A presentation given at the SENSE09 workshop in Kaiserslautern in March 3, 2009. The related paper can be found at http://www.kakupesa.net/kakk/docs/sense2009.pdf
Playful Cleverness: hackers, games and creativityKaido Kikkas
The document discusses using computer games like The Battle for Wesnoth to teach skills like programming, design, and storytelling in a playful way inspired by hacker culture. It describes how the game has been used successfully in college courses to teach open-source development. Specific skills that can be taught using the game include programming, graphical design, animation, markup languages, and campaign building.
Keynote at ICSME 2017, Shanghai, China.
Title: The Elusive Nature of Software Documentation and Why Understanding How Knowledge Flows Matters
Abstract: Many developers consider writing documentation to be a painful and under-appreciated activity, yet the same developers often complain that a lack of documentation significantly hampers their work. Other developers argue that documentation is passé as developers more readily curate and exchange knowledge through networked platforms such as Slack, Twitter, and Stack Overflow. And while the savvy modern developer will know who to follow, who to ask, and where to look when they need software knowledge, finding the right knowledge at the right time remains a serious development bottleneck for many. Recognizing that these platforms contain golden nuggets of useful information, we see tremendous effort being directed at designing methods for capturing, mining, extracting, and distributing software knowledge, but will they succeed if we lack a good understanding of how knowledge flows in software development projects and communities? Through this talk, I will discuss the elusive nature of documentation and why I believe documentation will always be hard to define, capture, distribute, keep up to date, and to find, and I will argue that we should focus more on understanding, supporting, and amplifying knowledge flow in distributed software development.
The document discusses open source software and argues that it cannot be ignored for several reasons:
- Anthropologically, sharing and collaboration without monetary compensation has been part of human societies for centuries.
- Economically, open source software has become too powerful to ignore as it underpins much of our information economy and digital infrastructure.
- Legally, changes are needed to intellectual property laws that currently hinder open collaboration and innovation.
- Technically, open source code and development models have become widespread and unavoidable.
The document discusses the history and evolution of new media technologies from cave drawings to modern digital media. It covers early innovations in hardware, interfaces and human-computer interaction that helped advance new media. The document also examines concepts of narrative and hypermedia in both traditional and new digital forms of media.
Being digital, the skills of the interactive systems designer.pptxHamzakhalid708089
This document discusses the history and development of digital technologies from the 1940s to the present. It describes how computers evolved from room-sized machines operated by specialists to personal devices with graphical user interfaces. The development of the internet in the 1990s allowed digital content like text, images, and video to be widely shared. Today's world of ubiquitous connectivity and mobile devices was presaged by pioneers like Licklider, Kay, and Weiser. The document suggests UX designers must understand users, technologies, and bring the two together to create useful solutions.
This document provides an overview of gaming and its potential applications for education. It discusses the history and genres of gaming, the growth of virtual worlds and multiplayer online games, and research on how games can be used to develop important skills. The document also examines challenges in integrating games into education and different strategic options institutions have for doing so, such as using off-the-shelf games, faculty-developed games, or partnerships with external organizations.
The Library as a Possibility Space: Cultivating 21 st Century Literacy and L...bmyers
The document discusses how public libraries can promote 21st century literacy skills through free digital media design software and activities like game design, digital storytelling, and animation workshops. It provides examples of the Game Maker Academy program at various libraries, which uses tools like Scratch and Game Maker to teach important skills. Sample student projects are shown. The document argues that these activities help students learn important math, programming, and multimedia concepts while fostering collaboration and community.
The document provides an overview of the history and components of personal computers. It discusses how early computers led to developments in input/output devices and graphical user interfaces. It describes the major hardware components of a PC, including the motherboard, processor, memory, storage devices, and input/output ports. The motherboard serves as the central connection point and contains the CPU, memory, and expansion slots. Buses on the motherboard allow communication between the CPU and other devices.
Willamette digital humanities seminar 2009, part 2Bryan Alexander
This document discusses the emerging uses of mobile and wireless technologies in education. It describes how these devices are being used for content access, social connections, and new interactive pedagogies. Examples mentioned include using smartphones for real-time research and discussion in class, implementing clicker response systems, and experimenting with mobile gaming and augmented reality applications to enhance learning. The document also examines some of the challenges in balancing multitasking with engagement and preserving privacy in more digitally connected classroom environments.
The document discusses simulation software and instructional games. It aims to explain their importance and have students play SimCity and Geosafari. Simulation software models real phenomena mathematically and allows observing operations through simulation. It is used widely in design. Simulation materials are constructivist and teach strategies through decision-making in modeled scenarios. SimCity is an example where students manage an imaginary city. Geosafari is also discussed as an educational game introducing adventure activities for different subjects that can be played in teams to achieve learning outcomes.
Semantic Integration of Citizen Sensor Data and Multilevel Sensing: A compreh...Amit Sheth
Amit Sheth, "Semantic Integration of Citizen Sensor Data and Multilevel Sensing: A comprehensive path towards event monitoring and situational awareness", Keynote at
From E-Gov to Connected Governance: the Role of Cloud Computing, Web 2.0 and Web 3.0 Semantic Technologies, Falls Church, VA, February 17, 2009. http://semanticommunity.wik.is/
The document discusses concepts related to programming, machine learning, and the development of software and computers. It provides definitions of terms like program, learning, and machine learning. It also contrasts analog and digital data as well as qualitative and quantitative information. The document discusses the evolution from analog to digital and provides examples of how analog information is translated into binary code. It examines different organizational cultures that contributed to the development of personal computers like IBM, Homebrew Computer Club, and Xerox PARC. It also analyzes leadership styles and personalities based on a framework of artist, craftsman, and technocrat.
The Digital Cultures & Technologies program at Saint John Fisher College provides an interdisciplinary education in digital media and emerging technologies. Students are required to double major and can choose from tracks in computer science, content creation, information technology, and social media analytics. The program offers courses in web design, programming, video production, and digital storytelling. It provides facilities with Mac and PC labs and software like Photoshop and Final Cut Pro. Graduates pursue careers in fields like web design, app development, social media management, and more with opportunities for internships.
Showcase of social learning and immersive learning at IBMBert De Coutere
IBM is experimenting with new forms of social and immersive learning using technology. Some examples described include awareness games to teach business concepts, online games to understand city dynamics, mandatory sales role-playing games for new employees, a diversity game to promote awareness and behavior change, remaking virtual classes as virtual worlds, and using multiplayer games to develop leadership skills. Wiki-based and informal learning programs are also discussed that connect learners through tasks, documents, and reflections.
The last 10 years have been tough for Russian civil society: rotation of political power was violated by the ruling regime. Opposition politicians became persecuted. Freedom of speech, freedom of expression, freedom of the media are roughly constrained by the new laws. Because of constant suppression, people are afraid to show their political opinion or to support opposition movements.
Under these complicated conditions, one of the social groups got a chance to serve a voice of liberation – digital media artists. Their hidden messages are sometimes elusive for the government so that the message eludes people in power and goes directly to the receivers. In the end, digital media artists can become a voice of freedom and unite the people for a bigger social change.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
Technological Imperialism and Digital WritingLeonardo Flores
Slideshow for my Spectrums of DH Talk for McGill University. Presented on January 15, 2021.
Abstract:
In my talk I will offer an exploration of how the development, distribution, and access to digital technologies have replicated imperialist and colonialist practices of the past and have led to an unequal development of digital writing across the world. I will discuss how the development of electronic literature as a field has happened in privileged academic spaces with institutional resources, research investment, and prestige economies that favor wealthy countries and replicate imperialistic relationships with elit created and researched in the rest of the world. I will conclude by offering some ideas on how we can help decolonize and seek more equitable development of the field.
For a video recording of the talk, visit: https://leonardoflores.net/blog/presentations-2/recent-lecture-technological-imperialism-and-digital-writing/
The document discusses the history and evolution of the web, web 2.0, and virtual worlds. It outlines key developments like the first web server in 1990, the rise of blogs and wikis as examples of web 2.0, and early virtual worlds from the 1970s like MUDs and MOOs. It also provides statistics on usage of virtual worlds like Second Life, noting over 4 million user accounts and typical concurrent users of over 20,000.
Educating Children of the 21st Century provides an open forum where educators and stakeholders from ASOMEX schools, can learn, share experiences and propose knowledge-based solutions, by presenting and discussing research findings, developments and trends in applying ICT to improve teaching, learning, and school leadership in the 21st century.
The conference gives teachers an opportunity to meet colleagues and share ideas that may advance the effective use of technology in their schools. Furthermore, the conference serves as a venue for participants to share information and explore new paths for innovation, to exchange views and know-how, to advance 21st Century skills using technology.
Playful Cleverness: hackers, games and creativityKaido Kikkas
The document discusses using computer games like The Battle for Wesnoth to teach skills like programming, design, and storytelling in a playful way inspired by hacker culture. It describes how the game has been used successfully in college courses to teach open-source development. Specific skills that can be taught using the game include programming, graphical design, animation, markup languages, and campaign building.
Keynote at ICSME 2017, Shanghai, China.
Title: The Elusive Nature of Software Documentation and Why Understanding How Knowledge Flows Matters
Abstract: Many developers consider writing documentation to be a painful and under-appreciated activity, yet the same developers often complain that a lack of documentation significantly hampers their work. Other developers argue that documentation is passé as developers more readily curate and exchange knowledge through networked platforms such as Slack, Twitter, and Stack Overflow. And while the savvy modern developer will know who to follow, who to ask, and where to look when they need software knowledge, finding the right knowledge at the right time remains a serious development bottleneck for many. Recognizing that these platforms contain golden nuggets of useful information, we see tremendous effort being directed at designing methods for capturing, mining, extracting, and distributing software knowledge, but will they succeed if we lack a good understanding of how knowledge flows in software development projects and communities? Through this talk, I will discuss the elusive nature of documentation and why I believe documentation will always be hard to define, capture, distribute, keep up to date, and to find, and I will argue that we should focus more on understanding, supporting, and amplifying knowledge flow in distributed software development.
The document discusses open source software and argues that it cannot be ignored for several reasons:
- Anthropologically, sharing and collaboration without monetary compensation has been part of human societies for centuries.
- Economically, open source software has become too powerful to ignore as it underpins much of our information economy and digital infrastructure.
- Legally, changes are needed to intellectual property laws that currently hinder open collaboration and innovation.
- Technically, open source code and development models have become widespread and unavoidable.
The document discusses the history and evolution of new media technologies from cave drawings to modern digital media. It covers early innovations in hardware, interfaces and human-computer interaction that helped advance new media. The document also examines concepts of narrative and hypermedia in both traditional and new digital forms of media.
Being digital, the skills of the interactive systems designer.pptxHamzakhalid708089
This document discusses the history and development of digital technologies from the 1940s to the present. It describes how computers evolved from room-sized machines operated by specialists to personal devices with graphical user interfaces. The development of the internet in the 1990s allowed digital content like text, images, and video to be widely shared. Today's world of ubiquitous connectivity and mobile devices was presaged by pioneers like Licklider, Kay, and Weiser. The document suggests UX designers must understand users, technologies, and bring the two together to create useful solutions.
This document provides an overview of gaming and its potential applications for education. It discusses the history and genres of gaming, the growth of virtual worlds and multiplayer online games, and research on how games can be used to develop important skills. The document also examines challenges in integrating games into education and different strategic options institutions have for doing so, such as using off-the-shelf games, faculty-developed games, or partnerships with external organizations.
The Library as a Possibility Space: Cultivating 21 st Century Literacy and L...bmyers
The document discusses how public libraries can promote 21st century literacy skills through free digital media design software and activities like game design, digital storytelling, and animation workshops. It provides examples of the Game Maker Academy program at various libraries, which uses tools like Scratch and Game Maker to teach important skills. Sample student projects are shown. The document argues that these activities help students learn important math, programming, and multimedia concepts while fostering collaboration and community.
The document provides an overview of the history and components of personal computers. It discusses how early computers led to developments in input/output devices and graphical user interfaces. It describes the major hardware components of a PC, including the motherboard, processor, memory, storage devices, and input/output ports. The motherboard serves as the central connection point and contains the CPU, memory, and expansion slots. Buses on the motherboard allow communication between the CPU and other devices.
Willamette digital humanities seminar 2009, part 2Bryan Alexander
This document discusses the emerging uses of mobile and wireless technologies in education. It describes how these devices are being used for content access, social connections, and new interactive pedagogies. Examples mentioned include using smartphones for real-time research and discussion in class, implementing clicker response systems, and experimenting with mobile gaming and augmented reality applications to enhance learning. The document also examines some of the challenges in balancing multitasking with engagement and preserving privacy in more digitally connected classroom environments.
The document discusses simulation software and instructional games. It aims to explain their importance and have students play SimCity and Geosafari. Simulation software models real phenomena mathematically and allows observing operations through simulation. It is used widely in design. Simulation materials are constructivist and teach strategies through decision-making in modeled scenarios. SimCity is an example where students manage an imaginary city. Geosafari is also discussed as an educational game introducing adventure activities for different subjects that can be played in teams to achieve learning outcomes.
Semantic Integration of Citizen Sensor Data and Multilevel Sensing: A compreh...Amit Sheth
Amit Sheth, "Semantic Integration of Citizen Sensor Data and Multilevel Sensing: A comprehensive path towards event monitoring and situational awareness", Keynote at
From E-Gov to Connected Governance: the Role of Cloud Computing, Web 2.0 and Web 3.0 Semantic Technologies, Falls Church, VA, February 17, 2009. http://semanticommunity.wik.is/
The document discusses concepts related to programming, machine learning, and the development of software and computers. It provides definitions of terms like program, learning, and machine learning. It also contrasts analog and digital data as well as qualitative and quantitative information. The document discusses the evolution from analog to digital and provides examples of how analog information is translated into binary code. It examines different organizational cultures that contributed to the development of personal computers like IBM, Homebrew Computer Club, and Xerox PARC. It also analyzes leadership styles and personalities based on a framework of artist, craftsman, and technocrat.
The Digital Cultures & Technologies program at Saint John Fisher College provides an interdisciplinary education in digital media and emerging technologies. Students are required to double major and can choose from tracks in computer science, content creation, information technology, and social media analytics. The program offers courses in web design, programming, video production, and digital storytelling. It provides facilities with Mac and PC labs and software like Photoshop and Final Cut Pro. Graduates pursue careers in fields like web design, app development, social media management, and more with opportunities for internships.
Showcase of social learning and immersive learning at IBMBert De Coutere
IBM is experimenting with new forms of social and immersive learning using technology. Some examples described include awareness games to teach business concepts, online games to understand city dynamics, mandatory sales role-playing games for new employees, a diversity game to promote awareness and behavior change, remaking virtual classes as virtual worlds, and using multiplayer games to develop leadership skills. Wiki-based and informal learning programs are also discussed that connect learners through tasks, documents, and reflections.
The last 10 years have been tough for Russian civil society: rotation of political power was violated by the ruling regime. Opposition politicians became persecuted. Freedom of speech, freedom of expression, freedom of the media are roughly constrained by the new laws. Because of constant suppression, people are afraid to show their political opinion or to support opposition movements.
Under these complicated conditions, one of the social groups got a chance to serve a voice of liberation – digital media artists. Their hidden messages are sometimes elusive for the government so that the message eludes people in power and goes directly to the receivers. In the end, digital media artists can become a voice of freedom and unite the people for a bigger social change.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
Technological Imperialism and Digital WritingLeonardo Flores
Slideshow for my Spectrums of DH Talk for McGill University. Presented on January 15, 2021.
Abstract:
In my talk I will offer an exploration of how the development, distribution, and access to digital technologies have replicated imperialist and colonialist practices of the past and have led to an unequal development of digital writing across the world. I will discuss how the development of electronic literature as a field has happened in privileged academic spaces with institutional resources, research investment, and prestige economies that favor wealthy countries and replicate imperialistic relationships with elit created and researched in the rest of the world. I will conclude by offering some ideas on how we can help decolonize and seek more equitable development of the field.
For a video recording of the talk, visit: https://leonardoflores.net/blog/presentations-2/recent-lecture-technological-imperialism-and-digital-writing/
The document discusses the history and evolution of the web, web 2.0, and virtual worlds. It outlines key developments like the first web server in 1990, the rise of blogs and wikis as examples of web 2.0, and early virtual worlds from the 1970s like MUDs and MOOs. It also provides statistics on usage of virtual worlds like Second Life, noting over 4 million user accounts and typical concurrent users of over 20,000.
Educating Children of the 21st Century provides an open forum where educators and stakeholders from ASOMEX schools, can learn, share experiences and propose knowledge-based solutions, by presenting and discussing research findings, developments and trends in applying ICT to improve teaching, learning, and school leadership in the 21st century.
The conference gives teachers an opportunity to meet colleagues and share ideas that may advance the effective use of technology in their schools. Furthermore, the conference serves as a venue for participants to share information and explore new paths for innovation, to exchange views and know-how, to advance 21st Century skills using technology.
Similar to Playful Cleverness Revisited: Open-Source Game Development as a Method for Teaching Software Development (20)
Digital Survival Skills: A Course for TalTech EmployeesKaido Kikkas
The document describes a digital skills course for employees at Tallinn University of Technology (TalTech) called Digital Security Skills or DigiTarkus. The course aims to improve everyday digital knowledge and skills as society increasingly relies on technology but basic skills are often assumed. It has six modules covering topics such as basics of IT, information work, office software, programming, security and legislation. Each module contains multiple topics that end with a test. The course was launched in Estonian in 2018 and English in 2019 and is designed to raise awareness on important digital issues in a practical way using multiple platforms and open-source software. As of December 2019, over 500 employees had completed parts of the course.
The document discusses inclusive development and accessibility in website design. It notes that websites should be accessible to all audiences, including those with disabilities, as inaccessible sites exclude users and limit their reach. It outlines different types of disabilities that may impact accessibility like visual, mobility, hearing and cognitive impairments. The document provides guidance on how to design accessible websites by following standards like W3C, using responsive design, and validating websites for accessibility issues. It recommends tools for validation and testing accessibility.
A presentation at AfgREN-WS-6 in Dubai on May 10, 2014 - describing the progress of Internet in Estonia and giving some ideas for developing online infrastructure in Afghanistan.
Of Hobbits, Amish, Hackers and Technology 2014Kaido Kikkas
A new version of the 2007 lecture, held at the Estonian Information Technology College in the "Deploying IT Infrastructure Solutions" Intensive Programme on April 3, 2014 (updated from the 2013 version in April'04).
Hüüru Teabetoas 16. veebruaril 2013 toimunud arvuti algõppeseminari slaidid - põhiteemadeks olid arvuti üldmõisted, elementaarne hooldus ja turvamine ning turvaline käitumine Internetis
This document discusses ethical issues in e-learning and proposes a provisional code of ethics. It notes that technology has advanced greatly but humans have largely remained the same. It raises questions about whether the online world is a new environment or an extension of real life. Key issues addressed include the role of the teacher, freedom of expression online, intellectual property, and how to handle problems. The proposed code emphasizes the community aspects of e-learning, the importance of motivation, continuous assessment over exams, acknowledging multiple perspectives, and having policies to address issues when they arise.
Open Courses: The Next Big Thing in E-Learning?Kaido Kikkas
This document discusses the evolution of e-learning and open online courses (OOCs) specifically. It provides examples of OOCs run in Estonia using Wikiversity, which found that they are a new way for open sharing and learning as a community. While facilitation requires a shifting teacher role, findings suggest OOCs are a suitable model for many courses and could become a next step in e-learning evolution, though careful construction is still needed.
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!"
Andreas Schleicher presents PISA 2022 Volume III - Creative Thinking - 18 Jun...EduSkills OECD
Andreas Schleicher, Director of Education and Skills at the OECD presents at the launch of PISA 2022 Volume III - Creative Minds, Creative Schools on 18 June 2024.
How Barcodes Can Be Leveraged Within Odoo 17Celine George
In this presentation, we will explore how barcodes can be leveraged within Odoo 17 to streamline our manufacturing processes. We will cover the configuration steps, how to utilize barcodes in different manufacturing scenarios, and the overall benefits of implementing this technology.
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
This presentation was provided by Rebecca Benner, Ph.D., of the American Society of Anesthesiologists, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
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
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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.)
Leveraging Generative AI to Drive Nonprofit Innovation
Playful Cleverness Revisited: Open-Source Game Development as a Method for Teaching Software Development
1. Playful Cleverness Revisited: open-source game development as a method for teaching software engineering Mart Laanpere Centre for Educational Technology, Tallinn University Kaido Kikkas Institute of Informatics, Tallinn University Estonian Information Technology College
12. A snippet of WML [event] name=prestart [objectives] side=1 [objective] description= _ "Resist until the end of the turns.“ condition=win [/objective] [objective] description= _ "Death of Ryan" condition=lose [/objective] [/objectives] [/event]