new symbolic meanings in games, though it is not the same as real death. It examines death penalties in games as a system involving risk, reward and time. The document also discusses phenomenological perspectives on being engaged in the "magic circle" of play.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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 presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
This document summarizes Nietzsche's views on play, games, and aesthetics and compares them to the work of philosopher Roger Caillois. It contrasts Nietzsche's concepts of the Apollonian and Dionysian with Caillois' categories of paidia, ludus, alea, ilinx, and mimicry. The document also references views from Gadamer and Nietzsche on play and its relationship to seriousness.
This document discusses various definitions of games provided by scholars over time. It notes that while scholars generally agree that games have rules and goals or outcomes, there are still open debates around other key components of games. The document also examines taking a player perspective in defining games and considers whether this helps address problems in defining them. It concludes by questioning if different online activities can truly be considered games.
The document outlines the key elements in web design, which can be categorized as the surface (visual design), skeleton (interface, navigation, and information design), and structure (information architecture and interaction design). It also discusses requirements and strategy. The surface focuses on visual aesthetics, the skeleton on usability, and the structure on organizing content. Additionally, the document contrasts designing for the web as a hypertext system versus a software application.
This document discusses elements that make experiences dramatic and engaging like games. It identifies that challenge, flow, clear goals and feedback, concentration, control and loss of self-consciousness where the experience is an end in itself can create engrossing play. Play can involve competition, exploration, collection, achievement, joking, creativity, leadership, storytelling and puzzles. Engagement increases with immersion and immediacy. An effective premise unifies the formal and dramatic elements of a game. Characters differ from avatars and player control varies from full will to full control. Story, world-building and dramatic arc are also discussed.
This document compares characteristics of games and game play across several frameworks put forth by different scholars including Sutton-Smith, Abt, Huizinga, Caillois, Suits, Crawford, Costikyan, and Fullerton. It examines whether each framework considers games to have rules, involve conflict/contest, be goal or outcome oriented, constitute an activity/process/event, involve decision making, or not serve an external purpose.
Death; a minor annoyance or an invitation to play?Dan Dixon
This document discusses death in the context of play and games. It explores how death is commonly experienced in childhood play and how it takes on new symbolic meanings in games, though it is not the same as real death. It examines death penalties in games as a system involving risk, reward and time. The document also discusses phenomenological perspectives on being engaged in the "magic circle" of play.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
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.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
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 presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...